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114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/hls_texture_manager.h"
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#include "nel/misc/common.h"
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#include "nel/misc/algo.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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CHLSTextureManager::CHLSTextureManager()
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{
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}
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// ***************************************************************************
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CHLSTextureManager::~CHLSTextureManager()
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{
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reset();
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}
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// ***************************************************************************
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void CHLSTextureManager::reset()
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{
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// delete instances.
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contReset(_Instances);
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// delete banks.
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for(uint i=0;i<_Banks.size();i++)
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{
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delete _Banks[i];
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}
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contReset(_Banks);
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}
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// ***************************************************************************
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void CHLSTextureManager::addBank(CHLSTextureBank *bank)
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{
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// add the bank to the list
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_Banks.push_back(bank);
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// Add the bank instance list to the main.
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bank->fillHandleArray(_Instances);
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// then re-sort this array.
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sort(_Instances.begin(), _Instances.end());
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}
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// ***************************************************************************
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sint CHLSTextureManager::findTexture(const std::string &name) const
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{
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// empty?
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if(_Instances.empty())
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return -1;
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// Build a valid key.
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string nameLwr= toLower(name);
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CHLSTextureBank::CTextureInstance textKey;
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CHLSTextureBank::CTextureInstanceHandle textKeyHandle;
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textKey.buildAsKey(nameLwr.c_str());
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textKeyHandle.Texture= &textKey;
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// logN search it in the array
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uint id= searchLowerBound(_Instances, textKeyHandle);
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// verify if really same name (index must exist since 0 if error, and not empty here)
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CHLSTextureBank::CTextureInstance &textInst= *_Instances[id].Texture;
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if( textInst.sameName(nameLwr.c_str()) )
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return id;
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else
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return -1;
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}
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// ***************************************************************************
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bool CHLSTextureManager::buildTexture(sint textId, NLMISC::CBitmap &out) const
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{
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if(textId<0 || textId>=(sint)_Instances.size())
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return false;
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else
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{
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// Ok. build the bitmap
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CHLSTextureBank::CTextureInstance &textInst= *_Instances[textId].Texture;
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textInst.buildColorVersion(out);
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return true;
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}
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}
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// ***************************************************************************
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const char *CHLSTextureManager::getTextureName(uint i) const
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{
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nlassert(i<_Instances.size());
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return _Instances[i].Texture->getName();
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}
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} // NL3D
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