160 lines
5.4 KiB
C++
160 lines
5.4 KiB
C++
//========= 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
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//sprite 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
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// IDD_OPTIONS_CONFIGS.
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//
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enum TEXTUREFORMAT {
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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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int nFlags;
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int nUsageCount;
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};
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class IEditorTexture {
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public:
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virtual ~IEditorTexture(void) {}
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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,
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// 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
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// 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
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// 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
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// textures
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// serve as placeholders for textures that were found in the map,
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//but 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
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// texture ID
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// identifies the texture object across all renderers, and is
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//assigned by the first renderer that actually binds the texture thru
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//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
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// ID
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// identifies the texture object across all renderers, and is
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//assigned by the first renderer that actually binds the texture thru
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//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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