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Split up tile.cpp/h
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cdce33dd05
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34 changed files with 2851 additions and 2801 deletions
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@ -20,118 +20,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include "irrlichttypes.h"
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#include "irr_v3d.h"
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#include <ITexture.h>
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#include <string>
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#include <vector>
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#include <SMaterial.h>
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#include "util/numeric.h"
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#include "config.h"
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class IGameDef;
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struct TileSpec;
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struct TileDef;
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namespace irr::video { class IVideoDriver; }
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typedef std::vector<video::SColor> Palette;
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/*
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tile.{h,cpp}: Texture handling stuff.
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*/
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/*
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Find out the full path of an image by trying different filename
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extensions.
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If failed, return "".
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TODO: Should probably be moved out from here, because things needing
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this function do not need anything else from this header
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*/
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std::string getImagePath(std::string path);
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/*
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Gets the path to a texture by first checking if the texture exists
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in texture_path and if not, using the data path.
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Checks all supported extensions by replacing the original extension.
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If not found, returns "".
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Utilizes a thread-safe cache.
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*/
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std::string getTexturePath(const std::string &filename, bool *is_base_pack = nullptr);
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void clearTextureNameCache();
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/*
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TextureSource creates and caches textures.
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*/
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class ISimpleTextureSource
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{
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public:
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ISimpleTextureSource() = default;
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virtual ~ISimpleTextureSource() = default;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr) = 0;
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};
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class ITextureSource : public ISimpleTextureSource
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{
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public:
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ITextureSource() = default;
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virtual ~ITextureSource() = default;
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = nullptr) = 0;
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/*!
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* Returns a palette from the given texture name.
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* The pointer is valid until the texture source is
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* destructed.
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* Should be called from the main thread.
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*/
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virtual Palette* getPalette(const std::string &name) = 0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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class IWritableTextureSource : public ITextureSource
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{
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public:
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IWritableTextureSource() = default;
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virtual ~IWritableTextureSource() = default;
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual void processQueue()=0;
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virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
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virtual void rebuildImagesAndTextures()=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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IWritableTextureSource *createTextureSource();
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video::IImage *Align2Npot2(video::IImage *image, video::IVideoDriver *driver);
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enum MaterialType{
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TILE_MATERIAL_BASIC,
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@ -318,5 +209,3 @@ struct TileSpec
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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std::vector<std::string> getTextureDirs();
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