SBSPSS/Utils/MapEdit/TexCache.h

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/*********************/
/*** Texture Cache ***/
/*********************/
#ifndef __TEXCACHE_HEADER__
#define __TEXCACHE_HEADER__
#include "stdafx.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <Vector>
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#include "Utils.h"
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#include "List.h"
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#include <misc.hpp>
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struct sRGBData
{
int Width;
int Height;
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u8 *RGB;
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};
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struct sTex
{
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GString Filename;
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GString Name;
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GLuint TexID;
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int Flags;
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int TexWidth,TexHeight;
float dW,dH;
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bool Loaded;
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bool operator==(sTex const &v1) {return (Filename==v1.Filename && Flags==v1.Flags);}
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};
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const RGBQUAD BlankRGB={255,0,255};
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
class CTexCache
{
public:
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int GetTexIdx(sTex &Tex) {return(TexList.Find(Tex));}
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int ProcessTexture(const char *Name,int Flags,sRGBData *RGBData=0);
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void Purge();
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bool LoadBMP(const char *Filename,sRGBData &RGBData);
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void FreeBMP(sRGBData &RGBData);
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void FixBMP(sRGBData &RGBData);
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bool IsSizeOk(int Size);
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int AlignSize(int Size);
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void LoadTex(sTex &ThisTex,sRGBData *TexData);
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sTex &GetTex(int Id) {return(TexList[Id]);}
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GString &GetTexFilename(int Id) {return(TexList[Id].Filename);}
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GString &GetTexName(int Id) {return(TexList[Id].Name);}
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GLuint GetTexGLId(int Id) {return(TexList[Id].TexID);}
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CList<sTex> TexList;
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};
/*****************************************************************************/
#endif