Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BSPLIGHTINGTHREAD_H
#define BSPLIGHTINGTHREAD_H
#ifdef _WIN32
#pragma once
#endif
#include "stdafx.h"
#include "ibsplightingthread.h"
#include "utlvector.h"
class CBSPLightingThread : public IBSPLightingThread
{
public:
CBSPLightingThread();
// IBSPLightingThread functions.
public:
virtual ~CBSPLightingThread();
virtual void Release();
virtual void StartLighting( char const *pVMFFileWithEntities );
virtual int GetCurrentState();
virtual void Interrupt();
virtual float GetPercentComplete();
// Other functions.
public:
// This is called immediately after the constructor. It creates the thread.
bool Init( IVRadDLL *pDLL );
// Threadsafe functions.
public:
enum
{
THREADCMD_NONE=0,
THREADCMD_LIGHT=1,
THREADCMD_EXIT=2
};
// Get the current command to the thread. Resets to THREADCMD_NONE on exit.
int GetThreadCmd();
void SetThreadCmd( int cmd );
// Returns an IBSPLightingThread::STATE_ define.
int GetThreadState();
void SetThreadState( int state );
public:
// The thread's run function.
DWORD ThreadMainLoop();
public:
int m_ThreadCmd; // Next command for the thread to run.
int m_ThreadState; // Current state of the thread.
CUtlVector<char> m_VMFFileWithEntities;
public:
IVRadDLL *m_pVRadDLL;
HANDLE m_hThread;
DWORD m_ThreadID;
CRITICAL_SECTION m_CS;
};
#endif // BSPLIGHTINGTHREAD_H