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47 lines
1.2 KiB
47 lines
1.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASEANIMATEDTEXTUREPROXY
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#define BASEANIMATEDTEXTUREPROXY
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#include "materialsystem/imaterialproxy.h"
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class IMaterial;
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class IMaterialVar;
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#pragma warning (disable : 4100)
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class CBaseAnimatedTextureProxy : public IMaterialProxy
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{
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public:
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CBaseAnimatedTextureProxy();
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virtual ~CBaseAnimatedTextureProxy();
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void OnBind( void *pC_BaseEntity );
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virtual void Release( void ) { delete this; }
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virtual IMaterial *GetMaterial();
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protected:
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// derived classes must implement this; it returns the time
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// that the animation began
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virtual float GetAnimationStartTime( void* pBaseEntity ) = 0;
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// Derived classes may implement this if they choose;
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// this method is called whenever the animation wraps...
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virtual void AnimationWrapped( void* pBaseEntity ) {}
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protected:
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void Cleanup();
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IMaterialVar *m_AnimatedTextureVar;
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IMaterialVar *m_AnimatedTextureFrameNumVar;
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float m_FrameRate;
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bool m_WrapAnimation;
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};
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#endif // BASEANIMATEDTEXTUREPROXY
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