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#pragma once
#include <imoinfo.h>
#include <gli/gli.hpp>
#include <QOpenGLTexture>
#include <QSet>
#include <QStringList>
#include <map>
class TextureManager
{
public:
TextureManager(MOBase::IOrganizer* organizer);
~TextureManager() = default;
TextureManager(const TextureManager&) = delete;
TextureManager(TextureManager&&) = delete;
TextureManager& operator=(const TextureManager&) = delete;
TextureManager& operator=(TextureManager&&) = delete;
void cleanup();
QOpenGLTexture* getTexture(const std::string& texturePath);
QOpenGLTexture* getTexture(QString texturePath);
QOpenGLTexture* getErrorTexture();
QOpenGLTexture* getBlackTexture();
QOpenGLTexture* getWhiteTexture();
QOpenGLTexture* getFlatNormalTexture();
private:
QOpenGLTexture* loadTexture(QString texturePath);
QOpenGLTexture* makeTexture(const gli::texture& texture);
QOpenGLTexture* makeSolidColor(QVector4D color);
QString resolvePath(const MOBase::IPluginGame* game, QString path);
// Build priority-sorted BSA candidate list. Shared process-wide, keyed by
// the current instance's profile path so switching instances rebuilds.
// Conflict semantics: only active mods contribute, highest profile
// priority first, then vanilla archives. No plugin-attachment filter —
// matches BodySlide's "load all BSAs" approach which is what MO2's
// virtual data tree effectively does.
const QStringList& bsaCandidates();
void rebuildBsaCandidates();
MOBase::IOrganizer* m_MOInfo;
QOpenGLTexture* m_ErrorTexture = nullptr;
QOpenGLTexture* m_BlackTexture = nullptr;
QOpenGLTexture* m_WhiteTexture = nullptr;
QOpenGLTexture* m_FlatNormalTexture = nullptr;
std::map<std::wstring, QOpenGLTexture*> m_Textures;
};
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