diff options
author | Dániel Juhász <juhdanad@gmail.com> | 2017-03-10 18:25:58 +0100 |
---|---|---|
committer | Auke Kok <sofar@foo-projects.org> | 2017-04-08 18:39:15 -0700 |
commit | 58d83a7bb2f992194c3df304b1dcbb81f98f78c0 (patch) | |
tree | 4beedb69ac8b9b74352ef52c3a1d27004e77bc1d /src/client/tile.h | |
parent | d4e9dd4643607192f5adebeecda86f25074f02cd (diff) | |
download | minetest-58d83a7bb2f992194c3df304b1dcbb81f98f78c0.tar.gz minetest-58d83a7bb2f992194c3df304b1dcbb81f98f78c0.tar.bz2 minetest-58d83a7bb2f992194c3df304b1dcbb81f98f78c0.zip |
Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
Diffstat (limited to 'src/client/tile.h')
-rw-r--r-- | src/client/tile.h | 15 |
1 files changed, 9 insertions, 6 deletions
diff --git a/src/client/tile.h b/src/client/tile.h index d04ab918a..5eec0f2ea 100644 --- a/src/client/tile.h +++ b/src/client/tile.h @@ -33,6 +33,8 @@ class IGameDef; struct TileSpec; struct TileDef; +typedef std::vector<video::SColor> Palette; + /* tile.{h,cpp}: Texture handling stuff. */ @@ -106,14 +108,15 @@ public: const std::string &name, u32 *id = NULL)=0; virtual video::ITexture* getTextureForMesh( const std::string &name, u32 *id = NULL) = 0; + /*! + * Returns a palette from the given texture name. + * The pointer is valid until the texture source is + * destructed. + * Should be called from the main thread. + */ + virtual Palette* getPalette(const std::string &name) = 0; virtual IrrlichtDevice* getDevice()=0; virtual bool isKnownSourceImage(const std::string &name)=0; - /*! Generates an image from a full string like - * "stone.png^mineral_coal.png^[crack:1:0". - * Shall be called from the main thread. - * The returned Image should be dropped. - */ - virtual video::IImage* generateImage(const std::string &name)=0; virtual video::ITexture* generateTextureFromMesh( const TextureFromMeshParams ¶ms)=0; virtual video::ITexture* getNormalTexture(const std::string &name)=0; |