Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "cl_renderqueue.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
CRenderQueue::CRenderQueue() { }
CRenderQueue::~CRenderQueue() { Clear(); }
void CRenderQueue::Add( ReplayHandle_t hReplay, int iPerformance ) { RenderInfo_t *pEntry = new RenderInfo_t; pEntry->m_hReplay = hReplay; pEntry->m_iPerformance = iPerformance; m_vecQueue.AddToTail( pEntry ); }
void CRenderQueue::Remove( ReplayHandle_t hReplay, int iPerformance ) { RenderInfo_t *pEntry = Find( hReplay, iPerformance ); if ( pEntry ) { m_vecQueue.FindAndRemove( pEntry ); delete pEntry; } }
void CRenderQueue::Clear() { m_vecQueue.PurgeAndDeleteElements(); }
int CRenderQueue::GetCount() const { return m_vecQueue.Count(); }
bool CRenderQueue::GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const { if ( iIndex < 0 || iIndex >= GetCount() ) { AssertMsg( 0, "Request for replay render queue data is out of bounds!" ); Warning( "Request for replay render queue data is out of bounds!" ); return false; }
if ( !pHandleOut || !pPerformanceOut ) { AssertMsg( 0, "Bad parameters" ); return false; }
const RenderInfo_t *pEntry = m_vecQueue[ iIndex ]; *pHandleOut = pEntry->m_hReplay; *pPerformanceOut = pEntry->m_iPerformance;
return true; }
bool CRenderQueue::IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const { return Find( hReplay, iPerformance ) != NULL; }
CRenderQueue::RenderInfo_t *CRenderQueue::Find( ReplayHandle_t hReplay, int iPerformance ) { FOR_EACH_VEC( m_vecQueue, i ) { RenderInfo_t *pEntry = m_vecQueue[ i ]; if ( pEntry->m_hReplay == hReplay && pEntry->m_iPerformance == iPerformance ) return pEntry; } return NULL; }
const CRenderQueue::RenderInfo_t *CRenderQueue::Find( ReplayHandle_t hReplay, int iPerformance ) const { return const_cast< CRenderQueue * >( this )->Find( hReplay, iPerformance ); }
//----------------------------------------------------------------------------------------
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