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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IBSPLIGHTING_THREAD_H
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#define IBSPLIGHTING_THREAD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ivraddll.h"
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class IBSPLightingThread
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{
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public:
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enum
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{
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STATE_IDLE=0,
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STATE_LIGHTING=1,
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STATE_FINISHED=2
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};
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virtual ~IBSPLightingThread() {}
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virtual void Release() = 0;
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// Start processing light in the background thread.
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//
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// Goes to STATE_LIGHTING, then if it's successful, it goes to STATE_FINISHED.
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// If unsuccessful or interrupted, it goes to STATE_IDLE.
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//
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// If this is called while it's already lighting, it stops the current lighting
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// process and restarts.
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virtual void StartLighting( char const *pVMFFileWithEntities ) = 0;
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// Returns one of the STATE_ defines.
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virtual int GetCurrentState() = 0;
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// If lighting is in progress, make it stop.
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virtual void Interrupt() = 0;
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// Returns IVRadDLL::GetPercentComplete if it's lighting.
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virtual float GetPercentComplete() = 0;
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};
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IBSPLightingThread* CreateBSPLightingThread( IVRadDLL *pDLL );
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#endif // IBSPLIGHTING_THREAD_H
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