//============ Copyright Valve Corporation, All rights reserved. ============= // // When embroidered patches are generated from sticker kits, we must wait // for the textures to be generated before saving to disk. // //============================================================================= #ifndef CS_CUSTOM_EMBROIDER_GENERATION_MGR_H #define CS_CUSTOM_EMBROIDER_GENERATION_MGR_H #include "igamesystem.h" #include "materialsystem/icustommaterialmanager.h" #include "utlvector.h" struct CustomMaterialGenerationData_t { ICustomMaterial *pCustomMaterial; char fileNames[COMBINER_MAX_TEXTURES_PER_MATERIAL][MAX_PATH]; const char *pchChangeListName; int nTex; }; class CCSCustomTextureSaver : public CAutoGameSystemPerFrame { public: CCSCustomTextureSaver() { m_bHasJob = false; } ~CCSCustomTextureSaver() {} virtual bool Init(); virtual void Shutdown() {}; void AddMaterialToWatch( CustomMaterialGenerationData_t embroiderMaterial ); private: virtual void Update( float frametime ); CUtlVector m_materials; bool m_bHasJob; }; #endif //CS_CUSTOM_EMBROIDER_GENERATION_MGR_H