171 lines
4.7 KiB
C++
171 lines
4.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// A class representing session state for the SFM
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//
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//=============================================================================
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#ifndef SFMSESSION_H
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#define SFMSESSION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "datamodel/dmehandle.h"
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#include "datamodel/dmelement.h"
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#include "tier1/utlvector.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CDmElement;
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class CDmeFilmClip;
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class CDmeClip;
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struct studiohdr_t;
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class Vector;
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class Quaternion;
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class CDmeGameModel;
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class CDmeCamera;
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class CDmeDag;
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class CDmeAnimationSet;
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//-----------------------------------------------------------------------------
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// Camera creation paramaters
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//-----------------------------------------------------------------------------
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struct DmeCameraParams_t
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{
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DmeCameraParams_t() : fov( 90.0f )
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{
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name[ 0 ] = 0;
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origin.Init();
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angles.Init();
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}
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DmeCameraParams_t( const char *pszName ) : fov( 90.0f )
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{
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Q_strncpy( name, pszName ? pszName : "", sizeof( name ) );
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origin.Init();
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angles.Init();
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}
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DmeCameraParams_t( const char *pszName, const Vector &org, const QAngle &ang ) :
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fov( 90.0f ), origin( org ), angles( ang )
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{
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Q_strncpy( name, pszName ? pszName : "", sizeof( name ) );
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}
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char name[ 128 ];
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Vector origin;
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QAngle angles;
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float fov;
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};
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//-----------------------------------------------------------------------------
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// A class representing the SFM Session
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// FIXME: Should this be a dmelement? Maybe!
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//-----------------------------------------------------------------------------
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class CSFMSession
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{
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public:
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CSFMSession();
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// Creates a new (empty) session
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void Init();
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void Shutdown();
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// Creates session settings
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void CreateSessionSettings();
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// Gets/sets the root
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CDmElement *Root();
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const CDmElement *Root() const;
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void SetRoot( CDmElement *pRoot );
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// Methods to get at session settings
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template< class T > const T& GetSettings( const char *pSettingName ) const;
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CDmAttribute * GetSettingsAttribute( const char *pSettingName, DmAttributeType_t type );
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template< class E > E* GetSettingsElement( const char *pSettingName ) const;
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template< class T > void SetSettings( const char *pSettingName, const T& value );
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// Creates a game model
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CDmeGameModel *CreateEditorGameModel( studiohdr_t *hdr, const Vector &vecOrigin, Quaternion &qOrientation );
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// Creates a camera
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CDmeCamera *CreateCamera( const DmeCameraParams_t& params );
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// Finds or creates a scene
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CDmeDag *FindOrCreateScene( CDmeFilmClip *pShot, const char *pSceneName );
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private:
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void CreateRenderSettings( CDmElement *pSettings, float flLegacyFramerate );
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void CreateProgressiveRefinementSettings( CDmElement *pRenderSettings );
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CDmeHandle< CDmElement > m_hRoot;
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// CDmeHandle< CDmeFilmClip > m_hCurrentMovie;
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// CUtlVector< CDmeHandle< CDmeClip > > m_hClipStack;
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// CUtlVector< CDmeHandle< CDmeClip > > m_hSelectedClip[ NUM_SELECTION_TYPES ];
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline CDmElement *CSFMSession::Root()
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{
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return m_hRoot;
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}
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inline const CDmElement *CSFMSession::Root() const
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{
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return m_hRoot;
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}
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//-----------------------------------------------------------------------------
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// Method to get at various settings
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//-----------------------------------------------------------------------------
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template< class T >
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inline const T& CSFMSession::GetSettings( const char *pSettingName ) const
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{
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CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL;
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if ( pSettings )
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return pSettings->GetValue< T >( pSettingName );
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static T defaultVal;
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CDmAttributeInfo<T>::SetDefaultValue( defaultVal );
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return defaultVal;
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}
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inline CDmAttribute *CSFMSession::GetSettingsAttribute( const char *pSettingName, DmAttributeType_t type )
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{
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CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL;
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if ( pSettings )
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return pSettings->GetAttribute( pSettingName, type );
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return NULL;
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}
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template< class T >
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inline void CSFMSession::SetSettings( const char *pSettingName, const T& value )
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{
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CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL;
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if ( pSettings )
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{
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pSettings->SetValue( pSettingName, value );
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}
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}
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template< class E >
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inline E* CSFMSession::GetSettingsElement( const char *pSettingName ) const
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{
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CDmElement *pSettings = m_hRoot->GetValueElement< CDmElement >( "settings" );
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return pSettings ? pSettings->GetValueElement< E >( pSettingName ) : NULL;
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}
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#endif // SFMSESSION_H
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