290 lines
9.8 KiB
C++
290 lines
9.8 KiB
C++
// Filename: textureCollection.cxx
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// Created by: drose (16Mar02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "textureCollection.h"
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#include "indent.h"
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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TextureCollection::
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TextureCollection() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::Copy Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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TextureCollection::
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TextureCollection(const TextureCollection ©) :
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_textures(copy._textures)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::Copy Assignment Operator
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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operator = (const TextureCollection ©) {
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_textures = copy._textures;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::add_texture
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// Access: Published
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// Description: Adds a new Texture to the collection.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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add_texture(Texture *node_texture) {
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// If the pointer to our internal array is shared by any other
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// TextureCollections, we have to copy the array now so we won't
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// inadvertently modify any of our brethren TextureCollection
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// objects.
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if (_textures.get_ref_count() > 1) {
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Textures old_textures = _textures;
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_textures = Textures::empty_array(0);
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_textures.v() = old_textures.v();
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}
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_textures.push_back(node_texture);
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::remove_texture
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// Access: Published
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// Description: Removes the indicated Texture from the collection.
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// Returns true if the texture was removed, false if it was
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// not a member of the collection.
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////////////////////////////////////////////////////////////////////
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bool TextureCollection::
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remove_texture(Texture *node_texture) {
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int texture_index = -1;
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for (int i = 0; texture_index == -1 && i < (int)_textures.size(); i++) {
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if (_textures[i] == node_texture) {
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texture_index = i;
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}
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}
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if (texture_index == -1) {
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// The indicated texture was not a member of the collection.
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return false;
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}
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// If the pointer to our internal array is shared by any other
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// TextureCollections, we have to copy the array now so we won't
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// inadvertently modify any of our brethren TextureCollection
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// objects.
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if (_textures.get_ref_count() > 1) {
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Textures old_textures = _textures;
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_textures = Textures::empty_array(0);
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_textures.v() = old_textures.v();
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}
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_textures.erase(_textures.begin() + texture_index);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::add_textures_from
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// Access: Published
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// Description: Adds all the Textures indicated in the other
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// collection to this texture. The other textures are simply
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// appended to the end of the textures in this list;
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// duplicates are not automatically removed.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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add_textures_from(const TextureCollection &other) {
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int other_num_textures = other.get_num_textures();
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for (int i = 0; i < other_num_textures; i++) {
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add_texture(other.get_texture(i));
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::remove_textures_from
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// Access: Published
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// Description: Removes from this collection all of the Textures
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// listed in the other collection.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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remove_textures_from(const TextureCollection &other) {
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Textures new_textures;
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int num_textures = get_num_textures();
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for (int i = 0; i < num_textures; i++) {
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PT(Texture) texture = get_texture(i);
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if (!other.has_texture(texture)) {
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new_textures.push_back(texture);
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}
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}
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_textures = new_textures;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::remove_duplicate_textures
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// Access: Published
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// Description: Removes any duplicate entries of the same Textures
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// on this collection. If a Texture appears multiple
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// times, the first appearance is retained; subsequent
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// appearances are removed.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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remove_duplicate_textures() {
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Textures new_textures;
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int num_textures = get_num_textures();
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for (int i = 0; i < num_textures; i++) {
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PT(Texture) texture = get_texture(i);
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bool duplicated = false;
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for (int j = 0; j < i && !duplicated; j++) {
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duplicated = (texture == get_texture(j));
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}
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if (!duplicated) {
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new_textures.push_back(texture);
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}
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}
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_textures = new_textures;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::has_texture
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// Access: Published
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// Description: Returns true if the indicated Texture appears in
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// this collection, false otherwise.
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////////////////////////////////////////////////////////////////////
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bool TextureCollection::
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has_texture(Texture *texture) const {
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for (int i = 0; i < get_num_textures(); i++) {
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if (texture == get_texture(i)) {
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return true;
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}
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::clear
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// Access: Published
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// Description: Removes all Textures from the collection.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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clear() {
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_textures.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::find_texture
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// Access: Published
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// Description: Returns the texture in the collection with the
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// indicated name, if any, or NULL if no texture has
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// that name.
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////////////////////////////////////////////////////////////////////
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Texture *TextureCollection::
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find_texture(const string &name) const {
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int num_textures = get_num_textures();
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for (int i = 0; i < num_textures; i++) {
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Texture *texture = get_texture(i);
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if (texture->get_name() == name) {
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return texture;
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}
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}
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return NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::get_num_textures
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// Access: Published
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// Description: Returns the number of Textures in the collection.
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////////////////////////////////////////////////////////////////////
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int TextureCollection::
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get_num_textures() const {
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return _textures.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::get_texture
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// Access: Published
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// Description: Returns the nth Texture in the collection.
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////////////////////////////////////////////////////////////////////
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Texture *TextureCollection::
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get_texture(int index) const {
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nassertr(index >= 0 && index < (int)_textures.size(), NULL);
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return _textures[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::operator []
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// Access: Published
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// Description: Returns the nth Texture in the collection. This is
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// the same as get_texture(), but it may be a more
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// convenient way to access it.
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////////////////////////////////////////////////////////////////////
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Texture *TextureCollection::
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operator [] (int index) const {
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nassertr(index >= 0 && index < (int)_textures.size(), NULL);
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return _textures[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::size
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// Access: Published
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// Description: Returns the number of textures in the collection. This
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// is the same thing as get_num_textures().
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////////////////////////////////////////////////////////////////////
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int TextureCollection::
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size() const {
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return _textures.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::output
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// Access: Published
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// Description: Writes a brief one-line description of the
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// TextureCollection to the indicated output stream.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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output(ostream &out) const {
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if (get_num_textures() == 1) {
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out << "1 Texture";
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} else {
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out << get_num_textures() << " Textures";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: TextureCollection::write
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// Access: Published
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// Description: Writes a complete multi-line description of the
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// TextureCollection to the indicated output stream.
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////////////////////////////////////////////////////////////////////
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void TextureCollection::
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write(ostream &out, int indent_level) const {
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for (int i = 0; i < get_num_textures(); i++) {
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indent(out, indent_level) << *get_texture(i) << "\n";
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}
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}
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