Files
gMod/uMod_DXMain/uMod_TextureClient.h
T
code@koerner-de.net 601c8c1504 Changes:
* The hash of textures is now computed the first time they are used. The hash is recomputed if the content might have changed.
* In some games, textures are used as rendering targets (e.g. a mirror or a portal in Portal). The hash calculation of these textures might slow down the game.
-> there is an option to disable the computation of hashes for rendering targets.
* Enable or Disable the support of tpf mods affect now the game immediately.
* Little rearrangements in the GUI.
* uMod can now extract the content of mods to disk and the game loads the textures from there. This solves the huge memory problem of uMod.
2013-01-07 07:43:38 +00:00

244 lines
8.2 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_TEXTURECLIENT_HPP
#define uMod_TEXTURECLIENT_HPP
#include <d3d9.h>
#include <d3d10.h>
#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_ */