//========= Copyright Valve Corporation, All rights reserved. ============// // //=======================================================================================// #ifndef ICLIENTREPLAYCONTEXT_H #define ICLIENTREPLAYCONTEXT_H #ifdef _WIN32 #pragma once #endif //---------------------------------------------------------------------------------------- #include "replay/ireplaycontext.h" #include "replay/replayhandle.h" //---------------------------------------------------------------------------------------- #define REPLAYHISTORYMANAGER_INTERFACE_VERSION_CLIENT "VENGINE_CLIENT_REPLAY_HISTORY_MANAGER_001" //---------------------------------------------------------------------------------------- class CReplay; class CReplayPerformance; class IReplayManager; class IReplayMovieManager; class IReplayMovieRenderer; class IReplayScreenshotManager; class IReplayPerformanceManager; class IReplayPerformanceController; class IReplayRenderQueue; //---------------------------------------------------------------------------------------- class IClientReplayContext : public IReplayContext { public: virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0; // Shorthand to GetReplayManager()->GetReplay() virtual IReplayManager *GetReplayManager() = 0; virtual IReplayMovieRenderer *GetMovieRenderer() = 0; virtual IReplayMovieManager *GetMovieManager() = 0; virtual IReplayScreenshotManager *GetScreenshotManager() = 0; virtual IReplayPerformanceManager *GetPerformanceManager() = 0; virtual IReplayPerformanceController *GetPerformanceController() = 0; virtual IReplayRenderQueue *GetRenderQueue() = 0; virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering virtual void OnSignonStateFull() = 0; virtual void OnClientSideDisconnect() = 0; // Called when client disconnects virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance, bool bPlaySound ) = 0; // Play the given replay, from spawn tick to death tick virtual bool ReconstructReplayIfNecessary( CReplay *pReplay ) = 0; virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy virtual void GetPlaybackTimes( float &flOutTime, float &flOutLength, const CReplay *pReplay, const CReplayPerformance *pPerformance ) = 0; // Calculate the current time and length of a replay or performance - takes in tick and out tick into account for performances - flCurTime should be gpGlobals->curtime. pPerformance can be NULL. virtual uint64 GetServerSessionId( ReplayHandle_t hReplay ) = 0; }; //---------------------------------------------------------------------------------------- #endif // ICLIENTREPLAYCONTEXT_H