sqwarmed/sdk_src/game/client/cdll_client_int.cpp

3070 lines
92 KiB
C++

//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
//
//
//===============================================================================
#include "cbase.h"
#include <crtmemdebug.h>
#include "vgui_int.h"
#include "clientmode.h"
#include "iinput.h"
#include "iviewrender.h"
#include "ivieweffects.h"
#include "ivmodemanager.h"
#include "prediction.h"
#include "clientsideeffects.h"
#include "particlemgr.h"
#include "steam/steam_api.h"
#include "smoke_fog_overlay.h"
#include "view.h"
#include "ienginevgui.h"
#include "iefx.h"
#include "enginesprite.h"
#include "networkstringtable_clientdll.h"
#include "voice_status.h"
#include "FileSystem.h"
#include "c_te_legacytempents.h"
#include "c_rope.h"
#include "engine/IShadowMgr.h"
#include "engine/IStaticPropMgr.h"
#include "hud_basechat.h"
#include "hud_crosshair.h"
#include "view_shared.h"
#include "env_wind_shared.h"
#include "detailobjectsystem.h"
#include "soundEnvelope.h"
#include "c_basetempentity.h"
#include "materialsystem/imaterialsystemstub.h"
#include "vguimatsurface/IMatSystemSurface.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "c_soundscape.h"
#include "engine/IVDebugOverlay.h"
#include "vguicenterprint.h"
#include "iviewrender_beams.h"
#include "tier0/vprof.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
#include "physics.h"
#include "usermessages.h"
#include "gamestringpool.h"
#include "c_user_message_register.h"
#include "igameuifuncs.h"
#include "saverestoretypes.h"
#include "saverestore.h"
#include "physics_saverestore.h"
#include "igameevents.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "kbutton.h"
#include "tier0/icommandline.h"
#include "vstdlib/jobthread.h"
#include "gamerules_register.h"
#include "game/client/iviewport.h"
#include "vgui_controls/AnimationController.h"
#include "bitmap/tgawriter.h"
#include "c_world.h"
#include "perfvisualbenchmark.h"
#include "soundemittersystem/isoundemittersystembase.h"
#include "hud_closecaption.h"
#include "colorcorrectionmgr.h"
#include "physpropclientside.h"
#include "panelmetaclassmgr.h"
#include "c_vguiscreen.h"
#include "imessagechars.h"
#include "game/client/IGameClientExports.h"
#include "client_factorylist.h"
#include "ragdoll_shared.h"
#include "rendertexture.h"
#include "view_scene.h"
#include "iclientmode.h"
#include "con_nprint.h"
#include "inputsystem/iinputsystem.h"
#include "appframework/IAppSystemGroup.h"
#include "scenefilecache/ISceneFileCache.h"
#include "tier3/tier3.h"
#include "avi/iavi.h"
#include "ihudlcd.h"
#include "toolframework_client.h"
#include "hltvcamera.h"
#if defined( REPLAY_ENABLED )
#include "replaycamera.h"
#include "replay_ragdoll.h"
#include "replay_ragdoll.h"
#include "qlimits.h"
#include "engine/ireplayhistorymanager.h"
#endif
#include "ixboxsystem.h"
#include "matchmaking/imatchframework.h"
#include "cdll_bounded_cvars.h"
#include "matsys_controls/matsyscontrols.h"
#include "GameStats.h"
#include "videocfg/videocfg.h"
#include "tier2/tier2_logging.h"
#include "vscript/ivscript.h"
#include "activitylist.h"
#include "eventlist.h"
#ifdef GAMEUI_UISYSTEM2_ENABLED
#include "gameui.h"
#endif
#ifdef GAMEUI_EMBEDDED
#if defined( SWARM_DLL )
#include "swarm/gameui/swarm/basemodpanel.h"
#else
#error "GAMEUI_EMBEDDED"
#endif
#endif
#ifdef DEMOPOLISH_ENABLED
#include "demo_polish/demo_polish.h"
#endif
#include "imaterialproxydict.h"
#include "tier0/miniprofiler.h"
#include "../../engine/iblackbox.h"
#include "c_rumble.h"
#include "viewpostprocess.h"
#ifdef INFESTED_PARTICLES
#include "c_asw_generic_emitter.h"
#endif
#ifdef INFESTED_DLL
#include "missionchooser/iasw_mission_chooser.h"
#endif
#include "tier1/UtlDict.h"
#include "keybindinglistener.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IClientMode *GetClientModeNormal();
// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE.
IVEngineClient *engine = NULL;
IVModelRender *modelrender = NULL;
IVEfx *effects = NULL;
IVRenderView *render = NULL;
IVDebugOverlay *debugoverlay = NULL;
IMaterialSystemStub *materials_stub = NULL;
IDataCache *datacache = NULL;
IVModelInfoClient *modelinfo = NULL;
IEngineVGui *enginevgui = NULL;
INetworkStringTableContainer *networkstringtable = NULL;
ISpatialPartition* partition = NULL;
IFileSystem *filesystem = NULL;
IShadowMgr *shadowmgr = NULL;
IStaticPropMgrClient *staticpropmgr = NULL;
IEngineSound *enginesound = NULL;
IUniformRandomStream *random = NULL;
static CGaussianRandomStream s_GaussianRandomStream;
CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream;
ISharedGameRules *sharedgamerules = NULL;
IEngineTrace *enginetrace = NULL;
IFileLoggingListener *filelogginglistener = NULL;
IGameUIFuncs *gameuifuncs = NULL;
IGameEventManager2 *gameeventmanager = NULL;
ISoundEmitterSystemBase *soundemitterbase = NULL;
IInputSystem *inputsystem = NULL;
ISceneFileCache *scenefilecache = NULL;
IXboxSystem *xboxsystem = NULL; // Xbox 360 only
IAvi *avi = NULL;
IBik *bik = NULL;
IUploadGameStats *gamestatsuploader = NULL;
IBlackBox *blackboxrecorder = NULL;
#ifdef INFESTED_DLL
IASW_Mission_Chooser *missionchooser = NULL;
#endif
#if defined( REPLAY_ENABLED )
IReplayHistoryManager *g_pReplayHistoryManager = NULL;
#endif
IScriptManager *scriptmanager = NULL;
IGameSystem *SoundEmitterSystem();
IGameSystem *ToolFrameworkClientSystem();
IViewRender *GetViewRenderInstance();
static CSteamAPIContext g_SteamAPIContext;
CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
bool g_bEngineIsHLTV = false;
static bool g_bRequestCacheUsedMaterials = false;
void RequestCacheUsedMaterials()
{
g_bRequestCacheUsedMaterials = true;
}
void ProcessCacheUsedMaterials()
{
if ( !g_bRequestCacheUsedMaterials )
return;
g_bRequestCacheUsedMaterials = false;
if ( materials )
{
materials->CacheUsedMaterials();
}
}
static bool g_bHeadTrackingEnabled = false;
bool IsHeadTrackingEnabled()
{
#if defined( HL2_CLIENT_DLL )
return g_bHeadTrackingEnabled;
#else
return false;
#endif
}
void VGui_ClearVideoPanels();
// String tables
INetworkStringTable *g_pStringTableParticleEffectNames = NULL;
INetworkStringTable *g_pStringTableExtraParticleFiles = NULL;
INetworkStringTable *g_StringTableEffectDispatch = NULL;
INetworkStringTable *g_StringTableVguiScreen = NULL;
INetworkStringTable *g_pStringTableMaterials = NULL;
INetworkStringTable *g_pStringTableInfoPanel = NULL;
INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
static CGlobalVarsBase dummyvars( true );
// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer.
// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine
CGlobalVarsBase *gpGlobals = &dummyvars;
class CHudChat;
class CViewRender;
static C_BaseEntityClassList *s_pClassLists = NULL;
C_BaseEntityClassList::C_BaseEntityClassList()
{
m_pNextClassList = s_pClassLists;
s_pClassLists = this;
}
C_BaseEntityClassList::~C_BaseEntityClassList()
{
}
// Any entities that want an OnDataChanged during simulation register for it here.
