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376 lines
13 KiB
376 lines
13 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef ISURFACE_V30_H
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#define ISURFACE_V30_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui/IHTML.h> // CreateHTML, PaintHTML
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#include "interface.h"
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#include "IVguiMatInfo.h"
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#include "appframework/IAppSystem.h"
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#include "bitmap/ImageFormat.h"
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#include "Vector2D.h" // must be before the namespace line
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#ifdef CreateFont
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#undef CreateFont
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#endif
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#ifdef PlaySound
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#undef PlaySound
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#endif
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class Color;
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namespace vgui
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{
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class Image;
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class Point;
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// handles
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typedef unsigned long HCursor;
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typedef unsigned long HTexture;
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typedef unsigned long HFont;
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}
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namespace SurfaceV30
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{
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//SRC only defines
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struct Vertex_t
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{
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Vertex_t() {}
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Vertex_t( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) )
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{
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m_Position = pos;
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m_TexCoord = coord;
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}
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void Init( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) )
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{
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m_Position = pos;
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m_TexCoord = coord;
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}
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Vector2D m_Position;
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Vector2D m_TexCoord;
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};
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enum FontDrawType_t
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{
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// Use the "additive" value from the scheme file
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FONT_DRAW_DEFAULT = 0,
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// Overrides
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FONT_DRAW_NONADDITIVE,
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FONT_DRAW_ADDITIVE,
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FONT_DRAW_TYPE_COUNT = 2,
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};
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// Refactor these two
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struct CharRenderInfo
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{
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// In:
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FontDrawType_t drawType;
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wchar_t ch;
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// Out
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bool valid;
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// In/Out (true by default)
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bool shouldclip;
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// Text pos
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int x, y;
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// Top left and bottom right
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Vertex_t verts[ 2 ];
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int textureId;
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int abcA;
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int abcB;
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int abcC;
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int fontTall;
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vgui::HFont currentFont;
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};
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struct IntRect
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{
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int x0;
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int y0;
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int x1;
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int y1;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Wraps contextless windows system functions
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//-----------------------------------------------------------------------------
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class ISurface : public IAppSystem
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{
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public:
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// call to Shutdown surface; surface can no longer be used after this is called
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virtual void Shutdown() = 0;
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// frame
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virtual void RunFrame() = 0;
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// hierarchy root
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virtual vgui::VPANEL GetEmbeddedPanel() = 0;
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virtual void SetEmbeddedPanel( vgui::VPANEL pPanel ) = 0;
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// drawing context
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virtual void PushMakeCurrent(vgui::VPANEL panel, bool useInsets) = 0;
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virtual void PopMakeCurrent(vgui::VPANEL panel) = 0;
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// rendering functions
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virtual void DrawSetColor(int r, int g, int b, int a) = 0;
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virtual void DrawSetColor(Color col) = 0;
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virtual void DrawFilledRect(int x0, int y0, int x1, int y1) = 0;
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virtual void DrawFilledRectArray( IntRect *pRects, int numRects ) = 0;
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virtual void DrawOutlinedRect(int x0, int y0, int x1, int y1) = 0;
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virtual void DrawLine(int x0, int y0, int x1, int y1) = 0;
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virtual void DrawPolyLine(int *px, int *py, int numPoints) = 0;
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virtual void DrawSetTextFont(vgui::HFont font) = 0;
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virtual void DrawSetTextColor(int r, int g, int b, int a) = 0;
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virtual void DrawSetTextColor(Color col) = 0;
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virtual void DrawSetTextPos(int x, int y) = 0;
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virtual void DrawGetTextPos(int& x,int& y) = 0;
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virtual void DrawPrintText(const wchar_t *text, int textLen, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0;
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virtual void DrawUnicodeChar(wchar_t wch, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0;
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virtual void DrawFlushText() = 0; // flushes any buffered text (for rendering optimizations)
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virtual vgui::IHTML *CreateHTMLWindow(vgui::IHTMLEvents *events,vgui::VPANEL context)=0;
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virtual void PaintHTMLWindow(vgui::IHTML *htmlwin) =0;
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virtual void DeleteHTMLWindow(vgui::IHTML *htmlwin)=0;
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virtual int DrawGetTextureId( char const *filename ) = 0;
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virtual bool DrawGetTextureFile(int id, char *filename, int maxlen ) = 0;
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virtual void DrawSetTextureFile(int id, const char *filename, int hardwareFilter, bool forceReload) = 0;
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virtual void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload)=0;
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virtual void DrawSetTexture(int id) = 0;
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virtual void DrawGetTextureSize(int id, int &wide, int &tall) = 0;
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virtual void DrawTexturedRect(int x0, int y0, int x1, int y1) = 0;
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virtual bool IsTextureIDValid(int id) = 0;
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virtual int CreateNewTextureID( bool procedural = false ) = 0;
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#ifdef _XBOX
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virtual void DestroyTextureID( int id ) = 0;
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virtual bool IsCachedForRendering( int id, bool bSyncWait ) = 0;
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virtual void CopyFrontBufferToBackBuffer() = 0;
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virtual void UncacheUnusedMaterials() = 0;
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#endif
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virtual void GetScreenSize(int &wide, int &tall) = 0;
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virtual void SetAsTopMost(vgui::VPANEL panel, bool state) = 0;
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virtual void BringToFront(vgui::VPANEL panel) = 0;
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virtual void SetForegroundWindow (vgui::VPANEL panel) = 0;
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virtual void SetPanelVisible(vgui::VPANEL panel, bool state) = 0;
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virtual void SetMinimized(vgui::VPANEL panel, bool state) = 0;
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virtual bool IsMinimized(vgui::VPANEL panel) = 0;
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virtual void FlashWindow(vgui::VPANEL panel, bool state) = 0;
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virtual void SetTitle(vgui::VPANEL panel, const wchar_t *title) = 0;
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virtual void SetAsToolBar(vgui::VPANEL panel, bool state) = 0; // removes the window's task bar entry (for context menu's, etc.)
