//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef MATERIALPATCH_H #define MATERIALPATCH_H #ifdef _WIN32 #pragma once #endif #include "utilmatlib.h" struct MaterialPatchInfo_t { const char *m_pKey; const char *m_pRequiredOriginalValue; // NULL if you don't require one. const char *m_pValue; MaterialPatchInfo_t() { memset( this, 0, sizeof( *this ) ); } }; enum MaterialPatchType_t { PATCH_INSERT = 0, // Add the key no matter what PATCH_REPLACE, // Add the key only if it exists }; void CreateMaterialPatch( const char *pOriginalMaterialName, const char *pNewMaterialName, const char *pNewKey, const char *pNewValue, MaterialPatchType_t nPatchType ); // A version which allows you to use multiple key values void CreateMaterialPatch( const char *pOriginalMaterialName, const char *pNewMaterialName, int nKeys, const MaterialPatchInfo_t *pInfo, MaterialPatchType_t nPatchType ); // This gets a keyvalue from the *unpatched* version of the passed-in material bool GetValueFromMaterial( const char *pMaterialName, const char *pKey, char *pValue, int len ); // Gets a keyvalue from a *patched* material bool GetValueFromPatchedMaterial( const char *pMaterialName, const char *pKey, char *pValue, int len ); const char *GetOriginalMaterialNameForPatchedMaterial( const char *pPatchMaterialName ); MaterialSystemMaterial_t FindOriginalMaterial( const char *materialName, bool *pFound, bool bComplain = true ); bool DoesMaterialHaveKeyValuePair( const char *pMaterialName, const char *pKeyName, const char *pSearchValue ); bool DoesMaterialHaveKey( const char *pMaterialName, const char *pKeyName ); enum LoadMaterialKeyValuesFlags_t { LOAD_MATERIAL_KEY_VALUES_FLAGS_EXPAND_PATCH = 1, }; KeyValues *LoadMaterialKeyValues( const char *pMaterialName, unsigned int nFlags ); void WriteMaterialKeyValuesToPak( const char *pMaterialName, KeyValues *kv ); // This makes it so that when looking for whether a material has a cubemap, etc., anything that // has the pNewMaterialName will look at it's original material name. extern void AddNewTranslation( const char *pOriginalMaterialName, const char *pNewMaterialName ); #endif // MATERIALPATCH_H