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hl2sdk/game/client/clientsideeffects.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CLIENTSIDEEFFECTS_H
#define CLIENTSIDEEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class Vector;
struct FXQuadData_t;
struct FXLineData_t;
//-----------------------------------------------------------------------------
// Purpose: Base class for client side effects
//-----------------------------------------------------------------------------
abstract_class CClientSideEffect
{
public:
// Constructs the named effect
CClientSideEffect( const char *name );
virtual ~CClientSideEffect( void );
// Update/Draw the effect
// Derived classes must implement this method!
virtual void Draw( double frametime ) = 0;
// Returns name of effect
virtual const char *GetName( void );
// Retuns whether the effect is still active
virtual bool IsActive( void );
// Sets the effect to inactive so it can be destroed
virtual void Destroy( void );
// Sets the effect name (useful for debugging).
virtual void SetEffectName( const char *pszName );
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private:
// Name of effect ( static data )
const char *m_pszName;
// Is the effect active
bool m_bActive;
};
//-----------------------------------------------------------------------------
// Purpose: Base interface to effects list
//-----------------------------------------------------------------------------
abstract_class IEffectsList
{
public:
virtual ~IEffectsList( void ) {}
// Add an effect to the list of effects
virtual void AddEffect( CClientSideEffect *effect ) = 0;
// Remove the specified effect
virtual void RemoveEffect( CClientSideEffect *effect ) = 0;
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// Simulate/Update/Draw effects on list
virtual void DrawEffects( double frametime ) = 0;
// Flush out all effects fbrom the list
virtual void Flush( void ) = 0;
};
extern IEffectsList *clienteffects;
class IMaterialSystem;
extern IMaterialSystem *materials;
//Actual function references
void FX_AddCube( const Vector &mins, const Vector &maxs, const Vector &vColor, float life, const char *materialName );
void FX_AddCenteredCube( const Vector &center, float size, const Vector &vColor, float life, const char *materialName );
void FX_AddStaticLine( const Vector& start, const Vector& end, float scale, float life, const char *materialName, unsigned char flags );
void FX_AddDiscreetLine( const Vector& start, const Vector& direction, float velocity, float length, float clipLength, float scale, float life, const char *shader );
void FX_AddLine( const FXLineData_t &data );
void FX_AddQuad( const FXQuadData_t &data );
void FX_AddQuad( const Vector &origin,
const Vector &normal,
float startSize,
float endSize,
float sizeBias,
float startAlpha,
float endAlpha,
float alphaBias,
float yaw,
float deltaYaw,
const Vector &color,
float lifeTime,
const char *shader,
unsigned int flags );
// For safe addition of client effects
void SetFXCreationAllowed( bool state );
bool FXCreationAllowed( void );
#endif // CLIENTSIDEEFFECTS_H