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