Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FACEPOSER_MODELS_H
#define FACEPOSER_MODELS_H
#ifdef _WIN32
#pragma once
#endif
class StudioModel;
#include "mxbitmaptools.h"
typedef unsigned int CRC32_t;
class IFaceposerModels
{
public:
IFaceposerModels();
virtual ~IFaceposerModels();
virtual int Count( void ) const;
virtual char const *GetModelName( int index );
virtual char const *GetModelFileName( int index );
virtual int GetActiveModelIndex( void ) const;
virtual char const *GetActiveModelName( void );
virtual StudioModel *GetActiveStudioModel( void );
virtual void ForceActiveModelIndex( int index );
virtual void UnForceActiveModelIndex();
virtual int FindModelByFilename( char const *filename );
virtual int LoadModel( char const *filename );
virtual void FreeModel( int index );
virtual void CloseAllModels( void );
virtual StudioModel *GetStudioModel( int index );
virtual CStudioHdr *GetStudioHeader( int index );
virtual int GetIndexForStudioModel( StudioModel *model );
virtual int GetModelIndexForActor( char const *actorname );
virtual StudioModel *GetModelForActor( char const *actorname );
virtual char const *GetActorNameForModel( int modelindex );
virtual void SetActorNameForModel( int modelindex, char const *actorname );
virtual int CountVisibleModels( void );
virtual void ShowModelIn3DView( int modelindex, bool show );
virtual bool IsModelShownIn3DView( int modelindex );
virtual void SaveModelList( void );
virtual void LoadModelList( void );
virtual void ReleaseModels( void );
virtual void RestoreModels( void );
//virtual void RefreshModels( void );
virtual void CheckResetFlexes( void );
virtual void ClearOverlaysSequences( void );
virtual mxbitmapdata_t *GetBitmapForSequence( int modelindex, int sequence );
virtual void RecreateAllAnimationBitmaps( int modelindex );
virtual void RecreateAnimationBitmap( int modelindex, int sequence );
virtual void CreateNewBitmap( int modelindex, char const *pchBitmapFilename, int sequence, int nSnapShotSize, bool bZoomInOnFace, class CExpression *pExpression, mxbitmapdata_t *bitmap );
virtual int CountActiveSources();
virtual void SetSolveHeadTurn( int solve );
virtual void ClearModelTargets( bool force = false );
private:
class CFacePoserModel
{
public:
CFacePoserModel( char const *modelfile, StudioModel *model );
~CFacePoserModel();
void LoadBitmaps();
void FreeBitmaps();
mxbitmapdata_t *GetBitmapForSequence( int sequence );
const char *GetBitmapChecksum( int sequence );
CRC32_t GetBitmapCRC( int sequence );
const char *GetBitmapFilename( int sequence );
void RecreateAllAnimationBitmaps();
void RecreateAnimationBitmap( int sequence, bool reconcile );
void SetActorName( char const *actorname )
{
strcpy( m_szActorName, actorname );
}
char const *GetActorName( void ) const
{
return m_szActorName;
}
StudioModel *GetModel( void ) const
{
return m_pModel;
}
char const *GetModelFileName( void ) const
{
return m_szModelFileName;
}
char const *GetShortModelName( void ) const
{
return m_szShortName;
}
void SetVisibleIn3DView( bool visible )
{
m_bVisibileIn3DView = visible;
}
bool GetVisibleIn3DView( void ) const
{
return m_bVisibileIn3DView;
}
// For material system purposes
void Release( void );
void Restore( void );
void Refresh( void )
{
// Forces a reload from disk
Release();
Restore();
}
void CreateNewBitmap( char const *pchBitmapFilename, int sequence, int nSnapShotSize, bool bZoomInOnFace, class CExpression *pExpression, mxbitmapdata_t *bitmap );
private:
void LoadBitmapForSequence( mxbitmapdata_t *bitmap, int sequence );
void ReconcileAnimationBitmaps();
void BuildValidChecksums( CUtlRBTree< CRC32_t > &tree );
enum
{
MAX_ACTOR_NAME = 64,
MAX_MODEL_FILE = 128,
MAX_SHORT_NAME = 32,
};
char m_szActorName[ MAX_ACTOR_NAME ];
char m_szModelFileName[ MAX_MODEL_FILE ];
char m_szShortName[ MAX_SHORT_NAME ];
StudioModel *m_pModel;
bool m_bVisibileIn3DView;
struct AnimBitmap
{
AnimBitmap()
{
needsload = false;
bitmap = 0;
}
bool needsload;
mxbitmapdata_t *bitmap;
};
CUtlVector< AnimBitmap * > m_AnimationBitmaps;
bool m_bFirstBitmapLoad;
};
CFacePoserModel *GetEntry( int index );
CUtlVector< CFacePoserModel * > m_Models;
int m_nLastRenderFrame;
int m_nForceModelIndex;
};
extern IFaceposerModels *models;
void EnableStickySnapshotMode( void );
void DisableStickySnapshotMode( void );
#endif // FACEPOSER_MODELS_H