}
};
-class filter_face_shader_substring : public FaceFilter
+class filter_face_shader_prefix : public FaceFilter
{
- const char* m_shader;
+ const char* m_prefix;
public:
- filter_face_shader_substring(const char* shader) : m_shader(shader)
+ filter_face_shader_prefix(const char* prefix) : m_prefix(prefix)
{
}
bool filter(const Face& face) const
{
- return shader_equal_n(face.GetShader(), m_shader, strlen(m_shader));
+ return shader_equal_n(face.GetShader(), m_prefix, strlen(m_prefix));
}
};
filter_face_shader g_filter_face_caulk_ja("textures/system/caulk");
filter_brush_all_faces g_filter_brush_caulk_ja(&g_filter_face_caulk_ja);
-filter_face_shader_substring g_filter_face_liquids("textures/liquids/");
+filter_face_shader_prefix g_filter_face_liquids("textures/liquids/");
filter_brush_any_face g_filter_brush_liquids(&g_filter_face_liquids);
filter_face_shader g_filter_face_hint("textures/common/hint");