sqwarmed/sdk_src/game/server/postprocesscontroller.h

97 lines
2.6 KiB
C++

//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef POSTPROCESSCONTROLLER_H
#define POSTPROCESSCONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
#include "postprocess_shared.h"
// Spawn Flags
#define SF_POSTPROCESS_MASTER 0x0001
//=============================================================================
//
// Class Postprocess Controller:
//
class CPostProcessController : public CBaseEntity
{
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
DECLARE_CLASS( CPostProcessController, CBaseEntity );
CPostProcessController();
virtual ~CPostProcessController();
// Parse data from a map file
virtual void Activate();
virtual int UpdateTransmitState();
// Input handlers
void InputSetFadeTime(inputdata_t &data);
void InputSetLocalContrastStrength(inputdata_t &data);
void InputSetLocalContrastEdgeStrength(inputdata_t &data);
void InputSetVignetteStart(inputdata_t &data);
void InputSetVignetteEnd(inputdata_t &data);
void InputSetVignetteBlurStrength(inputdata_t &data);
void InputSetFadeToBlackStrength(inputdata_t &data);
void InputSetDepthBlurFocalDistance(inputdata_t &data);
void InputSetDepthBlurStrength(inputdata_t &data);
void InputSetScreenBlurStrength(inputdata_t &data);
void InputSetFilmGrainStrength(inputdata_t &data);
void InputTurnOn(inputdata_t &data);
void InputTurnOff(inputdata_t &data);
void Spawn( void );
bool IsMaster( void ) const { return HasSpawnFlags( SF_FOG_MASTER ); }
public:
CNetworkArray( float, m_flPostProcessParameters, POST_PROCESS_PARAMETER_COUNT );
CNetworkVar( bool, m_bMaster );
};
//=============================================================================
//
// Postprocess Controller System.
//
class CPostProcessSystem : public CAutoGameSystem, public CGameEventListener
{
public:
// Creation/Init.
CPostProcessSystem( char const *name ) : CAutoGameSystem( name )
{
m_hMasterController = NULL;
}
~CPostProcessSystem()
{
m_hMasterController = NULL;
}
virtual void LevelInitPreEntity();
virtual void LevelInitPostEntity();
virtual void FireGameEvent( IGameEvent *pEvent );
CPostProcessController *GetMasterPostProcessController( void ) { return m_hMasterController; }
private:
void InitMasterController( void );
CHandle< CPostProcessController > m_hMasterController;
};
CPostProcessSystem *PostProcessSystem( void );
#endif // POSTPROCESSCONTROLLER_H