Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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, PRINTF_FORMAT_STRING const char * format, ... );
static void MsgConvertDecal( CMapEntity * pEnt, PRINTF_FORMAT_STRING 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