aboutsummaryrefslogtreecommitdiff
path: root/sp/src/public/fgdlib/ieditortexture.h
diff options
context:
space:
mode:
authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/fgdlib/ieditortexture.h
parentMark some more files as text. (diff)
downloadsource-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.h330
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