class CDataChangedEvent
{
public:
CDataChangedEvent() {}
CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
{
m_pEntity = ent;
m_UpdateType = updateType;
m_pStoredEvent = pStoredEvent;
}
IClientNetworkable *m_pEntity;
DataUpdateType_t m_UpdateType;
int *m_pStoredEvent;
};
ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler();
CUtlLinkedList<CDataChangedEvent, unsigned short> g_DataChangedEvents;
ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED;
class IMoveHelper;
void DispatchHudText( const char *pszName );
static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame");
static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game");
static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game");
// Physics system
bool g_bLevelInitialized;
bool g_bTextMode = false;
static ConVar *g_pcv_ThreadMode = NULL;
// implements ACTIVE_SPLITSCREEN_PLAYER_GUARD (cdll_client_int.h)
CSetActiveSplitScreenPlayerGuard::CSetActiveSplitScreenPlayerGuard( char const *pchContext, int nLine, int slot, int nOldSlot, bool bSetVguiScreenSize ) :
CVGuiScreenSizeSplitScreenPlayerGuard( bSetVguiScreenSize, slot, nOldSlot )
{
if ( nOldSlot == slot && engine->IsLocalPlayerResolvable() )
{
m_bChanged = false;
return;
}
m_bChanged = true;
m_pchContext = pchContext;
m_nLine = nLine;
m_nSaveSlot = engine->SetActiveSplitScreenPlayerSlot( slot >= 0 ? slot : 0 );
m_bSaveGetLocalPlayerAllowed = engine->SetLocalPlayerIsResolvable( pchContext, nLine, slot >= 0 );
}
CSetActiveSplitScreenPlayerGuard::CSetActiveSplitScreenPlayerGuard( char const *pchContext, int nLine, C_BaseEntity *pEntity, int nOldSlot, bool bSetVguiScreenSize ) :
CVGuiScreenSizeSplitScreenPlayerGuard( bSetVguiScreenSize, pEntity, nOldSlot )
{
int slot = C_BasePlayer::GetSplitScreenSlotForPlayer( pEntity );
if ( slot == -1 )
{
m_bChanged = false;
return;
}
if ( nOldSlot == slot && engine->IsLocalPlayerResolvable())
{
m_bChanged = false;
return;
}
m_bChanged = true;
m_pchContext = pchContext;
m_nLine = nLine;
m_nSaveSlot = engine->SetActiveSplitScreenPlayerSlot( slot >= 0 ? slot : 0 );
m_bSaveGetLocalPlayerAllowed = engine->SetLocalPlayerIsResolvable( pchContext, nLine, slot >= 0 );
}
CSetActiveSplitScreenPlayerGuard::~CSetActiveSplitScreenPlayerGuard()
{
if ( !m_bChanged )
return;
engine->SetActiveSplitScreenPlayerSlot( m_nSaveSlot );
engine->SetLocalPlayerIsResolvable( m_pchContext, m_nLine, m_bSaveGetLocalPlayerAllowed );
}
static CUtlRBTree< const char *, int > g_Hacks( 0, 0, DefLessFunc( char const * ) );
CON_COMMAND( cl_dumpsplithacks, "Dump split screen workarounds." )
{
for ( int i = g_Hacks.FirstInorder(); i != g_Hacks.InvalidIndex(); i = g_Hacks.NextInorder( i ) )
{
Msg( "%s\n", g_Hacks[ i ] );
}
}
CHackForGetLocalPlayerAccessAllowedGuard::CHackForGetLocalPlayerAccessAllowedGuard( char const *pszContext, bool bOldState )
{
if ( bOldState )
{
m_bChanged = false;
return;
}
m_bChanged = true;
m_pszContext = pszContext;
if ( g_Hacks.Find( pszContext ) == g_Hacks.InvalidIndex() )
{
g_Hacks.Insert( pszContext );
}
m_bSaveGetLocalPlayerAllowed = engine->SetLocalPlayerIsResolvable( pszContext, 0, true );
}
CHackForGetLocalPlayerAccessAllowedGuard::~CHackForGetLocalPlayerAccessAllowedGuard()
{
if ( !m_bChanged )
return;
engine->SetLocalPlayerIsResolvable( m_pszContext, 0, m_bSaveGetLocalPlayerAllowed );
}
CVGuiScreenSizeSplitScreenPlayerGuard::CVGuiScreenSizeSplitScreenPlayerGuard( bool bActive, int slot, int nOldSlot )
{
if ( !bActive )
{
m_bNoRestore = true;
return;
}
if ( vgui::surface()->IsScreenSizeOverrideActive() && nOldSlot == slot && engine->IsLocalPlayerResolvable() )
{
m_bNoRestore = true;
return;
}
m_bNoRestore = false;
vgui::surface()->GetScreenSize( m_nOldSize[ 0 ], m_nOldSize[ 1 ] );
int x, y, w, h;
VGui_GetHudBounds( slot >= 0 ? slot : 0, x, y, w, h );
m_bOldSetting = vgui::surface()->ForceScreenSizeOverride( true, w, h );
}
CVGuiScreenSizeSplitScreenPlayerGuard::CVGuiScreenSizeSplitScreenPlayerGuard( bool bActive, C_BaseEntity *pEntity, int nOldSlot )
{
if ( !bActive )
{
m_bNoRestore = true;
return;
}
int slot = C_BasePlayer::GetSplitScreenSlotForPlayer( pEntity );
if ( vgui::surface()->IsScreenSizeOverrideActive() && nOldSlot == slot && engine->IsLocalPlayerResolvable() )
{
m_bNoRestore = true;
return;
}
m_bNoRestore = false;
vgui::surface()->GetScreenSize( m_nOldSize[ 0 ], m_nOldSize[ 1 ] );
// Get size for this user
int x, y, w, h;
VGui_GetHudBounds( slot >= 0 ? slot : 0, x, y, w, h );
m_bOldSetting = vgui::surface()->ForceScreenSizeOverride( true, w, h );
}
CVGuiScreenSizeSplitScreenPlayerGuard::~CVGuiScreenSizeSplitScreenPlayerGuard()
{
if ( m_bNoRestore )
return;
vgui::surface()->ForceScreenSizeOverride( m_bOldSetting, m_nOldSize[ 0 ], m_nOldSize[ 1 ] );
}
CVGuiAbsPosSplitScreenPlayerGuard::CVGuiAbsPosSplitScreenPlayerGuard( int slot, int nOldSlot, bool bInvert /*=false*/ )
{
if ( nOldSlot == slot && engine->IsLocalPlayerResolvable() && vgui::surface()->IsScreenPosOverrideActive() )
{
m_bNoRestore = true;
return;
}
m_bNoRestore = false;
// Get size for this user
int x, y, w, h;
VGui_GetHudBounds( slot, x, y, w, h );
if ( bInvert )
{
x = -x;
y = -y;
}
vgui::surface()->ForceScreenPosOffset( true, x, y );
}
CVGuiAbsPosSplitScreenPlayerGuard::~CVGuiAbsPosSplitScreenPlayerGuard()
{
if ( m_bNoRestore )
return;
vgui::surface()->ForceScreenPosOffset( false, 0, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: interface for gameui to modify voice bans
//-----------------------------------------------------------------------------
class CGameClientExports : public IGameClientExports
{
public:
// ingame voice manipulation
bool IsPlayerGameVoiceMuted(int playerIndex)
{
return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
}
void MutePlayerGameVoice(int playerIndex)
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
}
void UnmutePlayerGameVoice(int playerIndex)
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
}
void OnGameUIActivated( void )
{
IGameEvent *event = gameeventmanager->CreateEvent( "gameui_activated" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
void OnGameUIHidden( void )
{
IGameEvent *event = gameeventmanager->CreateEvent( "gameui_hidden" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
// if true, the gameui applies the blur effect
bool ClientWantsBlurEffect( void )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
if ( GetViewPortInterface()->GetActivePanel() && GetViewPortInterface()->GetActivePanel()->WantsBackgroundBlurred() )
return true;
return false;
}
};
EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION );
class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems
{
public:
CClientDLLSharedAppSystems()
{
AddAppSystem( "soundemittersystem", SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
AddAppSystem( "scenefilecache", SCENE_FILE_CACHE_INTERFACE_VERSION );
#ifdef GAMEUI_UISYSTEM2_ENABLED
AddAppSystem( "client", GAMEUISYSTEMMGR_INTERFACE_VERSION );
#endif
#ifdef INFESTED_DLL
AddAppSystem( "missionchooser", ASW_MISSION_CHOOSER_VERSION );
#endif
}
virtual int Count()
{
return m_Systems.Count();
}
virtual char const *GetDllName( int idx )
{
return m_Systems[ idx ].m_pModuleName;
}
virtual char const *GetInterfaceName( int idx )
{
return m_Systems[ idx ].m_pInterfaceName;
}
private:
void AddAppSystem( char const *moduleName, char const *interfaceName )
{
AppSystemInfo_t sys;
sys.m_pModuleName = moduleName;
sys.m_pInterfaceName = interfaceName;
m_Systems.AddToTail( sys );
}
CUtlVector< AppSystemInfo_t > m_Systems;
};
EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS );
//-----------------------------------------------------------------------------
// Helper interface for voice.
//-----------------------------------------------------------------------------
class CHLVoiceStatusHelper : public IVoiceStatusHelper
{
public:
virtual void GetPlayerTextColor(int entindex, int color[3])
{
color[0] = color[1] = color[2] = 128;
}
virtual void UpdateCursorState()
{
}
virtual bool CanShowSpeakerLabels()
{
return true;
}
};
static CHLVoiceStatusHelper g_VoiceStatusHelper;
//-----------------------------------------------------------------------------
// Code to display which entities are having their bones setup each frame.
