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https://github.com/nillerusr/source-engine.git
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158 lines
5.2 KiB
C
158 lines
5.2 KiB
C
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//========= 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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#pragma once
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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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//
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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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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( bool bFullReload ) = 0; // The texture changed. If bFullReload is true, then the material system reloads it too.
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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( bool bForceLoad=true ) { 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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