isle-portable/LEGO1/lego/legoomni/include/legotextureinfo.h
Anonymous Maarten 05cfe4ee25
Even more SDL usage (#49)
* Texture pixel data is passed through as const data

* Use SDL_Surface/SDL_Palette in LegoImage

* Use SDL_Process to run subprocess

* Pass SDL_Window handle to SDL_ShowSimpleMessageBox

this makes sure the message dialog is shown as modal dialog and is on top

* Log errors during initialization

* Show SDL error during initialization

* Include <climits> for INT_MAX

* Replace _access with SDL_GetPathInfo

* Use SDL_RemovePath instead of DeleteFile

* Use SDL_RenamePath instead of MoveFile

* Use MxS32 in legoutils.cpp

* Update LEGO1/lego/legoomni/src/common/legoutils.cpp

* Naming

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2024-12-28 16:52:34 +01:00

35 lines
805 B
C++

#ifndef LEGOTEXTUREINFO_H
#define LEGOTEXTUREINFO_H
#include "misc/legotypes.h"
#include "tgl/tgl.h"
#include <d3drmobj.h>
#include <ddraw.h>
class LegoTexture;
// SIZE 0x10
class LegoTextureInfo {
public:
LegoTextureInfo();
~LegoTextureInfo();
static LegoTextureInfo* Create(const char* p_name, LegoTexture* p_texture);
static BOOL SetGroupTexture(Tgl::Mesh* pMesh, LegoTextureInfo* p_textureInfo);
static BOOL GetGroupTexture(Tgl::Mesh* pMesh, LegoTextureInfo*& p_textureInfo);
LegoResult FUN_10066010(const LegoU8* p_bits);
// private:
char* m_name; // 0x00
LPDIRECTDRAWSURFACE m_surface; // 0x04
LPDIRECTDRAWPALETTE m_palette; // 0x08
LPDIRECT3DRMTEXTURE2 m_texture; // 0x0c
};
// GLOBAL: LEGO1 0x100db6f0
// IID_IDirect3DRMTexture2
#endif // LEGOTEXTUREINFO_H