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CnC_Renegade/Code/ww3d2/dx8texman.h

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/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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