247 lines
9.8 KiB
C
247 lines
9.8 KiB
C
|
//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
//=============================================================================
|
|||
|
|
|||
|
#ifndef IENGINETOOL_H
|
|||
|
#define IENGINETOOL_H
|
|||
|
#ifdef _WIN32
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
#include "interface.h"
|
|||
|
#include "soundflags.h"
|
|||
|
#include "avi/iavi.h"
|
|||
|
#include "ispatialpartition.h"
|
|||
|
|
|||
|
class CViewSetup;
|
|||
|
class IToolSystem;
|
|||
|
class KeyValues;
|
|||
|
class ITraceFilter;
|
|||
|
class CBaseTrace;
|
|||
|
struct dlight_t;
|
|||
|
struct Ray_t;
|
|||
|
struct AudioState_t;
|
|||
|
|
|||
|
|
|||
|
typedef bool (*FnQuitHandler)( void *pvUserData );
|
|||
|
|
|||
|
#ifndef MAX_DLIGHTS
|
|||
|
#define MAX_DLIGHTS 32
|
|||
|
#endif
|
|||
|
|
|||
|
// Exposed from engine to all tools, simplest interface
|
|||
|
class IEngineToolFramework : public IBaseInterface
|
|||
|
{
|
|||
|
public:
|
|||
|
// Input system overrides TBD
|
|||
|
// Something like this
|
|||
|
//virtual void AddMessageHandler( int wm_message, bool (*pfnCallback)( int wm_message, int wParam, int lParam ) ) = 0;
|
|||
|
//virtual void RemoveMessageHanlder( int wm_message, bool (*pfnCallbackToRemove)( int wm_message, int wParam, int lParam ) ) = 0;
|
|||
|
|
|||
|
// Helpers for implementing a tool switching UI
|
|||
|
virtual int GetToolCount() const = 0;
|
|||
|
virtual char const *GetToolName( int index ) const = 0;
|
|||
|
virtual void SwitchToTool( int index ) = 0;
|
|||
|
|
|||
|
virtual bool IsTopmostTool( const IToolSystem *sys ) const = 0;
|
|||
|
|
|||
|
virtual const IToolSystem *GetToolSystem( int index ) const = 0;
|
|||
|
virtual IToolSystem *GetTopmostTool() = 0;
|
|||
|
|
|||
|
// Take over input
|
|||
|
virtual void ShowCursor( bool show ) = 0;
|
|||
|
virtual bool IsCursorVisible() const = 0;
|
|||
|
|
|||
|
// If module not already loaded, loads it and optionally switches to first tool in module. Returns false if load failed or tool already loaded
|
|||
|
virtual bool LoadToolModule( char const *pToolModule, bool bSwitchToFirst ) = 0;
|
|||
|
};
|
|||
|
|
|||
|
#define VENGINETOOLFRAMEWORK_INTERFACE_VERSION "VENGINETOOLFRAMEWORK003"
|
|||
|
|
|||
|
struct model_t;
|
|||
|
struct studiohdr_t;
|
|||
|
|
|||
|
#include "toolframework/itoolentity.h"
|
|||
|
|
|||
|
// Exposed from engine to tools via, more involved version of above
|
|||
|
class IEngineTool : public IEngineToolFramework
|
|||
|
{
|
|||
|
public:
|
|||
|
virtual void GetServerFactory( CreateInterfaceFn& factory ) = 0;
|
|||
|
virtual void GetClientFactory( CreateInterfaceFn& factory ) = 0;
|
|||
|
|
|||
|
virtual float GetSoundDuration( const char *pszName ) = 0;
|
|||
|
virtual bool IsSoundStillPlaying( int guid ) = 0;
|
|||
|
// Returns the guid of the sound
|
|||
|
virtual int StartSound(
|
|||
|
int iUserData,
|
|||
|
bool staticsound,
|
|||
|
int iEntIndex,
|
|||
|
int iChannel,
|
|||
|
const char *pSample,
|
|||
|
float flVolume,
|
|||
|
soundlevel_t iSoundlevel,
|
|||
|
const Vector& origin,
|
|||
|
const Vector& direction,
|
|||
|
int iFlags = 0,
|
|||
|
int iPitch = PITCH_NORM,
|
|||
|
bool bUpdatePositions = true,
|
|||
|
float delay = 0.0f,
|
|||
|
int speakerentity = -1 ) = 0;
|
|||
|
|
|||
|
