Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "cl_renderqueue.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
CRenderQueue::CRenderQueue()
{
}
CRenderQueue::~CRenderQueue()
{
Clear();
}
void CRenderQueue::Add( ReplayHandle_t hReplay, int iPerformance )
{
RenderInfo_t *pEntry = new RenderInfo_t;
pEntry->m_hReplay = hReplay;
pEntry->m_iPerformance = iPerformance;
m_vecQueue.AddToTail( pEntry );
}
void CRenderQueue::Remove( ReplayHandle_t hReplay, int iPerformance )
{
RenderInfo_t *pEntry = Find( hReplay, iPerformance );
if ( pEntry )
{
m_vecQueue.FindAndRemove( pEntry );
delete pEntry;
}
}
void CRenderQueue::Clear()
{
m_vecQueue.PurgeAndDeleteElements();
}
int CRenderQueue::GetCount() const
{
return m_vecQueue.Count();
}
bool CRenderQueue::GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const
{
if ( iIndex < 0 || iIndex >= GetCount() )
{
AssertMsg( 0, "Request for replay render queue data is out of bounds!" );
Warning( "Request for replay render queue data is out of bounds!" );
return false;
}
if ( !pHandleOut || !pPerformanceOut )
{
AssertMsg( 0, "Bad parameters" );
return false;
}
const RenderInfo_t *pEntry = m_vecQueue[ iIndex ];
*pHandleOut = pEntry->m_hReplay;
*pPerformanceOut = pEntry->m_iPerformance;
return true;
}
bool CRenderQueue::IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const
{
return Find( hReplay, iPerformance ) != NULL;
}
CRenderQueue::RenderInfo_t *CRenderQueue::Find( ReplayHandle_t hReplay, int iPerformance )
{
FOR_EACH_VEC( m_vecQueue, i )
{
RenderInfo_t *pEntry = m_vecQueue[ i ];
if ( pEntry->m_hReplay == hReplay && pEntry->m_iPerformance == iPerformance )
return pEntry;
}
return NULL;
}
const CRenderQueue::RenderInfo_t *CRenderQueue::Find( ReplayHandle_t hReplay, int iPerformance ) const
{
return const_cast< CRenderQueue * >( this )->Find( hReplay, iPerformance );
}
//----------------------------------------------------------------------------------------