Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CUSTOM_TEXTURE_CACHE_H
#define CUSTOM_TEXTURE_CACHE_H
#ifdef _WIN32
#pragma once
#endif
#ifndef GC_CLIENTSYSTEM_H
#include "gc_clientsystem.h"
#endif
class IGameSystem;
class ITexture;
class CEconItemView;
/// Given a UGC cloud ID of a custom image, return a VGUI texture handle
/// that can be used for drawing. Returns 0 on failure
int GetCustomTextureGuiHandle( uint64 hCloudId );
//-----------------------------------------------------------------------------
// Purpose: Job to do the async work of uploading the file to the CDN (if
// necessary) and sending the tool request message
//-----------------------------------------------------------------------------
class CApplyCustomTextureJob : public GCSDK::CGCClientJob
{
public:
CApplyCustomTextureJob( itemid_t nToolItemID, itemid_t nSubjectItemID, const void *pPNGData, int nPNGDataBytes );
protected:
char m_chRemoteStorageName[ MAX_PATH ];
virtual bool BYieldingRunGCJob();
virtual EResult YieldingRunJob();
virtual EResult YieldingFindFileIncacheOrUploadFileToCDN();
virtual EResult YieldingApplyTool();
/// The file data, in PNG format
CUtlBuffer m_bufPNGData;
/// Item that we are applying the texture onto
itemid_t m_nSubjectItemID;
/// Tool that is being applied and will be consumed
itemid_t m_nToolItemID;
/// Cloud file ID
uint64 m_hCloudID;
private:
void CleanUp();
};
/// get interface to the game system responsible for managing the custom texture cache
IGameSystem *CustomTextureToolCacheGameSystem();
/// A few internal things that really shouldn't be public
namespace CustomTextureSystem
{
/// If we're auditioning (while selecting a file to apply on a model),
/// what texture should we display?
extern ITexture *g_pPreviewCustomTexture;
/// What is the econ item that is being auditioned and so should
/// use the preview texture
extern CEconItemView *g_pPreviewEconItem;
/// Do we need to update the bits in the rendering system?
extern bool g_pPreviewCustomTextureDirty;
extern const char k_rchCustomTextureFilterPreviewImageName[];
extern const char k_rchCustomTextureFilterPreviewTextureName[];
}
#endif // CUSTOM_TEXTURE_CACHE_H