1
0
forked from 0ad/0ad
0ad/source/graphics/TextureManager.h

113 lines
3.1 KiB
C++

#ifndef _TEXTUREMANAGER_H
#define _TEXTUREMANAGER_H
#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 boost::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
int m_Index;
// list of textures of this type (found from the texture directory)
std::vector<CTextureEntry*> m_Terrains;
public:
CTerrainGroup(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, 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;
uint 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(CTerrainPropertiesPtr props, const char* dir);
// Load all terrains below path, using props as the parent property sheet.
void RecurseDirectory(CTerrainPropertiesPtr props, const char* dir);
CTerrainPropertiesPtr GetPropertiesFromFile(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(CStr tag);
CTextureEntry* FindTexture(Handle handle);
// Create a texture object for a new terrain texture at path, using the
// property sheet props.
CTextureEntry *AddTexture(CTerrainPropertiesPtr props, 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(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)
CTerrainGroup *GetDefaultGroup();
const TerrainGroupMap &GetGroups() const
{ return m_TerrainGroups; }
};
#endif