101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Sky settings and texture management
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*/
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#ifndef INCLUDED_SKYMANAGER
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#define INCLUDED_SKYMANAGER
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#include "ps/Overlay.h"
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/**
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* Class SkyManager: Maintain sky settings and textures, and render the sky.
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*/
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class SkyManager
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{
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public:
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bool m_RenderSky;
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float m_HorizonHeight;
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public:
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SkyManager();
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~SkyManager();
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/**
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* LoadSkyTextures: Load sky textures from within the
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* progressive load framework.
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*
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* @return 0 if loading has completed, a value from 1 to 100 (in percent of completion)
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* if more textures need to be loaded and a negative error value on failure.
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*/
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int LoadSkyTextures();
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/**
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* UnloadSkyTextures: Free any loaded sky textures and reset the internal state
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* so that another call to LoadSkyTextures will begin progressive loading.
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*/
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void UnloadSkyTextures();
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/**
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* RenderSky: Render the sky.
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*/
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void RenderSky();
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/**
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* GetSkySet(): Return the currently selected sky set name.
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*/
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inline const CStrW& GetSkySet() const {
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return m_SkySet;
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}
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/**
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* GetSkySet(): Set the sky set name, potentially loading the textures.
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*/
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void SetSkySet(const CStrW& name);
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/**
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* Return a sorted list of available sky sets, in a form suitable
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* for passing to SetSkySet.
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*/
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std::vector<CStrW> GetSkySets() const;
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private:
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/// Name of current skyset (a directory within art/textures/skies)
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CStrW m_SkySet;
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// Sky textures
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Handle m_SkyTexture[5];
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// Indices into m_SkyTexture
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static const int IMG_FRONT = 0;
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static const int IMG_BACK = 1;
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static const int IMG_RIGHT = 2;
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static const int IMG_LEFT = 3;
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static const int IMG_TOP = 4;
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// Array of image names (defined in SkyManager.cpp), in the order of the IMG_ id's
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static const char* IMAGE_NAMES[5];
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/// State of progressive loading (in # of loaded textures)
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size_t cur_loading_tex;
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};
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#endif // INCLUDED_SKYMANAGER
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