#pragma once #include "sc_man.h" #include "palettecontainer.h" #include "textureid.h" #include "vectors.h" #include "bitmap.h" #include "image.h" class FImageTexture; //========================================================================== // // TexPart is the data that will get passed to the final texture. // //========================================================================== struct TexPart { FRemapTable *Translation = nullptr; FImageSource *Image = nullptr; PalEntry Blend = 0; blend_t Alpha = FRACUNIT; int16_t OriginX = 0; int16_t OriginY = 0; uint8_t Rotate = 0; uint8_t op = OP_COPY; }; //========================================================================== // // A texture defined in a TEXTURE1 or TEXTURE2 lump // //========================================================================== class FMultiPatchTexture : public FImageSource { friend class FTexture; public: FMultiPatchTexture(int w, int h, const TArray &parts, bool complex, bool textual); protected: int NumParts; bool bComplex; bool bTextual; TexPart *Parts; // The getters must optionally redirect if it's a simple one-patch texture. int CopyPixels(FBitmap *bmp, int conversion) override; TArray CreatePalettedPixels(int conversion) override; void CopyToBlock(uint8_t *dest, int dwidth, int dheight, FImageSource *source, int xpos, int ypos, int rotate, const uint8_t *translation, int style); void CollectForPrecache(PrecacheInfo &info, bool requiretruecolor); }; //========================================================================== // // Additional data per patch which is needed for initialization // //========================================================================== struct TexInit { FString TexName; ETextureType UseType = ETextureType::Null; FTexture *Texture = nullptr; bool Silent = false; bool HasLine = false; bool UseOffsets = false; FScriptPosition sc; }; //========================================================================== // // All build info only needed to construct the multipatch textures // //========================================================================== struct FPatchLookup; struct BuildInfo { FString Name; TArray Parts; TArray Inits; int Width = 0; int Height = 0; DVector2 Scale = { 1, 1 }; bool bWorldPanning = false; // This sucks! int DefinitionLump = 0; bool bComplex = false; bool textual = false; bool bNoDecals = false; int LeftOffset[2] = {}; int TopOffset[2] = {}; FImageTexture *tex = nullptr; void swap(BuildInfo &other) { Name.Swap(other.Name); Parts.Swap(other.Parts); Inits.Swap(other.Inits); std::swap(Width, other.Width); std::swap(Height, other.Height); std::swap(Scale, other.Scale); std::swap(bWorldPanning, other.bWorldPanning); std::swap(DefinitionLump, other.DefinitionLump); std::swap(bComplex, other.bComplex); std::swap(textual, other.textual); std::swap(bNoDecals, other.bNoDecals); std::swap(LeftOffset[0], other.LeftOffset[0]); std::swap(LeftOffset[1], other.LeftOffset[1]); std::swap(TopOffset[0], other.TopOffset[0]); std::swap(TopOffset[1], other.TopOffset[1]); std::swap(tex, other.tex); } }; class FMultipatchTextureBuilder { FTextureManager &TexMan; TArray BuiltTextures; void(*progressFunc)(); void(*checkForHacks)(BuildInfo&); void MakeTexture(BuildInfo &buildinfo, ETextureType usetype); void BuildTexture(const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum, ETextureType usetyoe); void AddTexturesLump(const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1); void ParsePatch(FScanner &sc, BuildInfo &info, TexPart &part, TexInit &init); void ResolvePatches(BuildInfo &buildinfo); public: FMultipatchTextureBuilder(FTextureManager &texMan, void(*progressFunc_)(), void(*checkForHacks_)(BuildInfo &)) : TexMan(texMan), progressFunc(progressFunc_), checkForHacks(checkForHacks_) { } void AddTexturesLumps(int lump1, int lump2, int patcheslump); void ParseTexture(FScanner &sc, ETextureType usetype); void ResolveAllPatches(); };