Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// A class representing a transform
//
//=============================================================================
#ifndef DMEOVERLAY_H
#define DMEOVERLAY_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct matrix3x4_t; class CDmeDag;
//-----------------------------------------------------------------------------
// A class representing a transformation matrix
//-----------------------------------------------------------------------------
class CDmeOverlay : public CDmElement { DEFINE_ELEMENT( CDmeOverlay, CDmElement );
public: virtual void OnAttributeChanged( CDmAttribute *pAttribute );
float GetWeight() const; float GetSequence() const; float GetPrevCycle() const; float GetCycle() const; int GetOrder() const; float GetPlaybackRate() const; float GetLayerAnimtime() const; float GetLayerFadeOuttime() const;
void SetWeight( float flWeight ); void SetSequence( int nSequence ); void SetPrevCycle( float flPrevCycle ); void SetCycle( float flCycle ); void SetOrder( int nOrder ); void SetPlaybackRate( float flPlaybackRate ); void SetLayerAnimttime( float flAnimttime ); void SetLayerFadeOuttime( float flLayerFadeOuttime );
CDmAttribute *GetWeightAttribute(); CDmAttribute *GetSequenceAttribute(); CDmAttribute *GetPrevCycleAttribute(); CDmAttribute *GetCycleAttribute(); CDmAttribute *GetOrderAttribute(); CDmAttribute *GetPlaybackRateAttribute(); CDmAttribute *GetLayerAnimtimeAttribute(); CDmAttribute *GetLayerFadeOuttimeAttribute();
// If transform is contained inside some kind of CDmeDag, return that (it's "parent")
CDmeDag *GetDag();
private: CDmaVar<float> m_flWeight; CDmaVar<int> m_nSequence; CDmaVar<float> m_flPrevCycle; CDmaVar<float> m_flCycle; CDmaVar<int> m_nOrder; CDmaVar<float> m_flPlaybackRate; CDmaVar<float> m_flLayerAnimtime; CDmaVar<float> m_flLayerFadeOuttime; };
#endif // DMEOVERLAY_H
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