Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <stdlib.h>
#include <malloc.h>
#include <string.h>
#include "materialsystem/imaterialproxy.h"
#include "materialproxyfactory.h"
#include "toolframework/itoolframework.h"
#include "toolframework/itoolsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CSysModule *g_ClientDLLModule;
IMaterialProxy *CMaterialProxyFactory::CreateProxy( const char *proxyName ) { #if !defined(SWDS)
IMaterialProxy *materialProxy = LookupProxy( proxyName, Sys_GetFactory( g_ClientDLLModule ) );
// If the client didn't have it and we're in tool mode, ask the tools...
if ( toolframework->InToolMode() && !materialProxy ) { materialProxy = toolframework->LookupProxy( proxyName ); }
if( !materialProxy ) { ConDMsg( "Can't find material proxy \"%s\"\n", proxyName ); return NULL; } return materialProxy; #else
return NULL; #endif
}
void CMaterialProxyFactory::DeleteProxy( IMaterialProxy *pProxy ) { // how do you delete something generated by an interface.h factory?
if( pProxy ) { pProxy->Release(); } }
//-----------------------------------------------------------------------------
// Look up proxy
//-----------------------------------------------------------------------------
IMaterialProxy *CMaterialProxyFactory::LookupProxy( const char *proxyName, CreateInterfaceFn factory ) { if( !factory ) return NULL;
// allocate exactly enough memory for the versioned name on the stack.
char *proxyVersionedName; int buflen = Q_strlen( proxyName ) + Q_strlen( IMATERIAL_PROXY_INTERFACE_VERSION ) + 1;
proxyVersionedName = ( char * )_alloca( buflen ); Q_strncpy( proxyVersionedName, proxyName, buflen ); Q_strncat( proxyVersionedName, IMATERIAL_PROXY_INTERFACE_VERSION, buflen, COPY_ALL_CHARACTERS ); return ( IMaterialProxy * )factory( proxyVersionedName, NULL ); }
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