1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 /* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com> 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 2 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef TEXTURE_HEADER #define TEXTURE_HEADER // This file now contains all that was here #include "tile.h" // TODO: Remove this typedef u16 textureid_t; #if 0 #include "common_irrlicht.h" //#include "utility.h" #include "debug.h" /* All textures are given a "texture id". 0 = nothing (a NULL pointer texture) */ typedef u16 textureid_t; /* Every texture in the game can be specified by this. It exists instead of specification strings because arbitary texture combinations for map nodes are handled using this, and strings are too slow for that purpose. Plain texture pointers are not used because they don't contain content information by themselves. A texture can be completely reconstructed by just looking at this, while this also is a fast unique key to containers. */ #define TEXTURE_SPEC_TEXTURE_COUNT 4 struct TextureSpec { TextureSpec() { clear(); } TextureSpec(textureid_t id0) { clear(); tids[0] = id0; } TextureSpec(textureid_t id0, textureid_t id1) { clear(); tids[0] = id0; tids[1] = id1; } void clear() { for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++) { tids[i] = 0; } } bool empty() const { for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++) { if(tids[i] != 0) return false; } return true; } void addTid(textureid_t tid) { for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++) { if(tids[i] == 0) { tids[i] = tid; return; } } // Too many textures assert(0); } bool operator==(const TextureSpec &other) const { for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++) { if(tids[i] != other.tids[i]) return false; } return true; } bool operator<(const TextureSpec &other) const { for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++) { if(tids[i] >= other.tids[i]) return false; } return true; } // Ids of textures. They are blit on each other. textureid_t tids[TEXTURE_SPEC_TEXTURE_COUNT]; }; #endif #endif