diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/fgdlib/ieditortexture.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/fgdlib/ieditortexture.h')
| -rw-r--r-- | sp/src/public/fgdlib/ieditortexture.h | 330 |
1 files changed, 165 insertions, 165 deletions
diff --git a/sp/src/public/fgdlib/ieditortexture.h b/sp/src/public/fgdlib/ieditortexture.h index 24a97a5a..076839ef 100644 --- a/sp/src/public/fgdlib/ieditortexture.h +++ b/sp/src/public/fgdlib/ieditortexture.h @@ -1,165 +1,165 @@ -//========= 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
+//========= 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 |