/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : DX8 Texture Manager * * * * $Archive:: /Commando/Code/ww3d2/dx8texman.h $* * * * Original Author:: Hector Yee * * * * $Author:: Jani_p $* * * * $Modtime:: 7/26/01 5:12p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef DX8TEXTUREMANAGER_H #define DX8TEXTUREMANAGER_H #include "always.h" #include "texture.h" #include "dx8wrapper.h" #include "ww3dformat.h" #include "dx8list.h" #include "ww3dformat.h" #include "multilist.h" class DX8TextureManagerClass; class DX8TextureTrackerClass : public MultiListObjectClass { friend DX8TextureManagerClass; public: DX8TextureTrackerClass(unsigned int w, unsigned int h, WW3DFormat format, TextureClass::MipCountType count,bool rt, TextureClass *tex): Width(w), Height(h), Format(format), Mip_level_count(count), RenderTarget(rt), Texture(tex) { } private: unsigned int Width; unsigned int Height; WW3DFormat Format; TextureClass::MipCountType Mip_level_count; bool RenderTarget; TextureClass *Texture; }; class DX8TextureManagerClass { public: static void Shutdown(); static void Add(DX8TextureTrackerClass *track); static void Remove(TextureClass *tex); static void Release_Textures(); static void Recreate_Textures(); private: static DX8TextureTrackerList Managed_Textures; }; #endif // ifdef TEXTUREMANAGER