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-rw-r--r--Game/Code/Classes/UTexture.pas17
1 files changed, 9 insertions, 8 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 3028fb71..0025a28c 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -1,6 +1,4 @@
unit UTexture;
-// added for easier debug disabling
-{$undef blindydebug}
interface
@@ -24,11 +22,12 @@ uses
SDL_Image;
type
+ PTexture = ^TTexture;
TTexture = record
TexNum: GLuint;
X: real;
Y: real;
- Z: real; // new
+ Z: real;
W: real;
H: real;
ScaleW: real; // for dynamic scalling while leaving width constant
@@ -38,14 +37,14 @@ type
ColR: real;
ColG: real;
ColB: real;
- TexW: real; // used?
- TexH: real; // used?
+ TexW: real; // percentage of width to use [0..1]
+ TexH: real; // percentage of height to use [0..1]
TexX1: real;
TexY1: real;
TexX2: real;
TexY2: real;
Alpha: real;
- Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
+ Name: string; // experimental for handling cache images. maybe it's useful for dynamic skins
end;
type
@@ -54,6 +53,7 @@ type
TEXTURE_TYPE_TRANSPARENT, // Alpha is used
TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value
);
+
const
TextureTypeStr: array[TTextureType] of string = (
'Plain',
@@ -65,14 +65,15 @@ function TextureTypeToStr(TexType: TTextureType): string;
function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
type
+ PTextureEntry = ^TTextureEntry;
TTextureEntry = record
Name: string;
Typ: TTextureType;
Color: Cardinal;
// we use normal TTexture, it's easier to implement and if needed - we copy ready data
- Texture: TTexture;
- TextureCache: TTexture;
+ Texture: TTexture; // Full-size texture
+ TextureCache: TTexture; // Thumbnail texture
end;
TTextureDatabase = record