Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TEXTURECONVERT_H
#define TEXTURECONVERT_H
#pragma once
#include "MapWorld.h"
#include "MapSolid.h"
#include "MapFace.h"
#include "MapDecal.h"
#include "IEditorTexture.h"
#include "resource.h"
#include "ProgDlg.h"
class CTextureConverter { public: static void ConvertWorldTextures( CMapWorld * pWorld );
private: static void Initialize( void ); static void ConvertSolids( CMapWorld * pWorld ); static void ConvertDecals( CMapWorld * pWorld ); static bool CountMapSolids( CMapSolid * pSolid, DWORD ); static bool CountMapDecals( CMapEntity *, DWORD ); static bool CheckSolidTextures( CMapSolid * pSolid, DWORD ); static bool CheckDecalTextures( CMapEntity * pEnt, DWORD ); static void CheckFaceTexture( CMapFace * pFace ); static void ConvertFaceTexture( CMapFace * pFace ); static void ConvertDecalTexture( CMapEntity * pEnt ); static void GetNewTextureMatches( const char * pszOldName, EditorTextureList_t &MatchList ); static bool TextureNameMatchesMaterialName( const char * pszTextureName, const char * pszMaterialName ); static void ReplaceFaceTexture( CMapFace * pFace, IEditorTexture * pNewTexture ); static void ReplaceDecalTexture( CMapEntity * pEnt, IEditorTexture * pNewTexture ); static IEditorTexture * FindWAD3Texture( const char * pszName ); static void RescaleFaceTexture( CMapFace * pFace, IEditorTexture * pNewTexture ); static void MsgConvertFace( CMapFace * pFace, const char * format, ... ); static void MsgConvertDecal( CMapEntity * pEnt, const char * format, ... ); static void DisplayStatistics( void );
static CProgressDlg * m_pProgDlg; static int m_nSolidCount; static int m_nFaceCount; static int m_nDecalCount; static int m_nCurrentSolid; static int m_nCurrentDecal; static int m_nSuccesses; static int m_nErrors; static int m_nSkipped; static int m_nWarnings; };
#endif // TEXTURECONVERT_H
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