/*
	Rogue Trader.
	Copyright (c) 2007, Darragh Coy.
	All rights reserved.
	Original work(s), source code & author(s) details available at: http://www.darraghcoy.com

	Redistribution and use in source and binary forms, with or without modification, are permitted 
	provided that the following conditions are met:

		* 	Redistributions of source code must retain the above copyright notice, this list of 
			conditions and the following disclaimer.
		* 	Redistributions in binary form must reproduce the above copyright notice, this list of 
			conditions and the following disclaimer in the documentation.
		* 	Neither the name of the author nor the names of contributors may be used to endorse or 
			promote products derived from this software without specific prior written permission.
		* 	The use of any third party libraries, modules or data files provided with the source 
			form of the program must follow and respect the individual licensing terms of these 
			components. You do not have permission to modify or circumvent the licensing terms for 
			provided third party components unless the third party licenses specifically allow this. 
			If you do not agree to the terms of provided third party components then you do not have 
			permission to use them in your derived work(s).
		* 	The terms of this license do not apply to separate (but related) distributions if supplied 
			by the author(s), only to the contents of this source distribution, derived works, and the 
			binaries produced by either modified or unmodified versions of the source code. The terms 
			of this license do not also apply to any third party libraries or components provided with 
			the source distribution. Such third party elements are licensed under their own separate 
			agreements.

	THIS SOFTWARE IS PROVIDED BY DARRAGH COY ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, 
	BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
	ARE DISCLAIMED. IN NO EVENT SHALL DARRAGH COY BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 
	EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 
	OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 
	OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING 
	IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef GLTEXTUREMANAGER_H
#define GLTEXTUREMANAGER_H

//##############################################################################
// Forward references
//##############################################################################

class GLTexture;

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################
//
//
// Class Name:   GLTextureManager
// Purpose:      Simple static class which looks after the loading and storage,
//               as well as the freeing of loose game textures. By loose I mean
//               that they do not specifically belong to any model and may be used
//               freely. loadAll() should be be called very early on when the program starts.
//
//
//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

class GLTextureManager
{
 //-----------------------------------------------------------------------------
 // Public functions and data
 //-----------------------------------------------------------------------------

 public:

        //----------------------------------------------------------------------
        // Functions
        //----------------------------------------------------------------------

        static void loadAll();      // load all of the games loose textures
        static void freeAll();      // free all of the games loose textures

        // Texture accessors:

        static inline const GLTexture * getTexGradientCircle()  { return texGradientCircle;     }
        static inline const GLTexture * getTexStar()            { return texStar;               }
        static inline const GLTexture * getTexPlanet1()         { return texPlanet1;            }
        static inline const GLTexture * getTexPlanet2()         { return texPlanet2;            }
        static inline const GLTexture * getTexPlanet3()         { return texPlanet3;            }
        static inline const GLTexture * getTexPlanet4()         { return texPlanet4;            }
        static inline const GLTexture * getTexPlanet5()         { return texPlanet5;            }
        static inline const GLTexture * getTexPlanet6()         { return texPlanet6;            }
        static inline const GLTexture * getTexPlanet7()         { return texPlanet7;            }
        static inline const GLTexture * getTexPlanet8()         { return texPlanet8;            }
        static inline const GLTexture * getTexHyperpspace1()    { return texHyperspace1;        }
        static inline const GLTexture * getTexHyperpspace2()    { return texHyperspace2;        }
        static inline const GLTexture * getTexParticle()        { return texParticle;           }
        static inline const GLTexture * getTexLens1()           { return texLens1;              }
        static inline const GLTexture * getTexLens2()           { return texLens2;              }
        static inline const GLTexture * getTexExplosion1()      { return texExplosion1;         }
        static inline const GLTexture * getTexExplosion2()      { return texExplosion2;         }
        static inline const GLTexture * getTexExplosion3()      { return texExplosion3;         }
        static inline const GLTexture * getTexExplosion4()      { return texExplosion4;         }
        static inline const GLTexture * getTexExplosion5()      { return texExplosion5;         }
        static inline const GLTexture * getTexExplosion6()      { return texExplosion6;         }
        static inline const GLTexture * getTexExplosion7()      { return texExplosion7;         }
        static inline const GLTexture * getTexExplosion8()      { return texExplosion8;         }
        static inline const GLTexture * getTexExplosion9()      { return texExplosion9;         }
        static inline const GLTexture * getTexExplosion10()     { return texExplosion10;        }
        static inline const GLTexture * getTexExplosion11()     { return texExplosion11;        }
        static inline const GLTexture * getTexExplosion12()     { return texExplosion12;        }
        static inline const GLTexture * getTexExplosion13()     { return texExplosion13;        }
        static inline const GLTexture * getTexExplosion14()     { return texExplosion14;        }
        static inline const GLTexture * getTexExplosion15()     { return texExplosion15;        }
        static inline const GLTexture * getTexExplosion16()     { return texExplosion16;        }
        static inline const GLTexture * getTexExplosion17()     { return texExplosion17;        }
        static inline const GLTexture * getTexExplosion18()     { return texExplosion18;        }
        static inline const GLTexture * getTexBeam()            { return texBeam;               }
        static inline const GLTexture * getTexCrosshair()       { return texCrosshair;          }
        static inline const GLTexture * getTexTarget()          { return texTarget;             }
        static inline const GLTexture * getTexMenuTitlePanel()  { return texMenuTitlePanel;     }
        static inline const GLTexture * getTexMenuButtonPanel() { return texMenuButtonPanel;    }
        static inline const GLTexture * getTexMoney()           { return texMoney;              }
        static inline const GLTexture * getTexRepair()          { return texRepair;             }
        static inline const GLTexture * getTexCargo()           { return texCargo;              }
        static inline const GLTexture * getTexMissile()         { return texMissile;            }
        static inline const GLTexture * getTexEmp()             { return texEmp;                }
        static inline const GLTexture * getTexGuageSpeeds()     { return texGuageSpeeds;        }
        static inline const GLTexture * getTexGuageHeatHull()   { return texGuageHeatHull;      }
        static inline const GLTexture * getTexButtonHighlight() { return texButtonHighlight;    }
        static inline const GLTexture * getTexButtonMenu()      { return texButtonMenu;         }
        static inline const GLTexture * getTexButtonMenuH()     { return texButtonMenuH;        }
        static inline const GLTexture * getTexButtonHome()      { return texButtonHome;         }
        static inline const GLTexture * getTexButtonHomeH()     { return texButtonHomeH;        }
        static inline const GLTexture * getTexButtonMissile()   { return texButtonMissile;      }
        static inline const GLTexture * getTexButtonMissileH()  { return texButtonMissileH;     }
        static inline const GLTexture * getTexButtonEmp()       { return texButtonEmp;          }
        static inline const GLTexture * getTexButtonEmpH()      { return texButtonEmpH;         }

