//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "toggletextureproxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/ITexture.h"
#include <KeyValues.h>
#include "FunctionProxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
EXPOSE_INTERFACE( CBaseToggleTextureProxy, IMaterialProxy, "ToggleTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Constructor, destructor:
//-----------------------------------------------------------------------------
CBaseToggleTextureProxy::CBaseToggleTextureProxy()
{
Cleanup();
}
CBaseToggleTextureProxy::~CBaseToggleTextureProxy()
{
Cleanup();
}
C_BaseEntity *CBaseToggleTextureProxy::BindArgToEntity( void *pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
return pRend->GetIClientUnknown()->GetBaseEntity();
}
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
bool CBaseToggleTextureProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pTextureVarName = pKeyValues->GetString( "toggleTextureVar" );
if( !pTextureVarName )
return false;
bool foundVar;
m_TextureVar = pMaterial->FindVar( pTextureVarName, &foundVar, false );
if( !foundVar )
return false;
char const* pTextureFrameNumVarName = pKeyValues->GetString( "toggleTextureFrameNumVar" );
if( !pTextureFrameNumVarName )
return false;
m_TextureFrameNumVar = pMaterial->FindVar( pTextureFrameNumVarName, &foundVar, false );
if( !foundVar )
return false;
m_WrapAnimation = !!pKeyValues->GetInt( "toggleShouldWrap", 1 );
return true;
}
void CBaseToggleTextureProxy::Cleanup()
{
m_TextureVar = NULL;
m_TextureFrameNumVar = NULL;
}
//-----------------------------------------------------------------------------
// Does the dirty deed
//-----------------------------------------------------------------------------
void CBaseToggleTextureProxy::OnBind( void *pC_BaseEntity )
{
assert ( m_TextureVar );
if (!pC_BaseEntity)
return;
if( m_TextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
{
return;
}
ITexture *pTexture = NULL;
pTexture = m_TextureVar->GetTextureValue();
if ( pTexture == NULL )
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
if ( pEntity == NULL )
return;
int numFrames = pTexture->GetNumAnimationFrames();
int frame = pEntity->GetTextureFrameIndex();
int intFrame = ((int)frame) % numFrames;
if ( m_WrapAnimation == false )
{
if ( frame > numFrames )
intFrame = numFrames;
}
m_TextureFrameNumVar->SetIntValue( intFrame );
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
|