Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef DMEMATERIALOVERLAYFXCLIP_H
#define DMEMATERIALOVERLAYFXCLIP_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmeclip.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "datamodel/dmelementfactoryhelper.h"
//-----------------------------------------------------------------------------
// An effect clip
//-----------------------------------------------------------------------------
class CDmeMaterialOverlayFXClip : public CDmeFXClip { DEFINE_ELEMENT( CDmeMaterialOverlayFXClip, CDmeFXClip );
public: // All effects must be able to apply their effect
virtual void ApplyEffect( DmeTime_t time, Rect_t ¤tRect, Rect_t &totalRect, ITexture *pTextures[MAX_FX_INPUT_TEXTURES] );
// Resolves changes
virtual void Resolve();
// Sets the overlay material
void SetOverlayEffect( const char *pMaterialName ); void SetAlpha( float flAlpha ); bool HasOpaqueOverlay();
IMaterial *GetMaterial(); float GetAlpha();
private: CDmaString m_Material; CDmaColor m_Color; CDmaVar<int> m_nLeft; CDmaVar<int> m_nTop; CDmaVar<int> m_nWidth; CDmaVar<int> m_nHeight; CDmaVar<bool> m_bFullScreen; CDmaVar<bool> m_bUseSubRect; CDmaVar<int> m_nSubRectLeft; CDmaVar<int> m_nSubRectTop; CDmaVar<int> m_nSubRectWidth; CDmaVar<int> m_nSubRectHeight; CDmaVar<float> m_flMovementAngle; CDmaVar<float> m_flMovementSpeed; CMaterialReference m_OverlayMaterial; };
#endif // DMEMATERIALOVERLAYFXCLIP_H
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