// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/hls_texture_manager.h" #include "nel/misc/common.h" #include "nel/misc/algo.h" using namespace std; using namespace NLMISC; namespace NL3D { // *************************************************************************** CHLSTextureManager::CHLSTextureManager() { } // *************************************************************************** CHLSTextureManager::~CHLSTextureManager() { reset(); } // *************************************************************************** void CHLSTextureManager::reset() { // delete instances. contReset(_Instances); // delete banks. for(uint i=0;i<_Banks.size();i++) { delete _Banks[i]; } contReset(_Banks); } // *************************************************************************** void CHLSTextureManager::addBank(CHLSTextureBank *bank) { // add the bank to the list _Banks.push_back(bank); // Add the bank instance list to the main. bank->fillHandleArray(_Instances); // then re-sort this array. sort(_Instances.begin(), _Instances.end()); } // *************************************************************************** sint CHLSTextureManager::findTexture(const std::string &name) const { // empty? if(_Instances.empty()) return -1; // Build a valid key. string nameLwr= toLower(name); CHLSTextureBank::CTextureInstance textKey; CHLSTextureBank::CTextureInstanceHandle textKeyHandle; textKey.buildAsKey(nameLwr.c_str()); textKeyHandle.Texture= &textKey; // logN search it in the array uint id= searchLowerBound(_Instances, textKeyHandle); // verify if really same name (index must exist since 0 if error, and not empty here) CHLSTextureBank::CTextureInstance &textInst= *_Instances[id].Texture; if( textInst.sameName(nameLwr.c_str()) ) return id; else return -1; } // *************************************************************************** bool CHLSTextureManager::buildTexture(sint textId, NLMISC::CBitmap &out) const { if(textId<0 || textId>=(sint)_Instances.size()) return false; else { // Ok. build the bitmap CHLSTextureBank::CTextureInstance &textInst= *_Instances[textId].Texture; textInst.buildColorVersion(out); return true; } } // *************************************************************************** const char *CHLSTextureManager::getTextureName(uint i) const { nlassert(i<_Instances.size()); return _Instances[i].Texture->getName(); } } // NL3D