+class IGameDef;
+
+/*
+ tile.{h,cpp}: Texture handling stuff.
+*/
+
+/*
+ Find out the full path of an image by trying different filename
+ extensions.
+
+ If failed, return "".
+
+ TODO: Should probably be moved out from here, because things needing
+ this function do not need anything else from this header
+*/
+std::string getImagePath(std::string path);
+
+/*
+ Gets the path to a texture by first checking if the texture exists
+ in texture_path and if not, using the data path.
+
+ Checks all supported extensions by replacing the original extension.
+
+ If not found, returns "".
+
+ Utilizes a thread-safe cache.
+*/
+std::string getTexturePath(const std::string &filename);
+
+/*
+ Specifies a texture in an atlas.
+
+ This is used to specify single textures also.
+
+ This has been designed to be small enough to be thrown around a lot.
+*/
+struct AtlasPointer
+{
+ u32 id; // Texture id
+ video::ITexture *atlas; // Atlas in where the texture is
+ v2f pos; // Position in atlas
+ v2f size; // Size in atlas
+ u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image.
+
+ AtlasPointer():
+ id(0),
+ atlas(NULL),
+ pos(0,0),
+ size(1,1),
+ tiled(1)
+ {}
+
+ AtlasPointer(
+ u16 id_,
+ video::ITexture *atlas_=NULL,
+ v2f pos_=v2f(0,0),
+ v2f size_=v2f(1,1),
+ u16 tiled_=1
+ ):
+ id(id_),
+ atlas(atlas_),
+ pos(pos_),
+ size(size_),
+ tiled(tiled_)
+ {
+ }
+
+ bool operator==(const AtlasPointer &other) const
+ {
+ return (
+ id == other.id
+ );
+ /*return (
+ id == other.id &&
+ atlas == other.atlas &&
+ pos == other.pos &&
+ size == other.size &&
+ tiled == other.tiled
+ );*/
+ }
+
+ bool operator!=(const AtlasPointer &other) const
+ {
+ return !(*this == other);
+ }
+
+ float x0(){ return pos.X; }
+ float x1(){ return pos.X + size.X; }
+ float y0(){ return pos.Y; }
+ float y1(){ return pos.Y + size.Y; }
+};
+
+/*
+ TextureSource creates and caches textures.
+*/
+
+class ITextureSource
+{
+public:
+ ITextureSource(){}
+ virtual ~ITextureSource(){}
+ virtual u32 getTextureId(const std::string &name){return 0;}
+ virtual u32 getTextureIdDirect(const std::string &name){return 0;}
+ virtual std::string getTextureName(u32 id){return "";}
+ virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
+ virtual AtlasPointer getTexture(const std::string &name)
+ {return AtlasPointer(0);}
+ virtual video::ITexture* getTextureRaw(const std::string &name)
+ {return NULL;}
+ virtual AtlasPointer getTextureRawAP(const AtlasPointer &ap)
+ {return AtlasPointer(0);}
+ virtual IrrlichtDevice* getDevice()
+ {return NULL;}
+ virtual void updateAP(AtlasPointer &ap){};
+ virtual bool isKnownSourceImage(const std::string &name)=0;
+};
+
+class IWritableTextureSource : public ITextureSource
+{
+public:
+ IWritableTextureSource(){}
+ virtual ~IWritableTextureSource(){}
+ virtual u32 getTextureId(const std::string &name){return 0;}
+ virtual u32 getTextureIdDirect(const std::string &name){return 0;}
+ virtual std::string getTextureName(u32 id){return "";}
+ virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
+ virtual AtlasPointer getTexture(const std::string &name)
+ {return AtlasPointer(0);}
+ virtual video::ITexture* getTextureRaw(const std::string &name)
+ {return NULL;}
+ virtual IrrlichtDevice* getDevice()
+ {return NULL;}
+ virtual void updateAP(AtlasPointer &ap){};
+ virtual bool isKnownSourceImage(const std::string &name)=0;
+
+ virtual void processQueue()=0;
+ virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
+ virtual void rebuildImagesAndTextures()=0;
+ virtual void buildMainAtlas(class IGameDef *gamedef)=0;
+};
+
+IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
+
+enum MaterialType{
+ TILE_MATERIAL_BASIC,
+ TILE_MATERIAL_ALPHA,
+ TILE_MATERIAL_LIQUID_TRANSPARENT,
+ TILE_MATERIAL_LIQUID_OPAQUE,
+};
+
+// Material flags
+// Should backface culling be enabled?
+#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
+// Should a crack be drawn?
+#define MATERIAL_FLAG_CRACK 0x02
+// Should the crack be drawn on transparent pixels (unset) or not (set)?
+// Ignored if MATERIAL_FLAG_CRACK is not set.
+#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
+// Animation made up by splitting the texture to vertical frames, as
+// defined by extra parameters
+#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+// Whether liquid shader should be used
+#define MATERIAL_FLAG_
+
+/*
+ This fully defines the looks of a tile.
+ The SMaterial of a tile is constructed according to this.
+*/