open_toontown_panda3d/panda/src/gobj/textureCollection.cxx

366 lines
12 KiB
C++

// Filename: textureCollection.cxx
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "textureCollection.h"
#include "indent.h"
#ifdef HAVE_PYTHON
#include "py_panda.h"
#endif
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
TextureCollection::
TextureCollection() {
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::Copy Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
TextureCollection::
TextureCollection(const TextureCollection &copy) :
_textures(copy._textures)
{
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::Copy Assignment Operator
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void TextureCollection::
operator = (const TextureCollection &copy) {
_textures = copy._textures;
}
#ifdef HAVE_PYTHON
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::Constructor
// Access: Published
// Description: This special constructor accepts a Python list of
// Textures. Since this constructor accepts a generic
// PyObject *, it should be the last constructor listed
// in the class record.
////////////////////////////////////////////////////////////////////
TextureCollection::
TextureCollection(PyObject *self, PyObject *sequence) {
// We have to pre-initialize self's "this" pointer when we receive
// self in the constructor--the caller can't initialize this for us.
((Dtool_PyInstDef *)self)->_ptr_to_object = this;
if (!PySequence_Check(sequence)) {
// If passed with a non-sequence, this isn't the right constructor.
PyErr_SetString(PyExc_TypeError, "TextureCollection constructor requires a sequence");
return;
}
int size = PySequence_Size(sequence);
for (int i = 0; i < size; ++i) {
PyObject *item = PySequence_GetItem(sequence, i);
if (item == NULL) {
return;
}
PyObject *result = PyObject_CallMethod(self, (char *)"addTexture", (char *)"O", item);
Py_DECREF(item);
if (result == NULL) {
// Unable to add item--probably it wasn't of the appropriate type.
ostringstream stream;
stream << "Element " << i << " in sequence passed to TextureCollection constructor could not be added";
string str = stream.str();
PyErr_SetString(PyExc_TypeError, str.c_str());
return;
}
Py_DECREF(result);
}
}
#endif // HAVE_PYTHON
#ifdef HAVE_PYTHON
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::__reduce__
// Access: Published
// Description: This special Python method is implement to provide
// support for the pickle module.
////////////////////////////////////////////////////////////////////
PyObject *TextureCollection::
__reduce__(PyObject *self) const {
// Here we will return a 4-tuple: (Class, (args), None, iterator),
// where iterator is an iterator that will yield successive
// Textures.
// We should return at least a 2-tuple, (Class, (args)): the
// necessary class object whose constructor we should call
// (e.g. this), and the arguments necessary to reconstruct this
// object.
PyObject *this_class = PyObject_Type(self);
if (this_class == NULL) {
return NULL;
}
// Since a TextureCollection is itself an iterator, we can simply
// pass it as the fourth tuple component.
PyObject *result = Py_BuildValue("(O()OO)", this_class, Py_None, self);
Py_DECREF(this_class);
return result;
}
#endif // HAVE_PYTHON
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::add_texture
// Access: Published
// Description: Adds a new Texture to the collection.
////////////////////////////////////////////////////////////////////
void TextureCollection::
add_texture(Texture *texture) {
// If the pointer to our internal array is shared by any other
// TextureCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren TextureCollection
// objects.
if (_textures.get_ref_count() > 1) {
Textures old_textures = _textures;
_textures = Textures::empty_array(0);
_textures.v() = old_textures.v();
}
_textures.push_back(texture);
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::remove_texture
// Access: Published
// Description: Removes the indicated Texture from the collection.
// Returns true if the texture was removed, false if it was
// not a member of the collection.
////////////////////////////////////////////////////////////////////
bool TextureCollection::
remove_texture(Texture *texture) {
int texture_index = -1;
for (int i = 0; texture_index == -1 && i < (int)_textures.size(); i++) {
if (_textures[i] == texture) {
texture_index = i;
}
}
if (texture_index == -1) {
// The indicated texture was not a member of the collection.
return false;
}
// If the pointer to our internal array is shared by any other
// TextureCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren TextureCollection
// objects.
if (_textures.get_ref_count() > 1) {
Textures old_textures = _textures;
_textures = Textures::empty_array(0);
_textures.v() = old_textures.v();
}
_textures.erase(_textures.begin() + texture_index);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::add_textures_from
// Access: Published
// Description: Adds all the Textures indicated in the other
// collection to this texture. The other textures are simply
// appended to the end of the textures in this list;
// duplicates are not automatically removed.
