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