//-----------------------------------------------------------------------------
ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." );
class CBoneSetupEnt
{
public:
char m_ModelName[128];
int m_Index;
int m_Count;
};
bool BoneSetupCompare( const CBoneSetupEnt &a, const CBoneSetupEnt &b )
{
return a.m_Index < b.m_Index;
}
CUtlRBTree<CBoneSetupEnt> g_BoneSetupEnts( BoneSetupCompare );
void TrackBoneSetupEnt( C_BaseAnimating *pEnt )
{
#ifdef _DEBUG
if ( !cl_ShowBoneSetupEnts.GetInt() )
return;
CBoneSetupEnt ent;
ent.m_Index = pEnt->entindex();
unsigned short i = g_BoneSetupEnts.Find( ent );
if ( i == g_BoneSetupEnts.InvalidIndex() )
{
Q_strncpy( ent.m_ModelName, modelinfo->GetModelName( pEnt->GetModel() ), sizeof( ent.m_ModelName ) );
ent.m_Count = 1;
g_BoneSetupEnts.Insert( ent );
}
else
{
g_BoneSetupEnts[i].m_Count++;
}
#endif
}
void DisplayBoneSetupEnts()
{
#ifdef _DEBUG
if ( !cl_ShowBoneSetupEnts.GetInt() )
return;
unsigned short i;
int nElements = 0;
for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
++nElements;
engine->Con_NPrintf( 0, "%d bone setup ents (name/count/entindex) ------------", nElements );
con_nprint_s printInfo;
printInfo.time_to_live = -1;
printInfo.fixed_width_font = true;
printInfo.color[0] = printInfo.color[1] = printInfo.color[2] = 1;
printInfo.index = 2;
for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
{
CBoneSetupEnt *pEnt = &g_BoneSetupEnts[i];
if ( pEnt->m_Count >= 3 )
{
printInfo.color[0] = 1;
printInfo.color[1] = printInfo.color[2] = 0;
}
else if ( pEnt->m_Count == 2 )
{
printInfo.color[0] = (float)200 / 255;
printInfo.color[1] = (float)220 / 255;
printInfo.color[2] = 0;
}
else
{
printInfo.color[0] = printInfo.color[0] = printInfo.color[0] = 1;
}
engine->Con_NXPrintf( &printInfo, "%25s / %3d / %3d", pEnt->m_ModelName, pEnt->m_Count, pEnt->m_Index );
printInfo.index++;
}
g_BoneSetupEnts.RemoveAll();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: engine to client .dll interface
//-----------------------------------------------------------------------------
class CHLClient : public IBaseClientDLL
{
public:
CHLClient();
virtual int Connect( CreateInterfaceFn appSystemFactory, CGlobalVarsBase *pGlobals );
virtual int Init( CreateInterfaceFn appSystemFactory, CGlobalVarsBase *pGlobals );
virtual void PostInit();
virtual void Shutdown( void );
virtual void LevelInitPreEntity( const char *pMapName );
virtual void LevelInitPostEntity();
virtual void LevelShutdown( void );
virtual ClientClass *GetAllClasses( void );
virtual int HudVidInit( void );
virtual void HudProcessInput( bool bActive );
virtual void HudUpdate( bool bActive );
virtual void HudReset( void );
virtual void HudText( const char * message );
// Mouse Input Interfaces
virtual void IN_ActivateMouse( void );
virtual void IN_DeactivateMouse( void );
virtual void IN_Accumulate( void );
virtual void IN_ClearStates( void );
virtual bool IN_IsKeyDown( const char *name, bool& isdown );
// Raw signal
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual void IN_SetSampleTime( float frametime );
// Create movement command
virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
virtual void ExtraMouseSample( float frametime, bool active );
virtual bool WriteUsercmdDeltaToBuffer( int nSlot, bf_write *buf, int from, int to, bool isnewcommand );
virtual void EncodeUserCmdToBuffer( int nSlot, bf_write& buf, int slot );
virtual void DecodeUserCmdFromBuffer( int nSlot, bf_read& buf, int slot );
virtual void View_Render( vrect_t *rect );
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
virtual void View_Fade( ScreenFade_t *pSF );
virtual void SetCrosshairAngle( const QAngle& angle );
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname );
virtual void ShutdownSprite( CEngineSprite *pSprite );
virtual int GetSpriteSize( void ) const;
virtual void VoiceStatus( int entindex, int iSsSlot, qboolean bTalking );
virtual void InstallStringTableCallback( const char *tableName );
virtual void FrameStageNotify( ClientFrameStage_t curStage );
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data );
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size );
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void PreSave( CSaveRestoreData * );
virtual void Save( CSaveRestoreData * );
virtual void WriteSaveHeaders( CSaveRestoreData * );
virtual void ReadRestoreHeaders( CSaveRestoreData * );
virtual void Restore( CSaveRestoreData *, bool );
virtual void DispatchOnRestore();
virtual void WriteSaveGameScreenshot( const char *pFilename );
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
virtual void EmitSentenceCloseCaption( char const *tokenstream );
virtual void EmitCloseCaption( char const *captionname, float duration );
virtual CStandardRecvProxies* GetStandardRecvProxies();
virtual bool CanRecordDemo( char *errorMsg, int length ) const;
virtual void OnDemoRecordStart( char const* pDemoBaseName );
virtual void OnDemoRecordStop();
virtual void OnDemoPlaybackStart( char const* pDemoBaseName );
virtual void OnDemoPlaybackStop();
virtual void RecordDemoPolishUserInput( int nCmdIndex );
// Cache replay ragdolls
virtual bool CacheReplayRagdolls( const char* pFilename, int nStartTick );
// save game screenshot writing
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height );
// Gets the location of the player viewpoint
virtual bool GetPlayerView( CViewSetup &playerView );
virtual bool ShouldHideLoadingPlaque( void );
virtual void InvalidateMdlCache();
virtual void OnActiveSplitscreenPlayerChanged( int nNewSlot );
virtual void OnSplitScreenStateChanged();
virtual void CenterStringOff();
virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight );
virtual IMaterialProxy *InstantiateMaterialProxy( const char *proxyName );
virtual vgui::VPANEL GetFullscreenClientDLLVPanel( void );
virtual void MarkEntitiesAsTouching( IClientEntity *e1, IClientEntity *e2 );
virtual void OnKeyBindingChanged( ButtonCode_t buttonCode, char const *pchKeyName, char const *pchNewBinding );
virtual bool HandleGameUIEvent( const InputEvent_t &event );
public:
void PrecacheMaterial( const char *pMaterialName );
virtual void SetBlurFade( float scale );
virtual void ResetHudCloseCaption();
virtual bool SupportsRandomMaps();
private:
void UncacheAllMaterials( );
void ResetStringTablePointers();
CUtlRBTree< IMaterial * > m_CachedMaterials;
CHudCloseCaption *m_pHudCloseCaption;
};
CHLClient gHLClient;
IBaseClientDLL *clientdll = &gHLClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient );
//-----------------------------------------------------------------------------
// Precaches a material
//-----------------------------------------------------------------------------
void PrecacheMaterial( const char *pMaterialName )
{
gHLClient.PrecacheMaterial( pMaterialName );
}
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
//-----------------------------------------------------------------------------
int GetMaterialIndex( const char *pMaterialName )
{
if (pMaterialName)
{
int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
Assert( nIndex >= 0 );
if (nIndex >= 0)
return nIndex;
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts precached material indices into strings
//-----------------------------------------------------------------------------
const char *GetMaterialNameFromIndex( int nIndex )
{
if (nIndex != (g_pStringTableMaterials->GetMaxStrings() - 1))
{
return g_pStringTableMaterials->GetString( nIndex );
}
else
{
return NULL;
}
}
//-----------------------------------------------------------------------------
// Precaches a particle system
//-----------------------------------------------------------------------------
int PrecacheParticleSystem( const char *pParticleSystemName )
{
int nIndex = g_pStringTableParticleEffectNames->AddString( false, pParticleSystemName );
g_pParticleSystemMgr->PrecacheParticleSystem( nIndex, pParticleSystemName );
return nIndex;
}
//-----------------------------------------------------------------------------
// Converts a previously precached particle system into an index
//-----------------------------------------------------------------------------
int GetParticleSystemIndex( const char *pParticleSystemName )
{
if ( pParticleSystemName )
{
int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName );
if ( nIndex != INVALID_STRING_INDEX )
return nIndex;
DevWarning("Client: Missing precache for particle system \"%s\"!\n", pParticleSystemName );
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts precached particle system indices into strings
//-----------------------------------------------------------------------------
const char *GetParticleSystemNameFromIndex( int nIndex )
{
if ( nIndex < g_pStringTableParticleEffectNames->GetMaxStrings() )
return g_pStringTableParticleEffectNames->GetString( nIndex );
return "error";
}
//-----------------------------------------------------------------------------
// Precache-related methods for effects
//-----------------------------------------------------------------------------
void PrecacheEffect( const char *pEffectName )
{
// Bring in dependent resources
g_pPrecacheSystem->Cache( g_pPrecacheHandler, DISPATCH_EFFECT, pEffectName, true, RESOURCE_LIST_INVALID, true );
}
//-----------------------------------------------------------------------------
// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode)
//-----------------------------------------------------------------------------
bool IsEngineThreaded()
{
if ( g_pcv_ThreadMode )
{
return g_pcv_ThreadMode->GetBool();
}
return false;
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CHLClient::CHLClient()
{
// Kinda bogus, but the logic in the engine is too convoluted to put it there
g_bLevelInitialized = false;
m_pHudCloseCaption = NULL;
SetDefLessFunc( m_CachedMaterials );
}
extern IGameSystem *ViewportClientSystem();
// enable threaded init functions on x360
static ConVar cl_threaded_init("cl_threaded_init", IsX360() ? "1" : "0");
bool InitParticleManager()
{
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
return false;
return true;
}
bool InitGameSystems( CreateInterfaceFn appSystemFactory )
{
if (!VGui_Startup( appSystemFactory ))
return false;
vgui::VGui_InitMatSysInterfacesList( "ClientDLL", &appSystemFactory, 1 );
// Add the client systems.
// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
IGameSystem::Add( GameStringSystem() );
IGameSystem::Add( g_pPrecacheRegister );
IGameSystem::Add( SoundEmitterSystem() );
IGameSystem::Add( ToolFrameworkClientSystem() );
IGameSystem::Add( ClientLeafSystem() );
IGameSystem::Add( DetailObjectSystem() );
IGameSystem::Add( ViewportClientSystem() );
IGameSystem::Add( g_pClientShadowMgr );
IGameSystem::Add( g_pColorCorrectionMgr );
#ifdef GAMEUI_UISYSTEM2_ENABLED
IGameSystem::Add( g_pGameUIGameSystem );
#endif
IGameSystem::Add( ClientThinkList() );
IGameSystem::Add( ClientSoundscapeSystem() );
IGameSystem::Add( PerfVisualBenchmark() );
#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
IGameSystem::Add( GetPredictionCopyTester() );
#endif
ActivityList_Init();
ActivityList_RegisterSharedActivities();
EventList_Init();
EventList_RegisterSharedEvents();
modemanager->Init( );
// Load the ClientScheme just once
vgui::scheme()->LoadSchemeFromFileEx( VGui_GetFullscreenRootVPANEL(), "resource/ClientScheme.res", "ClientScheme");
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetClientMode()->InitViewport();
if ( hh == 0 )
{
GetFullscreenClientMode()->InitViewport();
}
}
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetHud().Init();
}
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetClientMode()->Init();
if ( hh == 0 )
{
GetFullscreenClientMode()->Init();
}
}
if ( !IGameSystem::InitAllSystems() )
return false;
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetClientMode()->Enable();
if ( hh == 0 )
{
GetFullscreenClientMode()->EnableWithRootPanel( VGui_GetFullscreenRootVPANEL() );
}
}
// Each mod is required to implement this
view = GetViewRenderInstance();
if ( !view )
{
Error( "GetViewRenderInstance() must be implemented by game." );
}
view->Init();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetViewEffects()->Init();
}
C_BaseTempEntity::PrecacheTempEnts();
input->Init_All();
VGui_CreateGlobalPanels();
InitSmokeFogOverlay();
// Register user messages..
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
CUserMessageRegister::RegisterAll();
}
ClientVoiceMgr_Init();
// Embed voice status icons inside chat element
{
vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
}
if ( !PhysicsDLLInit( appSystemFactory ) )
return false;
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() );
ClientWorldFactoryInit();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the DLL is first loaded.
