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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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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This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plLayerInterface.h"
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#include "plMessage/plLayRefMsg.h"
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#include "plLayer.h"
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#include "hsMatrix44.h"
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#include "hsGMatState.h"
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#include "hsResMgr.h"
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#include "pnNetCommon/plSDLTypes.h"
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plLayerInterface::plLayerInterface()
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: fUnderLay(nil),
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fOverLay(nil),
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fState(nil),
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fTransform(nil),
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fPreshadeColor(nil),
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fRuntimeColor(nil),
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fAmbientColor(nil),
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fOpacity(nil),
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fTexture(nil),
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fUVWSrc(nil),
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fLODBias(nil),
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fSpecularColor(nil),
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fSpecularPower(nil),
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fOwnedChannels(0),
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fPassThruChannels(0),
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fVertexShader(nil),
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fPixelShader(nil),
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fBumpEnvXfm(nil)
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{
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}
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plLayerInterface::~plLayerInterface()
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{
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if( fUnderLay )
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Detach(fUnderLay);
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delete fState;
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delete fPreshadeColor;
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delete fRuntimeColor;
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delete fAmbientColor;
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delete fSpecularColor;
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delete fOpacity;
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delete fTransform;
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delete fTexture;
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delete fUVWSrc;
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delete fLODBias;
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delete fSpecularPower;
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delete fVertexShader;
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delete fPixelShader;
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delete fBumpEnvXfm;
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}
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void plLayerInterface::ISetPassThru(uint32_t chans)
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{
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fPassThruChannels |= chans;
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if( fOverLay )
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fOverLay->ISetPassThru(chans);
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// Since plLayerAnimation is the only derived class that uses its
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// fPassThruChannels info, it's the only one that actually saves
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// it to state.
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DirtySynchState(kSDLLayer, 0);
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}
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// The arbitration rules for different layers on the same stack
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// wanting to control the same channel are currently:
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// 1) Only one write-only value setter can be active at a time,
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// otherwise results are undefined.
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// 2) A layer will only become active due to receiving a message.
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// 3) A channel value for the stack is the value as set by the
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// last layer that was active. If no layers have ever been
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// active, the value is the static value of the bottom of the stack.
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// 4) Since the stack is only Eval'd when visible, the third rule
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// must appear to be true when different layers become active
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// and inactive without ever having been Eval'd.
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// 5) Taking advantage of rules 1) and 2), it follows that the last
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// layer to have become active on response to a message is also
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// the last layer to have been active.
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// 6) So when a layer becomes active in it's MsgReceive(), it notifies
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// all channels above it that it now owns its channels, and they
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// should just pass through those channel values.
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// Note that a layer may claim ownership of its channels but then lose
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// ownership (because another layer went active) before ever having
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// been Eval'd.
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void plLayerInterface::ClaimChannels(uint32_t chans)
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{
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if( fOverLay )
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fOverLay->ISetPassThru(chans);
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fPassThruChannels &= ~chans;
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DirtySynchState(kSDLLayer, 0);
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}
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uint32_t plLayerInterface::Eval(double secs, uint32_t frame, uint32_t ignore)
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{
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if( fUnderLay )
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return fUnderLay->Eval(secs, frame, ignore);
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return uint32_t(0);
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}
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// Export Only
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void plLayerInterface::AttachViaNotify(plLayerInterface *prev)
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{
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plLayRefMsg* refMsg = new plLayRefMsg(GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kUnderLay);
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hsgResMgr::ResMgr()->AddViaNotify(prev->GetKey(), refMsg, plRefFlags::kActiveRef);
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}
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plLayerInterface* plLayerInterface::Attach(plLayerInterface* prev)
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{
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if( !prev )
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return this;
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if( fUnderLay == prev )
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return this;
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if( fUnderLay )
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{
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fUnderLay->Attach(prev);
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prev = fUnderLay;
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}
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if( !OwnChannel(kState) )
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fState = prev->fState;
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if( !OwnChannel(kPreshadeColor) )
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fPreshadeColor = prev->fPreshadeColor;
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if( !OwnChannel( kRuntimeColor ) )
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fRuntimeColor = prev->fRuntimeColor;
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if( !OwnChannel(kAmbientColor) )
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fAmbientColor = prev->fAmbientColor;
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if( !OwnChannel( kSpecularColor ) )
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fSpecularColor = prev->fSpecularColor;
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if( !OwnChannel(kOpacity) )
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fOpacity = prev->fOpacity;
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if( !OwnChannel(kTransform) )
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fTransform = prev->fTransform;
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if( !OwnChannel(kTexture) )
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fTexture = prev->fTexture;
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if( !OwnChannel(kUVWSrc) )
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fUVWSrc = prev->fUVWSrc;
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if( !OwnChannel(kLODBias) )
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fLODBias = prev->fLODBias;
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if( !OwnChannel(kSpecularPower) )
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fSpecularPower = prev->fSpecularPower;
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if( !OwnChannel(kVertexShader) )
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fVertexShader = prev->fVertexShader;
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if( !OwnChannel(kPixelShader) )
