/* 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; /** * 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 r red value (0..255) * @param g green value (0..255) * @param b blue value (0..255) * @return */ int SetFontColour( DWORD r, DWORD g, DWORD b) {FontColour = D3DCOLOR_ARGB(255, r,g,b); return (RETURN_OK);} /** * Set the texture color "during save single" texture mode. (called from the server) * @param r red value (0..255) * @param g green value (0..255) * @param b blue value (0..255) * @return RETURN_OK */ int SetTextureColour( DWORD r, DWORD g, DWORD b) {TextureColour = D3DCOLOR_ARGB(255, r,g,b); 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(TextureFileStruct* 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 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) const int Version; uMod_TextureServer* Server; //< Pointer to the server wchar_t SavePath[MAX_PATH]; //< saving directory wchar_t GameName[MAX_PATH]; //< game name TextureFileStruct* 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 TextureFileStruct* FileToMod; //< array which stores the file in memory and the hash of each texture to be modded int GetIndex( MyTypeHash hash, int num_index_list=0, int *index_list=(int*)0); // called from LookUpToMod(...); }; #endif /* uMod_TEXTUREHANDLER_HPP_ */