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https://github.com/blendogames/quadrilateralcowboy.git
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64 lines
2.4 KiB
C++
64 lines
2.4 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __DECLSKIN_H__
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#define __DECLSKIN_H__
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/*
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===============================================================================
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idDeclSkin
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===============================================================================
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*/
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typedef struct {
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const idMaterial * from; // 0 == any unmatched shader
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const idMaterial * to;
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} skinMapping_t;
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class idDeclSkin : public idDecl {
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public:
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virtual size_t Size( void ) const;
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virtual bool SetDefaultText( void );
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virtual const char * DefaultDefinition( void ) const;
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virtual bool Parse( const char *text, const int textLength );
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virtual void FreeData( void );
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const idMaterial * RemapShaderBySkin( const idMaterial *shader ) const;
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// model associations are just for the preview dialog in the editor
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const int GetNumModelAssociations() const;
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const char * GetAssociatedModel( int index ) const;
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private:
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idList<skinMapping_t> mappings;
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idStrList associatedModels;
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};
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#endif /* !__DECLSKIN_H__ */
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