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This commit implements missing material error logging. When a material does not exist, it will get replaced with an error material, we log which material is missing, and with which error material it gets replaced with. This commit also comes with some updates regarding the CMaterialGlue class, and some new types used by this class from the RePak project.
57 lines
2.0 KiB
C++
57 lines
2.0 KiB
C++
//===== Copyright <20> 1996-2005, 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 ENGINESPRITE_H
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#define ENGINESPRITE_H
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#include "public/avi/iavi.h"
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#include "public/avi/ibik.h"
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#include "public/const.h"
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#include "public/imaterial.h"
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#include "game/client/hud.h"
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//-----------------------------------------------------------------------------
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// Purpose: Sprite Models
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//-----------------------------------------------------------------------------
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class CEngineSprite // !! UNCONFIRMED !!
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{
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// NOTE: don't define a constructor or destructor so that this can be allocated
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// as before.
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public:
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int GetWidth(void) const { return m_width; }
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int GetHeight(void) const { return m_height; }
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int GetNumFrames(void) const { return m_numFrames; }
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//IMaterial* GetMaterial(RenderMode_t nRenderMode) { return m_material[nRenderMode]; }
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//IMaterial* GetMaterial(RenderMode_t nRenderMode, int nFrame);
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//void SetFrame(RenderMode_t nRenderMode, int nFrame);
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//bool Init(const char* name);
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//void Shutdown(void);
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//void UnloadMaterial();
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//void SetColor(float r, float g, float b);
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//int GetOrientation(void);
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//void GetHUDSpriteColor(float* color);
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float GetUp(void) const { return up; }
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float GetDown(void) const { return down; }
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float GetLeft(void) const { return left; }
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float GetRight(void) const { return right; }
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//void DrawFrame(RenderMode_t nRenderMode, int frame, int x, int y, const wrect_t* prcSubRect);
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//void DrawFrameOfSize(RenderMode_t nRenderMode, int frame, int x, int y, int iWidth, int iHeight, const wrect_t* prcSubRect);
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bool IsAVI(void) const;
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bool IsBIK(void) const;
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//void GetTexCoordRange(float* pMinU, float* pMinV, float* pMaxU, float* pMaxV);
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private:
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AVIMaterial_t m_hAVIMaterial;
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BIKMaterial_t m_hBIKMaterial;
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int m_width;
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int m_height;
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int m_numFrames;
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IMaterial* m_material[kRenderModeCount];
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int m_orientation;
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float m_hudSpriteColor[3];
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float up, down, left, right;
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};
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#endif // ENGINESPRITE_H
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