Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Simple texture object used for sprites. Handed to the renderer
// for binding. May become a general purpose texture object.
//
//=============================================================================//
#ifndef TEXTURE_H
#define TEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "IEditorTexture.h"
enum
{
TEXTURE_HAS_ALPHA = 0x01
};
class CTexture : public IEditorTexture
{
public:
CTexture( void );
virtual ~CTexture( void );
bool Allocate( int nWidth, int nHeight, int nFlags );
void Draw(CDC *pDC, RECT &rect, int iFontHeight, int iIconHeight, DrawTexData_t &DrawTexData);
inline void *GetImageDataPtr( void )
{
return( m_pImageData );
}
const char *GetFileName(void) const;
inline const char *GetName(void) const
{
return(m_szName);
}
int GetShortName(char *pszName) const;
int GetKeywords(char *pszKeywords) const;
int GetImageDataRGB( void *pData = NULL );
int GetImageDataRGBA( void *pData = NULL );
inline int GetImageWidth( void ) const
{
return( m_nWidth );
}
inline int GetImageHeight( void ) const
{
return( m_nHeight );
}
inline int GetWidth( void ) const
{
return( m_nWidth );
}
inline int GetHeight( void ) const
{
return( m_nHeight );
}
inline float GetDecalScale( void ) const
{
return( 1.0f );
}
inline CPalette *GetPalette( void ) const
{
return( NULL );
}
inline int GetSurfaceAttributes( void ) const
{
return(0);
}
inline int GetSurfaceContents(void ) const
{
return(0);
}
inline int GetSurfaceValue( void ) const
{
return(0);
}
inline TEXTUREFORMAT GetTextureFormat( void ) const
{
return(tfSprite);
}
inline int GetTextureID( void ) const
{
return( m_nTextureID );
}
inline bool HasAlpha( void ) const
{
return( m_bHasAlpha );
}
inline bool HasData( void ) const
{
return( m_pImageData != NULL );
}
inline bool HasPalette( void ) const
{
return( false );
}
inline bool IsDummy( void ) const
{
return(( m_nWidth == 0) || ( m_nHeight == 0) || ( m_pImageData == NULL ));
}
bool Load( void );
inline bool IsLoaded() const
{
return true;
}
inline void SetTextureID( int nTextureID )
{
m_nTextureID = nTextureID;
}
protected:
int m_nTextureID; // Uniquely identifies this texture in all 3D renderers.
int m_nWidth;
int m_nHeight;
bool m_bHasAlpha;
char m_szName[MAX_PATH];
void *m_pImageData;
};
#endif // TEXTURE_H