virtual void StopSoundByGuid( int guid ) = 0;
|
|||
|
|
|||
|
virtual void SetVolumeByGuid( int guid, float flVolume ) = 0;
|
|||
|
|
|||
|
// Returns how long the sound is
|
|||
|
virtual float GetSoundDuration( int guid ) = 0;
|
|||
|
|
|||
|
// Returns if the sound is looping
|
|||
|
virtual bool IsLoopingSound( int guid ) = 0;
|
|||
|
virtual void ReloadSound( const char *pSample ) = 0;
|
|||
|
virtual void StopAllSounds( ) = 0;
|
|||
|
virtual float GetMono16Samples( const char *pszName, CUtlVector< short >& sampleList ) = 0;
|
|||
|
virtual void SetAudioState( const AudioState_t &audioState ) = 0;
|
|||
|
|
|||
|
// Issue a console command
|
|||
|
virtual void Command( char const *cmd ) = 0;
|
|||
|
// Flush console command buffer right away
|
|||
|
virtual void Execute() = 0;
|
|||
|
|
|||
|
virtual char const *GetCurrentMap() = 0;
|
|||
|
virtual void ChangeToMap( char const *mapname ) = 0;
|
|||
|
virtual bool IsMapValid( char const *mapname ) = 0;
|
|||
|
|
|||
|
// Method for causing engine to call client to render scene with no view model or overlays
|
|||
|
// See cdll_int.h for enum RenderViewInfo_t for specifying whatToRender
|
|||
|
virtual void RenderView( CViewSetup &view, int nFlags, int whatToRender ) = 0;
|
|||
|
|
|||
|
// Returns true if the player is fully connected and active in game (i.e, not still loading)
|
|||
|
virtual bool IsInGame() = 0;
|
|||
|
// Returns true if the player is connected, but not necessarily active in game (could still be loading)
|
|||
|
virtual bool IsConnected() = 0;
|
|||
|
|
|||
|
virtual int GetMaxClients() = 0; // Tools might want to ensure single player, e.g.
|
|||
|
|
|||
|
virtual bool IsGamePaused() = 0;
|
|||
|
virtual void SetGamePaused( bool paused ) = 0;
|
|||
|
|
|||
|
virtual float GetTimescale() = 0; // Could do this via ConVar system, too
|
|||
|
virtual void SetTimescale( float scale ) = 0;
|
|||
|
|
|||
|
// Real time is unscaled, but is updated once per frame
|
|||
|
virtual float GetRealTime() = 0;
|
|||
|
virtual float GetRealFrameTime() = 0; // unscaled
|
|||
|
|
|||
|
// Get high precision timer (for profiling?)
|
|||
|
virtual float Time() = 0;
|
|||
|
|
|||
|
// Host time is scaled
|
|||
|
virtual float HostFrameTime() = 0; // host_frametime
|
|||
|
virtual float HostTime() = 0; // host_time
|
|||
|
virtual int HostTick() = 0; // host_tickcount
|
|||
|
virtual int HostFrameCount() = 0; // total famecount
|
|||
|
|
|||
|
virtual float ServerTime() = 0; // gpGlobals->curtime on server
|
|||
|
virtual float ServerFrameTime() = 0; // gpGlobals->frametime on server
|
|||
|
virtual int ServerTick() = 0; // gpGlobals->tickcount on server
|
|||
|
virtual float ServerTickInterval() = 0; // tick interval on server
|
|||
|
|
|||
|
virtual float ClientTime() = 0; // gpGlobals->curtime on client
|
|||
|
virtual float ClientFrameTime() = 0; // gpGlobals->frametime on client
|
|||
|
virtual int ClientTick() = 0; // gpGlobals->tickcount on client
|
|||
|
|
|||
|
virtual void SetClientFrameTime( float frametime ) = 0; // gpGlobals->frametime on client
|
|||
|
|
|||
|
// 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
|
|||
|
// a network update to get that state over to the client
|
|||
|
virtual void ForceUpdateDuringPause() = 0;
|
|||
|
|
|||
|
// Maybe through modelcache???
