//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "clientsideeffects.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" bool g_FXCreationAllowed = false; //----------------------------------------------------------------------------- // Purpose: // Input : state - //----------------------------------------------------------------------------- void SetFXCreationAllowed( bool state ) { g_FXCreationAllowed = state; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool FXCreationAllowed( void ) { return g_FXCreationAllowed; } // TODO: Sort effects and their children back to front from view positon? At least with buckets or something. // //----------------------------------------------------------------------------- // Purpose: Construct and activate effect // Input : *name - //----------------------------------------------------------------------------- CClientSideEffect::CClientSideEffect( const char *name ) { m_pszName = name; Assert( name ); m_bActive = true; } //----------------------------------------------------------------------------- // Purpose: Destroy effect //----------------------------------------------------------------------------- CClientSideEffect::~CClientSideEffect( void ) { } //----------------------------------------------------------------------------- // Purpose: Get name of effect // Output : const char //----------------------------------------------------------------------------- const char *CClientSideEffect::GetName( void ) { return m_pszName; } //----------------------------------------------------------------------------- // Purpose: Is effect still active? // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CClientSideEffect::IsActive( void ) { return m_bActive; } //----------------------------------------------------------------------------- // Purpose: Mark effect for destruction //----------------------------------------------------------------------------- void CClientSideEffect::Destroy( void ) { m_bActive = false; } #define MAX_EFFECTS 256 //----------------------------------------------------------------------------- // Purpose: Implements effects list interface //----------------------------------------------------------------------------- class CEffectsList : public IEffectsList { public: CEffectsList( void ); virtual ~CEffectsList( void ); // Add an effect to the effects list void AddEffect( CClientSideEffect *effect ); // Remove the specified effect // Draw/update all effects in the current list void DrawEffects( double frametime ); // Flush out all effects from the list void Flush( void ); private: void RemoveEffect( int effectIndex ); // Current number of effects int m_nEffects; // Pointers to current effects CClientSideEffect *m_rgEffects[ MAX_EFFECTS ]; }; // Implements effects list and exposes interface static CEffectsList g_EffectsList; // Public interface IEffectsList *clienteffects = ( IEffectsList * )&g_EffectsList; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEffectsList::CEffectsList( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEffectsList::~CEffectsList( void ) { } //----------------------------------------------------------------------------- // Purpose: Add effect to effects list // Input : *effect - //----------------------------------------------------------------------------- void CEffectsList::AddEffect( CClientSideEffect *effect ) { #if 0 if ( FXCreationAllowed() == false ) { //NOTENOTE: If you've hit this, you may not add a client effect where you have attempted to. // Most often this means that you have added it in an entity's DrawModel function. // Move this to the ClientThink function instead! Assert(0); return; } #endif if ( effect == NULL ) return; if ( m_nEffects >= MAX_EFFECTS ) { DevWarning( 1, "No room for effect %s\n", effect->GetName() ); return; } m_rgEffects[ m_nEffects++ ] = effect; } //----------------------------------------------------------------------------- // Purpose: Remove specified effect by index // Input : effectIndex - //----------------------------------------------------------------------------- void CEffectsList::RemoveEffect( int effectIndex ) { if ( effectIndex >= m_nEffects || effectIndex < 0 ) return; CClientSideEffect *pEffect = m_rgEffects[effectIndex]; m_nEffects--; if ( m_nEffects > 0 && effectIndex != m_nEffects ) { // move the last one down to fill the empty slot m_rgEffects[effectIndex] = m_rgEffects[m_nEffects]; } pEffect->Destroy(); delete pEffect; //FIXME: Yes, no? } //----------------------------------------------------------------------------- // Purpose: Iterate through list and simulate/draw stuff // Input : frametime - //----------------------------------------------------------------------------- void CEffectsList::DrawEffects( double frametime ) { VPROF_BUDGET( "CEffectsList::DrawEffects", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); int i; CClientSideEffect *effect; // Go backwards so deleting effects doesn't screw up for ( i = m_nEffects - 1 ; i >= 0; i-- ) { effect = m_rgEffects[ i ]; if ( !effect ) continue; // Simulate effect->Draw( frametime ); // Remove it if needed if ( !effect->IsActive() ) { RemoveEffect( i ); } } } //================================================== // Purpose: // Input: //================================================== void CEffectsList::Flush( void ) { int i; CClientSideEffect *effect; // Go backwards so deleting effects doesn't screw up for ( i = m_nEffects - 1 ; i >= 0; i-- ) { effect = m_rgEffects[ i ]; if ( effect == NULL ) continue; RemoveEffect( i ); } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |