This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef RUNTIMEDEMO1_H
#define RUNTIMEDEMO1_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/materialsystemutil.h"
#include "tier1/utlvector.h"
//-----------------------------------------------------------------------------
// Initial state: Quad rendering library
// Contains two main classes; First is a quad
//-----------------------------------------------------------------------------
class CQuadV1
{
public:
CQuadV1() { m_x0 = m_x1 = m_y0 = m_y1 = 0; m_Color.r = m_Color.g = m_Color.g = m_Color.a = 255; }
int m_x0;
int m_x1;
int m_y0;
int m_y1;
color32 m_Color;
};
//-----------------------------------------------------------------------------
// Second main class is the manager which contains a list of quads
// to render and the code to do the rendering
// It's usually a good idea to start with the run-time implementation
// because it will impose the most constraints on the data and therefore
// on how the editor should work
//
// Should the runtime lib be a static lib or a DLL?
// It needs to be a DLL if it needs to have global state which is accessible
// across many other DLLs. There are some advantages to having it be a static
// lib, however: for example, some editors, like the particle system, use
// the runtime lib to render the preview. In this case, you want to have it
// be a static lib so that the editor + the game have different notions about
// what data is associated with the particle systems.
//-----------------------------------------------------------------------------
class CQuadManagerV1
{
public:
// Init, shutdown
void Init();
void Shutdown();
// Quad management
CQuadV1* AddQuad( );
void RemoveQuad( CQuadV1* pQuad );
void RemoveAllQuads();
// Quad rendering
void DrawQuads();
private:
CUtlVector< CQuadV1 * > m_Quads;
CMaterialReference m_Material;
};
extern CQuadManagerV1 *g_pQuadManagerV1;
#endif // RUNTIMEDEMO1_H

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef RUNTIMEDEMO2_H
#define RUNTIMEDEMO2_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/materialsystemutil.h"
#include "tier1/utlvector.h"
#include "dmxloader/dmxelement.h"
//-----------------------------------------------------------------------------
// Demo 2: Loads from a DMX
//-----------------------------------------------------------------------------
class CQuadV2
{
// NOTE: This is necessary to allow the fast dmx unpacker to work
DECLARE_DMXELEMENT_UNPACK();
public:
CQuadV2() { m_x0 = m_x1 = m_y0 = m_y1 = 0; m_Color.r = m_Color.g = m_Color.g = m_Color.a = 255; }
int m_x0;
int m_x1;
int m_y0;
int m_y1;
color32 m_Color;
};
//-----------------------------------------------------------------------------
// Demo 2: Loads from a DMX
//-----------------------------------------------------------------------------
class CQuadManagerV2
{
// NEW METHODS FOR DEMO 2
public:
// Loads from a DMX file
bool Unserialize( CUtlBuffer &buf );
// OLD METHODS FROM DEMO 1
public:
// Init, shutdown
void Init();
void Shutdown();
// Quad management
CQuadV2* AddQuad( );
void RemoveQuad( CQuadV2* pQuad );
void RemoveAllQuads();
// Quad rendering
void DrawQuads();
private:
CUtlVector< CQuadV2 * > m_Quads;
CMaterialReference m_Material;
};
extern CQuadManagerV2 *g_pQuadManagerV2;
#endif // RUNTIMEDEMO2_H

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef RUNTIMEDEMO3_H
#define RUNTIMEDEMO3_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/materialsystemutil.h"
#include "tier1/utlvector.h"
#include "dmxloader/dmxelement.h"
//-----------------------------------------------------------------------------
// Nothing in this file changed from Demo 2
//-----------------------------------------------------------------------------
class CQuadV3
{
// NOTE: This is necessary to allow the fast dmx unpacker to work
DECLARE_DMXELEMENT_UNPACK();
public:
CQuadV3() { m_x0 = m_x1 = m_y0 = m_y1 = 0; m_Color.r = m_Color.g = m_Color.g = m_Color.a = 255; }
int m_x0;
int m_x1;
int m_y0;
int m_y1;
color32 m_Color;
};
//-----------------------------------------------------------------------------
// Quad manager class
//-----------------------------------------------------------------------------
class CQuadManagerV3
{
public:
// Init, shutdown
void Init();
void Shutdown();
// Loads from a DMX file
bool Unserialize( CUtlBuffer &buf );
// Quad management
CQuadV3* AddQuad( );
void RemoveQuad( CQuadV3* pQuad );
void RemoveAllQuads();
// Quad rendering
void DrawQuads();
private:
CUtlVector< CQuadV3 * > m_Quads;
CMaterialReference m_Material;
};
extern CQuadManagerV3 *g_pQuadManagerV3;
#endif // RUNTIMEDEMO3_H