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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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//===========================================================================//
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#ifndef VMTDOC_H
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#define VMTDOC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "dme_controls/inotifyui.h"
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#include "datamodel/dmehandle.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "tier1/utlstring.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IVMTDocCallback;
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class IShader;
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enum ShaderParamType_t;
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class IMaterial;
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class IShader;
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//-----------------------------------------------------------------------------
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// Contains all editable state
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//-----------------------------------------------------------------------------
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class CVMTDoc : public IDmNotify
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{
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public:
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CVMTDoc( IVMTDocCallback *pCallback );
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~CVMTDoc();
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// Inherited from INotifyUI
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virtual void NotifyDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags );
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// Sets/Gets the file name
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const char *GetFileName();
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void SetFileName( const char *pFileName );
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// Dirty bits (has it changed since the last time it was saved?)
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void SetDirty( bool bDirty );
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bool IsDirty() const;
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// Creates a new act busy list
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void CreateNew();
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// Saves/loads from file
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bool LoadFromFile( const char *pFileName );
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bool SaveToFile( );
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// Returns the root object
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CDmElement *GetRootObject();
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// Called when data changes (see INotifyUI for flags)
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void OnDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags );
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// Sets the shader in the material
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void SetShader( const char *pShaderName );
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// Gets the preview material
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IMaterial *GetPreviewMaterial();
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// Sets shader parameters to the default for that shader
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void SetParamsToDefault();
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private:
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// Creates the root element
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bool CreateRootElement();
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// Add attribute for shader parameter
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CDmAttribute* AddAttributeForShaderParameter( CDmElement *pMaterial, const char *pParamName, ShaderParamType_t paramType );
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// Add a single shader parameter if it doesn't exist
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void AddNewShaderParam( CDmElement *pMaterial, const char *pParamName, ShaderParamType_t paramType, const char *pValue );
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// Add all shader parameters that don't currently exist
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void AddNewShaderParams( CDmElement *pMaterial, IShader *pShader );
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// Is this attribute a shader parameter?
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bool IsShaderParam( CDmAttribute* pAttribute );
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// Remove all shader parameters that don't exist in the new shader
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void RemoveUnusedShaderParams( CDmElement *pMaterial, IShader *pShader, IShader *pOldShader );
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// Remove all shader parameters
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void RemoveAllShaderParams( CDmElement *pMaterial );
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// Finds a shader
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IShader *FindShader( const char *pShaderName );
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// Updates the preview material
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void UpdatePreviewMaterial();
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// Copies VMT parameters into the root
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void CopyParamsFromVMT( CDmElement *pVMT );
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// A couple methods to set param values from strings (OLD METHOD!)
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bool SetVMatrixParamValue( CDmAttribute *pAttribute, const char *pValue );
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bool SetVector2DParamValue( CDmAttribute *pAttribute, const char *pValue );
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bool SetVector3DParamValue( CDmAttribute *pAttribute, const char *pValue );
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bool SetVector4DParamValue( CDmAttribute *pAttribute, const char *pValue );
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bool SetColorParamValue( CDmAttribute *pAttribute, const char *pValue );
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// Sets an attribute value from the shader param default
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void SetAttributeValueFromDefault( CDmElement *pMaterial, CDmAttribute *pAttribute, const char *pValue );
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// Hooks the preview to an existing material, if there is one
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void SetupPreviewMaterial( );
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// Prior to saving to disk, extract all shader parameters which == the default
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CDmElement* ExtractDefaultParameters( );
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IVMTDocCallback *m_pCallback;
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CMaterialReference m_pScratchMaterial;
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CMaterialReference m_pPreviewMaterial;
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CDmeHandle< CDmElement > m_hRoot;
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CUtlString m_CurrentShader;
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IShader *m_pCurrentIShader;
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char m_pFileName[512];
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bool m_bDirty;
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};
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#endif // VMTDOC_H
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