Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MATERIALPATCH_H
#define MATERIALPATCH_H
#ifdef _WIN32
#pragma once
#endif
#include "utilmatlib.h"
struct MaterialPatchInfo_t
{
const char *m_pKey;
const char *m_pRequiredOriginalValue; // NULL if you don't require one.
const char *m_pValue;
MaterialPatchInfo_t()
{
memset( this, 0, sizeof( *this ) );
}
};
enum MaterialPatchType_t
{
PATCH_INSERT = 0, // Add the key no matter what
PATCH_REPLACE, // Add the key only if it exists
};
void CreateMaterialPatch( const char *pOriginalMaterialName, const char *pNewMaterialName,
const char *pNewKey, const char *pNewValue, MaterialPatchType_t nPatchType );
// A version which allows you to use multiple key values
void CreateMaterialPatch( const char *pOriginalMaterialName, const char *pNewMaterialName,
int nKeys, const MaterialPatchInfo_t *pInfo, MaterialPatchType_t nPatchType );
// This gets a keyvalue from the *unpatched* version of the passed-in material
bool GetValueFromMaterial( const char *pMaterialName, const char *pKey, char *pValue, int len );
// Gets a keyvalue from a *patched* material
bool GetValueFromPatchedMaterial( const char *pMaterialName, const char *pKey, char *pValue, int len );
const char *GetOriginalMaterialNameForPatchedMaterial( const char *pPatchMaterialName );
MaterialSystemMaterial_t FindOriginalMaterial( const char *materialName, bool *pFound, bool bComplain = true );
bool DoesMaterialHaveKeyValuePair( const char *pMaterialName, const char *pKeyName, const char *pSearchValue );
bool DoesMaterialHaveKey( const char *pMaterialName, const char *pKeyName );
enum LoadMaterialKeyValuesFlags_t
{
LOAD_MATERIAL_KEY_VALUES_FLAGS_EXPAND_PATCH = 1,
};
KeyValues *LoadMaterialKeyValues( const char *pMaterialName, unsigned int nFlags );
void WriteMaterialKeyValuesToPak( const char *pMaterialName, KeyValues *kv );
#endif // MATERIALPATCH_H