//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Acts exactly like "AnimatedTexture", but ONLY if the texture // it's working on matches the desired texture to work on. // // This assumes that some other proxy will be switching out the textures. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "materialsystem/IMaterialProxy.h" #include "materialsystem/IMaterialVar.h" #include "materialsystem/IMaterial.h" #include "materialsystem/ITexture.h" #include "BaseAnimatedTextureProxy.h" #include "utlstring.h" #include #include "imaterialproxydict.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class CAnimateSpecificTexture : public CBaseAnimatedTextureProxy { private: CUtlString m_OnlyAnimateOnTexture; public: virtual float GetAnimationStartTime( void* pBaseEntity ) { return 0; } virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); virtual void OnBind( void *pC_BaseEntity ); virtual void Release( void ) { delete this; } }; bool CAnimateSpecificTexture::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { char const* pszAnimateOnTexture = pKeyValues->GetString( "onlyAnimateOnTexture" ); if( !pszAnimateOnTexture ) return false; m_OnlyAnimateOnTexture.Set( pszAnimateOnTexture ); return CBaseAnimatedTextureProxy::Init( pMaterial, pKeyValues ); } void CAnimateSpecificTexture::OnBind( void *pC_BaseEntity ) { if( FStrEq( m_AnimatedTextureVar->GetTextureValue()->GetName(), m_OnlyAnimateOnTexture ) ) { CBaseAnimatedTextureProxy::OnBind( pC_BaseEntity ); } //else do nothing } EXPOSE_MATERIAL_PROXY( CAnimateSpecificTexture, AnimateSpecificTexture );