// Input : engineFactory -
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::Connect( CreateInterfaceFn appSystemFactory, CGlobalVarsBase *pGlobals )
{
InitCRTMemDebug();
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
// Hook up global variables
gpGlobals = pGlobals;
ConnectTier1Libraries( &appSystemFactory, 1 );
ConnectTier2Libraries( &appSystemFactory, 1 );
ConnectTier3Libraries( &appSystemFactory, 1 );
#ifndef _X360
SteamAPI_InitSafe();
g_SteamAPIContext.Init();
#ifdef INFESTED_DLL
#endif
#endif
// Initialize the console variables.
ConVar_Register( FCVAR_CLIENTDLL );
return true;
}
int CHLClient::Init( CreateInterfaceFn appSystemFactory, CGlobalVarsBase *pGlobals )
{
COM_TimestampedLog( "ClientDLL factories - Start" );
// We aren't happy unless we get all of our interfaces.
// please don't collapse this into one monolithic boolean expression (impossible to debug)
if ( (engine = (IVEngineClient *)appSystemFactory( VENGINE_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (modelrender = (IVModelRender *)appSystemFactory( VENGINE_HUDMODEL_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (effects = (IVEfx *)appSystemFactory( VENGINE_EFFECTS_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (enginetrace = (IEngineTrace *)appSystemFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL )) == NULL )
return false;
if ( (filelogginglistener = (IFileLoggingListener *)appSystemFactory(FILELOGGINGLISTENER_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (render = (IVRenderView *)appSystemFactory( VENGINE_RENDERVIEW_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( !mdlcache )
return false;
if ( (modelinfo = (IVModelInfoClient *)appSystemFactory(VMODELINFO_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (enginevgui = (IEngineVGui *)appSystemFactory(VENGINE_VGUI_VERSION, NULL )) == NULL )
return false;
if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLECLIENT,NULL)) == NULL )
return false;
if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
return false;
if ( (shadowmgr = (IShadowMgr *)appSystemFactory(ENGINE_SHADOWMGR_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (staticpropmgr = (IStaticPropMgrClient *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_CLIENT, NULL)) == NULL )
return false;
if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (filesystem = (IFileSystem *)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_CLIENT_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (gameuifuncs = (IGameUIFuncs * )appSystemFactory( VENGINE_GAMEUIFUNCS_VERSION, NULL )) == NULL )
return false;
if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
return false;
if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( IsPC() && !IsPosix() && (avi = (IAvi *)appSystemFactory(AVI_INTERFACE_VERSION, NULL)) == NULL )
return false;
#if !defined( _X360 ) || defined( BINK_ENABLED_FOR_X360 )
if ( (bik = (IBik *)appSystemFactory(BIK_INTERFACE_VERSION, NULL)) == NULL )
return false;
#endif
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (blackboxrecorder = (IBlackBox *)appSystemFactory(BLACKBOX_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL )
return false;
#if defined( REPLAY_ENABLED )
if ( IsPC() && (g_pReplayHistoryManager = (IReplayHistoryManager *)appSystemFactory( REPLAYHISTORYMANAGER_INTERFACE_VERSION, NULL )) == NULL )
return false;
#endif
#ifndef _XBOX
if ( ( gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL )
return false;
#endif
if (!g_pMatSystemSurface)
return false;
#ifdef INFESTED_DLL
if ( (missionchooser = (IASW_Mission_Chooser *)appSystemFactory(ASW_MISSION_CHOOSER_VERSION, NULL)) == NULL )
return false;
#endif
if ( !CommandLine()->CheckParm( "-noscripting") )
{
scriptmanager = (IScriptManager *)appSystemFactory( VSCRIPT_INTERFACE_VERSION, NULL );
}
factorylist_t factories;
factories.appSystemFactory = appSystemFactory;
FactoryList_Store( factories );
COM_TimestampedLog( "soundemitterbase->Connect" );
// Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
if ( !soundemitterbase->Connect( appSystemFactory ) )
{
return false;
}
if ( CommandLine()->FindParm( "-textmode" ) )
g_bTextMode = true;
if ( CommandLine()->FindParm( "-makedevshots" ) )
g_MakingDevShots = true;
if ( CommandLine()->FindParm( "-headtracking" ) )
g_bHeadTrackingEnabled = true;
// Not fatal if the material system stub isn't around.
materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL );
if( !g_pMaterialSystemHardwareConfig )
return false;
// Hook up the gaussian random number generator
s_GaussianRandomStream.AttachToStream( random );
g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" );
COM_TimestampedLog( "InitGameSystems" );
bool bInitSuccess = false;
if ( cl_threaded_init.GetBool() )
{
CFunctorJob *pGameJob = new CFunctorJob( CreateFunctor( InitParticleManager ) );
g_pThreadPool->AddJob( pGameJob );
bInitSuccess = InitGameSystems( appSystemFactory );
pGameJob->WaitForFinishAndRelease();
}
else
{
COM_TimestampedLog( "ParticleMgr()->Init" );
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
return false;
COM_TimestampedLog( "InitGameSystems - Start" );
bInitSuccess = InitGameSystems( appSystemFactory );
COM_TimestampedLog( "InitGameSystems - End" );
}
#ifdef INFESTED_PARTICLES // let the emitter cache load in our standard
g_ASWGenericEmitterCache.PrecacheTemplates();
#endif
COM_TimestampedLog( "C_BaseAnimating::InitBoneSetupThreadPool" );
C_BaseAnimating::InitBoneSetupThreadPool();
// This is a fullscreen element, so only lives on slot 0!!!
m_pHudCloseCaption = GET_FULLSCREEN_HUDELEMENT( CHudCloseCaption );
COM_TimestampedLog( "ClientDLL Init - Finish" );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called after client & server DLL are loaded and all systems initialized
//-----------------------------------------------------------------------------
void CHLClient::PostInit()
{
COM_TimestampedLog( "IGameSystem::PostInitAllSystems - Start" );
IGameSystem::PostInitAllSystems();
COM_TimestampedLog( "IGameSystem::PostInitAllSystems - Finish" );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the client .dll is being dismissed
//-----------------------------------------------------------------------------
void CHLClient::Shutdown( void )
{
ActivityList_Free();
EventList_Free();
VGui_ClearVideoPanels();
C_BaseAnimating::ShutdownBoneSetupThreadPool();
ClientWorldFactoryShutdown();
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
ClientVoiceMgr_Shutdown();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetClientMode()->Disable();
if ( hh == 0 )
{
GetFullscreenClientMode()->Disable();
}
}
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetClientMode()->Shutdown();
if ( hh == 0 )
{
GetFullscreenClientMode()->Shutdown();
}
}
input->Shutdown_All();
C_BaseTempEntity::ClearDynamicTempEnts();
TermSmokeFogOverlay();
view->Shutdown();
g_pParticleSystemMgr->UncacheAllParticleSystems();
UncacheAllMaterials();
IGameSystem::ShutdownAllSystems();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
GetHud().Shutdown();
}
VGui_Shutdown();
ClearKeyValuesCache();
#ifndef NO_STEAM
g_SteamAPIContext.Clear();
// SteamAPI_Shutdown(); << Steam shutdown is controlled by engine
#ifdef INFESTED_DLL
#endif
#endif
DisconnectTier3Libraries( );
DisconnectTier2Libraries( );
ConVar_Unregister();
DisconnectTier1Libraries( );
}
//-----------------------------------------------------------------------------
// Purpose:
// Called when the game initializes
// and whenever the vid_mode is changed
// so the HUD can reinitialize itself.
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::HudVidInit( void )
{
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetHud().VidInit();
}
GetClientVoiceMgr()->VidInit();
return 1;
}
//-----------------------------------------------------------------------------
// Method used to allow the client to filter input messages before the
// move record is transmitted to the server
//-----------------------------------------------------------------------------
void CHLClient::HudProcessInput( bool bActive )
{
GetClientMode()->ProcessInput( bActive );
}
//-----------------------------------------------------------------------------
// Purpose: Called when shared data gets changed, allows dll to modify data
// Input : bActive -
//-----------------------------------------------------------------------------
void CHLClient::HudUpdate( bool bActive )
{
float frametime = gpGlobals->frametime;
GetClientVoiceMgr()->Frame( frametime );
ASSERT_LOCAL_PLAYER_NOT_RESOLVABLE();
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetHud().UpdateHud( bActive );
}
ASSERT_LOCAL_PLAYER_NOT_RESOLVABLE();
{
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
IGameSystem::UpdateAllSystems( frametime );
}
// run vgui animations
vgui::GetAnimationController()->UpdateAnimations( Plat_FloatTime() );
hudlcd->SetGlobalStat( "(time_int)", VarArgs( "%d", (int)gpGlobals->curtime ) );
hudlcd->SetGlobalStat( "(time_float)", VarArgs( "%.2f", gpGlobals->curtime ) );
// I don't think this is necessary any longer, but I will leave it until
// I can check into this further.
C_BaseTempEntity::CheckDynamicTempEnts();
}
//-----------------------------------------------------------------------------
// Purpose: Called to restore to "non"HUD state.
//-----------------------------------------------------------------------------
void CHLClient::HudReset( void )
{
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetHud().VidInit();
}
PhysicsReset();
}
//-----------------------------------------------------------------------------
// Purpose: Called to add hud text message
//-----------------------------------------------------------------------------
void CHLClient::HudText( const char * message )
{
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
DispatchHudText( message );
}
}
//-----------------------------------------------------------------------------
// Handler for input events for the new game ui system
//-----------------------------------------------------------------------------
bool CHLClient::HandleGameUIEvent( const InputEvent_t &inputEvent )
{
#ifdef GAMEUI_UISYSTEM2_ENABLED
// TODO: when embedded UI will be used for HUD, we will need it to maintain
// a separate screen for HUD and a separate screen stack for pause menu & main menu.
