Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Holds the result of an AsyncCreateTextureFromRenderTarget for VGUI. Don't reuse these.
//
//=============================================================================
#ifndef ICON_RENDER_RECEIVER_H
#define ICON_RENDER_RECEIVER_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/itexture.h"
class CIconRenderReceiver : public IAsyncTextureOperationReceiver { public: CIconRenderReceiver() : m_pTex( NULL ) { }
protected: virtual ~CIconRenderReceiver() { SafeRelease( &m_pTex ); }
public: virtual int AddRef() OVERRIDE { return ++m_nReferenceCount; }
virtual int Release() OVERRIDE { int retVal = --m_nReferenceCount; if ( retVal == 0 ) delete this; return retVal; }
virtual void OnAsyncCreateComplete( ITexture* pTex, void *pRtSrc ) OVERRIDE { SafeAssign( &m_pTex, pTex ); }
virtual void OnAsyncFindComplete( ITexture* pTex, void * ) OVERRIDE { Assert( !"Should never be called." ); } virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int pPitch ) OVERRIDE { Assert( !"Should never be called." ); } virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) OVERRIDE { Assert( !"Should never be called." ); }
virtual int GetRefCount() const OVERRIDE { return m_nReferenceCount; }
ITexture* GetTexture() const { return m_pTex; }
private: CInterlockedInt m_nReferenceCount; ITexture* m_pTex; };
#endif // ICON_RENDER_RECEIVER_H
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