raze/source/core/textures/buildtiles.h
Christoph Oelckers 34160a4354 - ported the scuba mask drawers to texture IDs.
These were also the last places in Duke using tileWidth and tileHeight.
2023-04-29 07:06:42 +02:00

50 lines
1.1 KiB
C

#pragma once
#include <limits.h>
#include "textures.h"
#include "image.h"
#include "i_time.h"
#include "intvec.h"
#include "name.h"
#include "tiletexture.h"
#include "maptypes.h"
#include "texinfo.h"
#include "texturemanager.h"
// all that's left here is the wrappers that need to go away.
inline const FTextureID spritetypebase::spritetexture() const
{
return tileGetTextureID(picnum);
}
inline void spritetypebase::setspritetexture(FTextureID tex)
{
picnum = legacyTileNum(tex);
}
//[[deprecated]]
inline int tileWidth(int num)
{
auto texid = tileGetTextureID(num);
if (!texid.isValid()) return 1;
else return (int)TexMan.GetGameTexture(texid)->GetDisplayWidth();
}
//[[deprecated]]
inline int tileHeight(int num)
{
auto texid = tileGetTextureID(num);
if (!texid.isValid()) return 1;
else return (int)TexMan.GetGameTexture(texid)->GetDisplayHeight();
}
//[[deprecated]]
inline FGameTexture* tileGetTexture(int tile, bool animate = false)
{
auto texid = tileGetTextureID(tile);
if (animate) tileUpdatePicnum(texid);
return TexMan.GetGameTexture(texid);
}