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

 protected:

        //----------------------------------------------------------------------
        // Data
        //----------------------------------------------------------------------

        // The various textures

        static GLTexture * texGradientCircle;
        static GLTexture * texStar;
        static GLTexture * texPlanet1;
        static GLTexture * texPlanet2;
        static GLTexture * texPlanet3;
        static GLTexture * texPlanet4;
        static GLTexture * texPlanet5;
        static GLTexture * texPlanet6;
        static GLTexture * texPlanet7;
        static GLTexture * texPlanet8;
        static GLTexture * texHyperspace1;
        static GLTexture * texHyperspace2;
        static GLTexture * texParticle;
        static GLTexture * texLens1;
        static GLTexture * texLens2;
        static GLTexture * texExplosion1;
        static GLTexture * texExplosion2;
        static GLTexture * texExplosion3;
        static GLTexture * texExplosion4;
        static GLTexture * texExplosion5;
        static GLTexture * texExplosion6;
        static GLTexture * texExplosion7;
        static GLTexture * texExplosion8;
        static GLTexture * texExplosion9;
        static GLTexture * texExplosion10;
        static GLTexture * texExplosion11;
        static GLTexture * texExplosion12;
        static GLTexture * texExplosion13;
        static GLTexture * texExplosion14;
        static GLTexture * texExplosion15;
        static GLTexture * texExplosion16;
        static GLTexture * texExplosion17;
        static GLTexture * texExplosion18;
        static GLTexture * texBeam;
        static GLTexture * texCrosshair;
        static GLTexture * texTarget;
        static GLTexture * texMenuTitlePanel;
        static GLTexture * texMenuButtonPanel;
        static GLTexture * texMoney;
        static GLTexture * texRepair;
        static GLTexture * texCargo;
        static GLTexture * texMissile;
        static GLTexture * texEmp;
        static GLTexture * texGuageSpeeds;
        static GLTexture * texGuageHeatHull;
        static GLTexture * texButtonHighlight;
        static GLTexture * texButtonMenu;
        static GLTexture * texButtonMenuH;
        static GLTexture * texButtonHome;
        static GLTexture * texButtonHomeH;
        static GLTexture * texButtonMissile;
        static GLTexture * texButtonMissileH;
        static GLTexture * texButtonEmp;
        static GLTexture * texButtonEmpH;

}; // end of: class GLTextureManager{}

//##############################################################################
// C++ includes
//##############################################################################

#include "GLTexture.h"

#endif // end of: ifndef GLTEXTUREMANAGER_H
