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54 lines
1.2 KiB
54 lines
1.2 KiB
//========= 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 IBSPLIGHTING_THREAD_H |
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#define IBSPLIGHTING_THREAD_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ivraddll.h" |
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class IBSPLightingThread |
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{ |
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public: |
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enum |
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{ |
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STATE_IDLE=0, |
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STATE_LIGHTING=1, |
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STATE_FINISHED=2 |
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}; |
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virtual ~IBSPLightingThread() {} |
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virtual void Release() = 0; |
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// Start processing light in the background thread. |
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// |
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// Goes to STATE_LIGHTING, then if it's successful, it goes to STATE_FINISHED. |
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// If unsuccessful or interrupted, it goes to STATE_IDLE. |
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// |
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// If this is called while it's already lighting, it stops the current lighting |
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// process and restarts. |
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virtual void StartLighting( char const *pVMFFileWithEntities ) = 0; |
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// Returns one of the STATE_ defines. |
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virtual int GetCurrentState() = 0; |
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// If lighting is in progress, make it stop. |
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virtual void Interrupt() = 0; |
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// Returns IVRadDLL::GetPercentComplete if it's lighting. |
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virtual float GetPercentComplete() = 0; |
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}; |
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IBSPLightingThread* CreateBSPLightingThread( IVRadDLL *pDLL ); |
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#endif // IBSPLIGHTING_THREAD_H
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