// for now only render embedded UI in pause menu & main menu
BaseModUI::CBaseModPanel *pBaseModPanel = BaseModUI::CBaseModPanel::GetSingletonPtr();
if ( !pBaseModPanel || !pBaseModPanel->IsVisible() )
return false;
return g_pGameUIGameSystem->RegisterInputEvent( inputEvent );
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : ClientClass
//-----------------------------------------------------------------------------
ClientClass *CHLClient::GetAllClasses( void )
{
return g_pClientClassHead;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_ActivateMouse( void )
{
input->ActivateMouse();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_DeactivateMouse( void )
{
input->DeactivateMouse();
}
extern ConVar in_forceuser;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_Accumulate ( void )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( in_forceuser.GetInt() );
input->AccumulateMouse( GET_ACTIVE_SPLITSCREEN_SLOT() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_ClearStates ( void )
{
input->ClearStates();
}
//-----------------------------------------------------------------------------
// Purpose: Engine can query for particular keys
// Input : *name -
//-----------------------------------------------------------------------------
bool CHLClient::IN_IsKeyDown( const char *name, bool& isdown )
{
kbutton_t *key = input->FindKey( name );
if ( !key )
{
return false;
}
isdown = ( key->GetPerUser().state & 1 ) ? true : false;
// Found the key by name
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Engine can issue a key event
// Input : eventcode -
// keynum -
// *pszCurrentBinding -
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding )
{
return input->KeyEvent( eventcode, keynum, pszCurrentBinding );
}
void CHLClient::ExtraMouseSample( float frametime, bool active )
{
bool bSave = C_BaseEntity::IsAbsRecomputationsEnabled();
C_BaseEntity::EnableAbsRecomputations( true );
ABS_QUERY_GUARD( true );
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
MDLCACHE_CRITICAL_SECTION();
input->ExtraMouseSample( frametime, active );
C_BaseEntity::EnableAbsRecomputations( bSave );
}
void CHLClient::IN_SetSampleTime( float frametime )
{
input->Joystick_SetSampleTime( frametime );
input->IN_SetSampleTime( frametime );
}
//-----------------------------------------------------------------------------
// Purpose: Fills in usercmd_s structure based on current view angles and key/controller inputs
// Input : frametime - timestamp for last frame
// *cmd - the command to fill in
// active - whether the user is fully connected to a server
//-----------------------------------------------------------------------------
void CHLClient::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
Assert( C_BaseEntity::IsAbsQueriesValid() );
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
MDLCACHE_CRITICAL_SECTION();
input->CreateMove( sequence_number, input_sample_frametime, active );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buf -
// from -
// to -
//-----------------------------------------------------------------------------
bool CHLClient::WriteUsercmdDeltaToBuffer( int nSlot, bf_write *buf, int from, int to, bool isnewcommand )
{
return input->WriteUsercmdDeltaToBuffer( nSlot, buf, from, to, isnewcommand );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
//-----------------------------------------------------------------------------
void CHLClient::EncodeUserCmdToBuffer( int nSlot, bf_write& buf, int slot )
{
input->EncodeUserCmdToBuffer( nSlot, buf, slot );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CHLClient::DecodeUserCmdFromBuffer( int nSlot, bf_read& buf, int slot )
{
input->DecodeUserCmdFromBuffer( nSlot, buf, slot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::View_Render( vrect_t *rect )
{
VPROF( "View_Render" );
// UNDONE: This gets hit at startup sometimes, investigate - will cause NaNs in calcs inside Render()
if ( rect->width == 0 || rect->height == 0 )
return;
view->Render( rect );
UpdatePerfStats();
}
//-----------------------------------------------------------------------------
// Gets the location of the player viewpoint
//-----------------------------------------------------------------------------
bool CHLClient::GetPlayerView( CViewSetup &playerView )
{
playerView = *view->GetPlayerViewSetup();
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CHLClient::InvalidateMdlCache()
{
C_BaseAnimating *pAnimating;
for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) )
{
pAnimating = pEntity->GetBaseAnimating();
if ( pAnimating )
{
pAnimating->InvalidateMdlCache();
}
}
CStudioHdr::CActivityToSequenceMapping::ResetMappings();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSF -
//-----------------------------------------------------------------------------
void CHLClient::View_Fade( ScreenFade_t *pSF )
{
if ( pSF != NULL )
{
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetViewEffects()->Fade( *pSF );
}
}
}
// CPU level
//-----------------------------------------------------------------------------
void ConfigureCurrentSystemLevel( );
void OnCPULevelChanged( IConVar *var, const char *pOldValue, float flOldValue )
{
ConfigureCurrentSystemLevel();
}
static ConVar cpu_level( "cpu_level", "2", 0, "CPU Level - Default: High", OnCPULevelChanged );
CPULevel_t GetCPULevel()
{
if ( IsX360() )
return CPU_LEVEL_360;
return GetActualCPULevel();
}
CPULevel_t GetActualCPULevel()
{
// Should we cache system_level off during level init?
CPULevel_t nSystemLevel = (CPULevel_t)clamp( cpu_level.GetInt(), 0, CPU_LEVEL_PC_COUNT-1 );
return nSystemLevel;
}
//-----------------------------------------------------------------------------
// GPU level
//-----------------------------------------------------------------------------
void OnGPULevelChanged( IConVar *var, const char *pOldValue, float flOldValue )
{
ConfigureCurrentSystemLevel();
}
static ConVar gpu_level( "gpu_level", "3", 0, "GPU Level - Default: High", OnGPULevelChanged );
GPULevel_t GetGPULevel()
{
if ( IsX360() )
return GPU_LEVEL_360;
// Should we cache system_level off during level init?
GPULevel_t nSystemLevel = (GPULevel_t)clamp( gpu_level.GetInt(), 0, GPU_LEVEL_PC_COUNT-1 );
return nSystemLevel;
}
//-----------------------------------------------------------------------------
// System Memory level
//-----------------------------------------------------------------------------
void OnMemLevelChanged( IConVar *var, const char *pOldValue, float flOldValue )
{
ConfigureCurrentSystemLevel();
}
static ConVar mem_level( "mem_level", "2", 0, "Memory Level - Default: High", OnMemLevelChanged );
MemLevel_t GetMemLevel()
{
if ( IsX360() )
return MEM_LEVEL_360;
// Should we cache system_level off during level init?
MemLevel_t nSystemLevel = (MemLevel_t)clamp( mem_level.GetInt(), 0, MEM_LEVEL_PC_COUNT-1 );
return nSystemLevel;
}
//-----------------------------------------------------------------------------
// GPU Memory level
//-----------------------------------------------------------------------------
void OnGPUMemLevelChanged( IConVar *var, const char *pOldValue, float flOldValue )
{
ConfigureCurrentSystemLevel();
}
static ConVar gpu_mem_level( "gpu_mem_level", "2", 0, "Memory Level - Default: High", OnGPUMemLevelChanged );
GPUMemLevel_t GetGPUMemLevel()
{
if ( IsX360() )
return GPU_MEM_LEVEL_360;
// Should we cache system_level off during level init?
GPUMemLevel_t nSystemLevel = (GPUMemLevel_t)clamp( gpu_mem_level.GetInt(), 0, GPU_MEM_LEVEL_PC_COUNT-1 );
return nSystemLevel;
}
void ConfigureCurrentSystemLevel()
{
int nCPULevel = GetCPULevel();
if ( nCPULevel == CPU_LEVEL_360 )
{
nCPULevel = 360;
}
int nGPULevel = GetGPULevel();
if ( nGPULevel == GPU_LEVEL_360 )
{
nGPULevel = 360;
}
int nMemLevel = GetMemLevel();
if ( nMemLevel == MEM_LEVEL_360 )
{
nMemLevel = 360;
}
int nGPUMemLevel = GetGPUMemLevel();
if ( nGPUMemLevel == GPU_MEM_LEVEL_360 )
{
nGPUMemLevel = 360;
}
#if defined( SWARM_DLL )
char szModName[32] = "swarm";
#elif defined ( HL2_EPISODIC )
char szModName[32] = "ep2";
#elif defined ( SDK_CLIENT_DLL )
char szModName[32] = "sdk";
#endif
UpdateSystemLevel( nCPULevel, nGPULevel, nMemLevel, nGPUMemLevel, VGui_IsSplitScreen(), szModName );
if ( engine )
{
engine->ConfigureSystemLevel( nCPULevel, nGPULevel );
}
C_BaseEntity::UpdateVisibilityAllEntities();
if ( view )
{
view->InitFadeData();
}
}
//-----------------------------------------------------------------------------
// Purpose: Per level init
//-----------------------------------------------------------------------------
void CHLClient::LevelInitPreEntity( char const* pMapName )
{
// HACK: Bogus, but the logic is too complicated in the engine
if (g_bLevelInitialized)
return;
g_bLevelInitialized = true;
engine->TickProgressBar();
input->LevelInit();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetViewEffects()->LevelInit();
}
// Tell mode manager that map is changing
modemanager->LevelInit( pMapName );
ParticleMgr()->LevelInit();
ClientVoiceMgr_LevelInit();
hudlcd->SetGlobalStat( "(mapname)", pMapName );
C_BaseTempEntity::ClearDynamicTempEnts();
clienteffects->Flush();
view->LevelInit();
tempents->LevelInit();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
ResetToneMapping(1.0);
}
IGameSystem::LevelInitPreEntityAllSystems(pMapName);
ResetWindspeed();
#if !defined( NO_ENTITY_PREDICTION )
// don't do prediction if single player!
// don't set direct because of FCVAR_USERINFO
if ( gpGlobals->maxClients > 1 )
{
if ( !cl_predict->GetInt() )
{
engine->ClientCmd( "cl_predict 1" );
}
}
else
{
if ( cl_predict->GetInt() )
{
engine->ClientCmd( "cl_predict 0" );
}
}
#endif
// Check low violence settings for this map
g_RagdollLVManager.SetLowViolence( pMapName );
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
engine->TickProgressBar();
GetHud().LevelInit();
}
#if defined( REPLAY_ENABLED )
// Initialize replay ragdoll recorder
if ( !engine->IsPlayingDemo() )
{
CReplayRagdollRecorder::Instance().Init();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Per level init
//-----------------------------------------------------------------------------
void CHLClient::LevelInitPostEntity( )
{
ABS_QUERY_GUARD( true );
IGameSystem::LevelInitPostEntityAllSystems();
C_PhysPropClientside::RecreateAll();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetCenterPrint()->Clear();
}
}
//-----------------------------------------------------------------------------
// Purpose: Reset our global string table pointers
//-----------------------------------------------------------------------------
void CHLClient::ResetStringTablePointers()
{
g_pStringTableParticleEffectNames = NULL;
g_StringTableEffectDispatch = NULL;
g_StringTableVguiScreen = NULL;
g_pStringTableMaterials = NULL;
g_pStringTableInfoPanel = NULL;
g_pStringTableClientSideChoreoScenes = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Per level de-init
//-----------------------------------------------------------------------------
void CHLClient::LevelShutdown( void )
{
// HACK: Bogus, but the logic is too complicated in the engine
if (!g_bLevelInitialized)
{
ResetStringTablePointers();
return;
}
g_bLevelInitialized = false;
// Disable abs recomputations when everything is shutting down
CBaseEntity::EnableAbsRecomputations( false );
// Level shutdown sequence.
