196 lines
7.3 KiB
C++
196 lines
7.3 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Utilities for setting vproject settings
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//
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//===========================================================================//
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#ifndef _RESOURCEPRECACHER_H
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#define _RESOURCEPRECACHER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Resource list
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//-----------------------------------------------------------------------------
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FORWARD_DECLARE_HANDLE( ResourceList_t );
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#define RESOURCE_LIST_INVALID ( (ResourceList_t)-1 )
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//-----------------------------------------------------------------------------
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// Resource 'systems', which use other resources
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// NOTE: If you add types here, be sure to fix s_pResourceSystemName
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//-----------------------------------------------------------------------------
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enum PrecacheSystem_t
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{
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CLIENTGLOBAL = 0, // Always precache these
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SERVERGLOBAL,
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VGUI_PANEL, // What to precache when using a vgui panel
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DISPATCH_EFFECT, // What to precache when using a dispatch effect
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SHARED_SYSTEM, // Precache lists which are reused and can be referenced as a resource type
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PRECACHE_SYSTEM_COUNT,
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#if defined( GAME_DLL )
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GLOBAL = SERVERGLOBAL,
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#elif defined( CLIENT_DLL ) || defined( GAMEUI_EXPORTS )
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GLOBAL = CLIENTGLOBAL,
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#endif
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};
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//-----------------------------------------------------------------------------
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// Resource types
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// NOTE: If you add a type here, modify s_pResourceTypeName in resourceaccesscontrol.cpp
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//-----------------------------------------------------------------------------
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enum ResourceTypeOld_t // called 'Old' to disambiguate with ResourceSystem
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{
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RESOURCE_VGUI_PANEL = 0, // .res file
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RESOURCE_MATERIAL, // .vmt file
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RESOURCE_MODEL, // .mdl file
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RESOURCE_PARTICLE_SYSTEM, // particle system
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RESOURCE_GAMESOUND, // game sound
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RESOURCE_TYPE_OLD_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Resource types
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// NOTE: If you add types here, be sure to fix s_pPrecacheResourceTypeName
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// A compile-time assert will trigger if you don't.
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//-----------------------------------------------------------------------------
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enum PrecacheResourceType_t
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{
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VGUI_RESOURCE = 0, // .res file
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MATERIAL, // .vmt file
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MODEL, // .mdl file
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GAMESOUND, // sound
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PARTICLE_SYSTEM, // particle system
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ENTITY, // Other entity
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DECAL, // A decal
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PARTICLE_MATERIAL, // A particle system material (old-style, obsolete)
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KV_DEP_FILE, // keyvalues file containing a resource dependency list
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GAME_MATERIAL_DECALS, // All decals related to game materials ( resource name is ignored )
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PHYSICS_GAMESOUNDS, // Resource names are either "BulletSounds", "StepSounds", or "PhysicsImpactSounds"
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SHARED, // a shared precache group (see PrecacheSystem_t SHARED)
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PRECACHE_RESOURCE_TYPE_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Callback interface for handler who knows how to precache particular kinds of resources
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//-----------------------------------------------------------------------------
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abstract_class IPrecacheHandler
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{
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public:
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virtual void CacheResource( PrecacheResourceType_t nType, const char *pName,
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bool bPrecache, ResourceList_t hResourceList, int *pIndex = NULL ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Interface to automated system for precaching resources
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//-----------------------------------------------------------------------------
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abstract_class IResourcePrecacher
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{
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public:
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virtual void Cache( IPrecacheHandler *pPrecacheHandler, bool bPrecache, ResourceList_t hResourceList, bool bIgnoreConditionals ) = 0;
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virtual PrecacheSystem_t GetSystem() = 0;
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virtual const char *GetName() = 0;
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virtual IResourcePrecacher *GetNext() = 0;
