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#pragma once
using namespace std;
#include "..\Minecraft.World\IconRegister.h"
class Icon;
class StitchedTexture;
class Texture;
class BufferedImage;
// 4J Added this class to stop having to do texture stitching at runtime
class PreStitchedTextureMap : public IconRegister
{
public:
static const wstring NAME_MISSING_TEXTURE;
private:
const int iconType;
const wstring name;
const wstring path;
const wstring extension;
bool m_mipMap;
typedef unordered_map<wstring, Icon *> stringIconMap;
stringIconMap texturesByName; // = new HashMap<String, StitchedTexture>();
BufferedImage *missingTexture; // = new BufferedImage(64, 64, BufferedImage.TYPE_INT_ARGB);
StitchedTexture *missingPosition;
Texture *stitchResult;
vector<StitchedTexture *> animatedTextures; // = new ArrayList<StitchedTexture>();
vector<pair<wstring, wstring> > texturesToAnimate;
void loadUVs();
public:
PreStitchedTextureMap(int type, const wstring &name, const wstring &path, BufferedImage *missingTexture, bool mipMap = false);
void stitch();
StitchedTexture *getTexture(const wstring &name);
void cycleAnimationFrames();
Texture *getStitchedTexture();
// 4J Stu - register is a reserved keyword in C++
Icon *registerIcon(const wstring &name);
int getIconType();
Icon *getMissingIcon();
int getFlags() const;
};
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