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2020-08-04 13:13:01 -04:00

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C++

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