//===== Copyright © 1996-2005, 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 #include "vgui/ISurface.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class VMatrix; class IMaterial; struct InputEvent_t; FORWARD_DECLARE_HANDLE( InputContextHandle_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 // //----------------------------------------------------------------------------- class IMatSystemSurface : public vgui::ISurface { public: // If the app drives the input (like the engine needs to do for VCR mode), // it can call this, setting bLetAppDriveInput to true and call // HandleInputEvent for the input events. virtual void SetAppDrivesInput( bool bLetAppDriveInput ) = 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 ) = 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; // 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 void DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, 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, char *fmt, ... ) = 0; virtual void DrawTextHeight( vgui::HFont font, int w, int& h, char *fmt, ... ) = 0; // Returns the length of the text string in pixels virtual int DrawTextLen( vgui::HFont font, 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; // Sets the VGui input context virtual void SetInputContext( InputContextHandle_t hContext ) = 0; }; #endif // IMATSYSTEMSURFACE_H