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// windows stuff
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virtual void CreatePopup(vgui::VPANEL panel, bool minimised, bool showTaskbarIcon = true, bool disabled = false, bool mouseInput = true , bool kbInput = true) = 0;
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virtual void SwapBuffers(vgui::VPANEL panel) = 0;
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virtual void Invalidate(vgui::VPANEL panel) = 0;
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virtual void SetCursor(vgui::HCursor cursor) = 0;
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virtual bool IsCursorVisible() = 0;
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virtual void ApplyChanges() = 0;
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virtual bool IsWithin(int x, int y) = 0;
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virtual bool HasFocus() = 0;
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// returns true if the surface supports minimize & maximize capabilities
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enum SurfaceFeature_e
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{
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ANTIALIASED_FONTS = 1,
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DROPSHADOW_FONTS = 2,
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ESCAPE_KEY = 3,
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OPENING_NEW_HTML_WINDOWS = 4,
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FRAME_MINIMIZE_MAXIMIZE = 5,
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OUTLINE_FONTS = 6,
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DIRECT_HWND_RENDER = 7,
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};
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virtual bool SupportsFeature(SurfaceFeature_e feature) = 0;
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// restricts what gets drawn to one panel and it's children
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// currently only works in the game
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virtual void RestrictPaintToSinglePanel(vgui::VPANEL panel) = 0;
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// these two functions obselete, use IInput::SetAppModalSurface() instead
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virtual void SetModalPanel(vgui::VPANEL ) = 0;
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virtual vgui::VPANEL GetModalPanel() = 0;
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virtual void UnlockCursor() = 0;
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virtual void LockCursor() = 0;
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virtual void SetTranslateExtendedKeys(bool state) = 0;
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virtual vgui::VPANEL GetTopmostPopup() = 0;
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// engine-only focus handling (replacing WM_FOCUS windows handling)
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virtual void SetTopLevelFocus(vgui::VPANEL panel) = 0;
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// fonts
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// creates an empty handle to a vgui font. windows fonts can be add to this via SetFontGlyphSet().
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virtual vgui::HFont CreateFont() = 0;
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// adds to the font
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enum EFontFlags
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{
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FONTFLAG_NONE,
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FONTFLAG_ITALIC = 0x001,
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FONTFLAG_UNDERLINE = 0x002,
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FONTFLAG_STRIKEOUT = 0x004,
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FONTFLAG_SYMBOL = 0x008,
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FONTFLAG_ANTIALIAS = 0x010,
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FONTFLAG_GAUSSIANBLUR = 0x020,
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FONTFLAG_ROTARY = 0x040,
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FONTFLAG_DROPSHADOW = 0x080,
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FONTFLAG_ADDITIVE = 0x100,
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FONTFLAG_OUTLINE = 0x200,
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FONTFLAG_CUSTOM = 0x400, // custom generated font - never fall back to asian compatibility mode
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FONTFLAG_BITMAP = 0x800, // compiled bitmap font - no fallbacks
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};
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virtual bool SetFontGlyphSet(vgui::HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags) = 0;
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// adds a custom font file (only supports true type font files (.ttf) for now)
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virtual bool AddCustomFontFile(const char *fontName, const char *fontFileName) = 0;
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// returns the details about the font
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virtual int GetFontTall(vgui::HFont font) = 0;
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virtual int GetFontAscent(vgui::HFont font, wchar_t wch) = 0;
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virtual bool IsFontAdditive(vgui::HFont font) = 0;
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virtual void GetCharABCwide(vgui::HFont font, int ch, int &a, int &b, int &c) = 0;
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virtual int GetCharacterWidth(vgui::HFont font, int ch) = 0;
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virtual void GetTextSize(vgui::HFont font, const wchar_t *text, int &wide, int &tall) = 0;
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// notify icons?!?
