70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
//===== Copyright © 1996-2005, 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 ENGINESPRITE_H
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#define ENGINESPRITE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "avi/iavi.h"
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#include "avi/ibik.h"
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#include "const.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IMaterial;
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class IMaterialVar;
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typedef struct wrect_s wrect_t;
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//-----------------------------------------------------------------------------
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// Purpose: Sprite Models
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//-----------------------------------------------------------------------------
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class CEngineSprite
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{
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// NOTE: don't define a constructor or destructor so that this can be allocated
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// as before.
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public:
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int GetWidth() { return m_width; }
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int GetHeight() { return m_height; }
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int GetNumFrames() { return m_numFrames; }
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IMaterial *GetMaterial( RenderMode_t nRenderMode ) { return m_material[nRenderMode]; }
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IMaterial *GetMaterial( RenderMode_t nRenderMode, int nFrame );
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void SetFrame( RenderMode_t nRenderMode, int nFrame );
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bool Init( const char *name );
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void Shutdown( void );
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void UnloadMaterial();
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void SetColor( float r, float g, float b );
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int GetOrientation( void );
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void GetHUDSpriteColor( float* color );
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float GetUp() { return up; }
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float GetDown() { return down; }
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float GetLeft() { return left; }
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float GetRight() { return right; }
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void DrawFrame( RenderMode_t nRenderMode, int frame, int x, int y, const wrect_t *prcSubRect );
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void DrawFrameOfSize( RenderMode_t nRenderMode, int frame, int x, int y, int iWidth, int iHeight, const wrect_t *prcSubRect);
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bool IsAVI();
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bool IsBIK();
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void GetTexCoordRange( float *pMinU, float *pMinV, float *pMaxU, float *pMaxV );
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private:
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AVIMaterial_t m_hAVIMaterial;
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BIKMaterial_t m_hBIKMaterial;
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int m_width;
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int m_height;
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int m_numFrames;
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IMaterial *m_material[kRenderModeCount];
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int m_orientation;
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float m_hudSpriteColor[3];
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float up, down, left, right;
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};
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#endif // ENGINESPRITE_H
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