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