//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef IBSPLIGHTING_THREAD_H #define IBSPLIGHTING_THREAD_H #ifdef _WIN32 #pragma once #endif #include "ivraddll.h" class IBSPLightingThread { public: enum { STATE_IDLE=0, STATE_LIGHTING=1, STATE_FINISHED=2 }; virtual ~IBSPLightingThread() {} virtual void Release() = 0; // Start processing light in the background thread. // // Goes to STATE_LIGHTING, then if it's successful, it goes to STATE_FINISHED. // If unsuccessful or interrupted, it goes to STATE_IDLE. // // If this is called while it's already lighting, it stops the current lighting // process and restarts. virtual void StartLighting( char const *pVMFFileWithEntities ) = 0; // Returns one of the STATE_ defines. virtual int GetCurrentState() = 0; // If lighting is in progress, make it stop. virtual void Interrupt() = 0; // Returns IVRadDLL::GetPercentComplete if it's lighting. virtual float GetPercentComplete() = 0; }; IBSPLightingThread* CreateBSPLightingThread( IVRadDLL *pDLL ); #endif // IBSPLIGHTING_THREAD_H