forked from 0ad/0ad
janwas
c817566222
replaced all (*) CStr / CStrW by-value params with const reference. hoo boy. please always perform this optimization (actually standard idiom) when writing the code - it takes little work, tells the next guy that the string won't be modified, and makes a large performance difference. (* where possible.. a few require other changes and will follow later) This was SVN commit r4151.
113 lines
3.1 KiB
C++
113 lines
3.1 KiB
C++
#ifndef _TEXTUREMANAGER_H
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#define _TEXTUREMANAGER_H
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#include <vector>
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#include <map>
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#include <boost/shared_ptr.hpp>
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#include "lib/res/handle.h"
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#include "ps/CStr.h"
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#include "ps/Singleton.h"
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// access to sole CTextureManager object
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#define g_TexMan CTextureManager ::GetSingleton()
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class XMBElement;
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class CXeromyces;
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class CTextureEntry;
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class CTerrainProperties;
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typedef boost::shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;
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class CTerrainGroup
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{
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// name of this terrain group (as specified by the terrain XML)
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CStr m_Name;
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// "index".. basically a bogus integer that can be used by ScEd to set texture
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// priorities
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int m_Index;
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// list of textures of this type (found from the texture directory)
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std::vector<CTextureEntry*> m_Terrains;
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public:
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CTerrainGroup(CStr name, int index):
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m_Name(name),
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m_Index(index)
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{}
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// Add a texture entry to this terrain type
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void AddTerrain(CTextureEntry *);
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// Remove a texture entry
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void RemoveTerrain(CTextureEntry *);
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int GetIndex() const
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{ return m_Index; }
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CStr GetName() const
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{ return m_Name; }
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const std::vector<CTextureEntry*> &GetTerrains() const
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{ return m_Terrains; }
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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// CTextureManager : manager class for all terrain texture objects
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class CTextureManager : public Singleton<CTextureManager>
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{
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public:
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typedef std::map<CStr, CTerrainGroup *> TerrainGroupMap;
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private:
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// All texture entries created by this class, for easy freeing now that
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// textures may be in several STextureType's
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std::vector<CTextureEntry *> m_TextureEntries;
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TerrainGroupMap m_TerrainGroups;
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uint m_LastGroupIndex;
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// Find+load all textures in directory; check if
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// there's an override XML with the same basename (if there is, load it)
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void LoadTextures(CTerrainPropertiesPtr props, const char* dir);
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// Load all terrains below path, using props as the parent property sheet.
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void RecurseDirectory(CTerrainPropertiesPtr props, const char* dir);
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CTerrainPropertiesPtr GetPropertiesFromFile(CTerrainPropertiesPtr props, const char* path);
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public:
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// constructor, destructor
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CTextureManager();
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~CTextureManager();
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// Find all XML's in the directory (with subdirs) and try to load them as
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// terrain XML's
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int LoadTerrainTextures();
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void UnloadTerrainTextures();
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CTextureEntry* FindTexture(CStr tag);
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CTextureEntry* FindTexture(Handle handle);
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// Create a texture object for a new terrain texture at path, using the
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// property sheet props.
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CTextureEntry *AddTexture(CTerrainPropertiesPtr props, const CStr& path);
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// Remove the texture from all our maps and lists and delete it afterwards.
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void DeleteTexture(CTextureEntry* entry);
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// Find or create a new texture group. All terrain groups are owned by the
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// texturemanager (TerrainTypeManager)
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CTerrainGroup *FindGroup(const CStr& name);
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// Use the default group for all terrain types that don't have their own
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// ScEd currently relies on every texture having one group (and is happy ignorant of any
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// extra groups that might exist)
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CTerrainGroup *GetDefaultGroup();
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const TerrainGroupMap &GetGroups() const
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{ return m_TerrainGroups; }
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};
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#endif
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