-GLuint Texture::Load(const string& fileName, bool mipmap, bool hasalpha, GLubyte* array, int* skinsize) {
- map<string,Texture>::iterator it = textures.find(fileName);
- if(it==textures.end()) {
- textures.insert(make_pair(fileName,Texture(fileName,mipmap,hasalpha,true)));
- textures[fileName].load();
- *skinsize = textures[fileName].skinsize;
- for(int i=0;i<textures[fileName].arraySize;i++) {
- array[i] = textures[fileName].array[i];
- }
- return textures[fileName].getId();
- } else {
- *skinsize = it->second.skinsize;
- for(int i=0;i<it->second.arraySize;i++) {
- array[i] = it->second.array[i];
- }
- return it->second.getId();
- }
+TextureRes::TextureRes(const string& _filename, bool _hasMipmap, bool _hasAlpha):
+ id(0),filename(_filename),hasMipmap(_hasMipmap),hasAlpha(_hasAlpha),isSkin(false),
+ skinsize(0),data(NULL),datalen(0) {
+ load();
+ list.push_back(this);
+}
+
+TextureRes::TextureRes(const string& _filename, bool _hasMipmap, GLubyte* array, int* skinsizep):
+ id(0),filename(_filename),hasMipmap(_hasMipmap),hasAlpha(false),isSkin(true),
+ skinsize(0),data(NULL),datalen(0) {
+ load();
+ *skinsizep=skinsize;
+ for(int i=0;i<datalen;i++)
+ array[i]=data[i];
+ list.push_back(this);
+}
+
+TextureRes::~TextureRes(){
+ free(data);
+ glDeleteTextures(1,&id);
+ for(vector<TextureRes*>::iterator it=list.begin();it!=list.end();it++)
+ if(*it==this){
+ list.erase(it);
+ break;
+ }
+}
+
+void TextureRes::reloadAll(){
+ for(vector<TextureRes*>::iterator it=list.begin();it!=list.end();it++)
+ (*it)->load();
+}
+
+
+
+
+void Texture::load(const string& filename, bool hasMipmap, bool hasAlpha){
+ destroy();
+ tex=new TextureRes(filename,hasMipmap,hasAlpha);
+}
+
+void Texture::load(const string& filename, bool hasMipmap, GLubyte* array, int* skinsizep){
+ destroy();
+ tex=new TextureRes(filename,hasMipmap,array,skinsizep);
+}
+
+void Texture::destroy(){
+ if(tex){
+ delete tex;
+ tex=NULL;
+ }
+}
+
+void Texture::bind(){
+ if(tex)
+ tex->bind();
+ else
+ glBindTexture(GL_TEXTURE_2D,0);
+}
+
+void Texture::reloadAll(){
+ TextureRes::reloadAll();