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165 lines
5.2 KiB
165 lines
5.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Defines the interface a given texture for the 3D renderer. Current |
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// implementations are for world textures (WADTexture.cpp) and sprite |
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// textures (Texture.cpp). |
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// |
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//============================================================================= |
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#ifndef IEDITORTEXTURE_H |
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#define IEDITORTEXTURE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include <utlvector.h> |
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class CDC; |
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class CPalette; |
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class IMaterial; |
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// FGDLIB: |
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#define DEFAULT_TEXTURE_SCALE 0.25 |
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#define DEFAULT_LIGHTMAP_SCALE 16 |
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// |
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// Set your texture ID to this in your implementation's constructor. |
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// |
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#define TEXTURE_ID_NONE -1 |
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// |
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// Texture formats. hack: MUST correlate with radio buttons in IDD_OPTIONS_CONFIGS. |
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// |
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enum TEXTUREFORMAT |
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{ |
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tfNone = -1, |
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tfWAD = 0, |
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tfWAL = 1, |
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tfWAD3 = 2, |
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tfWAD4 = 3, |
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tfWAD5 = 4, |
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tfVMT = 5, |
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tfSprite = 6 // dvs: not sure if I want to do it this way |
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}; |
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// |
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// Flags for DrawTexData_t. |
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// |
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#define drawCaption 0x01 |
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#define drawResizeAlways 0x02 |
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#define drawIcons 0x04 |
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#define drawErrors 0x08 |
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#define drawUsageCount 0x10 |
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struct DrawTexData_t |
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{ |
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int nFlags; |
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int nUsageCount; |
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}; |
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class IEditorTexture |
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{ |
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public: |
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virtual ~IEditorTexture(void) |
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{ |
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} |
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// |
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// dvs: remove one of these |
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// |
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virtual int GetImageWidth( void ) const = 0; |
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virtual int GetImageHeight( void ) const = 0; |
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virtual int GetWidth( void ) const = 0; |
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virtual int GetHeight( void ) const = 0; |
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virtual float GetDecalScale( void ) const = 0; |
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// |
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// dvs: Try to remove as many of these as possible: |
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// |
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virtual const char *GetName( void ) const = 0; |
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virtual int GetShortName( char *szShortName ) const = 0; |
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virtual int GetKeywords( char *szKeywords ) const = 0; |
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// FGDLIB: |
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//virtual void Draw(CDC *pDC, RECT &rect, int iFontHeight, int iIconHeight, DrawTexData_t &DrawTexData) = 0; |
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virtual TEXTUREFORMAT GetTextureFormat( void ) const = 0; |
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virtual int GetSurfaceAttributes( void ) const = 0; |
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virtual int GetSurfaceContents(void ) const = 0; |
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virtual int GetSurfaceValue( void ) const = 0; |
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virtual CPalette *GetPalette( void ) const = 0; |
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virtual bool HasData( void ) const = 0; |
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virtual bool HasPalette( void ) const = 0; |
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virtual bool Load( void ) = 0; // ensure that texture is loaded. could this be done internally? |
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virtual void Reload( void ) = 0; // The texture changed |
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virtual bool IsLoaded( void ) const = 0; |
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virtual const char *GetFileName( void ) const = 0; |
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virtual bool IsWater( void ) const = 0; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : pData - |
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// Output : |
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//----------------------------------------------------------------------------- |
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virtual int GetImageDataRGB( void *pData = NULL ) = 0; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : pData - |
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// Output : |
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//----------------------------------------------------------------------------- |
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virtual int GetImageDataRGBA( void *pData = NULL ) = 0; |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns true if this texture has an alpha component, false if not. |
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//----------------------------------------------------------------------------- |
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virtual bool HasAlpha( void ) const = 0; |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns whether this texture is a dummy texture or not. Dummy textures |
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// serve as placeholders for textures that were found in the map, but |
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// not in the WAD (or the materials tree). The dummy texture enables us |
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// to bind the texture, find it by name, etc. |
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//----------------------------------------------------------------------------- |
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virtual bool IsDummy( void ) const = 0; // dvs: perhaps not the best name? |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the unique texture ID for this texture object. The texture ID |
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// identifies the texture object across all renderers, and is assigned |
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// by the first renderer that actually binds the texture thru BindTexture. |
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// |
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// Only the renderer ever needs to call SetTextureID. |
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//----------------------------------------------------------------------------- |
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virtual int GetTextureID( void ) const = 0; |
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//----------------------------------------------------------------------------- |
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// Purpose: Sets the unique texture ID for this texture object. The texture ID |
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// identifies the texture object across all renderers, and is assigned |
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// by the first renderer that actually binds the texture thru BindTexture. |
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// |
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// Only the renderer should ever call SetTextureID! |
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//----------------------------------------------------------------------------- |
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virtual void SetTextureID( int nTextureID ) = 0; |
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//----------------------------------------------------------------------------- |
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// Returns the material system material associated with a texture |
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//----------------------------------------------------------------------------- |
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virtual IMaterial* GetMaterial() { return 0; } |
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}; |
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typedef CUtlVector<IEditorTexture *> EditorTextureList_t; |
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#endif // IEDITORTEXTURE_H
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