Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "clientsideeffects.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool g_FXCreationAllowed = false;
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void SetFXCreationAllowed( bool state )
{
g_FXCreationAllowed = state;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool FXCreationAllowed( void )
{
return g_FXCreationAllowed;
}
// TODO: Sort effects and their children back to front from view positon? At least with buckets or something.
//
//-----------------------------------------------------------------------------
// Purpose: Construct and activate effect
// Input : *name -
//-----------------------------------------------------------------------------
CClientSideEffect::CClientSideEffect( const char *name )
{
m_pszName = name;
Assert( name );
m_bActive = true;
}
//-----------------------------------------------------------------------------
// Purpose: Destroy effect
//-----------------------------------------------------------------------------
CClientSideEffect::~CClientSideEffect( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Get name of effect
// Output : const char
//-----------------------------------------------------------------------------
const char *CClientSideEffect::GetName( void )
{
return m_pszName;
}
//-----------------------------------------------------------------------------
// Purpose: Is effect still active?
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CClientSideEffect::IsActive( void )
{
return m_bActive;
}
//-----------------------------------------------------------------------------
// Purpose: Mark effect for destruction
//-----------------------------------------------------------------------------
void CClientSideEffect::Destroy( void )
{
m_bActive = false;
}
#define MAX_EFFECTS 256
//-----------------------------------------------------------------------------
// Purpose: Implements effects list interface
//-----------------------------------------------------------------------------
class CEffectsList : public IEffectsList
{
public:
CEffectsList( void );
virtual ~CEffectsList( void );
// Add an effect to the effects list
void AddEffect( CClientSideEffect *effect );
// Remove the specified effect
// Draw/update all effects in the current list
void DrawEffects( double frametime );
// Flush out all effects from the list
void Flush( void );
private:
void RemoveEffect( int effectIndex );
// Current number of effects
int m_nEffects;
// Pointers to current effects
CClientSideEffect *m_rgEffects[ MAX_EFFECTS ];
};
// Implements effects list and exposes interface
static CEffectsList g_EffectsList;
// Public interface
IEffectsList *clienteffects = ( IEffectsList * )&g_EffectsList;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEffectsList::CEffectsList( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEffectsList::~CEffectsList( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Add effect to effects list
// Input : *effect -
//-----------------------------------------------------------------------------
void CEffectsList::AddEffect( CClientSideEffect *effect )
{
#if 0
if ( FXCreationAllowed() == false )
{
//NOTENOTE: If you've hit this, you may not add a client effect where you have attempted to.
// Most often this means that you have added it in an entity's DrawModel function.
// Move this to the ClientThink function instead!
Assert(0);
return;
}
#endif
if ( effect == NULL )
return;
if ( m_nEffects >= MAX_EFFECTS )
{
DevWarning( 1, "No room for effect %s\n", effect->GetName() );
return;
}
m_rgEffects[ m_nEffects++ ] = effect;
}
//-----------------------------------------------------------------------------
// Purpose: Remove specified effect by index
// Input : effectIndex -
//-----------------------------------------------------------------------------
void CEffectsList::RemoveEffect( int effectIndex )
{
if ( effectIndex >= m_nEffects || effectIndex < 0 )
return;
CClientSideEffect *pEffect = m_rgEffects[effectIndex];
m_nEffects--;
if ( m_nEffects > 0 && effectIndex != m_nEffects )
{
// move the last one down to fill the empty slot
m_rgEffects[effectIndex] = m_rgEffects[m_nEffects];
}
pEffect->Destroy();
delete pEffect; //FIXME: Yes, no?
}
//-----------------------------------------------------------------------------
// Purpose: Iterate through list and simulate/draw stuff
// Input : frametime -
//-----------------------------------------------------------------------------
void CEffectsList::DrawEffects( double frametime )
{
VPROF_BUDGET( "CEffectsList::DrawEffects", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
int i;
CClientSideEffect *effect;
// Go backwards so deleting effects doesn't screw up
for ( i = m_nEffects - 1 ; i >= 0; i-- )
{
effect = m_rgEffects[ i ];
if ( !effect )
continue;
// Simulate
effect->Draw( frametime );
// Remove it if needed
if ( !effect->IsActive() )
{
RemoveEffect( i );
}
}
}
//==================================================
// Purpose:
// Input:
//==================================================
void CEffectsList::Flush( void )
{
int i;
CClientSideEffect *effect;
// Go backwards so deleting effects doesn't screw up
for ( i = m_nEffects - 1 ; i >= 0; i-- )
{
effect = m_rgEffects[ i ];
if ( effect == NULL )
continue;
RemoveEffect( i );
}
}