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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose : Singleton manager for color correction on the client
//
// $NoKeywords: $
//===========================================================================//

#ifndef COLORCORRECTIONMGR_H
#define COLORCORRECTIONMGR_H

#ifdef _WIN32
#pragma once
#endif

#include "igamesystem.h"


//------------------------------------------------------------------------------
// Purpose : Singleton manager for color correction on the client
//------------------------------------------------------------------------------
DECLARE_POINTER_HANDLE( ClientCCHandle_t );
#define INVALID_CLIENT_CCHANDLE ( (ClientCCHandle_t)0 )

class CColorCorrectionMgr : public CBaseGameSystem
{
	// Inherited from IGameSystemPerFrame
public:
	virtual char const *Name() { return "Color Correction Mgr"; }

	// Other public methods
public:
	CColorCorrectionMgr();

	// Create, destroy color correction
	ClientCCHandle_t AddColorCorrection( const char *pName, const char *pFileName = NULL );
	void RemoveColorCorrection( ClientCCHandle_t );

	// Modify color correction weights
	void SetColorCorrectionWeight( ClientCCHandle_t h, float flWeight );
	void ResetColorCorrectionWeights();
	void SetResetable( ClientCCHandle_t h, bool bResetable );

	// Is color correction active?
	bool HasNonZeroColorCorrectionWeights() const;

private:
	int m_nActiveWeightCount;
};


//------------------------------------------------------------------------------
// Singleton access
//------------------------------------------------------------------------------
extern CColorCorrectionMgr *g_pColorCorrectionMgr;


#endif // COLORCORRECTIONMGR_H