1
0
forked from 0ad/0ad
0ad/source/graphics/TerrainTextureEntry.h
2011-02-05 13:13:57 +00:00

92 lines
2.6 KiB
C++

/* Copyright (C) 2010 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_TERRAINTEXTUREENTRY
#define INCLUDED_TERRAINTEXTUREENTRY
#include <map>
#include "TerrainTextureManager.h"
#include "TextureManager.h"
#include "lib/res/handle.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
class XMBElement;
class CXeromyces;
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// CTerrainTextureEntry: class wrapping a terrain texture object; contains various other required
// elements - color of minimap, terrain "group" it belongs to, etc
class CTerrainTextureEntry
{
public:
typedef std::vector<CTerrainGroup *> GroupVector;
private:
// Tag = file name stripped of path and extension (grass_dark_1)
CStr m_Tag;
// The property sheet used by this texture
CTerrainPropertiesPtr m_pProperties;
CTexturePtr m_Texture;
// 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;
// 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.
CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path);
~CTerrainTextureEntry();
CStr GetTag() const
{ return m_Tag; }
const CTerrainProperties& GetProperties() const
{ return *m_pProperties; }
// Get texture handle, load texture if not loaded.
const CTexturePtr& GetTexture() {
return m_Texture;
}
// 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; }
};
#endif