/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#ifndef __BINARYIMAGE_H__
#define __BINARYIMAGE_H__

#include "BinaryImageData.h"

/*
================================================
idBinaryImage is used by the idImage class for constructing mipmapped
textures and for loading and saving generated files by idImage.
Also used in a memory-mapped form for imageCPU for offline megatexture
generation.
================================================
*/
class idBinaryImage
{
public:
	idBinaryImage( const char* name ) : imgName( name ) { }
	
	const char* 		GetName() const
	{
		return imgName.c_str();
	}
	void				SetName( const char* _name )
	{
		imgName = _name;
	}
	
	void				Load2DFromMemory( int width, int height, const byte* pic_const, int numLevels, textureFormat_t& textureFormat, textureColor_t& colorFormat, bool gammaMips );
	void				LoadCubeFromMemory( int width, const byte* pics[6], int numLevels, textureFormat_t& textureFormat, bool gammaMips );
	
	ID_TIME_T			LoadFromGeneratedFile( ID_TIME_T sourceFileTime );
	ID_TIME_T			WriteGeneratedFile( ID_TIME_T sourceFileTime );
	
	const bimageFile_t& 	GetFileHeader()
	{
		return fileData;
	}
	
	int					NumImages()
	{
		return images.Num();
	}
	const bimageImage_t& 	GetImageHeader( int i ) const
	{
		return images[i];
	}
	const byte* 			GetImageData( int i ) const
	{
		return images[i].data;
	}
	static void			GetGeneratedFileName( idStr& gfn, const char* imageName );
private:
	idStr				imgName;			// game path, including extension (except for cube maps), may be an image program
	bimageFile_t		fileData;
	
	class idBinaryImageData : public bimageImage_t
	{
	public:
		byte* data;
		
		idBinaryImageData() : data( NULL ) { }
		~idBinaryImageData()
		{
			Free();
		}
		idBinaryImageData& operator=( idBinaryImageData& other )
		{
			if( this == &other )
			{
				return *this;
			}
			
			Alloc( other.dataSize );
			memcpy( data, other.data, other.dataSize );
			return *this;
		}
		void Free()
		{
			if( data != NULL )
			{
				Mem_Free( data );
				data = NULL;
				dataSize = 0;
			}
		}
		void Alloc( int size )
		{
			Free();
			dataSize = size;
			data = ( byte* )Mem_Alloc( size, TAG_CRAP );
		}
	};
	
	idList< idBinaryImageData, TAG_IDLIB_LIST_IMAGE > images;
	
private:
	void				MakeGeneratedFileName( idStr& gfn );
	bool				LoadFromGeneratedFile( idFile* f, ID_TIME_T sourceFileTime );
};

#endif // __BINARYIMAGE_H__
