Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A class representing session state for the SFM
//
//=============================================================================
#ifndef SFMSESSION_H
#define SFMSESSION_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmehandle.h"
#include "datamodel/dmelement.h"
#include "tier1/utlvector.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmElement;
class CDmeFilmClip;
class CDmeClip;
struct studiohdr_t;
class Vector;
class Quaternion;
class CDmeGameModel;
class CDmeCamera;
class CDmeDag;
class CDmeAnimationSet;
//-----------------------------------------------------------------------------
// Camera creation paramaters
//-----------------------------------------------------------------------------
struct DmeCameraParams_t
{
DmeCameraParams_t() : fov( 90.0f )
{
name[ 0 ] = 0;
origin.Init();
angles.Init();
}
DmeCameraParams_t( const char *pszName ) : fov( 90.0f )
{
Q_strncpy( name, pszName ? pszName : "", sizeof( name ) );
origin.Init();
angles.Init();
}
DmeCameraParams_t( const char *pszName, const Vector &org, const QAngle &ang ) :
fov( 90.0f ), origin( org ), angles( ang )
{
Q_strncpy( name, pszName ? pszName : "", sizeof( name ) );
}
char name[ 128 ];
Vector origin;
QAngle angles;
float fov;
};
//-----------------------------------------------------------------------------
// A class representing the SFM Session
// FIXME: Should this be a dmelement? Maybe!
//-----------------------------------------------------------------------------
class CSFMSession
{
public:
CSFMSession();
// Creates a new (empty) session
void Init();
void Shutdown();
// Creates session settings
void CreateSessionSettings();
// Gets/sets the root
CDmElement *Root();
const CDmElement *Root() const;
void SetRoot( CDmElement *pRoot );
// Methods to get at session settings
template< class T > const T& GetSettings( const char *pSettingName ) const;
CDmAttribute * GetSettingsAttribute( const char *pSettingName, DmAttributeType_t type );
template< class E > E* GetSettingsElement( const char *pSettingName ) const;
template< class T > void SetSettings( const char *pSettingName, const T& value );
// Creates a game model
CDmeGameModel *CreateEditorGameModel( studiohdr_t *hdr, const Vector &vecOrigin, Quaternion &qOrientation );
// Creates a camera
CDmeCamera *CreateCamera( const DmeCameraParams_t& params );
// Finds or creates a scene
CDmeDag *FindOrCreateScene( CDmeFilmClip *pShot, const char *pSceneName );
private:
void CreateRenderSettings( CDmElement *pSettings, float flLegacyFramerate );
void CreateProgressiveRefinementSettings( CDmElement *pRenderSettings );
CDmeHandle< CDmElement > m_hRoot;
// CDmeHandle< CDmeFilmClip > m_hCurrentMovie;
// CUtlVector< CDmeHandle< CDmeClip > > m_hClipStack;
// CUtlVector< CDmeHandle< CDmeClip > > m_hSelectedClip[ NUM_SELECTION_TYPES ];
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline CDmElement *CSFMSession::Root()
{
return m_hRoot;
}
inline const CDmElement *CSFMSession::Root() const
{
return m_hRoot;
}
//-----------------------------------------------------------------------------
// Method to get at various settings
//-----------------------------------------------------------------------------
template< class T >
inline const T& CSFMSession::GetSettings( const char *pSettingName ) const
{
CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL;
if ( pSettings )
return pSettings->GetValue< T >( pSettingName );
static T defaultVal;
CDmAttributeInfo<T>::SetDefaultValue( defaultVal );
return defaultVal;
}
inline CDmAttribute *CSFMSession::GetSettingsAttribute( const char *pSettingName, DmAttributeType_t type )
{
CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL;
if ( pSettings )
return pSettings->GetAttribute( pSettingName, type );
return NULL;
}
template< class T >
inline void CSFMSession::SetSettings( const char *pSettingName, const T& value )
{
CDmElement *pSettings = m_hRoot.Get() ? m_hRoot->GetValueElement< CDmElement >( "settings" ) : NULL;
if ( pSettings )
{
pSettings->SetValue( pSettingName, value );
}
}
template< class E >
inline E* CSFMSession::GetSettingsElement( const char *pSettingName ) const
{
CDmElement *pSettings = m_hRoot->GetValueElement< CDmElement >( "settings" );
return pSettings ? pSettings->GetValueElement< E >( pSettingName ) : NULL;
}
#endif // SFMSESSION_H