97 lines
2.5 KiB
C++
97 lines
2.5 KiB
C++
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef POSTPROCESSCONTROLLER_H
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#define POSTPROCESSCONTROLLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "GameEventListener.h"
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#include "postprocess_shared.h"
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// Spawn Flags
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#define SF_POSTPROCESS_MASTER 0x0001
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//=============================================================================
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//
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// Class Postprocess Controller:
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//
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class CPostProcessController : public CBaseEntity
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{
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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DECLARE_CLASS( CPostProcessController, CBaseEntity );
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CPostProcessController();
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virtual ~CPostProcessController();
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// Parse data from a map file
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virtual void Activate();
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virtual int UpdateTransmitState();
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// Input handlers
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void InputSetFadeTime(inputdata_t &data);
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void InputSetLocalContrastStrength(inputdata_t &data);
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void InputSetLocalContrastEdgeStrength(inputdata_t &data);
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void InputSetVignetteStart(inputdata_t &data);
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void InputSetVignetteEnd(inputdata_t &data);
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void InputSetVignetteBlurStrength(inputdata_t &data);
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void InputSetFadeToBlackStrength(inputdata_t &data);
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void InputSetDepthBlurFocalDistance(inputdata_t &data);
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void InputSetDepthBlurStrength(inputdata_t &data);
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void InputSetScreenBlurStrength(inputdata_t &data);
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void InputSetFilmGrainStrength(inputdata_t &data);
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void InputTurnOn(inputdata_t &data);
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void InputTurnOff(inputdata_t &data);
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void Spawn( void );
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bool IsMaster( void ) const { return HasSpawnFlags( SF_FOG_MASTER ); }
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public:
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CNetworkArray( float, m_flPostProcessParameters, POST_PROCESS_PARAMETER_COUNT );
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CNetworkVar( bool, m_bMaster );
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};
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//=============================================================================
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//
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// Postprocess Controller System.
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//
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class CPostProcessSystem : public CAutoGameSystem, public CGameEventListener
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{
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public:
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// Creation/Init.
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CPostProcessSystem( char const *name ) : CAutoGameSystem( name )
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{
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m_hMasterController = NULL;
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}
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~CPostProcessSystem()
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{
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m_hMasterController = NULL;
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}
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virtual void LevelInitPreEntity();
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virtual void LevelInitPostEntity();
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virtual void FireGameEvent( IGameEvent *pEvent );
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CPostProcessController *GetMasterPostProcessController( void ) { return m_hMasterController; }
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private:
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void InitMasterController( void );
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CHandle< CPostProcessController > m_hMasterController;
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};
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CPostProcessSystem *PostProcessSystem( void );
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#endif // POSTPROCESSCONTROLLER_H
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