|
|||
|
virtual model_t *GetModel( HTOOLHANDLE hEntity ) = 0;
|
|||
|
// Get the .mdl file used by entity (if it's a cbaseanimating)
|
|||
|
virtual studiohdr_t *GetStudioModel( HTOOLHANDLE hEntity ) = 0;
|
|||
|
|
|||
|
// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
|
|||
|
// Prints the formatted string to the notification area of the screen ( down the right hand edge
|
|||
|
// numbered lines starting at position 0
|
|||
|
virtual void Con_NPrintf( int pos, const char *fmt, ... ) = 0;
|
|||
|
// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
|
|||
|
// Similar to Con_NPrintf, but allows specifying custom text color and duration information
|
|||
|
virtual void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... ) = 0;
|
|||
|
|
|||
|
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
|
|||
|
virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0;
|
|||
|
|
|||
|
// Do we need separate rects for the 3d "viewport" vs. the tools surface??? and can we control viewports from
|
|||
|
virtual void GetScreenSize( int& width, int &height ) = 0;
|
|||
|
|
|||
|
// GetRootPanel(VPANEL)
|
|||
|
|
|||
|
// Sets the location of the main view
|
|||
|
virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0;
|
|||
|
|
|||
|
// Gets the player view
|
|||
|
virtual bool GetPlayerView( CViewSetup &playerView, int x, int y, int w, int h ) = 0;
|
|||
|
|
|||
|
// From a location on the screen, figure out the vector into the world
|
|||
|
virtual void CreatePickingRay( const CViewSetup &viewSetup, int x, int y, Vector& org, Vector& forward ) = 0;
|
|||
|
|
|||
|
// precache methods
|
|||
|
virtual bool PrecacheSound( const char *pName, bool bPreload = false ) = 0;
|
|||
|
virtual bool PrecacheModel( const char *pName, bool bPreload = false ) = 0;
|
|||
|
|
|||
|
virtual void InstallQuitHandler( void *pvUserData, FnQuitHandler func ) = 0;
|
|||
|
virtual void TakeTGAScreenShot( char const *filename, int width, int height ) = 0;
|
|||
|
// Even if game is paused, force networking to update to get new server state down to client
|
|||
|
virtual void ForceSend() = 0;
|
|||
|
|
|||
|
virtual bool IsRecordingMovie() = 0;
|
|||
|
|
|||
|
// NOTE: Params can contain file name, frame rate, output avi, output raw, and duration
|
|||
|
virtual void StartMovieRecording( KeyValues *pMovieParams ) = 0;
|
|||
|
virtual void EndMovieRecording() = 0;
|
|||
|
virtual void CancelMovieRecording() = 0;
|
|||
|
virtual AVIHandle_t GetRecordingAVIHandle() = 0;
|
|||
|
|
|||
|
virtual void StartRecordingVoiceToFile( char const *filename, char const *pPathID = 0 ) = 0;
|
|||
|
virtual void StopRecordingVoiceToFile() = 0;
|
|||
|
virtual bool IsVoiceRecording() = 0;
|
|||
|
|
|||
|
// A version that simply accepts a ray (can work as a traceline or tracehull)
|
|||
|
virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0; // client version
|
|||
|
virtual void TraceRayServer( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0;
|
|||
|
|
|||
|
virtual bool IsConsoleVisible() = 0;
|
|||
|
|
|||
|
virtual int GetPointContents( const Vector &vecPosition ) = 0;
|
|||
|
|
|||
|
virtual int GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] ) = 0;
|
|||
|
virtual int GetLightingConditions( const Vector &vecPosition, Vector *pColors, int nMaxLocalLights, LightDesc_t *pLocalLights ) = 0;
|
|||
|
|
|||
|
virtual void GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix ) = 0;
|
|||
|
|
|||
|
// Collision support
|
|||
|
virtual SpatialPartitionHandle_t CreatePartitionHandle( IHandleEntity *pEntity,
|
|||
|
SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0;
|
|||
|
virtual void DestroyPartitionHandle( SpatialPartitionHandle_t hPartition ) = 0;
|
|||
|
virtual void InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0;
|
|||
|
virtual void RemovePartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0;
|
|||
|
virtual void ElementMoved( SpatialPartitionHandle_t handle,
|
|||
|
const Vector& mins, const Vector& maxs ) = 0;
|
|||
|
virtual void OnModeChanged( bool bGameMode ) = 0;
|
|||
|
// Get the engine's window.
|
|||
|
virtual void* GetEngineHwnd() = 0;
|
|||
|
|
|||
|
// Returns the actual elapsed time of the samples
|
|||
|
virtual float GetSoundElapsedTime( int guid ) = 0;
|
|||
|
virtual void ValidateSoundCache( char const *pchSoundName ) = 0;
|
|||
|
virtual void PrefetchSound( char const *pchSoundName ) = 0;
|
|||
|
};
|
|||
|
|
|||
|
#define VENGINETOOL_INTERFACE_VERSION "VENGINETOOL003"
|
|||
|
|
|||
|
#endif // IENGINETOOL_H
|