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: An extra interface implemented by the material system
// implementation of vgui::ISurface
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef IMATSYSTEMSURFACE_H
#define IMATSYSTEMSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "vgui/ISurface.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class VMatrix;
class IMaterial;
struct InputEvent_t;
//-----------------------------------------------------------------------------
// Callbacks for mouse getting + setting
//-----------------------------------------------------------------------------
typedef void (*GetMouseCallback_t)(int &x, int &y);
typedef void (*SetMouseCallback_t)(int x, int y);
//-----------------------------------------------------------------------------
// Callbacks for sound playing
//-----------------------------------------------------------------------------
typedef void (*PlaySoundFunc_t)(const char *pFileName);
//-----------------------------------------------------------------------------
//
// An extra interface implemented by the material system implementation of vgui::ISurface
//
//-----------------------------------------------------------------------------
#define MAT_SYSTEM_SURFACE_INTERFACE_VERSION "MatSystemSurface008"
class IMatSystemSurface : public vgui::ISurface
{
public:
// Hook needed to get input to work.
// If the app drives the input (like the engine needs to do for VCR mode),
// it can set bLetAppDriveInput to true and call HandleInputEvent for the input events.
virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput=false ) = 0;
// Tells the surface to ignore windows messages
virtual void EnableWindowsMessages( bool bEnable ) = 0;
// Starts, ends 3D painting
// NOTE: These methods should only be called from within the paint()
// method of a panel.
virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture = true ) = 0;
virtual void End3DPaint() = 0;
// NOTE: This also should only be called from within the paint()
// method of a panel. Use it to disable clipping for the rendering
// of this panel.
virtual void DisableClipping( bool bDisable ) = 0;
virtual void GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled ) = 0; // <<<<< NOTE: output flag is *disabled* state, not enabled, to match the rest of the interface
virtual void SetClippingRect( int left, int top, int right, int bottom ) = 0;
// Prevents vgui from changing the cursor
virtual bool IsCursorLocked() const = 0;
// Sets the mouse get + set callbacks
virtual void SetMouseCallbacks( GetMouseCallback_t getFunc, SetMouseCallback_t setFunc ) = 0;
// Installs a function to play sounds
virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc ) = 0;
// Some drawing methods that cannot be accomplished under Win32
virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a ) = 0;
virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// Draws text with current font at position and wordwrapped to the rect using color values specified
virtual void DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// Returns the length of the text string in pixels
virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// Draws a panel in 3D space. Assumes view + projection are already set up
// Also assumes the (x,y) coordinates of the panels are defined in 640xN coords
// (N isn't necessary 480 because the panel may not be 4x3)
// The width + height specified are the size of the panel in world coordinates
virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int nPixelWidth, int nPixelHeight, float flWorldWidth, float flWorldHeight ) = 0;
// Binds a material to a surface texture ID
virtual void DrawSetTextureMaterial( int id, IMaterial *pMaterial ) = 0;
// Handles an input event, returns true if the event should be filtered from the rest of the game
virtual bool HandleInputEvent( const InputEvent_t &event ) = 0;
virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName ) = 0;
virtual void Reset3DPaintTempRenderTarget( void ) = 0;
// Gets a material bound to a surface texture ID
virtual IMaterial *DrawGetTextureMaterial( int id ) = 0;
virtual void GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget ) = 0;
virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) = 0;
// get texture id for a texture
virtual int DrawGetTextureId( ITexture *pTexture ) = 0;
// begin and end skin composition painting
virtual void BeginSkinCompositionPainting() = 0;
virtual void EndSkinCompositionPainting() = 0;
};
#endif // IMATSYSTEMSURFACE_H