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forked from 0ad/0ad
0ad/source/graphics/TextureManager.h
janwas 3c411dd174 large batch of Dehydra static code analysis fixes
(mostly passing arguments by const reference and checking LibError
return codes)

This was SVN commit r6214.
2008-07-12 10:45:11 +00:00

108 lines
3.0 KiB
C++

#ifndef INCLUDED_TEXTUREMANAGER
#define INCLUDED_TEXTUREMANAGER
#include <vector>
#include <map>
#include <boost/shared_ptr.hpp>
#include "lib/res/handle.h"
#include "ps/CStr.h"
#include "ps/Singleton.h"
// access to sole CTextureManager object
#define g_TexMan CTextureManager ::GetSingleton()
class XMBElement;
class CXeromyces;
class CTextureEntry;
class CTerrainProperties;
typedef shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;
class CTerrainGroup
{
// name of this terrain group (as specified by the terrain XML)
CStr m_Name;
// "index".. basically a bogus integer that can be used by ScEd to set texture
// priorities
size_t m_Index;
// list of textures of this type (found from the texture directory)
std::vector<CTextureEntry*> m_Terrains;
public:
CTerrainGroup(CStr name, size_t 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 *);
size_t 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, CTerrainGroup *> TerrainGroupMap;
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;
TerrainGroupMap m_TerrainGroups;
size_t m_LastGroupIndex;
// Find+load all textures in directory; check if
// there's an override XML with the same basename (if there is, load it)
void LoadTextures(const CTerrainPropertiesPtr& props, const char* dir);
// Load all terrains below path, using props as the parent property sheet.
void RecurseDirectory(const CTerrainPropertiesPtr& props, const char* dir);
CTerrainPropertiesPtr GetPropertiesFromFile(const CTerrainPropertiesPtr& props, const char* path);
public:
// constructor, destructor
CTextureManager();
~CTextureManager();
// Find all XML's in the directory (with subdirs) and try to load them as
// terrain XML's
int LoadTerrainTextures();
void UnloadTerrainTextures();
CTextureEntry* FindTexture(const CStr& tag);
CTextureEntry* FindTexture(Handle handle);
// Create a texture object for a new terrain texture at path, using the
// property sheet props.
CTextureEntry *AddTexture(const CTerrainPropertiesPtr& props, const CStr& path);
// Remove the texture from all our maps and lists and delete it afterwards.
void DeleteTexture(CTextureEntry* entry);
// Find or create a new texture group. All terrain groups are owned by the
// texturemanager (TerrainTypeManager)
CTerrainGroup *FindGroup(const CStr& name);
const TerrainGroupMap &GetGroups() const
{ return m_TerrainGroups; }
};
#endif