Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef TOOLFRAMEWORK_CLIENT_H
#define TOOLFRAMEWORK_CLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "toolframework/itoolentity.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class KeyValues;
struct AudioState_t;
//-----------------------------------------------------------------------------
// Posts a message to all tools
//-----------------------------------------------------------------------------
void ToolFramework_PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
//-----------------------------------------------------------------------------
// Should we render with a 3rd person camera?
//-----------------------------------------------------------------------------
bool ToolFramework_IsThirdPersonCamera( );
//-----------------------------------------------------------------------------
// Are tools enabled?
//-----------------------------------------------------------------------------
#ifndef NO_TOOLFRAMEWORK
bool ToolsEnabled();
#else
#define ToolsEnabled() 0
#endif
//-----------------------------------------------------------------------------
// View manipulation
//-----------------------------------------------------------------------------
void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height );
bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
bool ToolFramework_SetupAudioState( AudioState_t &audioState );
//-----------------------------------------------------------------------------
// material recording - primarily for proxy materials
//-----------------------------------------------------------------------------
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Recorded temp entity structures
//-----------------------------------------------------------------------------
enum TERecordingType_t
{
TE_DYNAMIC_LIGHT = 0,
TE_WORLD_DECAL,
TE_DISPATCH_EFFECT,
TE_MUZZLE_FLASH,
TE_ARMOR_RICOCHET,
TE_METAL_SPARKS,
TE_SMOKE,
TE_SPARKS,
TE_BLOOD_SPRITE,
TE_BREAK_MODEL,
TE_GLOW_SPRITE,
TE_PHYSICS_PROP,
TE_SPRITE_SINGLE,
TE_SPRITE_SPRAY,
TE_CONCUSSIVE_EXPLOSION,
TE_BLOOD_STREAM,
TE_SHATTER_SURFACE,
TE_DECAL,
TE_PROJECT_DECAL,
TE_EXPLOSION,
TE_RECORDING_TYPE_COUNT,
};
//-----------------------------------------------------------------------------
// Helper class to indicate ownership of effects
//-----------------------------------------------------------------------------
class CRecordEffectOwner
{
public:
CRecordEffectOwner( C_BaseEntity *pEntity, bool bIsViewModel = false );
~CRecordEffectOwner();
private:
bool m_bToolsEnabled;
};
#endif // TOOLFRAMEWORK_CLIENT_H