/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Sky settings and texture management */ #ifndef INCLUDED_SKYMANAGER #define INCLUDED_SKYMANAGER #include "ps/Overlay.h" /** * Class SkyManager: Maintain sky settings and textures, and render the sky. */ class SkyManager { public: bool m_RenderSky; float m_HorizonHeight; public: SkyManager(); ~SkyManager(); /** * LoadSkyTextures: Load sky textures from within the * progressive load framework. * * @return 0 if loading has completed, a value from 1 to 100 (in percent of completion) * if more textures need to be loaded and a negative error value on failure. */ int LoadSkyTextures(); /** * UnloadSkyTextures: Free any loaded sky textures and reset the internal state * so that another call to LoadSkyTextures will begin progressive loading. */ void UnloadSkyTextures(); /** * RenderSky: Render the sky. */ void RenderSky(); /** * GetSkySet(): Return the currently selected sky set name. */ inline const CStrW& GetSkySet() const { return m_SkySet; } /** * GetSkySet(): Set the sky set name, potentially loading the textures. */ void SetSkySet(const CStrW& name); /** * Return a sorted list of available sky sets, in a form suitable * for passing to SetSkySet. */ std::vector GetSkySets() const; private: /** * load texture file from skyset and store in m_SkyTexture * @param index 0..numTextures-1 **/ LibError LoadSkyTexture(size_t index); /// Name of current skyset (a directory within art/textures/skies) CStrW m_SkySet; // Indices into m_SkyTexture enum { FRONT, BACK, RIGHT, LEFT, TOP, numTextures }; // Sky textures Handle m_SkyTexture[numTextures]; // Array of image names (defined in SkyManager.cpp), in the order of the IMG_ id's static const wchar_t* s_imageNames[numTextures]; /// State of progressive loading (in # of loaded textures) size_t cur_loading_tex; }; #endif // INCLUDED_SKYMANAGER