ddnet/src/game/client/components/mapimages.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_MAPIMAGES_H
#define GAME_CLIENT_COMPONENTS_MAPIMAGES_H
#include <game/client/component.h>
class CMapImages : public CComponent
{
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friend class CBackground;
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IGraphics::CTextureHandle m_aTextures[64];
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bool m_aTextureUsedByLayer[64];
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int m_Count;
const char *m_pEntitiesGameType;
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public:
CMapImages();
CMapImages(int ImageSize);
IGraphics::CTextureHandle Get(int Index) const { return m_aTextures[Index]; }
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int Num() const { return m_Count; }
virtual void OnMapLoad();
virtual void OnInit();
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void LoadBackground(class IMap *pMap);
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// DDRace
IGraphics::CTextureHandle GetEntities();
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IGraphics::CTextureHandle GetSpeedupArrow();
IGraphics::CTextureHandle GetOverlayBottom();
IGraphics::CTextureHandle GetOverlayTop();
IGraphics::CTextureHandle GetOverlayCenter();
void SetTextureScale(int Size);
int GetTextureScale();
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private:
bool m_EntitiesIsLoaded;
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bool m_SpeedupArrowIsLoaded;
IGraphics::CTextureHandle m_EntitiesTextures;
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IGraphics::CTextureHandle m_SpeedupArrowTexture;
IGraphics::CTextureHandle m_OverlayBottomTexture;
IGraphics::CTextureHandle m_OverlayTopTexture;
IGraphics::CTextureHandle m_OverlayCenterTexture;
int m_TextureScale;
void InitOverlayTextures();
IGraphics::CTextureHandle UploadEntityLayerText(int TextureSize, int YOffset);
void UpdateEntityLayerText(void* pTexBuffer, int ImageColorChannelCount, int TexWidth, int TexHeight, int TextureSize, int YOffset, int NumbersPower, int MaxNumber = -1);
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};
#endif