gtkradiant/radiant/textures.h

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
// a texturename of the form (0 0 0) will
// create a solid color texture
void Texture_Init();
void Texture_ShowDirectory( int menunum );
void Texture_ShowDirectory();
void Texture_ShowAll();
void WINAPI Texture_ShowInuse();
extern char texture_directory[];
// Timo
// added an optional IPluginTexdef when one is available
// we need a forward declaration, this is crap
class IPluginTexdef;
//++timo clean
void Texture_SetTexture2( IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = NULL, bool bSetSelection = true );
void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = (IPluginTexdef*)NULL, bool bSetSelection = true );
void Texture_SetMode( int iMenu ); // GL_TEXTURE_NEAREST, etc..
void Texture_ResetPosition();
// build the list of shader files used by PreloadShaders
void BuildShaderList();
// preload the shaders: build a list of shader names and properties .. don't load their assets
void PreloadShaders();
int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight );
qtexture_t* Texture_LoadFromPlugIn( void* vp );
void Texture_StartPos( void );
IShader* Texture_NextPos( int *x, int *y );