/* (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. */ #ifndef GAME_CLIENT_COMPONENTS_MAPIMAGES_H #define GAME_CLIENT_COMPONENTS_MAPIMAGES_H #include class CMapImages : public CComponent { friend class CBackground; int m_aTextures[64]; int m_Count; const char *m_pEntitiesGameType; public: CMapImages(); CMapImages(int ImageSize); int Get(int Index) const { return m_aTextures[Index]; } int Num() const { return m_Count; } virtual void OnMapLoad(); virtual void OnInit(); void LoadBackground(class IMap *pMap); // DDRace int GetEntities(); int GetOverlayBottom(); int GetOverlayTop(); int GetOverlayCenter(); void SetTextureScale(int Size); int GetTextureScale(); private: int m_EntitiesTextures; int m_OverlayBottomTexture; int m_OverlayTopTexture; int m_OverlayCenterTexture; int m_TextureScale; void InitOverlayTextures(); int UploadEntityLayerText(int TextureSize, int YOffset); void UpdateEntityLayerText(int TextureID, int TextureSize, int YOffset, int NumbersPower, int MaxNumber = -1); }; #endif