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233 lines
9.0 KiB
233 lines
9.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef IENGINETOOL_H |
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#define IENGINETOOL_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "interface.h" |
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#include "soundflags.h" |
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#include "video/ivideoservices.h" |
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#include "ispatialpartition.h" |
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class CViewSetup; |
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class IToolSystem; |
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class KeyValues; |
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class ITraceFilter; |
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class CBaseTrace; |
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struct dlight_t; |
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struct Ray_t; |
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struct AudioState_t; |
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typedef bool (*FnQuitHandler)( void *pvUserData ); |
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#ifndef MAX_DLIGHTS |
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#define MAX_DLIGHTS 32 |
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#endif |
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// Exposed from engine to all tools, simplest interface |
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class IEngineToolFramework : public IBaseInterface |
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{ |
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public: |
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// Input system overrides TBD |
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// Something like this |
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//virtual void AddMessageHandler( int wm_message, bool (*pfnCallback)( int wm_message, int wParam, int lParam ) ) = 0; |
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//virtual void RemoveMessageHanlder( int wm_message, bool (*pfnCallbackToRemove)( int wm_message, int wParam, int lParam ) ) = 0; |
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// Helpers for implementing a tool switching UI |
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virtual int GetToolCount() const = 0; |
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virtual char const *GetToolName( int index ) const = 0; |
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virtual void SwitchToTool( int index ) = 0; |
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virtual bool IsTopmostTool( const IToolSystem *sys ) const = 0; |
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virtual const IToolSystem *GetToolSystem( int index ) const = 0; |
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virtual IToolSystem *GetTopmostTool() = 0; |
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// Take over input |
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virtual void ShowCursor( bool show ) = 0; |
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virtual bool IsCursorVisible() const = 0; |
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}; |
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#define VENGINETOOLFRAMEWORK_INTERFACE_VERSION "VENGINETOOLFRAMEWORK003" |
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struct model_t; |
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struct studiohdr_t; |
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#include "toolframework/itoolentity.h" |
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// Exposed from engine to tools via, more involved version of above |
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class IEngineTool : public IEngineToolFramework |
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{ |
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public: |
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virtual void GetServerFactory( CreateInterfaceFn& factory ) = 0; |
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virtual void GetClientFactory( CreateInterfaceFn& factory ) = 0; |
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virtual float GetSoundDuration( const char *pszName ) = 0; |
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virtual bool IsSoundStillPlaying( int guid ) = 0; |
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// Returns the guid of the sound |
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virtual int StartSound( |
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int iUserData, |
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bool staticsound, |
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int iEntIndex, |
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int iChannel, |
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const char *pSample, |
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float flVolume, |
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soundlevel_t iSoundlevel, |
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const Vector& origin, |
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const Vector& direction, |
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int iFlags = 0, |
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int iPitch = PITCH_NORM, |
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bool bUpdatePositions = true, |
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float delay = 0.0f, |
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int speakerentity = -1 ) = 0; |
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virtual void StopSoundByGuid( int guid ) = 0; |
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// Returns how long the sound is |
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virtual float GetSoundDuration( int guid ) = 0; |
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// Returns if the sound is looping |
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virtual bool IsLoopingSound( int guid ) = 0; |
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virtual void ReloadSound( const char *pSample ) = 0; |
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virtual void StopAllSounds( ) = 0; |
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virtual float GetMono16Samples( const char *pszName, CUtlVector< short >& sampleList ) = 0; |
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virtual void SetAudioState( const AudioState_t &audioState ) = 0; |
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// Issue a console command |
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virtual void Command( char const *cmd ) = 0; |
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// Flush console command buffer right away |
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virtual void Execute() = 0; |
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virtual char const *GetCurrentMap() = 0; |
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virtual void ChangeToMap( char const *mapname ) = 0; |
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virtual bool IsMapValid( char const *mapname ) = 0; |
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// Method for causing engine to call client to render scene with no view model or overlays |
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// See cdll_int.h for enum RenderViewInfo_t for specifying whatToRender |
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virtual void RenderView( CViewSetup &view, int nFlags, int whatToRender ) = 0; |
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// Returns true if the player is fully connected and active in game (i.e, not still loading) |
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virtual bool IsInGame() = 0; |
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// Returns true if the player is connected, but not necessarily active in game (could still be loading) |
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virtual bool IsConnected() = 0; |
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virtual int GetMaxClients() = 0; // Tools might want to ensure single player, e.g. |
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virtual bool IsGamePaused() = 0; |
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virtual void SetGamePaused( bool paused ) = 0; |
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virtual float GetTimescale() = 0; // Could do this via ConVar system, too |
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virtual void SetTimescale( float scale ) = 0; |
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// Real time is unscaled, but is updated once per frame |
