Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef ENGINESPRITE_H
#define ENGINESPRITE_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "video/ivideoservices.h"
#include "const.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class IMaterialVar;
typedef struct wrect_s wrect_t;
//-----------------------------------------------------------------------------
// Purpose: Sprite Models
//-----------------------------------------------------------------------------
class CEngineSprite
{
// NOTE: don't define a constructor or destructor so that this can be allocated
// as before.
public:
int GetWidth() { return m_width; }
int GetHeight() { return m_height; }
int GetNumFrames() { return m_numFrames; }
IMaterial *GetMaterial( RenderMode_t nRenderMode ) { return m_material[nRenderMode]; }
IMaterial *GetMaterial( RenderMode_t nRenderMode, int nFrame );
void SetFrame( RenderMode_t nRenderMode, int nFrame );
bool Init( const char *name );
void Shutdown( void );
void UnloadMaterial();
void SetColor( float r, float g, float b );
int GetOrientation( void );
void GetHUDSpriteColor( float* color );
float GetUp() { return up; }
float GetDown() { return down; }
float GetLeft() { return left; }
float GetRight() { return right; }
void DrawFrame( RenderMode_t nRenderMode, int frame, int x, int y, const wrect_t *prcSubRect );
void DrawFrameOfSize( RenderMode_t nRenderMode, int frame, int x, int y, int iWidth, int iHeight, const wrect_t *prcSubRect);
bool IsVideo();
void GetTexCoordRange( float *pMinU, float *pMinV, float *pMaxU, float *pMaxV );
private:
IVideoMaterial *m_VideoMaterial;
int m_width;
int m_height;
int m_numFrames;
IMaterial *m_material[kRenderModeCount];
int m_orientation;
float m_hudSpriteColor[3];
float up, down, left, right;
};
#endif // ENGINESPRITE_H