// First do the pre-entity shutdown of all systems
IGameSystem::LevelShutdownPreEntityAllSystems();
C_PhysPropClientside::DestroyAll();
modemanager->LevelShutdown();
// Remove temporary entities before removing entities from the client entity list so that the te_* may
// clean up before hand.
tempents->LevelShutdown();
// Now release/delete the entities
cl_entitylist->Release();
C_BaseEntityClassList *pClassList = s_pClassLists;
while ( pClassList )
{
pClassList->LevelShutdown();
pClassList = pClassList->m_pNextClassList;
}
// Now do the post-entity shutdown of all systems
IGameSystem::LevelShutdownPostEntityAllSystems();
view->LevelShutdown();
beams->ClearBeams();
ParticleMgr()->RemoveAllEffects();
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
StopAllRumbleEffects( hh );
}
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetHud().LevelShutdown();
}
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetCenterPrint()->Clear();
}
ClientVoiceMgr_LevelShutdown();
messagechars->Clear();
g_pParticleSystemMgr->LevelShutdown();
g_pParticleSystemMgr->UncacheAllParticleSystems();
UncacheAllMaterials();
#ifdef _XBOX
ReleaseRenderTargets();
#endif
// string tables are cleared on disconnect from a server, so reset our global pointers to NULL
ResetStringTablePointers();
CStudioHdr::CActivityToSequenceMapping::ResetMappings();
#if defined( REPLAY_ENABLED )
// Shutdown the ragdoll recorder
CReplayRagdollRecorder::Instance().Shutdown();
CReplayRagdollCache::Instance().Shutdown();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Engine received crosshair offset ( autoaim )
// Input : angle -
//-----------------------------------------------------------------------------
void CHLClient::SetCrosshairAngle( const QAngle& angle )
{
#ifndef INFESTED_DLL
CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
if ( crosshair )
{
crosshair->SetCrosshairAngle( angle );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Helper to initialize sprite from .spr semaphor
// Input : *pSprite -
// *loadname -
//-----------------------------------------------------------------------------
void CHLClient::InitSprite( CEngineSprite *pSprite, const char *loadname )
{
if ( pSprite )
{
pSprite->Init( loadname );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSprite -
//-----------------------------------------------------------------------------
void CHLClient::ShutdownSprite( CEngineSprite *pSprite )
{
if ( pSprite )
{
pSprite->Shutdown();
}
}
//-----------------------------------------------------------------------------
// Purpose: Tells engine how much space to allocate for sprite objects
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::GetSpriteSize( void ) const
{
return sizeof( CEngineSprite );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : entindex -
// bTalking -
//-----------------------------------------------------------------------------
void CHLClient::VoiceStatus( int entindex, int iSsSlot, qboolean bTalking )
{
GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, iSsSlot, !!bTalking );
}
//-----------------------------------------------------------------------------
// Called when the string table for materials changes
//-----------------------------------------------------------------------------
void OnMaterialStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
gHLClient.PrecacheMaterial( newString );
RequestCacheUsedMaterials();
}
//-----------------------------------------------------------------------------
// Called when the string table for dispatch effects changes
//-----------------------------------------------------------------------------
void OnEffectStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
g_pPrecacheSystem->Cache( g_pPrecacheHandler, DISPATCH_EFFECT, newString, true, RESOURCE_LIST_INVALID, true );
RequestCacheUsedMaterials();
}
//-----------------------------------------------------------------------------
// Called when the string table for particle systems changes
//-----------------------------------------------------------------------------
void OnParticleSystemStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
g_pParticleSystemMgr->PrecacheParticleSystem( stringNumber, newString );
RequestCacheUsedMaterials();
}
//-----------------------------------------------------------------------------
// Called when the string table for particle files changes
//-----------------------------------------------------------------------------
void OnPrecacheParticleFile( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
g_pParticleSystemMgr->ShouldLoadSheets( true );
g_pParticleSystemMgr->ReadParticleConfigFile( newString, true, false );
g_pParticleSystemMgr->DecommitTempMemory();
}
//-----------------------------------------------------------------------------
// Called when the string table for VGUI changes
//-----------------------------------------------------------------------------
void OnVguiScreenTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
vgui::Panel *pPanel = PanelMetaClassMgr()->CreatePanelMetaClass( newString, 100, NULL, NULL );
if ( pPanel )
PanelMetaClassMgr()->DestroyPanelMetaClass( pPanel );
}
//-----------------------------------------------------------------------------
// Purpose: Preload the string on the client (if single player it should already be in the cache from the server!!!)
// Input : *object -
// *stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void OnSceneStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
}
//-----------------------------------------------------------------------------
// Purpose: Hook up any callbacks here, the table definition has been parsed but
// no data has been added yet
//-----------------------------------------------------------------------------
void CHLClient::InstallStringTableCallback( const char *tableName )
{
// Here, cache off string table IDs
if (!Q_strcasecmp(tableName, "VguiScreen"))
{
// Look up the id
g_StringTableVguiScreen = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_StringTableVguiScreen->SetStringChangedCallback( NULL, OnVguiScreenTableChanged );
}
else if (!Q_strcasecmp(tableName, "Materials"))
{
// Look up the id
g_pStringTableMaterials = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_pStringTableMaterials->SetStringChangedCallback( NULL, OnMaterialStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "EffectDispatch" ) )
{
g_StringTableEffectDispatch = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_StringTableEffectDispatch->SetStringChangedCallback( NULL, OnEffectStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "InfoPanel" ) )
{
g_pStringTableInfoPanel = networkstringtable->FindTable( tableName );
}
else if ( !Q_strcasecmp( tableName, "Scenes" ) )
{
g_pStringTableClientSideChoreoScenes = networkstringtable->FindTable( tableName );
networkstringtable->SetAllowClientSideAddString( g_pStringTableClientSideChoreoScenes, true );
g_pStringTableClientSideChoreoScenes->SetStringChangedCallback( NULL, OnSceneStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "ParticleEffectNames" ) )
{
g_pStringTableParticleEffectNames = networkstringtable->FindTable( tableName );
networkstringtable->SetAllowClientSideAddString( g_pStringTableParticleEffectNames, true );
// When the particle system list changes, we need to know immediately
g_pStringTableParticleEffectNames->SetStringChangedCallback( NULL, OnParticleSystemStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "ExtraParticleFilesTable" ) )
{
g_pStringTableExtraParticleFiles = networkstringtable->FindTable( tableName );
networkstringtable->SetAllowClientSideAddString( g_pStringTableExtraParticleFiles, true );
// When the particle system list changes, we need to know immediately
g_pStringTableExtraParticleFiles->SetStringChangedCallback( NULL, OnPrecacheParticleFile );
}
else
{
// Pass tablename to gamerules last if all other checks fail
InstallStringTableCallback_GameRules( tableName );
}
}
//-----------------------------------------------------------------------------
// Material precache
//-----------------------------------------------------------------------------
void CHLClient::PrecacheMaterial( const char *pMaterialName )
{
Assert( pMaterialName );
int nLen = Q_strlen( pMaterialName );
char *pTempBuf = (char*)stackalloc( nLen + 1 );
memcpy( pTempBuf, pMaterialName, nLen + 1 );
char *pFound = Q_strstr( pTempBuf, ".vmt\0" );
if ( pFound )
{
*pFound = 0;
}
IMaterial *pMaterial = materials->FindMaterial( pTempBuf, TEXTURE_GROUP_PRECACHED );
if ( !IsErrorMaterial( pMaterial ) )
{
int idx = m_CachedMaterials.Find( pMaterial );
if ( idx == m_CachedMaterials.InvalidIndex() )
{
pMaterial->IncrementReferenceCount();
m_CachedMaterials.Insert( pMaterial );
}
}
}
void CHLClient::UncacheAllMaterials( )
{
for ( int i = m_CachedMaterials.FirstInorder(); i != m_CachedMaterials.InvalidIndex(); i = m_CachedMaterials.NextInorder( i ) )
{
m_CachedMaterials[i]->DecrementReferenceCount();
}
m_CachedMaterials.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHLClient::DispatchUserMessage( int msg_type, bf_read &msg_data )
{
return usermessages->DispatchUserMessage( msg_type, msg_data );
}
void SimulateEntities()
{
VPROF_BUDGET("Client SimulateEntities", VPROF_BUDGETGROUP_CLIENT_SIM);
// Service timer events (think functions).
ClientThinkList()->PerformThinkFunctions();
C_BaseEntity::SimulateEntities();
}
bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
{
Assert( ent );
// Make sure we don't already have an event queued for this guy.
if ( *pStoredEvent >= 0 )
{
Assert( g_DataChangedEvents[*pStoredEvent].m_pEntity == ent );
// DATA_UPDATE_CREATED always overrides DATA_UPDATE_CHANGED.
if ( updateType == DATA_UPDATE_CREATED )
g_DataChangedEvents[*pStoredEvent].m_UpdateType = updateType;
return false;
}
else
{
*pStoredEvent = g_DataChangedEvents.AddToTail( CDataChangedEvent( ent, updateType, pStoredEvent ) );
return true;
}
}
void ClearDataChangedEvent( int iStoredEvent )
{
if ( iStoredEvent != -1 )
g_DataChangedEvents.Remove( iStoredEvent );
}
void ProcessOnDataChangedEvents()
{
VPROF_("ProcessOnDataChangedEvents", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
int nSave = GET_ACTIVE_SPLITSCREEN_SLOT();
bool bSaveAccess = engine->SetLocalPlayerIsResolvable( __FILE__, __LINE__, false );
FOR_EACH_LL( g_DataChangedEvents, i )
{
CDataChangedEvent *pEvent = &g_DataChangedEvents[i];
// Reset their stored event identifier.
