mirror of
https://github.com/nillerusr/source-engine.git
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151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Deals with singleton
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( CLIENTEFFECTPRECACHESYSTEM_H )
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#define CLIENTEFFECTPRECACHESYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include "commonmacros.h"
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#include "utlvector.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterial.h"
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//-----------------------------------------------------------------------------
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// Interface to automated system for precaching materials
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//-----------------------------------------------------------------------------
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class IClientEffect
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{
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public:
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virtual void Cache( bool precache = true ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Responsible for managing precaching of particles
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//-----------------------------------------------------------------------------
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class CClientEffectPrecacheSystem : public IGameSystem
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{
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public:
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virtual char const *Name() { return "CCLientEffectPrecacheSystem"; }
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virtual bool IsPerFrame() { return false; }
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// constructor, destructor
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CClientEffectPrecacheSystem() {}
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virtual ~CClientEffectPrecacheSystem() {}
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// Init, shutdown
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virtual bool Init() { return true; }
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virtual void PostInit() {}
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virtual void Shutdown();
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// Level init, shutdown
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virtual void LevelInitPreEntity();
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virtual void LevelInitPostEntity() {}
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virtual void LevelShutdownPreEntity();
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virtual void LevelShutdownPostEntity();
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virtual void OnSave() {}
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virtual void OnRestore() {}
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virtual void SafeRemoveIfDesired() {}
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void Register( IClientEffect *effect );
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protected:
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CUtlVector< IClientEffect * > m_Effects;
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};
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//Singleton accessor
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extern CClientEffectPrecacheSystem *ClientEffectPrecacheSystem();
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//-----------------------------------------------------------------------------
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// Deals with automated registering and precaching of materials for effects
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//-----------------------------------------------------------------------------
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class CClientEffect : public IClientEffect
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{
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public:
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CClientEffect( void )
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{
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//Register with the main effect system
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ClientEffectPrecacheSystem()->Register( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache a material by artificially incrementing its reference counter
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// Input : *materialName - name of the material
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// : increment - whether to increment or decrement the reference counter
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//-----------------------------------------------------------------------------
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inline void ReferenceMaterial( const char *materialName, bool increment = true )
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{
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IMaterial *material = materials->FindMaterial( materialName, TEXTURE_GROUP_CLIENT_EFFECTS );
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if ( !IsErrorMaterial( material ) )
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{
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if ( increment )
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{
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material->IncrementReferenceCount();
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}
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else
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{
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material->DecrementReferenceCount();
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}
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}
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}
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};
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//Automatic precache macros
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//Beginning
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#define CLIENTEFFECT_REGISTER_BEGIN( className ) \
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namespace className { \
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class ClientEffectRegister : public CClientEffect \
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{ \
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private: \
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static const char *m_pszMaterials[]; \
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public: \
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void Cache( bool precache = true ); \
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}; \
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const char *ClientEffectRegister::m_pszMaterials[] = {
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//Material definitions
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#define CLIENTEFFECT_MATERIAL( materialName ) materialName,
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//End
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#define CLIENTEFFECT_REGISTER_END( ) }; \
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void ClientEffectRegister::Cache( bool precache ) \
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{ \
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for ( int i = 0; i < ARRAYSIZE( m_pszMaterials ); i++ ) \
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{ \
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ReferenceMaterial( m_pszMaterials[i], precache ); \
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} \
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} \
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ClientEffectRegister register_ClientEffectRegister; \
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}
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#define CLIENTEFFECT_REGISTER_END_CONDITIONAL(condition ) }; \
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void ClientEffectRegister::Cache( bool precache ) \
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{ \
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if ( condition) \
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{ \
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for ( int i = 0; i < ARRAYSIZE( m_pszMaterials ); i++ ) \
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{ \
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ReferenceMaterial( m_pszMaterials[i], precache ); \
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} \
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} \
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} \
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ClientEffectRegister register_ClientEffectRegister; \
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}
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#endif //CLIENTEFFECTPRECACHESYSTEM_H
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