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47 lines
1.3 KiB
47 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#ifndef REPLAYRENDERQUEUE_H
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#define REPLAYRENDERQUEUE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//----------------------------------------------------------------------------------------
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#include "replay/ireplayrenderqueue.h"
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#include "utlvector.h"
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//----------------------------------------------------------------------------------------
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class CRenderQueue : public IReplayRenderQueue
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{
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public:
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CRenderQueue();
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~CRenderQueue();
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virtual void Add( ReplayHandle_t hReplay, int iPerformance );
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virtual void Remove( ReplayHandle_t hReplay, int iPerformance );
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virtual void Clear();
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virtual int GetCount() const;
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virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const;
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virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const;
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private:
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struct RenderInfo_t
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{
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ReplayHandle_t m_hReplay;
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int m_iPerformance;
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};
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RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance );
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const RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance ) const;
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CUtlVector< RenderInfo_t * > m_vecQueue;
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};
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//----------------------------------------------------------------------------------------
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#endif // REPLAYRENDERQUEUE_H
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