Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

153 lines
2.4 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implementation of IEditorTexture interface for placeholder textures.
// Placeholder textures are used for textures that are referenced in
// the map file but not found in storage.
//
//=============================================================================//
#ifndef DUMMYTEXTURE_H
#define DUMMYTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include <afxtempl.h>
#include "IEditorTexture.h"
enum TEXTUREFORMAT;
class CDummyTexture : public IEditorTexture
{
public:
CDummyTexture(const char *pszName, TEXTUREFORMAT eFormat);
virtual ~CDummyTexture();
inline const char *GetName() const
{
return(m_szName);
}
int GetShortName(char *pszName) const;
int GetKeywords(char *pszKeywords) const;
void Draw(CDC *pDC, RECT &rect, int iFontHeight, int iIconHeight, DrawTexData_t &DrawTexData);
const char *GetFileName(void) const;
void GetSize(SIZE &size) const;
inline bool IsDummy() const
{
return(true);
}
int GetImageDataRGB( void *pImageRGB );
int GetImageDataRGBA( void *pImageRGBA );
inline int GetImageWidth() const
{
return(0);
}
inline int GetImageHeight() const
{
return(0);
}
inline float GetDecalScale() const
{
return(1.0f);
}
CPalette *GetPalette() const
{
return(NULL);
}
inline int GetWidth() const
{
return(0);
}
inline int GetHeight() const
{
return(0);
}
inline int GetTextureID() const
{
return(0);
}
inline TEXTUREFORMAT GetTextureFormat() const
{
return(m_eTextureFormat);
}
inline int GetSurfaceAttributes() const
{
return(0);
}
inline int GetSurfaceContents() const
{
return(0);
}
inline int GetSurfaceValue() const
{
return(0);
}
inline bool HasAlpha() const
{
return(false);
}
inline bool HasData() const
{
return(false);
}
inline bool HasPalette() const
{
return(false);
}
bool Load( void );
void Reload( bool bFullReload ) {}
inline bool IsLoaded() const
{
return true;
}
inline void SetTextureFormat(TEXTUREFORMAT eFormat)
{
m_eTextureFormat = eFormat;
}
inline void SetTextureID( int nTextureID )
{
}
bool IsWater( void ) const
{
return false;
}
protected:
char m_szName[MAX_PATH];
char m_szFileName[MAX_PATH];
TEXTUREFORMAT m_eTextureFormat;
};
#endif // DUMMYTEXTURE_H