Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing session state for the SFM
//
//=============================================================================
#ifndef SFMSESSION_H
#define SFMSESSION_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmehandle.h"
#include "datamodel/dmelement.h"
#include "tier1/utlvector.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmElement; class CDmeFilmClip; class CDmeClip; struct studiohdr_t; class Vector; class Quaternion; class CDmeGameModel; class CDmeCamera; class CDmeDag; class CDmeAnimationSet;
//-----------------------------------------------------------------------------
// Camera creation paramaters
//-----------------------------------------------------------------------------
struct DmeCameraParams_t { DmeCameraParams_t() : fov( 90.0f ) { name[ 0 ] = 0; origin.Init(); angles.Init(); }
DmeCameraParams_t( const char *pszName ) : fov( 90.0f ) { Q_strncpy( name, pszName ? pszName : "", sizeof( name ) ); origin.Init(); angles.Init(); }
DmeCameraParams_t( const char *pszName, const Vector &org, const QAngle &ang ) : fov( 90.0f ), origin( org ), angles( ang ) { Q_strncpy( name, pszName ? pszName : "", sizeof( name ) ); }
char name[ 128 ];
Vector origin; QAngle angles;
float fov; };
//-----------------------------------------------------------------------------
// A class representing the SFM Session
// FIXME: Should this be a dmelement? Maybe!
//-----------------------------------------------------------------------------
class CSFMSession { public: CSFMSession();
// Creates a new (empty) session
void Init(); void Shutdown();
// Creates session settings
void CreateSessionSettings();
// Gets/sets the root
CDmElement *Root(); const CDmElement *Root() const; void SetRoot( CDmElement *pRoot );
// Methods to get at session settings
template< class T > const T& GetSettings( const char *pSettingName ) const; CDmAttribute * GetSettingsAttribute( const char *pSettingName, DmAttributeType_t type ); template< class E > E* GetSettingsElement( const char *pSettingName ) const; template< class T > void SetSettings( const char *pSettingName, const T& value );
// Creates a game model
CDmeGameModel *CreateEditorGameModel( studiohdr_t *hdr, const Vector &vecOrigin, Quaternion &qOrientation );
// Creates a camera
CDmeCamera *CreateCamera( const DmeCameraParams_t& params );
// Finds or creates a scene
CDmeDag *FindOrCreateScene( CDmeFilmClip *pShot, const char *pSceneName );
private: void CreateRenderSettings( CDmElement *pSettings, float flLegacyFramerate ); void CreateProgressiveRefinementSettings( CDmElement *pRenderSettings );
CDmeHandle< CDmElement > m_hRoot; // CDmeHandle< CDmeFilmClip > m_hCurrentMovie;
// CUtlVector< CDmeHandle< CDmeClip > > m_hClipStack;
// CUtlVector< CDmeHandle< CDmeClip > > m_hSelectedClip[ NUM_SELECTION_TYPES ];
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline CDmElement *CSFMSession::Root() { return m_hRoot; }
inline const CDmElement *CSFMSession::Root() const { return m_hRoot; }
//-----------------------------------------------------------------------------
// Method to get at various settings
//-----------------------------------------------------------------------------
template< class T > inline const T& CSFMSession::GetSettings( const char *pSettingName ) const { CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL; if ( pSettings ) return pSettings->GetValue< T >( pSettingName );
static T defaultVal; CDmAttributeInfo<T>::SetDefaultValue( defaultVal ); return defaultVal; }
inline CDmAttribute *CSFMSession::GetSettingsAttribute( const char *pSettingName, DmAttributeType_t type ) { CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL; if ( pSettings ) return pSettings->GetAttribute( pSettingName, type ); return NULL; }
template< class T > inline void CSFMSession::SetSettings( const char *pSettingName, const T& value ) { CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL; if ( pSettings ) { pSettings->SetValue( pSettingName, value ); } }
template< class E > inline E* CSFMSession::GetSettingsElement( const char *pSettingName ) const { CDmElement *pSettings = m_hRoot->GetValueElement< CDmElement >( "settings" ); return pSettings ? pSettings->GetValueElement< E >( pSettingName ) : NULL; }
#endif // SFMSESSION_H
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