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hl2sdk/game/client/functionproxy.h
2013-06-26 15:22:04 -07:00

75 lines
2.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: These are a couple of base proxy classes to help us with
// getting/setting source/result material vars
//
// $NoKeywords: $
//=============================================================================//
#ifndef FUNCTIONPROXY_H
#define FUNCTIONPROXY_H
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
class IMaterialVar;
class C_BaseEntity;
//-----------------------------------------------------------------------------
// Helper class to deal with floating point inputs
//-----------------------------------------------------------------------------
class CFloatInput
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues, const char *pKeyName, float flDefault = 0.0f );
float GetFloat() const;
private:
float m_flValue;
IMaterialVar *m_pFloatVar;
int m_FloatVecComp;
};
//-----------------------------------------------------------------------------
// Result proxy; a result (with vector friendliness)
//-----------------------------------------------------------------------------
class CResultProxy : public IMaterialProxy
{
public:
CResultProxy();
virtual ~CResultProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial();
protected:
C_BaseEntity *BindArgToEntity( void *pArg );
void SetFloatResult( float result );
IMaterialVar* m_pResult;
int m_ResultVecComp;
};
//-----------------------------------------------------------------------------
// Base functional proxy; two sources (one is optional) and a result
//-----------------------------------------------------------------------------
class CFunctionProxy : public CResultProxy
{
public:
CFunctionProxy();
virtual ~CFunctionProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
protected:
void ComputeResultType( MaterialVarType_t& resultType, int& vecSize );
IMaterialVar* m_pSrc1;
IMaterialVar* m_pSrc2;
};
#endif // FUNCTIONPROXY_H