/**********************************************************************
This file is part of Crack dot Com's free source code release of Golgotha.
for information about compiling & licensing issues visit this URL
 If that doesn't help, contact Jonathan Clark at 
  golgotha_source@usa.net (Subject should have "GOLG" in it) 
***********************************************************************/

#ifndef __R1_DX5_TEXTURE_HH__
#define __R1_DX5_TEXTURE_HH__

#include 
#include 
#include "memory/lalloc.hh"
#include "tmanage.hh"
#include "dx5/r1_dx5.hh"
#include "tex_no_heap.hh"

class r1_dx5_texture_class : public r1_texture_manager_class
{
  friend r1_dx5_class;

public:  

  class used_node
  {    
  public:
    R1_TEX_NO_HEAP_USED_NODE_DATA
    IDirectDrawSurface3 *vram_surface;
    IDirectDrawSurface3 *system_surface;
    D3DTEXTUREHANDLE    texture_handle;
    //used for async loading
    w8                 *data;
    i4_file_class      *async_fp;
  };
  
  r1_texture_no_heap_class *tex_no_heap;

  r1_dx5_texture_class(const i4_pal *pal);  

  ~r1_dx5_texture_class()
  {
    uninit();    
  }
  
  void init();

  void uninit();  

  void select_texture(r1_local_texture_handle_type handle, float &smul, float &tmul);
  
  used_node *make_surfaces_for_load(IDirectDrawSurface3 *&vram_surface,
                                    IDirectDrawSurface3 *&system_surface,
                                    r1_mip_load_info *&load_info,
                                    sw32 actual_w, sw32 actual_h,
                                    w8 node_alloc_flags=0);

  r1_miplevel_t *get_texture(r1_texture_handle handle,
                             w32 frame_counter,
                             sw32 desired_width,
                             sw32 &w, sw32 &h);

  i4_bool immediate_mip_load(r1_mip_load_info *load_info);
  i4_bool async_mip_load(r1_mip_load_info *load_info);
  
  i4_critical_section_class array_lock;  
  
  i4_array finished_array;
  
  void async_load_finished(used_node *u);

  void free_mip(void *vram_handle);

  void next_frame();

  sw32 bytes_loaded;
  sw32 textures_loaded;
};


#endif