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forked from 0ad/0ad
0ad/source/graphics/TextureManager.h

98 lines
2.6 KiB
C++
Executable File

#ifndef _TEXTUREMANAGER_H
#define _TEXTUREMANAGER_H
#include <vector>
#include <map>
#include "res/handle.h"
#include "CStr.h"
#include "Singleton.h"
// access to sole CTextureManager object
#define g_TexMan CTextureManager ::GetSingleton()
class XMBElement;
class CXeromyces;
class CTextureEntry;
class CTerrainTypeGroup
{
// name of this terrain type (as referenced in terrain xmls)
CStr m_Name;
// "index".. basically a bogus integer that can be used by ScEd to set texture
// priorities
int m_Index;
// list of textures of this type (found from the texture directory)
std::vector<CTextureEntry*> m_Terrains;
public:
CTerrainTypeGroup(CStr name, int index):
m_Name(name),
m_Index(index)
{}
// Add a texture entry to this terrain type
void AddTerrain(CTextureEntry *);
// Remove a texture entry
void RemoveTerrain(CTextureEntry *);
int GetIndex() const
{ return m_Index; }
CStr GetName() const
{ return m_Name; }
const std::vector<CTextureEntry*> &GetTerrains() const
{ return m_Terrains; }
};
///////////////////////////////////////////////////////////////////////////////////////////
// CTextureManager : manager class for all terrain texture objects
class CTextureManager : public Singleton<CTextureManager>
{
public:
typedef std::map<CStr, CTerrainTypeGroup *> TerrainTypeGroupMap;
private:
// All texture entries created by this class, for easy freeing now that
// textures may be in several STextureType's
std::vector<CTextureEntry *> m_TextureEntries;
TerrainTypeGroupMap m_TerrainTypeGroups;
uint m_LastGroupIndex;
// Find all XML's in the directory (with subdirs) and try to load them as
// terrain XML's
void RecurseDirectory(CStr path);
public:
// constructor, destructor
CTextureManager();
~CTextureManager();
int LoadTerrainTextures();
void LoadTerrainsFromXML(const char *filename);
CTextureEntry* FindTexture(CStr tag);
CTextureEntry* FindTexture(Handle handle);
CTextureEntry* GetRandomTexture();
// TODO How do Atlas/ScEd want to create new terrain types?
// CTextureEntry* AddTexture(const char* filename,int type);
void DeleteTexture(CTextureEntry* entry);
// Find or create a new texture group. All terrain groups are owned by the
// texturemanager (TerrainTypeManager)
CTerrainTypeGroup *FindGroup(CStr name);
// Use the default group for all terrain types that don't have their own
// ScEd currently relies on every texture having one group (and is happy ignorant of any
// extra groups that might exist)
CTerrainTypeGroup *GetDefaultGroup();
const TerrainTypeGroupMap &GetGroups() const
{ return m_TerrainTypeGroups; }
};
#endif