virtual const char* getShaderFileName() const = 0;
virtual const ShaderLayer* firstLayer() const = 0;
-virtual void forEachLayer( const ShaderLayerCallback& layer ) const = 0;
virtual qtexture_t* lightFalloffImage() const = 0;
};
}
m_observerMutex = false;
}
- void forEachKeyValue_notifyInsert(){
- for ( KeyValues::const_iterator i = m_keyValues.begin(); i != m_keyValues.end(); ++i )
- {
- notifyInsert( ( *i ).first.c_str(), *( *i ).second );
- }
- }
- void forEachKeyValue_notifyErase(){
- for ( KeyValues::const_iterator i = m_keyValues.begin(); i != m_keyValues.end(); ++i )
- {
- notifyErase( ( *i ).first.c_str(), *( *i ).second );
- }
- }
void insert( const char* key, const KeyValuePtr& keyValue ){
KeyValues::iterator i = m_keyValues.insert( KeyValues::value_type( key, keyValue ) );
}
return &m_layers.front();
}
-void forEachLayer( const ShaderLayerCallback& callback ) const {
- for ( MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i )
- {
- callback( *i );
- }
-}
qtexture_t* lightFalloffImage() const {
if ( !string_empty( m_template.m_lightFalloffImage.c_str() ) ) {