Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

47 lines
1.3 KiB

  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. //=======================================================================================//
  4. #ifndef REPLAYRENDERQUEUE_H
  5. #define REPLAYRENDERQUEUE_H
  6. #ifdef _WIN32
  7. #pragma once
  8. #endif
  9. //----------------------------------------------------------------------------------------
  10. #include "replay/ireplayrenderqueue.h"
  11. #include "utlvector.h"
  12. //----------------------------------------------------------------------------------------
  13. class CRenderQueue : public IReplayRenderQueue
  14. {
  15. public:
  16. CRenderQueue();
  17. ~CRenderQueue();
  18. virtual void Add( ReplayHandle_t hReplay, int iPerformance );
  19. virtual void Remove( ReplayHandle_t hReplay, int iPerformance );
  20. virtual void Clear();
  21. virtual int GetCount() const;
  22. virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const;
  23. virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const;
  24. private:
  25. struct RenderInfo_t
  26. {
  27. ReplayHandle_t m_hReplay;
  28. int m_iPerformance;
  29. };
  30. RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance );
  31. const RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance ) const;
  32. CUtlVector< RenderInfo_t * > m_vecQueue;
  33. };
  34. //----------------------------------------------------------------------------------------
  35. #endif // REPLAYRENDERQUEUE_H