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virtual vgui::VPANEL GetNotifyPanel() = 0;
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virtual void SetNotifyIcon(vgui::VPANEL context, vgui::HTexture icon, vgui::VPANEL panelToReceiveMessages, const char *text) = 0;
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// plays a sound
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virtual void PlaySound(const char *fileName) = 0;
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//!! these functions should not be accessed directly, but only through other vgui items
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//!! need to move these to seperate interface
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virtual int GetPopupCount() = 0;
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virtual vgui::VPANEL GetPopup(int index) = 0;
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virtual bool ShouldPaintChildPanel(vgui::VPANEL childPanel) = 0;
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virtual bool RecreateContext(vgui::VPANEL panel) = 0;
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virtual void AddPanel(vgui::VPANEL panel) = 0;
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virtual void ReleasePanel(vgui::VPANEL panel) = 0;
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virtual void MovePopupToFront(vgui::VPANEL panel) = 0;
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virtual void MovePopupToBack(vgui::VPANEL panel) = 0;
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virtual void SolveTraverse(vgui::VPANEL panel, bool forceApplySchemeSettings = false) = 0;
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virtual void PaintTraverse(vgui::VPANEL panel) = 0;
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virtual void EnableMouseCapture(vgui::VPANEL panel, bool state) = 0;
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// returns the size of the workspace
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virtual void GetWorkspaceBounds(int &x, int &y, int &wide, int &tall) = 0;
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// gets the absolute coordinates of the screen (in windows space)
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virtual void GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall) = 0;
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// gets the base resolution used in proportional mode
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virtual void GetProportionalBase( int &width, int &height ) = 0;
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virtual void CalculateMouseVisible() = 0;
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virtual bool NeedKBInput() = 0;
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virtual bool HasCursorPosFunctions() = 0;
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virtual void SurfaceGetCursorPos(int &x, int &y) = 0;
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virtual void SurfaceSetCursorPos(int x, int y) = 0;
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// SRC only functions!!!
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virtual void DrawTexturedLine( const Vertex_t &a, const Vertex_t &b ) = 0;
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virtual void DrawOutlinedCircle(int x, int y, int radius, int segments) = 0;
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virtual void DrawTexturedPolyLine( const Vertex_t *p,int n ) = 0; // (Note: this connects the first and last points).
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virtual void DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 ) = 0;
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virtual void DrawTexturedPolygon(int n, Vertex_t *pVertices) = 0;
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virtual const wchar_t *GetTitle(vgui::VPANEL panel) = 0;
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virtual bool IsCursorLocked( void ) const = 0;
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virtual void SetWorkspaceInsets( int left, int top, int right, int bottom ) = 0;
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// Lower level char drawing code, call DrawGet then pass in info to DrawRender
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virtual bool DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info ) = 0;
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virtual void DrawRenderCharFromInfo( const CharRenderInfo& info ) = 0;
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// global alpha setting functions
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// affect all subsequent draw calls - shouldn't normally be used directly, only in Panel::PaintTraverse()
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virtual void DrawSetAlphaMultiplier( float alpha /* [0..1] */ ) = 0;
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virtual float DrawGetAlphaMultiplier() = 0;
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// web browser
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virtual void SetAllowHTMLJavaScript( bool state ) = 0;
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// video mode changing
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virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight ) = 0;
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#if !defined( _XBOX )
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virtual vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID = 0 ) = 0;
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#endif
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// create IVguiMatInfo object ( IMaterial wrapper in VguiMatSurface, NULL in CWin32Surface )
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virtual IVguiMatInfo *DrawGetTextureMatInfoFactory( int id ) = 0;
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virtual void PaintTraverseEx(vgui::VPANEL panel, bool paintPopups = false ) = 0;
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virtual float GetZPos() const = 0;
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// From the Xbox
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virtual void SetPanelForInput( vgui::VPANEL vpanel ) = 0;
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virtual void DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) = 0;
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virtual void DrawSetTextureRGBAEx(int id, const unsigned char *rgba, int wide, int tall, ImageFormat imageFormat ) = 0;
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virtual void DrawSetTextScale(float sx, float sy) = 0;
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virtual bool SetBitmapFontGlyphSet(vgui::HFont font, const char *windowsFontName, float scalex, float scaley, int flags) = 0;
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// adds a bitmap font file
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virtual bool AddBitmapFontFile(const char *fontFileName) = 0;
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// sets a symbol for the bitmap font
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virtual void SetBitmapFontName( const char *pName, const char *pFontFilename ) = 0;
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// gets the bitmap font filename
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virtual const char *GetBitmapFontName( const char *pName ) = 0;
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virtual vgui::IImage *GetIconImageForFullPath( char const *pFullPath ) = 0;
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virtual void DrawUnicodeString( const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0;
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};
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} // end namespace
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//-----------------------------------------------------------------------------
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// FIXME: This works around using scoped interfaces w/ EXPOSE_SINGLE_INTERFACE
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//-----------------------------------------------------------------------------
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class ISurfaceV30 : public SurfaceV30::ISurface
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{
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public:
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};
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#define VGUI_SURFACE_INTERFACE_VERSION_30 "VGUI_Surface030"
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#endif // ISURFACE_V30_H
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