#pragma once enum class ETextureType : uint8_t { Any, Wall, Flat, Sprite, WallPatch, Build, // no longer used but needs to remain for ZScript SkinSprite, Decal, MiscPatch, FontChar, Override, // For patches between TX_START/TX_END Autopage, // Automap background - used to enable the use of FAutomapTexture SkinGraphic, Null, FirstDefined, Special, SWCanvas, }; class FTextureID { friend class FTextureManager; friend void R_InitSpriteDefs(); public: FTextureID() = default; bool isNull() const { return texnum == 0; } bool isValid() const { return texnum > 0; } bool Exists() const { return texnum >= 0; } void SetInvalid() { texnum = -1; } void SetNull() { texnum = 0; } bool operator ==(const FTextureID &other) const { return texnum == other.texnum; } bool operator !=(const FTextureID &other) const { return texnum != other.texnum; } FTextureID operator +(int offset) const noexcept(true); int GetIndex() const { return texnum; } // Use this only if you absolutely need the index! void SetIndex(int index) { texnum = index; } // Use this only if you absolutely need the index! // The switch list needs these to sort the switches by texture index int operator -(FTextureID other) const { return texnum - other.texnum; } bool operator < (FTextureID other) const { return texnum < other.texnum; } bool operator > (FTextureID other) const { return texnum > other.texnum; } protected: FTextureID(int num) { texnum = num; } private: int texnum; }; class FNullTextureID : public FTextureID { public: FNullTextureID() : FTextureID(0) {} }; // This is for the script interface which needs to do casts from int to texture. class FSetTextureID : public FTextureID { public: FSetTextureID(int v) : FTextureID(v) {} };