Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2013, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IVISUALSDATAPROCESSOR_H
#define IVISUALSDATAPROCESSOR_H
#include "refcount.h"
class KeyValues; class CUtlBuffer;
//
// Visuals Data Interface
//
// This abstracts the visuals data processing so that the main composite texture code
// can be used for weapons, clothing, or whatever.
// You need to implement one of these for use with CCompositeTexture.
//
class IVisualsDataCompare { public: virtual void FillCompareBlob() = 0; virtual const CUtlBuffer &GetCompareBlob() const = 0; virtual bool Compare( const CUtlBuffer &pOther ) = 0; };
class IVisualsDataProcessor : public CRefCounted<> { public: IVisualsDataProcessor() {}
virtual KeyValues *GenerateCustomMaterialKeyValues() = 0; virtual KeyValues *GenerateCompositeMaterialKeyValues( int nMaterialParamId ) = 0; virtual IVisualsDataCompare *GetCompareObject() = 0; virtual bool HasCustomMaterial() const = 0; virtual const char* GetOriginalMaterialName() const = 0; virtual const char* GetOriginalMaterialBaseName() const = 0; virtual const char* GetPatternVTFName() const = 0; virtual void Refresh() = 0;
protected: virtual ~IVisualsDataProcessor() {} };
#endif // IVISUALSDATAPROCESSOR_H
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