raze-gles/source/common/textures/textureid.h

66 lines
1.7 KiB
C++

#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) throw();
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) {}
};