sqwarmed/sdk_src/game/client/MonitorMaterialProxy.cpp

66 lines
1.5 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/IMaterialProxy.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialVar.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
// $monitorTextureVar
class CMonitorMaterialProxy : public IMaterialProxy
{
public:
CMonitorMaterialProxy();
virtual ~CMonitorMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
private:
IMaterialVar *m_pMonitorTextureVar;
};
CMonitorMaterialProxy::CMonitorMaterialProxy()
{
m_pMonitorTextureVar = NULL;
}
CMonitorMaterialProxy::~CMonitorMaterialProxy()
{
m_pMonitorTextureVar = NULL;
}
bool CMonitorMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pMonitorTextureVarName = pKeyValues->getString( "$monitorTextureVar" );
if( !pMonitorTextureVarName )
return false;
bool foundVar;
m_pMonitorTextureVar = pMaterial->FindVar( pMonitorTextureVarName, &foundVar, false );
if( !foundVar )
{
m_pMonitorTextureVar = NULL;
return false;
}
return true;
}
void CMonitorMaterialProxy::OnBind( void *pC_BaseEntity )
{
if( !m_pMonitorTextureVar )
{
return;
}
}
EXPOSE_MATERIAL_PROXY( CMonitorMaterialProxy, Monitor );