//========= Copyright Valve Corporation, All rights reserved. ============// // //=======================================================================================// #ifndef REPLAYRENDERQUEUE_H #define REPLAYRENDERQUEUE_H #ifdef _WIN32 #pragma once #endif //---------------------------------------------------------------------------------------- #include "replay/ireplayrenderqueue.h" #include "utlvector.h" //---------------------------------------------------------------------------------------- class CRenderQueue : public IReplayRenderQueue { public: CRenderQueue(); ~CRenderQueue(); virtual void Add( ReplayHandle_t hReplay, int iPerformance ); virtual void Remove( ReplayHandle_t hReplay, int iPerformance ); virtual void Clear(); virtual int GetCount() const; virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const; virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const; private: struct RenderInfo_t { ReplayHandle_t m_hReplay; int m_iPerformance; }; RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance ); const RenderInfo_t *Find( ReplayHandle_t hReplay, int iPerformance ) const; CUtlVector< RenderInfo_t * > m_vecQueue; }; //---------------------------------------------------------------------------------------- #endif // REPLAYRENDERQUEUE_H