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public/materialsystem/ivisualsdataprocessor.h
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public/materialsystem/ivisualsdataprocessor.h
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//========= Copyright <20> 1996-2013, 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 IVISUALSDATAPROCESSOR_H
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#define IVISUALSDATAPROCESSOR_H
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#include "refcount.h"
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class KeyValues;
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class CUtlBuffer;
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//
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// Visuals Data Interface
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//
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// This abstracts the visuals data processing so that the main composite texture code
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// can be used for weapons, clothing, or whatever.
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// You need to implement one of these for use with CCompositeTexture.
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//
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class IVisualsDataCompare
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{
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public:
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virtual void FillCompareBlob() = 0;
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virtual const CUtlBuffer &GetCompareBlob() const = 0;
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virtual bool Compare( const CUtlBuffer &pOther ) = 0;
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};
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class IVisualsDataProcessor : public CRefCounted<>
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{
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public:
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IVisualsDataProcessor() {}
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virtual KeyValues *GenerateCustomMaterialKeyValues() = 0;
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virtual KeyValues *GenerateCompositeMaterialKeyValues( int nMaterialParamId ) = 0;
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virtual IVisualsDataCompare *GetCompareObject() = 0;
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virtual bool HasCustomMaterial() const = 0;
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virtual const char* GetOriginalMaterialName() const = 0;
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virtual const char* GetOriginalMaterialBaseName() const = 0;
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virtual const char* GetPatternVTFName() const = 0;
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virtual void Refresh() = 0;
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protected:
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virtual ~IVisualsDataProcessor() {}
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};
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#endif // IVISUALSDATAPROCESSOR_H
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