*pEvent->m_pStoredEvent = -1;
// Send the event.
IClientNetworkable *pNetworkable = pEvent->m_pEntity;
pNetworkable->OnDataChanged( pEvent->m_UpdateType );
}
g_DataChangedEvents.Purge();
engine->SetActiveSplitScreenPlayerSlot( nSave );
engine->SetLocalPlayerIsResolvable( __FILE__, __LINE__, bSaveAccess );
}
void UpdateClientRenderableInPVSStatus()
{
// Vis for this view should already be setup at this point.
// For each client-only entity, notify it if it's newly coming into the PVS.
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
FOR_EACH_LL( theList, i )
{
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
if ( pInfo->m_InPVSStatus & INPVS_YES )
{
// Ok, this entity already thinks it's in the PVS. No need to notify it.
// We need to set the INPVS_YES_THISFRAME flag if it's in this frame at all, so we
// don't tell the entity it's not in the PVS anymore at the end of the frame.
if ( !( pInfo->m_InPVSStatus & INPVS_THISFRAME ) )
{
if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) )
{
pInfo->m_InPVSStatus |= INPVS_THISFRAME;
}
}
}
else
{
// This entity doesn't think it's in the PVS yet. If it is now in the PVS, let it know.
if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) )
{
pInfo->m_InPVSStatus |= ( INPVS_YES | INPVS_THISFRAME | INPVS_NEEDSNOTIFY );
}
}
}
}
void UpdatePVSNotifiers()
{
MDLCACHE_CRITICAL_SECTION();
// At this point, all the entities that were rendered in the previous frame have INPVS_THISFRAME set
// so we can tell the entities that aren't in the PVS anymore so.
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
FOR_EACH_LL( theList, i )
{
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
// If this entity thinks it's in the PVS, but it wasn't in the PVS this frame, tell it so.
if ( pInfo->m_InPVSStatus & INPVS_YES )
{
if ( pInfo->m_InPVSStatus & INPVS_THISFRAME )
{
if ( pInfo->m_InPVSStatus & INPVS_NEEDSNOTIFY )
{
pInfo->m_pNotify->OnPVSStatusChanged( true );
}
// Clear it for the next time around.
pInfo->m_InPVSStatus &= ~( INPVS_THISFRAME | INPVS_NEEDSNOTIFY );
}
else
{
pInfo->m_InPVSStatus &= ~INPVS_YES;
pInfo->m_pNotify->OnPVSStatusChanged( false );
}
}
}
}
void OnRenderStart()
{
VPROF( "OnRenderStart" );
MDLCACHE_CRITICAL_SECTION();
MDLCACHE_COARSE_LOCK();
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
C_BaseEntity::SetAbsQueriesValid( false );
Rope_ResetCounters();
// Interpolate server entities and move aiments.
{
PREDICTION_TRACKVALUECHANGESCOPE( "interpolation" );
C_BaseEntity::InterpolateServerEntities();
}
{
// vprof node for this bloc of math
VPROF( "OnRenderStart: dirty bone caches");
// Invalidate any bone information.
C_BaseAnimating::InvalidateBoneCaches();
C_BaseFlex::InvalidateFlexCaches();
C_BaseEntity::SetAbsQueriesValid( true );
C_BaseEntity::EnableAbsRecomputations( true );
// Enable access to all model bones except view models.
// This is necessary for aim-ent computation to occur properly
C_BaseAnimating::PushAllowBoneAccess( true, false, "OnRenderStart->CViewRender::SetUpView" ); // pops in CViewRender::SetUpView
// FIXME: This needs to be done before the player moves; it forces
// aiments the player may be attached to to forcibly update their position
C_BaseEntity::MarkAimEntsDirty();
}
// Make sure the camera simulation happens before OnRenderStart, where it's used.
// NOTE: the only thing that happens in CAM_Think is thirdperson related code.
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
input->CAM_Think();
}
C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
// Enable access to all model bones until rendering is done
C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()
#ifdef DEMOPOLISH_ENABLED
// Update demo polish subsystem if necessary
DemoPolish_Think();
#endif
// This will place all entities in the correct position in world space and in the KD-tree
// NOTE: Doing this before view->OnRenderStart() because the player can be in hierarchy with
// a client-side animated entity. So the viewport position is dependent on this animation sometimes.
C_BaseAnimating::UpdateClientSideAnimations();
// This will place the player + the view models + all parent
// entities at the correct abs position so that their attachment points
// are at the correct location
view->OnRenderStart();
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
// Process OnDataChanged events.
ProcessOnDataChangedEvents();
// Reset the overlay alpha. Entities can change the state of this in their think functions.
g_SmokeFogOverlayAlpha = 0;
// This must occur prior to SimulatEntities,
// which is where the client thinks for c_colorcorrection + c_colorcorrectionvolumes
// update the color correction weights.
// FIXME: The place where IGameSystem::Update is called should be in here
// so we don't have to explicitly call ResetColorCorrectionWeights + SimulateEntities, etc.
C_BaseAnimating::ThreadedBoneSetup();
// Simulate all the entities.
SimulateEntities();
PhysicsSimulate();
{
VPROF_("Client TempEnts", 0, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
// This creates things like temp entities.
engine->FireEvents();
// Update temp entities
tempents->Update();
// Update temp ent beams...
beams->UpdateTempEntBeams();
// Lock the frame from beam additions
SetBeamCreationAllowed( false );
}
// Update particle effects (eventually, the effects should use Simulate() instead of having
// their own update system).
{
VPROF_BUDGET( "ParticleMgr()->Simulate", VPROF_BUDGETGROUP_PARTICLE_SIMULATION );
ParticleMgr()->Simulate( gpGlobals->frametime );
}
// Now that the view model's position is setup and aiments are marked dirty, update
// their positions so they're in the leaf system correctly.
C_BaseEntity::CalcAimEntPositions();
// For entities marked for recording, post bone messages to IToolSystems
if ( ToolsEnabled() )
{
C_BaseEntity::ToolRecordEntities();
}
#if defined( REPLAY_ENABLED )
// This will record any ragdolls if Replay mode is enabled on the server
CReplayRagdollRecorder::Instance().Think();
CReplayRagdollCache::Instance().Think();
#endif
// update dynamic light state. Necessary for light cache to work properly for d- and elights
engine->UpdateDAndELights();
// Finally, link all the entities into the leaf system right before rendering.
C_BaseEntity::AddVisibleEntities();
g_pClientLeafSystem->RecomputeRenderableLeaves();
g_pClientShadowMgr->ReprojectShadows();
g_pClientShadowMgr->AdvanceFrame();
g_pClientLeafSystem->DisableLeafReinsertion( true );
}
void OnRenderEnd()
{
g_pClientLeafSystem->DisableLeafReinsertion( false );
// Disallow access to bones (access is enabled in CViewRender::SetUpView).
C_BaseAnimating::PopBoneAccess( "CViewRender::SetUpView->OnRenderEnd" );
UpdatePVSNotifiers();
DisplayBoneSetupEnts();
}
void CHLClient::FrameStageNotify( ClientFrameStage_t curStage )
{
g_CurFrameStage = curStage;
g_bEngineIsHLTV = engine->IsHLTV();
switch( curStage )
{
default:
break;
case FRAME_RENDER_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_START" );
engine->SetLocalPlayerIsResolvable( __FILE__, __LINE__, false );
// Last thing before rendering, run simulation.
OnRenderStart();
}
break;
case FRAME_RENDER_END:
{
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_END" );
OnRenderEnd();
engine->SetLocalPlayerIsResolvable( __FILE__, __LINE__, false );
PREDICTION_SPEWVALUECHANGES();
}
break;
case FRAME_NET_UPDATE_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_START" );
// disabled all recomputations while we update entities
C_BaseEntity::EnableAbsRecomputations( false );
C_BaseEntity::SetAbsQueriesValid( false );
Interpolation_SetLastPacketTimeStamp( engine->GetLastTimeStamp() );
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
PREDICTION_STARTTRACKVALUE( "netupdate" );
}
break;
case FRAME_NET_UPDATE_END:
{
ProcessCacheUsedMaterials();
// reenable abs recomputation since now all entities have been updated
C_BaseEntity::EnableAbsRecomputations( true );
C_BaseEntity::SetAbsQueriesValid( true );
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
PREDICTION_ENDTRACKVALUE();
}
break;
case FRAME_NET_UPDATE_POSTDATAUPDATE_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" );
PREDICTION_STARTTRACKVALUE( "postdataupdate" );
}
break;
case FRAME_NET_UPDATE_POSTDATAUPDATE_END:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" );
PREDICTION_ENDTRACKVALUE();
// Let prediction copy off pristine data
prediction->PostEntityPacketReceived();
HLTVCamera()->PostEntityPacketReceived();
#if defined( REPLAY_ENABLED )
ReplayCamera()->PostEntityPacketReceived();
#endif
}
break;
case FRAME_START:
{
// Mark the frame as open for client fx additions
SetFXCreationAllowed( true );
SetBeamCreationAllowed( true );
C_BaseEntity::CheckCLInterpChanged();
engine->SetLocalPlayerIsResolvable( __FILE__, __LINE__, false );
}
break;
}
}
CSaveRestoreData *SaveInit( int size );
// Save/restore system hooks
CSaveRestoreData *CHLClient::SaveInit( int size )
{
return ::SaveInit(size);
}
void CHLClient::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CSave saveHelper( pSaveData );
saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
}
void CHLClient::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CRestore restoreHelper( pSaveData );
restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
}
void CHLClient::PreSave( CSaveRestoreData *s )
{
g_pGameSaveRestoreBlockSet->PreSave( s );
}
void CHLClient::Save( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->Save( &saveHelper );
}
void CHLClient::WriteSaveHeaders( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
g_pGameSaveRestoreBlockSet->PostSave();
}
void CHLClient::ReadRestoreHeaders( CSaveRestoreData *s )
{
CRestore restoreHelper( s );
g_pGameSaveRestoreBlockSet->PreRestore();
g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
}
void CHLClient::Restore( CSaveRestoreData *s, bool b )
{
CRestore restore(s);
g_pGameSaveRestoreBlockSet->Restore( &restore, b );
g_pGameSaveRestoreBlockSet->PostRestore();
}
static CUtlVector<EHANDLE> g_RestoredEntities;
void AddRestoredEntity( C_BaseEntity *pEntity )
{
if ( !pEntity )
return;
g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
}
void CHLClient::DispatchOnRestore()
{
for ( int i = 0; i < g_RestoredEntities.Count(); i++ )
{
if ( g_RestoredEntities[i] != NULL )
{
MDLCACHE_CRITICAL_SECTION();
g_RestoredEntities[i]->OnRestore();
}
}
g_RestoredEntities.RemoveAll();
}
void CHLClient::WriteSaveGameScreenshot( const char *pFilename )
{
// Single player doesn't support split screen yet!!!
