Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef POSTPROCESSCONTROLLER_H
#define POSTPROCESSCONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
#include "postprocess_shared.h"
// Spawn Flags
#define SF_POSTPROCESS_MASTER 0x0001
//=============================================================================
//
// Class Postprocess Controller:
//
class CPostProcessController : public CBaseEntity { public: DECLARE_SERVERCLASS(); DECLARE_DATADESC(); DECLARE_CLASS( CPostProcessController, CBaseEntity );
CPostProcessController(); virtual ~CPostProcessController();
// Parse data from a map file
virtual void Activate(); virtual int UpdateTransmitState();
// Input handlers
void InputSetFadeTime(inputdata_t &data); void InputSetLocalContrastStrength(inputdata_t &data); void InputSetLocalContrastEdgeStrength(inputdata_t &data); void InputSetVignetteStart(inputdata_t &data); void InputSetVignetteEnd(inputdata_t &data); void InputSetVignetteBlurStrength(inputdata_t &data); void InputSetFadeToBlackStrength(inputdata_t &data); void InputSetDepthBlurFocalDistance(inputdata_t &data); void InputSetDepthBlurStrength(inputdata_t &data); void InputSetScreenBlurStrength(inputdata_t &data); void InputSetFilmGrainStrength(inputdata_t &data);
void InputTurnOn(inputdata_t &data); void InputTurnOff(inputdata_t &data);
void Spawn( void );
bool IsMaster( void ) const { return HasSpawnFlags( SF_FOG_MASTER ); }
public: CNetworkArray( float, m_flPostProcessParameters, POST_PROCESS_PARAMETER_COUNT );
CNetworkVar( bool, m_bMaster ); };
//=============================================================================
//
// Postprocess Controller System.
//
class CPostProcessSystem : public CAutoGameSystem, public CGameEventListener { public:
// Creation/Init.
CPostProcessSystem( char const *name ) : CAutoGameSystem( name ) { m_hMasterController = NULL; }
~CPostProcessSystem() { m_hMasterController = NULL; }
virtual void LevelInitPreEntity(); virtual void LevelInitPostEntity(); virtual void FireGameEvent( IGameEvent *pEvent ); CPostProcessController *GetMasterPostProcessController( void ) { return m_hMasterController; }
private:
void InitMasterController( void ); CHandle< CPostProcessController > m_hMasterController; };
CPostProcessSystem *PostProcessSystem( void );
#endif // POSTPROCESSCONTROLLER_H
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