/*! * \file include/TextureManager.h * \brief Texture registry * * \author Mongoose * \author xythobuz */ #ifndef _TEXTURE_MANAGER_H #define _TEXTURE_MANAGER_H #include #include #include // These are loaded into TextureStorage::SYSTEM by initialize()! #define TEXTURE_WHITE 0 #define TEXTURE_SPLASH 1 class TextureTileVertex { public: TextureTileVertex(uint8_t xc, uint8_t xp, uint8_t yc, uint8_t yp) : xCoordinate(xc), xPixel(xp), yCoordinate(yc), yPixel(yp) { } uint8_t xCoordinate, xPixel; uint8_t yCoordinate, yPixel; }; class TextureTile { public: TextureTile(unsigned int a, unsigned int t) : attribute(a), texture(t) { } void add(TextureTileVertex t) { vertices.push_back(t); } unsigned int getTexture() { return texture; } glm::vec2 getUV(unsigned int i); private: unsigned int attribute; unsigned int texture; std::vector vertices; }; /*! * \brief Texture registry */ class TextureManager { public: enum class ColorMode { RGB, RGBA, ARGB, BGR, BGRA }; enum class TextureStorage { GAME, SYSTEM }; ~TextureManager(); int initialize(); int initializeSplash(); void clear(); int numTextures(TextureStorage s = TextureStorage::GAME); /*! * \brief Binds the texture for use in GL * \param n valid texture index * \param s Which TextureStorage should be accessed * \param unit Which GL texture unit should be used */ void bindTextureId(unsigned int n, TextureStorage s = TextureStorage::GAME, unsigned int unit = 0); /*! * \brief Loads Buffer as texture * \param image pixmap matching other params * \param width width of image * \param height height of image * \param mode mode of image * \param bpp bits per pixel of image * \param s Which TextureStorage should be accessed * \param slot slot (ID) of image * \param filter if the texture should be mipmap filtered * \returns texture ID or < 0 on error */ int loadBufferSlot(unsigned char* image = nullptr, unsigned int width = 256, unsigned int height = 256, ColorMode mode = ColorMode::RGBA, unsigned int bpp = 32, TextureStorage s = TextureStorage::GAME, int slot = -1, bool filter = true); int loadImage(const char* filename, TextureStorage s = TextureStorage::GAME, int slot = -1); void addTile(TextureTile* t); int numTiles(); TextureTile& getTile(int index); void addAnimatedTile(int index, int tile); int numAnimatedTiles(); int getFirstTileAnimation(int index); int getNextTileAnimation(int tile); private: std::vector& getIds(TextureStorage s); int loadPCX(const char* filename, TextureStorage s, int slot); std::vector mTextureIdsGame; std::vector mTextureIdsSystem; std::vector tiles; std::vector> animations; }; TextureManager& getTextureManager(); #endif