raze/source/common/textures/texturemanager.h
Christoph Oelckers 84173ee09b - backend update from GZDoom.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00

215 lines
5.6 KiB
C++

#pragma once
#include <stdint.h>
#include "tarray.h"
#include "textureid.h"
#include "textures.h"
#include "basics.h"
#include "texmanip.h"
#include "name.h"
class FxAddSub;
struct BuildInfo;
class FMultipatchTextureBuilder;
class FScanner;
// Texture manager
class FTextureManager
{
void (*progressFunc)();
friend class FxAddSub; // needs access to do a bounds check on the texture ID.
public:
FTextureManager ();
~FTextureManager ();
private:
int ResolveLocalizedTexture(int texnum);
int ResolveTextureIndex(int texnum, bool animate, bool localize)
{
if ((unsigned)texnum >= Textures.Size()) return -1;
if (animate) texnum = Translation[texnum];
if (localize && Textures[texnum].HasLocalization) texnum = ResolveLocalizedTexture(texnum);
return texnum;
}
FGameTexture *InternalGetTexture(int texnum, bool animate, bool localize)
{
texnum = ResolveTextureIndex(texnum, animate, localize);
if (texnum == -1) return nullptr;
return Textures[texnum].Texture;
}
public:
FTextureID ResolveTextureIndex(FTextureID texid, bool animate, bool localize)
{
return FSetTextureID(ResolveTextureIndex(texid.GetIndex(), animate, localize));
}
// This only gets used in UI code so we do not need PALVERS handling.
FGameTexture* GetGameTextureByName(const char *name, bool animate = false, int flags = 0)
{
FTextureID texnum = GetTextureID(name, ETextureType::MiscPatch, flags);
return InternalGetTexture(texnum.GetIndex(), animate, true);
}
FGameTexture* GetGameTexture(FTextureID texnum, bool animate = false)
{
return InternalGetTexture(texnum.GetIndex(), animate, true);
}
FGameTexture* GetPalettedTexture(FTextureID texnum, bool animate = false, bool allowsubstitute = true)
{
auto texid = ResolveTextureIndex(texnum.GetIndex(), animate, true);
if (texid == -1) return nullptr;
if (allowsubstitute && Textures[texid].Paletted > 0) texid = Textures[texid].Paletted;
return Textures[texid].Texture;
}
FGameTexture* GameByIndex(int i, bool animate = false)
{
return InternalGetTexture(i, animate, true);
}
FGameTexture* FindGameTexture(const char* texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);
void FlushAll();
FTextureID GetFrontSkyLayer(FTextureID);
FTextureID GetRawTexture(FTextureID);
enum
{
TEXMAN_TryAny = 1,
TEXMAN_Overridable = 2,
TEXMAN_ReturnFirst = 4,
TEXMAN_AllowSkins = 8,
TEXMAN_ShortNameOnly = 16,
TEXMAN_DontCreate = 32,
TEXMAN_Localize = 64,
TEXMAN_ForceLookup = 128,
TEXMAN_NoAlias = 256,
};
enum
{
HIT_Wall = 1,
HIT_Flat = 2,
HIT_Sky = 4,
HIT_Sprite = 8,
HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite
};
FTextureID CheckForTexture (const char *name, ETextureType usetype, BITFIELD flags=TEXMAN_TryAny);
FTextureID GetTextureID (const char *name, ETextureType usetype, BITFIELD flags=0);
int ListTextures (const char *name, TArray<FTextureID> &list, bool listall = false);
void AddGroup(int wadnum, int ns, ETextureType usetype);
void AddPatches (int lumpnum);
void AddHiresTextures (int wadnum);
void LoadTextureDefs(int wadnum, const char *lumpname, FMultipatchTextureBuilder &build);
void ParseColorization(FScanner& sc);
void ParseTextureDef(int remapLump, FMultipatchTextureBuilder &build);
void SortTexturesByType(int start, int end);
bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
void AddLocalizedVariants();
FTextureID CreateTexture (int lumpnum, ETextureType usetype=ETextureType::Any); // Also calls AddTexture
FTextureID AddGameTexture(FGameTexture* texture, bool addtohash = true);
FTextureID GetDefaultTexture() const { return DefaultTexture; }
void LoadTextureX(int wadnum, FMultipatchTextureBuilder &build);
void AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build);
void Init();
void AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&));
void DeleteAll();
void ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free);
int NumTextures () const { return (int)Textures.Size(); }
int GuesstimateNumTextures ();
TextureManipulation* GetTextureManipulation(FName name)
{
return tmanips.CheckKey(name);
}
void InsertTextureManipulation(FName cname, TextureManipulation tm)
{
tmanips.Insert(cname, tm);
}
void RemoveTextureManipulation(FName cname)
{
tmanips.Remove(cname);
}
void AddAlias(const char* name, FGameTexture* tex);
private:
// texture counting
int CountTexturesX ();
int CountLumpTextures (int lumpnum);
void AdjustSpriteOffsets();
// Build tiles
//int CountBuildTiles ();
public:
TArray<uint8_t>& GetNewBuildTileData()
{
BuildTileData.Reserve(1);
return BuildTileData.Last();
}
FGameTexture* GameTexture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
void SetTranslation(FTextureID fromtexnum, FTextureID totexnum);
private:
void InitPalettedVersions();
// Switches
struct TextureHash
{
FGameTexture* Texture;
int Paletted; // redirection to paletted variant
int FrontSkyLayer; // and front sky layer,
int RawTexture;
int HashNext;
bool HasLocalization;
};
enum { HASH_END = -1, HASH_SIZE = 1027 };
TArray<TextureHash> Textures;
TMap<uint64_t, int> LocalizedTextures;
int HashFirst[HASH_SIZE];
FTextureID DefaultTexture;
TArray<int> FirstTextureForFile;
TArray<TArray<uint8_t> > BuildTileData;
TArray<int> Translation;
TMap<FName, TextureManipulation> tmanips;
TMap<FName, int> aliases;
public:
short sintable[2048]; // for texture warping
enum
{
SINMASK = 2047
};
FTextureID glPart2;
FTextureID glPart;
FTextureID mirrorTexture;
bool usefullnames;
};
extern FTextureManager TexMan;