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forked from 0ad/0ad
0ad/source/graphics/TextureEntry.h
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

112 lines
3.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_TEXTUREENTRY
#define INCLUDED_TEXTUREENTRY
#include <map>
#include "lib/res/handle.h"
#include "ps/CStr.h"
#include "TextureManager.h"
class XMBElement;
class CXeromyces;
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// CTextureEntry: class wrapping a terrain texture object; contains various other required
// elements - color of minimap, terrain "group" it belongs to, etc
class CTextureEntry
{
public:
typedef std::vector<CTerrainGroup *> GroupVector;
private:
// Tag = file name stripped of path and extension (grass_dark_1)
CStrW m_Tag;
// The property sheet used by this texture
CTerrainPropertiesPtr m_pProperties;
VfsPath m_TexturePath;
void* m_Bitmap; // UI bitmap object (user data for ScEd)
Handle m_Handle; // handle to GL texture data
// BGRA color of topmost mipmap level, for coloring minimap, or a color
// specified by the terrain properties
u32 m_BaseColor;
// ..Valid is true if the base color has been cached
bool m_BaseColorValid;
// All terrain type groups we're a member of
GroupVector m_Groups;
// A map of all loaded textures and their texture handles for GetByHandle.
static std::map<Handle, CTextureEntry *> m_LoadedTextures;
// load texture from file
void LoadTexture();
// calculate the root color of the texture, used for coloring minimap
void BuildBaseColor();
public:
// Most of the texture's data is delay-loaded, so after the constructor has
// been called, the texture entry is ready to be used.
CTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path);
~CTextureEntry();
CStr GetTag() const
{ return m_Tag; }
CTerrainPropertiesPtr GetProperties() const
{ return m_pProperties; }
VfsPath GetTexturePath() const
{ return m_TexturePath; }
void* GetBitmap() const { return m_Bitmap; }
void SetBitmap(void* bmp) { m_Bitmap=bmp; }
// Get texture handle, load texture if not loaded.
Handle GetHandle() {
if (m_Handle==-1) LoadTexture();
return m_Handle;
}
// Get mipmap color in BGRA format
u32 GetBaseColor() {
if (!m_BaseColorValid) BuildBaseColor();
return m_BaseColor;
}
// ScEd wants to sort textures by their group's index.
size_t GetType() const
{ return m_Groups[0]->GetIndex(); }
const GroupVector &GetGroups() const
{ return m_Groups; }
// returns whether this texture-entry has loaded any data yet
bool IsLoaded() { return (m_Handle!=-1); }
// The texture entry class maintains a map of loaded textures and their
// handles.
static CTextureEntry *GetByHandle(Handle handle);
};
#endif