////////////////////////////////////////////////////////////////////
void TextureCollection::
add_textures_from(const TextureCollection &other) {
int other_num_textures = other.get_num_textures();
for (int i = 0; i < other_num_textures; i++) {
add_texture(other.get_texture(i));
}
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::remove_textures_from
// Access: Published
// Description: Removes from this collection all of the Textures
// listed in the other collection.
////////////////////////////////////////////////////////////////////
void TextureCollection::
remove_textures_from(const TextureCollection &other) {
Textures new_textures;
int num_textures = get_num_textures();
for (int i = 0; i < num_textures; i++) {
PT(Texture) texture = get_texture(i);
if (!other.has_texture(texture)) {
new_textures.push_back(texture);
}
}
_textures = new_textures;
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::remove_duplicate_textures
// Access: Published
// Description: Removes any duplicate entries of the same Textures
// on this collection. If a Texture appears multiple
// times, the first appearance is retained; subsequent
// appearances are removed.
////////////////////////////////////////////////////////////////////
void TextureCollection::
remove_duplicate_textures() {
Textures new_textures;
int num_textures = get_num_textures();
for (int i = 0; i < num_textures; i++) {
PT(Texture) texture = get_texture(i);
bool duplicated = false;
for (int j = 0; j < i && !duplicated; j++) {
duplicated = (texture == get_texture(j));
}
if (!duplicated) {
new_textures.push_back(texture);
}
}
_textures = new_textures;
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::has_texture
// Access: Published
// Description: Returns true if the indicated Texture appears in
// this collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool TextureCollection::
has_texture(Texture *texture) const {
for (int i = 0; i < get_num_textures(); i++) {
if (texture == get_texture(i)) {
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::clear
// Access: Published
// Description: Removes all Textures from the collection.
////////////////////////////////////////////////////////////////////
void TextureCollection::
clear() {
_textures.clear();
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::find_texture
// Access: Published
// Description: Returns the texture in the collection with the
// indicated name, if any, or NULL if no texture has
// that name.
////////////////////////////////////////////////////////////////////
Texture *TextureCollection::
find_texture(const string &name) const {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures; i++) {
Texture *texture = get_texture(i);
if (texture->get_name() == name) {
return texture;
}
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::get_num_textures
// Access: Published
// Description: Returns the number of Textures in the collection.
////////////////////////////////////////////////////////////////////
int TextureCollection::
get_num_textures() const {
return _textures.size();
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::get_texture
// Access: Published
// Description: Returns the nth Texture in the collection.
////////////////////////////////////////////////////////////////////
Texture *TextureCollection::
get_texture(int index) const {
nassertr(index >= 0 && index < (int)_textures.size(), NULL);
return _textures[index];
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::operator []
// Access: Published
// Description: Returns the nth Texture in the collection. This is
// the same as get_texture(), but it may be a more
// convenient way to access it.
////////////////////////////////////////////////////////////////////
Texture *TextureCollection::
operator [] (int index) const {
nassertr(index >= 0 && index < (int)_textures.size(), NULL);
return _textures[index];
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::size
// Access: Published
// Description: Returns the number of textures in the collection. This
// is the same thing as get_num_textures().
////////////////////////////////////////////////////////////////////
int TextureCollection::
size() const {
return _textures.size();
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::output
// Access: Published
// Description: Writes a brief one-line description of the
// TextureCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void TextureCollection::
output(ostream &out) const {
if (get_num_textures() == 1) {
out << "1 Texture";
} else {
out << get_num_textures() << " Textures";
}
}
////////////////////////////////////////////////////////////////////
// Function: TextureCollection::write
// Access: Published
// Description: Writes a complete multi-line description of the
// TextureCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void TextureCollection::
write(ostream &out, int indent_level) const {
for (int i = 0; i < get_num_textures(); i++) {
indent(out, indent_level) << *get_texture(i) << "\n";
}
}