mirror of
https://github.com/gwdevhub/gMod.git
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ab2d8cdb0a
* toggle use_folders on
* Rename pipelines
* its a strcpy :(
* add miniz, add xorstream, add non-working ziploader
* start integrating libzip (WIP)
* use ExternalProject test (doesnt work maybe?!)
* further work in integrating libzippp [WIP]
can't build libzip yet (neither manually nor in the vs build), as it doesn't find zlib
* LibZip build script
* make libzip build too
todo: specify cmake find_library to check the paths we install to
* prepare everything in cmake
* fix rebuilding of libzip/zlib
* fix stupid double quotes
* libzippp works
* Setup libzippp archive loading
* Remove allocation of new data when adding file to TextureServer
* Enable CI on dev
* Create LICENSE (#5)
* add mbedtls
* fix cmake (forgot to substitute, woops)
* fix %lu warnings for printing addresses
* enable debug messages, some formatting
* remove mbedtls, fix libzip for /MD(d)
* some code changes
* fix cmake logic, str replace min cmake version in libzip-src/CMakeLists.txt to 3.15
* linker errors in release
* c++ify a little
* remove unnecessary duplicate c++23 definition
* Fixes to gMod_XorStream when calculating stream length
* Fix loading tpf contents with password
* Implemented complete parsing
* Cleanup file loading
* Change to NI
* Revert "Change to NI"
This reverts commit 19b511d907.
* update XorStreamReader to read whole file, then xor
* delete a lot of unused code
* loading logic
* rename console window
* 1.5.4
* remove pointless mutex
* wtf is this code
---------
Co-authored-by: Alex Macocian <amacocian@yahoo.com>
70 lines
3.6 KiB
C++
70 lines
3.6 KiB
C++
#pragma once
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#include "uMod_IDirect3DTexture9.h"
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#include "uMod_IDirect3DDevice9.h"
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#include "uMod_Error.h"
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#include "uMod_ArrayHandler.h"
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class uMod_TextureServer;
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/*
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* An object of this class is owned by each d3d9 device.
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* functions called by the Server are called from the server thread instance.
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* All other functions are called from the render thread instance of the game itself.
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*/
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class uMod_TextureClient {
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public:
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uMod_TextureClient(uMod_TextureServer* server, IDirect3DDevice9* device);
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~uMod_TextureClient();
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int AddTexture(uMod_IDirect3DTexture9* tex); //called from uMod_IDirect3DDevice9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
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int AddTexture(uMod_IDirect3DVolumeTexture9* tex); //called from uMod_IDirect3DVolumeTexture9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
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int AddTexture(uMod_IDirect3DCubeTexture9* tex); //called from uMod_IDirect3DCubeTexture9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
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int RemoveTexture(uMod_IDirect3DTexture9* tex); //called from uMod_IDirect3DTexture9::Release()
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int RemoveTexture(uMod_IDirect3DVolumeTexture9* tex); //called from uMod_IDirect3DVolumeTexture9::Release()
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int RemoveTexture(uMod_IDirect3DCubeTexture9* tex); //called from uMod_IDirect3DCubeTexture9::Release()
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int AddUpdate(TextureFileStruct* update, int number); //called from the Server, client object must delete update array
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int MergeUpdate(); //called from uMod_IDirect3DDevice9::BeginScene()
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int LookUpToMod(uMod_IDirect3DTexture9* pTexture, int num_index_list = 0, int* index_list = nullptr); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
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int LookUpToMod(uMod_IDirect3DVolumeTexture9* pTexture, int num_index_list = 0, int* index_list = nullptr); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
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int LookUpToMod(uMod_IDirect3DCubeTexture9* pTexture, int num_index_list = 0, int* index_list = nullptr); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
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uMod_TextureHandler<uMod_IDirect3DTexture9> OriginalTextures; // stores the pointer to the uMod_IDirect3DTexture9 objects created by the game
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uMod_TextureHandler<uMod_IDirect3DVolumeTexture9> OriginalVolumeTextures; // stores the pointer to the uMod_IDirect3DVolumeTexture9 objects created by the game
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uMod_TextureHandler<uMod_IDirect3DCubeTexture9> OriginalCubeTextures; // stores the pointer to the uMod_IDirect3DCubeTexture9 objects created by the game
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D3DCOLOR FontColour;
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D3DCOLOR TextureColour;
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private:
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uMod_TextureServer* Server;
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IDirect3DDevice9* D3D9Device;
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TextureFileStruct* Update;
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int NumberOfUpdate;
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int LockMutex();
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int UnlockMutex();
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HANDLE Mutex;
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int NumberToMod; // number of texture to be modded
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TextureFileStruct* FileToMod; // array which stores the file in memory and the hash of each texture to be modded
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int LookUpToMod(MyTypeHash hash, int num_index_list, int* index_list); // called from LookUpToMod(...);
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int LoadTexture(TextureFileStruct* file_in_memory, uMod_IDirect3DTexture9** ppTexture); // called if a target texture is found
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int LoadTexture(TextureFileStruct* file_in_memory, uMod_IDirect3DVolumeTexture9** ppTexture); // called if a target texture is found
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int LoadTexture(TextureFileStruct* file_in_memory, uMod_IDirect3DCubeTexture9** ppTexture); // called if a target texture is found
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// and the corresponding fake texture should be loaded
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//MyTypeHash GetHash(unsigned char *str, int len);
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//unsigned int GetCRC32(char *pcDatabuf, unsigned int ulDatalen);
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};
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