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 &currentRect, 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