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47 lines
1.3 KiB
47 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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//=======================================================================================// |
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#ifndef REPLAYRENDERQUEUE_H |
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#define REPLAYRENDERQUEUE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//---------------------------------------------------------------------------------------- |
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#include "replay/ireplayrenderqueue.h" |
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#include "utlvector.h" |
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//---------------------------------------------------------------------------------------- |
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class CRenderQueue : public IReplayRenderQueue |
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{ |
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public: |
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CRenderQueue(); |
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~CRenderQueue(); |
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virtual void Add( ReplayHandle_t hReplay, int iPerformance ); |
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virtual void Remove( ReplayHandle_t hReplay, int iPerformance ); |
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virtual void Clear(); |
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virtual int GetCount() const; |
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virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const; |
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virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const; |
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private: |
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struct RenderInfo_t |
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{ |
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ReplayHandle_t m_hReplay; |
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int m_iPerformance; |
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}; |
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RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance ); |
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const RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance ) const; |
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CUtlVector< RenderInfo_t * > m_vecQueue; |
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}; |
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//---------------------------------------------------------------------------------------- |
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#endif // REPLAYRENDERQUEUE_H
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