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fPixelShader = prev->fPixelShader;
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if( !OwnChannel(kBumpEnvXfm) )
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fBumpEnvXfm = prev->fBumpEnvXfm;
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fUnderLay = prev;
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prev->fOverLay = this;
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return this;
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}
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void plLayerInterface::IUnthread()
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{
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if( fUnderLay )
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{
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if( !OwnChannel(kState) )
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fState = nil;
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if( !OwnChannel(kPreshadeColor) )
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fPreshadeColor = nil;
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if( !OwnChannel( kRuntimeColor ) )
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fRuntimeColor = nil;
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if( !OwnChannel(kAmbientColor) )
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fAmbientColor = nil;
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if( !OwnChannel( kSpecularColor ) )
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fSpecularColor = nil;
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if( !OwnChannel(kOpacity) )
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fOpacity = nil;
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if( !OwnChannel(kTransform) )
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fTransform = nil;
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if( !OwnChannel(kTexture) )
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fTexture = nil;
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if( !OwnChannel(kUVWSrc) )
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fUVWSrc = nil;
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if( !OwnChannel(kLODBias) )
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fLODBias = nil;
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if( !OwnChannel(kSpecularPower) )
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fSpecularPower = nil;
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if( !OwnChannel(kVertexShader) )
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fVertexShader = nil;
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if( !OwnChannel(kPixelShader) )
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fPixelShader = nil;
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if( !OwnChannel(kBumpEnvXfm) )
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fBumpEnvXfm = nil;
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fUnderLay->fOverLay = nil;
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fUnderLay = nil;
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}
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}
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// Detach:
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// If we are the one being detached, break our links to underlay
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// and then return nil, since everything has just been detached
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// from the stack.
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// If our underlay is the one being detached, we need to unthread from it
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// and return ourselves.
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// If it's not us, and not our underlay, just pass it to our underlay and let
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// it deal.
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//
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// Return value is new TOP of stack. li is now top of a separate stack.
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plLayerInterface* plLayerInterface::Detach(plLayerInterface* li)
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{
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if( li == this )
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return nil;
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if( li == fUnderLay )
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{
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IUnthread();
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return this;
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}
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fUnderLay->Detach(li);
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return this;
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}
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// Remove:
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// If we are the one being removed, break our links to underlay
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// and then just return underlay, since it doesn't even know
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// about our existence (so it doesn't need to know about the remove).
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// If our underlay is the one being removed, we need to unthread it from
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// its underlay (if any), and then thread ourselves onto the underlay's
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// former underlay.
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// If it's not us, and not our underlay, just pass it to our underlay and let
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// it deal.
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//
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// Return value is new TOP of stack.
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plLayerInterface* plLayerInterface::Remove(plLayerInterface* li)
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{
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plLayerInterface* under = fUnderLay;
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if( li == this )
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{
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IUnthread();
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return under;
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}
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// This is an error, because it means we're being asked
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// to detach from something we aren't attached to.
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if( !under )
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{
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hsAssert(false, "Detaching from unknown layerinterface");
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return this;
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}
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IUnthread();
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plLayerInterface* newUnderLay = under->Remove(li);
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Attach(newUnderLay);
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return this;
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}
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plLayerInterface *plLayerInterface::GetAttached()
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{
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return fUnderLay;
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}
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void plLayerInterface::Read(hsStream* s, hsResMgr* mgr)
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{
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plSynchedObject::Read(s, mgr);
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plLayRefMsg* refMsg = new plLayRefMsg(GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kUnderLay);
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plKey key = mgr->ReadKeyNotifyMe(s,refMsg, plRefFlags::kActiveRef);
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if( key && !fUnderLay )
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Attach(plLayer::DefaultLayer());
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// Temporary setting default netgroup by our key.
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SetNetGroup(SelectNetGroup(GetKey()));
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}
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void plLayerInterface::Write(hsStream* s, hsResMgr* mgr)
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{
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plSynchedObject::Write(s, mgr);
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mgr->WriteKey(s, fUnderLay);
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}
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hsBool plLayerInterface::MsgReceive(plMessage* msg)
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{
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plLayRefMsg* refMsg = plLayRefMsg::ConvertNoRef(msg);
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if( refMsg )
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{
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switch( refMsg->fType )
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{
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case plLayRefMsg::kUnderLay:
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{
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plLayerInterface* underLay = plLayerInterface::ConvertNoRef(refMsg->GetRef());
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if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
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{
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if( fUnderLay )
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Detach(fUnderLay);
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Attach(underLay);
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}
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else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
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{
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Detach(fUnderLay);
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}
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return true;
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}
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}
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}
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return plSynchedObject::MsgReceive(msg);
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}
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