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virtual float GetRealTime() = 0; |
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virtual float GetRealFrameTime() = 0; // unscaled |
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// Get high precision timer (for profiling?) |
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virtual float Time() = 0; |
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// Host time is scaled |
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virtual float HostFrameTime() = 0; // host_frametime |
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virtual float HostTime() = 0; // host_time |
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virtual int HostTick() = 0; // host_tickcount |
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virtual int HostFrameCount() = 0; // total famecount |
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virtual float ServerTime() = 0; // gpGlobals->curtime on server |
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virtual float ServerFrameTime() = 0; // gpGlobals->frametime on server |
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virtual int ServerTick() = 0; // gpGlobals->tickcount on server |
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virtual float ServerTickInterval() = 0; // tick interval on server |
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virtual float ClientTime() = 0; // gpGlobals->curtime on client |
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virtual float ClientFrameTime() = 0; // gpGlobals->frametime on client |
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virtual int ClientTick() = 0; // gpGlobals->tickcount on client |
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virtual void SetClientFrameTime( float frametime ) = 0; // gpGlobals->frametime on client |
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// Currently the engine doesn't like to do networking when it's paused, but if a tool changes entity state, it can be useful to force |
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// a network update to get that state over to the client |
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virtual void ForceUpdateDuringPause() = 0; |
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// Maybe through modelcache??? |
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virtual model_t *GetModel( HTOOLHANDLE hEntity ) = 0; |
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// Get the .mdl file used by entity (if it's a cbaseanimating) |
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virtual studiohdr_t *GetStudioModel( HTOOLHANDLE hEntity ) = 0; |
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// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this) |
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// Prints the formatted string to the notification area of the screen ( down the right hand edge |
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// numbered lines starting at position 0 |
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virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; |
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// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this) |
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// Similar to Con_NPrintf, but allows specifying custom text color and duration information |
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virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; |
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// Get the current game directory (hl2, tf2, hl1, cstrike, etc.) |
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virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0; |
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// Do we need separate rects for the 3d "viewport" vs. the tools surface??? and can we control viewports from |
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virtual void GetScreenSize( int& width, int &height ) = 0; |
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// GetRootPanel(VPANEL) |
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// Sets the location of the main view |
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virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0; |
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// Gets the player view |
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virtual bool GetPlayerView( CViewSetup &playerView, int x, int y, int w, int h ) = 0; |
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// From a location on the screen, figure out the vector into the world |
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virtual void CreatePickingRay( const CViewSetup &viewSetup, int x, int y, Vector& org, Vector& forward ) = 0; |
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// precache methods |
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virtual bool PrecacheSound( const char *pName, bool bPreload = false ) = 0; |
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virtual bool PrecacheModel( const char *pName, bool bPreload = false ) = 0; |
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virtual void InstallQuitHandler( void *pvUserData, FnQuitHandler func ) = 0; |
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virtual void TakeTGAScreenShot( char const *filename, int width, int height ) = 0; |
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// Even if game is paused, force networking to update to get new server state down to client |
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virtual void ForceSend() = 0; |
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virtual bool IsRecordingMovie() = 0; |
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// NOTE: Params can contain file name, frame rate, output avi, output raw, and duration |
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virtual void StartMovieRecording( KeyValues *pMovieParams ) = 0; |
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virtual void EndMovieRecording() = 0; |
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virtual void CancelMovieRecording() = 0; |
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virtual IVideoRecorder *GetActiveVideoRecorder() = 0; |
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virtual void StartRecordingVoiceToFile( char const *filename, char const *pPathID = 0 ) = 0; |
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virtual void StopRecordingVoiceToFile() = 0; |
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virtual bool IsVoiceRecording() = 0; |
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// A version that simply accepts a ray (can work as a traceline or tracehull) |
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virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0; // client version |
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virtual void TraceRayServer( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0; |
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virtual bool IsConsoleVisible() = 0; |
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virtual int GetPointContents( const Vector &vecPosition ) = 0; |
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virtual int GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] ) = 0; |
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virtual int GetLightingConditions( const Vector &vecPosition, Vector *pColors, int nMaxLocalLights, LightDesc_t *pLocalLights ) = 0; |
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virtual void GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix ) = 0; |
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// Collision support |
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virtual SpatialPartitionHandle_t CreatePartitionHandle( IHandleEntity *pEntity, |
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SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0; |
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virtual void DestroyPartitionHandle( SpatialPartitionHandle_t hPartition ) = 0; |
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virtual void InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0; |
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virtual void RemovePartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0; |
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virtual void ElementMoved( SpatialPartitionHandle_t handle, |
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const Vector& mins, const Vector& maxs ) = 0; |
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}; |
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#define VENGINETOOL_INTERFACE_VERSION "VENGINETOOL003" |
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#endif // IENGINETOOL_H
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