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virtual void SetNext( IResourcePrecacher * pNext ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Actually does the precaching
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//-----------------------------------------------------------------------------
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class CBaseResourcePrecacher : public IResourcePrecacher
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{
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// Other public methods
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public:
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CBaseResourcePrecacher( PrecacheSystem_t nSystem, const char *pName )
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{
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m_nSystem = nSystem;
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m_pName = pName;
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m_pNext = sm_pFirst[nSystem];
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sm_pFirst[nSystem] = this;
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}
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static void RegisterAll();
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PrecacheSystem_t GetSystem() { return m_nSystem; }
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const char *GetName() { return m_pName; }
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IResourcePrecacher *GetNext() { return m_pNext; }
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void SetNext( IResourcePrecacher * pNext ) { m_pNext = pNext; }
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static CBaseResourcePrecacher *sm_pFirst[PRECACHE_SYSTEM_COUNT];
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PrecacheSystem_t m_nSystem;
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const char *m_pName;
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IResourcePrecacher *m_pNext;
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friend class CPrecacheRegister;
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};
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//-----------------------------------------------------------------------------
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// Automatic precache macros
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//-----------------------------------------------------------------------------
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// Beginning
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#define PRECACHE_REGISTER_BEGIN_CONDITIONAL( _system, _className, _condition ) \
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namespace _className ## Precache \
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{ \
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class CResourcePrecacher : public CBaseResourcePrecacher\
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{ \
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public: \
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CResourcePrecacher() : CBaseResourcePrecacher( _system, #_className ) {} \
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public: \
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virtual void Cache( IPrecacheHandler *pPrecacheHandler, bool bPrecache, ResourceList_t hResourceList, bool bIgnoreConditionals ); \
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}; \
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void CResourcePrecacher::Cache( IPrecacheHandler *pPrecacheHandler, bool bPrecache, ResourceList_t hResourceList, bool bIgnoreConditionals ) \
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{ \
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if ( !bIgnoreConditionals && !( _condition ) ) \
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return;
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#define PRECACHE_REGISTER_BEGIN( _system, _className ) \
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PRECACHE_REGISTER_BEGIN_CONDITIONAL( _system, _className, true )
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// Resource precache definitions
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#define PRECACHE( _type, _name ) pPrecacheHandler->CacheResource( _type, _name, bPrecache, hResourceList, NULL );
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// NOTE: PRECACHE_INDEX_CONDITIONAL doesn't initialize the index to 0
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// on the assumption that some other conditional will
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//MCCLEANUP //NOTE: PRECACHE_INDEX and PRECACHE_INDEX_CONDITIONAL won't work in 64 bit because the old-school particle mgr is sending ptr data types into here. Hopefully the old-school particle mgr will die before this is an issue.
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#define PRECACHE_INDEX( _type, _name, _index ) pPrecacheHandler->CacheResource( _type, _name, bPrecache, hResourceList, (int*)( &(_index) ) );
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#define PRECACHE_CONDITIONAL( _type, _name, _condition ) \
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if ( !bIgnoreConditionals && ( _condition ) ) \
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pPrecacheHandler->CacheResource( _type, _name, bPrecache, hResourceList, NULL );
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#define PRECACHE_INDEX_CONDITIONAL( _type, _name, _index, _func ) \
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if ( bIgnoreConditionals || ( _condition ) ) \
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{ \
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pPrecacheHandler->CacheResource( _type, _name, bPrecache, hResourceList, (int*)( &(_index) ) ); \
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}
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//End
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#define PRECACHE_REGISTER_END( ) \
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} \
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CResourcePrecacher s_ResourcePrecacher; \
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}
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// FIXME: Remove! Backward compat
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#define PRECACHE_WEAPON_REGISTER( _className ) \
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PRECACHE_REGISTER_BEGIN( GLOBAL, _className ) \
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PRECACHE( ENTITY, #_className ) \
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PRECACHE_REGISTER_END()
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#define PRECACHE_REGISTER( _className ) \
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PRECACHE_REGISTER_BEGIN( GLOBAL, _className ) \
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PRECACHE( ENTITY, #_className ) \
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PRECACHE_REGISTER_END()
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#endif // _RESOURCEPRECACHER_H
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