0ad/source/renderer/SkyManager.h
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

111 lines
2.6 KiB
C++

/* Copyright (C) 2009 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/>.
*/
/*
* Sky settings and texture management
*/
#ifndef INCLUDED_SKYMANAGER
#define INCLUDED_SKYMANAGER
#include "ps/Overlay.h"
/**
* Class SkyManager: Maintain sky settings and textures, and render the sky.
*/
class SkyManager
{
public:
bool m_RenderSky;
float m_HorizonHeight;
public:
SkyManager();
~SkyManager();
/**
* LoadSkyTextures: Load sky textures from within the
* progressive load framework.
*
* @return 0 if loading has completed, a value from 1 to 100 (in percent of completion)
* if more textures need to be loaded and a negative error value on failure.
*/
int LoadSkyTextures();
/**
* UnloadSkyTextures: Free any loaded sky textures and reset the internal state
* so that another call to LoadSkyTextures will begin progressive loading.
*/
void UnloadSkyTextures();
/**
* RenderSky: Render the sky.
*/
void RenderSky();
/**
* GetSkySet(): Return the currently selected sky set name.
*/
inline const CStrW& GetSkySet() const {
return m_SkySet;
}
/**
* GetSkySet(): Set the sky set name, potentially loading the textures.
*/
void SetSkySet(const CStrW& name);
/**
* Return a sorted list of available sky sets, in a form suitable
* for passing to SetSkySet.
*/
std::vector<CStrW> GetSkySets() const;
private:
/**
* load texture file from skyset and store in m_SkyTexture
* @param index 0..numTextures-1
**/
LibError LoadSkyTexture(size_t index);
/// Name of current skyset (a directory within art/textures/skies)
CStrW m_SkySet;
// Indices into m_SkyTexture
enum
{
FRONT,
BACK,
RIGHT,
LEFT,
TOP,
numTextures
};
// Sky textures
Handle m_SkyTexture[numTextures];
// Array of image names (defined in SkyManager.cpp), in the order of the IMG_ id's
static const wchar_t* s_imageNames[numTextures];
/// State of progressive loading (in # of loaded textures)
size_t cur_loading_tex;
};
#endif // INCLUDED_SKYMANAGER