}
}
-typedef FreeCaller<void(const char*), LoadShaderFile> LoadShaderFileCaller;
-
-
void loadGuideFile( const char* filename ){
StringOutputStream fullname( 256 );
fullname << "guides/" << filename;
}
}
-typedef FreeCaller<void(const char*), loadGuideFile> LoadGuideFileCaller;
-
-
CShader* Try_Shader_ForName( const char* name ){
{
shaders_t::iterator i = g_ActiveShaders.find( name );
}
}
-typedef FreeCaller<void(const char*), ShaderList_addShaderFile> AddShaderFileCaller;
-
-
/*
==================
BuildShaderList
}
}
-typedef FreeCaller<void(const char *), ShaderList_addFromArchive> AddShaderListFromArchiveCaller;
-
#include "stream/filestream.h"
bool shaderlist_findOrInstall( const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename ){
void Shaders_Load(){
if ( g_shaderLanguage == SHADERLANGUAGE_QUAKE4 ) {
- GlobalFileSystem().forEachFile( "guides/", "guide", LoadGuideFileCaller(), 0 );
+ GlobalFileSystem().forEachFile("guides/", "guide", makeCallbackF(loadGuideFile), 0);
}
const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue( "shaderpath" );
shaderlist_findOrInstall( enginePath, toolsPath, path.c_str(), gamename );
}
- GlobalFileSystem().forEachArchive( AddShaderListFromArchiveCaller(), false, true );
+ GlobalFileSystem().forEachArchive(makeCallbackF(ShaderList_addFromArchive), false, true);
DumpUnreferencedShaders();
}
else
{
- GlobalFileSystem().forEachFile( path.c_str(), g_shadersExtension, AddShaderFileCaller(), 0 );
+ GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, makeCallbackF(ShaderList_addShaderFile), 0);
}
GSList *lst = l_shaderfiles;