Counter Strike : Global Offensive Source Code
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//========== Copyright � 2005, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#ifndef CMATERIALDICT_H
#define CMATERIALDICT_H
#include "tier1/utlsymbol.h"
#include "tier1/utlrbtree.h"
#ifndef MATSYS_INTERNAL
#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
#endif
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
class IMaterial; class IMaterialInternal; typedef unsigned short MaterialHandle_t;
//-----------------------------------------------------------------------------
// Dictionary of all known materials
//-----------------------------------------------------------------------------
class CMaterialDict { public: CMaterialDict() : m_MaterialDict( 0, 256, MaterialLessFunc ), m_MissingList( 0, 32, MissingMaterialLessFunc ) { }
void Shutdown();
int GetNumMaterials( void ) const;
IMaterial* GetMaterial( MaterialHandle_t h ) const; IMaterialInternal * GetMaterialInternal( MaterialHandle_t idx ) const;
MaterialHandle_t FirstMaterial() const; MaterialHandle_t NextMaterial( MaterialHandle_t h ) const; MaterialHandle_t InvalidMaterial() const;
IMaterialInternal * FindMaterial( const char *pszName, bool bManuallyCreated ) const;
void AddMaterialToMaterialList( IMaterialInternal *pMaterial ); void RemoveMaterialFromMaterialList( IMaterialInternal *pMaterial );
void RemoveMaterial( IMaterialInternal *pMaterial ); void RemoveMaterialSubRect( IMaterialInternal *pMaterial );
IMaterialInternal* AddMaterial( const char* pName, const char *pTextureGroupName ); // pKeyValues and pPatchKeyValues should come from LoadVMTFile()
IMaterialInternal* AddMaterialSubRect( const char* pName, const char *pTextureGroupName, KeyValues *pKeyValues, KeyValues *pPatchKeyValues );
bool NoteMissing( const char *pszName ); bool IsMissing( const char *pszName );
protected: /*private:*/ void RemoveAllMaterials(); void RemoveAllMaterialsFromMaterialList(); void RemoveMaterialFromMaterialList( MaterialHandle_t h );
// Stores a dictionary of materials, searched by name
struct MaterialLookup_t { IMaterialInternal* m_pMaterial; CUtlSymbol m_Name; bool m_bManuallyCreated; };
// Stores a dictionary of missing materials to cut down on redundant warning messages
// TODO: 1) Could add a counter
// 2) Could dump to file/console at exit for exact list of missing materials
struct MissingMaterial_t { CUtlSymbol m_Name; };
static bool MaterialLessFunc( const MaterialLookup_t& src1, const MaterialLookup_t& src2 );
static bool MissingMaterialLessFunc( const MissingMaterial_t& src1, const MissingMaterial_t& src2 );
CUtlRBTree< MaterialLookup_t, MaterialHandle_t > m_MaterialDict; CUtlRBTree< MissingMaterial_t, int > m_MissingList; };
//-----------------------------------------------------------------------------
// Material iteration methods
//-----------------------------------------------------------------------------
inline MaterialHandle_t CMaterialDict::FirstMaterial() const { return m_MaterialDict.FirstInorder(); }
inline MaterialHandle_t CMaterialDict::NextMaterial( MaterialHandle_t h ) const { return m_MaterialDict.NextInorder(h); }
inline int CMaterialDict::GetNumMaterials( ) const { return m_MaterialDict.Count(); }
//-----------------------------------------------------------------------------
// Invalid index handle....
//-----------------------------------------------------------------------------
inline MaterialHandle_t CMaterialDict::InvalidMaterial() const { return m_MaterialDict.InvalidIndex(); }
//-----------------------------------------------------------------------------
// Handle to material
//-----------------------------------------------------------------------------
inline IMaterial* CMaterialDict::GetMaterial( MaterialHandle_t idx ) const { return m_MaterialDict[idx].m_pMaterial; }
inline IMaterialInternal* CMaterialDict::GetMaterialInternal( MaterialHandle_t idx ) const { Assert( (m_MaterialDict[idx].m_pMaterial == NULL) || m_MaterialDict[idx].m_pMaterial->IsRealTimeVersion() ); return m_MaterialDict[idx].m_pMaterial; }
inline IMaterialInternal* CMaterialDict::FindMaterial( const char *pszName, bool bManuallyCreated ) const { MaterialLookup_t lookup; lookup.m_Name = pszName; lookup.m_bManuallyCreated = bManuallyCreated; // This causes the search to find only file-created materials
MaterialHandle_t h = m_MaterialDict.Find( lookup );
if ( h != m_MaterialDict.InvalidIndex() ) { return m_MaterialDict[h].m_pMaterial; }
return NULL; }
inline bool CMaterialDict::IsMissing( const char *pszName ) { MissingMaterial_t missing; missing.m_Name = pszName; if ( m_MissingList.Find( missing ) != m_MissingList.InvalidIndex() ) return true; return false; }
inline bool CMaterialDict::NoteMissing( const char *pszName ) { MissingMaterial_t missing; missing.m_Name = pszName; if ( m_MissingList.Find( missing ) != m_MissingList.InvalidIndex() ) { return false; }
m_MissingList.Insert( missing ); return true; }
//-----------------------------------------------------------------------------
#endif // CMATERIALDICT_H
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