/* This file is part of Universal Modding Engine. Universal Modding Engine is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Universal Modding Engine is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Universal Modding Engine. If not, see . */ #ifndef uMod_TEXTURECLIENT_HPP #define uMod_TEXTURECLIENT_HPP #include #include #include "..\uMod_GlobalDefines.h" #include "..\uMod_Error.h" class uMod_TextureServer; /** * An object of this class is owned by each d3dXX device. * functions called by the Server are called from the server thread instance. * All other functions are called from the render thread instance of the game itself. */ class uMod_TextureClient { public: uMod_TextureClient(const int version); virtual ~uMod_TextureClient(void); /** * Connect to the server. (called from the instance, which creates the client, e.g. uMod_IDirect3DDevice9::uMod_IDirect3DDevice9) * @return RETURN_OK on success */ int ConnectToServer(uMod_TextureServer* server); /** * Enable/Disable the "save all texture" mode. (called from the server) * @param val * @return RETURN_OK on success */ virtual int SaveAllTextures(bool val) = 0; /** * Enable/Disable the "save all texture" mode. (called from the server) * @param val * @return RETURN_OK on success */ virtual int SaveSingleTexture(bool val) = 0; /** * Enable/Disable the string in the left upper corner during save single texture mode (called from the mainloop). * @param[in] val * @return */ int ShowTextureString(bool val) {BoolShowTextureString = val; return (RETURN_OK);} /** * Enable/Disable the string in the left upper corner during save single texture mode (called from the mainloop). * @param[in] val * @return */ int ShowSingleTexture(bool val) {BoolShowSingleTexture = val; return (RETURN_OK);} /** * Enable/Disable the hashing with CRC32, which is needed to support also tpf mods (called from the mainloop). * @param[in] val * @return */ virtual int SupportTPF(bool val) = 0; /** * Enable/Disable the computation of the hash of render targets. * @param[in] val * @return */ int ComputeRenderTargets(bool val) {BoolComputeRenderTargets = val; return (RETURN_OK);} /**ComputeRenderTargets * Set the directory, wher the texture should be stored (called from the server) * @param dir * @return RETURN_OK on success */ int SetSaveDirectory( wchar_t *dir); /** * Set the name of the game (default name of executabel without the extension .exe) (called from the server) * @param name * @return RETURN_OK on success */ int SetGameName( wchar_t *name); /** * Set the key to got to the previous texture (called from the server) * @param key * @return RETURN_OK */ int SetKeyBack( int key) {if (key>0) KeyBack = key; return (RETURN_OK);} /** * Set the key for saving the texture (called from the server) * @param key * @return RETURN_OK */ int SetKeySave( int key) {if (key>0) KeySave = key; return (RETURN_OK);} /** * Set the key to go to the next texture (called from the server) * @param key * @return RETURN_OK */ int SetKeyNext( int key) {if (key>0) KeyNext = key; return (RETURN_OK);} /** * Set the font color "during save single" texture mode. (called from the server) * @param colour * @return */ int SetFontColour( DWORD64 colour) {FontColour = (D3DCOLOR) colour; return (RETURN_OK);} /** * Set the texture color "during save single" texture mode. (called from the server) * @param colour * @return RETURN_OK */ int SetTextureColour( DWORD64 colour) {TextureColour = (D3DCOLOR) colour; return (RETURN_OK);} /** * @param[in] format * @return */ int SetFileFormat(DWORD64 format) {FileFormat = format; return (RETURN_OK);} /** * @param[in] format * @return */ int SetFormatFilter(DWORD64 format) {FormatFilter = format; return (RETURN_OK);} /** * @param[in] size * @return */ int SetWidthFilter(DWORD64 size) {WidthFilter = size; return (RETURN_OK);} /** * @param[in] size * @return */ int SetHeightFilter(DWORD64 size) {HeightFilter = size; return (RETURN_OK);} /** * @param[in] size * @return */ int SetDepthFilter(DWORD64 size) {DepthFilter = size; return (RETURN_OK);} /** * The server add an update to the client.(called from server) * @param update Pointer to an array of TextureFileStruct, the client \b must delete this array! * @param number number of entries * @return RETURN_OK on success */ int AddUpdate(TextureEntry* update, int number); /** * Merge the latest update (called from client -> e.g. uMod_IDirect3DDevice9::BeginScene()) * @return RETURN_OK on success */ virtual int MergeUpdate(void) = 0; bool BoolSaveAllTextures; //!< true if all textures should be saved bool BoolSaveSingleTexture; //!< true if "save single texture" mode is enabled bool BoolShowTextureString; //!< true if a string should be displayed during "save single texture" mode is enabled bool BoolShowSingleTexture; //!< true if the texture should be displayed during "save single texture" mode is enabled bool BoolComputeRenderTargets; //!< true if the hash of render targets should be computed (very slow because each frame the hash must be recomputed) int KeyBack; //!< key value for going to the previous texture int KeySave; //!< key value for saving the current texture int KeyNext; //!< key value for going to the next texture D3DCOLOR FontColour; //!< color of the message ("save single texture" mode) D3DCOLOR TextureColour; //!< color of the texture ("save single texture" mode) DWORD64 FileFormat; //!< file format to which the texture should be saved DWORD64 FormatFilter; //!< texture format which should be saved (all==0, else bitwise 1=save,0=don't save) DWORD64 WidthFilter; //!< filter min<<32 max, texture size must be min<=size<=max DWORD64 HeightFilter; //!< filter min<<32 max, texture size must be min<=size<=max DWORD64 DepthFilter; //!< filter min<<32 max, texture size must be min<=size<=max const int Version; uMod_TextureServer* Server; //!< Pointer to the server wchar_t SavePath[MAX_PATH]; //!< saving directory wchar_t GameName[MAX_PATH]; //!< game name TextureEntry* Update; //!< array which stores the file in memory and the hash of each texture to be modded int NumberOfUpdate; //!< number of texture to be modded /** * Lock the mutex. The mutex protect the AddUpdate and MergeUpdate function to be called simultaneously. * @return RETURN_OK on success */ int LockMutex(); /** * Unloock the mutex. The mutex protect the AddUpdate and MergeUpdate function to be called simultaneously. * @return RETURN_OK on success */ int UnlockMutex(); HANDLE Mutex; //!< The mutex protect the AddUpdate and MergeUpdate function to be called simultaneously. int NumberToMod; //!< number of texture to be modded TextureEntry* FileToMod; //!< array which stores the file in memory and the hash of each texture to be modded /** * Find the given hash value in the \a FileToMod list. A vector with index can be passed. If so, only these index are considered in the search * @param hash hash value * @param num_index_list number of index vector * @param index_list pointer to the index vector * @return index or a negative value if the hash value was not found */ int GetIndex( DWORD64 hash, int num_index_list=0, int *index_list=(int*)0); // called from LookUpToMod(...); }; #endif /* uMod_TEXTUREHANDLER_HPP_ */