class CBackgroundImage {
private:
-qtexture_t *m_tex;
-VIEWTYPE m_vt;
+ qtexture_t *m_tex;
+ VIEWTYPE m_vt;
// which components of a vec3_t correspond to x and y in the image
-unsigned m_ix,m_iy;
+ unsigned m_ix, m_iy;
public:
-CBackgroundImage( VIEWTYPE vt );
+ CBackgroundImage(VIEWTYPE vt);
// ~CBackgroundImage();
-float m_alpha; // vertex alpha
-bool m_bActive;
+ float m_alpha; // vertex alpha
+ bool m_bActive;
// x and y axis are in relation to the screen, not world, making rendering
// the same for each view type. Whoever sets them is responsible for
// shuffling.
// units are world units.
// TODO should be private
-float m_xmin,m_ymin,m_xmax,m_ymax;
+ float m_xmin, m_ymin, m_xmax, m_ymax;
// load file, create new tex, cleanup old tex, set new tex
-bool Load( const char *filename );
-void Cleanup(); // free texture, free tex, set make tex NULL
-bool SetExtentsMM(); // set extents by ET mapcoordsmaxs/mapcoordsmins
-bool SetExtentsSel(); // set extents by selection
-void Render();
-bool Valid() { return ( m_tex && ( m_xmin != m_xmax ) && ( m_ymin != m_ymax ) ); }
+ bool Load(const char *filename);
+
+ void Cleanup(); // free texture, free tex, set make tex NULL
+ bool SetExtentsMM(); // set extents by ET mapcoordsmaxs/mapcoordsmins
+ bool SetExtentsSel(); // set extents by selection
+ void Render();
+
+ bool Valid()
+ { return (m_tex && (m_xmin != m_xmax) && (m_ymin != m_ymax)); }
};
class CBackgroundRender : public IGL2DWindow {
public:
-CBackgroundRender();
-virtual ~CBackgroundRender();
+ CBackgroundRender();
+
+ virtual ~CBackgroundRender();
protected:
-int refCount;
+ int refCount;
public:
// IGL2DWindow IGL3DWindow interface
-void IncRef() { refCount++; }
-void DecRef() {
- refCount--; if ( refCount <= 0 ) {
- delete this;
- }
-}
-void Draw2D( VIEWTYPE vt );
-void Register();
+ void IncRef()
+ { refCount++; }
+
+ void DecRef()
+ {
+ refCount--;
+ if (refCount <= 0) {
+ delete this;
+ }
+ }
+
+ void Draw2D(VIEWTYPE vt);
+
+ void Register();
};
-extern CBackgroundImage backgroundXY,backgroundXZ,backgroundYZ;
+extern CBackgroundImage backgroundXY, backgroundXZ, backgroundYZ;
extern CBackgroundRender render;