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57 lines
2.2 KiB
57 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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//---------------------------------------------------------------------------------------- |
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#ifndef REPLAY_INTERNAL_H |
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#define REPLAY_INTERNAL_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//---------------------------------------------------------------------------------------- |
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#include "replay/ireplaysystem.h" |
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#include "replay/iserverreplaycontext.h" |
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#if !defined( DEDICATED ) |
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#include "replay/iclientreplaycontext.h" |
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#include "replay/ireplayperformancemanager.h" |
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#include "replay/ireplayperformancecontroller.h" |
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#include "replay/ireplaymoviemanager.h" |
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#include "replay/ireplaymovierenderer.h" |
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#endif |
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//---------------------------------------------------------------------------------------- |
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extern IReplaySystem *g_pReplay; |
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extern IServerReplayContext *g_pServerReplayContext; |
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extern CreateInterfaceFn g_fnReplayFactory; |
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#if !defined( DEDICATED ) |
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extern IClientReplayContext *g_pClientReplayContext; |
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extern IReplayManager *g_pReplayManager; |
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extern IReplayMovieManager *g_pReplayMovieManager; |
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extern IReplayPerformanceManager *g_pReplayPerformanceManager; |
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extern IReplayPerformanceController *g_pReplayPerformanceController; |
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extern IReplayMovieRenderer *g_pReplayMovieRenderer; |
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#endif |
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//---------------------------------------------------------------------------------------- |
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#define SETUP_CVAR_REF( _cvar ) ConVarRef _cvar( #_cvar ); Assert( _cvar.IsValid() ); |
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#define GET_REPLAY_DBG_REF() SETUP_CVAR_REF( replay_debug ) |
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//---------------------------------------------------------------------------------------- |
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// Purpose: Init/shutdown the replay system |
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//---------------------------------------------------------------------------------------- |
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void ReplaySystem_Init( bool bDedicated ); |
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void ReplaySystem_Shutdown(); |
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//---------------------------------------------------------------------------------------- |
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// Purpose: Check to see if replay is supported on the running game/platform |
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//---------------------------------------------------------------------------------------- |
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bool Replay_IsSupportedModAndPlatform(); |
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//---------------------------------------------------------------------------------------- |
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#endif // REPLAY_INTERNAL_H
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