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;