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
view->WriteSaveGameScreenshot( pFilename );
}
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
void CHLClient::EmitSentenceCloseCaption( char const *tokenstream )
{
extern ConVar closecaption;
if ( !closecaption.GetBool() )
return;
if ( m_pHudCloseCaption )
{
m_pHudCloseCaption->ProcessSentenceCaptionStream( tokenstream );
}
}
void CHLClient::EmitCloseCaption( char const *captionname, float duration )
{
extern ConVar closecaption;
if ( !closecaption.GetBool() )
return;
if ( m_pHudCloseCaption )
{
m_pHudCloseCaption->ProcessCaption( captionname, duration );
}
}
CStandardRecvProxies* CHLClient::GetStandardRecvProxies()
{
return &g_StandardRecvProxies;
}
bool CHLClient::CanRecordDemo( char *errorMsg, int length ) const
{
if ( GetClientModeNormal() )
{
return GetClientModeNormal()->CanRecordDemo( errorMsg, length );
}
return true;
}
void CHLClient::OnDemoRecordStart( char const* pDemoBaseName )
{
#ifdef DEMOPOLISH_ENABLED
if ( IsDemoPolishEnabled() )
{
if ( !CDemoPolishRecorder::Instance().Init( pDemoBaseName ) )
{
CDemoPolishRecorder::Instance().Shutdown();
}
}
#endif
}
void CHLClient::OnDemoRecordStop()
{
#ifdef DEMOPOLISH_ENABLED
if ( DemoPolish_GetRecorder().m_bInit )
{
DemoPolish_GetRecorder().Shutdown();
}
#endif
}
void CHLClient::OnDemoPlaybackStart( char const* pDemoBaseName )
{
#ifdef DEMOPOLISH_ENABLED
if ( IsDemoPolishEnabled() )
{
Assert( pDemoBaseName );
if ( !DemoPolish_GetController().Init( pDemoBaseName ) )
{
DemoPolish_GetController().Shutdown();
}
}
#endif
#if defined( REPLAY_ENABLED )
// Load any ragdoll override frames from disk
char szRagdollFile[MAX_OSPATH];
V_snprintf( szRagdollFile, sizeof(szRagdollFile), "%s.dmx", pDemoBaseName );
CReplayRagdollCache::Instance().Init( szRagdollFile );
#endif
}
void CHLClient::OnDemoPlaybackStop()
{
#ifdef DEMOPOLISH_ENABLED
if ( DemoPolish_GetController().m_bInit )
{
DemoPolish_GetController().Shutdown();
}
#endif
#if defined( REPLAY_ENABLED )
CReplayRagdollCache::Instance().Shutdown();
#endif
}
void CHLClient::RecordDemoPolishUserInput( int nCmdIndex )
{
#ifdef DEMOPOLISH_ENABLED
ASSERT_LOCAL_PLAYER_RESOLVABLE();
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
Assert( engine->IsRecordingDemo() );
Assert( IsDemoPolishEnabled() ); // NOTE: cl_demo_polish_enabled checked in engine.
CUserCmd const* pUserCmd = input->GetUserCmd( nSlot, nCmdIndex );
Assert( pUserCmd );
if ( pUserCmd )
{
DemoPolish_GetRecorder().RecordUserInput( pUserCmd );
}
#endif
}
bool CHLClient::CacheReplayRagdolls( const char* pFilename, int nStartTick )
{
#if defined( REPLAY_ENABLED )
return Replay_CacheRagdolls( pFilename, nStartTick );
#else
return false;
#endif
}
// NEW INTERFACES
// save game screenshot writing
void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height )
{
view->WriteSaveGameScreenshotOfSize( pFilename, width, height );
}
// See RenderViewInfo_t
void CHLClient::RenderView( const CViewSetup &setup, int nClearFlags, int whatToDraw )
{
VPROF("RenderView");
view->RenderView( setup, setup, nClearFlags, whatToDraw );
}
bool CHLClient::ShouldHideLoadingPlaque( void )
{
return false;
}
void CHLClient::OnActiveSplitscreenPlayerChanged( int nNewSlot )
{
}
void CHLClient::OnSplitScreenStateChanged()
{
VGui_OnSplitScreenStateChanged();
IterateRemoteSplitScreenViewSlots_Push( true );
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( i );
GetClientMode()->Layout();
GetHud().OnSplitScreenStateChanged();
}
IterateRemoteSplitScreenViewSlots_Pop();
GetFullscreenClientMode()->Layout( true );
vgui::surface()->ResetFontCaches();
// Update visibility for all ents so that the second viewport for the split player guy looks right, etc.
C_BaseEntityIterator iterator;
C_BaseEntity *pEnt;
while ( (pEnt = iterator.Next()) != NULL )
{
pEnt->UpdateVisibility();
}
}
void CHLClient::CenterStringOff()
{
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
GetCenterPrint()->Clear();
}
}
void CHLClient::OnScreenSizeChanged( int nOldWidth, int nOldHeight )
{
// Tell split screen system
VGui_OnScreenSizeChanged();
}
IMaterialProxy *CHLClient::InstantiateMaterialProxy( const char *proxyName )
{
#ifdef GAMEUI_UISYSTEM2_ENABLED
IMaterialProxy *pProxy = g_pGameUIGameSystem->CreateProxy( proxyName );
if ( pProxy )
return pProxy;
#endif
return GetMaterialProxyDict().CreateProxy( proxyName );
}
vgui::VPANEL CHLClient::GetFullscreenClientDLLVPanel( void )
{
return VGui_GetFullscreenRootVPANEL();
}
int XBX_GetActiveUserId()
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return XBX_GetUserId( GET_ACTIVE_SPLITSCREEN_SLOT() );
}
//-----------------------------------------------------------------------------
// Purpose: Marks entities as touching
// Input : *e1 -
// *e2 -
//-----------------------------------------------------------------------------
void CHLClient::MarkEntitiesAsTouching( IClientEntity *e1, IClientEntity *e2 )
{
CBaseEntity *entity = e1->GetBaseEntity();
CBaseEntity *entityTouched = e2->GetBaseEntity();
if ( entity && entityTouched )
{
trace_t tr;
UTIL_ClearTrace( tr );
tr.endpos = (entity->GetAbsOrigin() + entityTouched->GetAbsOrigin()) * 0.5;
entity->PhysicsMarkEntitiesAsTouching( entityTouched, tr );
}
}
class CKeyBindingListenerMgr : public IKeyBindingListenerMgr
{
public:
struct BindingListeners_t
{
BindingListeners_t()
{
}
BindingListeners_t( const BindingListeners_t &other )
{
m_List.CopyArray( other.m_List.Base(), other.m_List.Count() );
}
CUtlVector< IKeyBindingListener * > m_List;
};
// Callback when button is bound
virtual void AddListenerForCode( IKeyBindingListener *pListener, ButtonCode_t buttonCode )
{
CUtlVector< IKeyBindingListener * > &list = m_CodeListeners[ buttonCode ];
if ( list.Find( pListener ) != list.InvalidIndex() )
return;
list.AddToTail( pListener );
}
// Callback whenver binding is set to a button
virtual void AddListenerForBinding( IKeyBindingListener *pListener, char const *pchBindingString )
{
int idx = m_BindingListeners.Find( pchBindingString );
if ( idx == m_BindingListeners.InvalidIndex() )
{
idx = m_BindingListeners.Insert( pchBindingString );
}
CUtlVector< IKeyBindingListener * > &list = m_BindingListeners[ idx ].m_List;
if ( list.Find( pListener ) != list.InvalidIndex() )
return;
list.AddToTail( pListener );
}
virtual void RemoveListener( IKeyBindingListener *pListener )
{
for ( int i = 0; i < ARRAYSIZE( m_CodeListeners ); ++i )
{
CUtlVector< IKeyBindingListener * > &list = m_CodeListeners[ i ];
list.FindAndRemove( pListener );
}
for ( int i = m_BindingListeners.First(); i != m_BindingListeners.InvalidIndex(); i = m_BindingListeners.Next( i ) )
{
CUtlVector< IKeyBindingListener * > &list = m_BindingListeners[ i ].m_List;
list.FindAndRemove( pListener );
}
}
void OnKeyBindingChanged( ButtonCode_t buttonCode, char const *pchKeyName, char const *pchNewBinding )
{
int nSplitScreenSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
CUtlVector< IKeyBindingListener * > &list = m_CodeListeners[ buttonCode ];
for ( int i = 0 ; i < list.Count(); ++i )
{
list[ i ]->OnKeyBindingChanged( nSplitScreenSlot, buttonCode, pchKeyName, pchNewBinding );
}
int idx = m_BindingListeners.Find( pchNewBinding );
if ( idx != m_BindingListeners.InvalidIndex() )
{
CUtlVector< IKeyBindingListener * > &list = m_BindingListeners[ idx ].m_List;
for ( int i = 0 ; i < list.Count(); ++i )
{
list[ i ]->OnKeyBindingChanged( nSplitScreenSlot, buttonCode, pchKeyName, pchNewBinding );
}
}
}
private:
CUtlVector< IKeyBindingListener * > m_CodeListeners[ BUTTON_CODE_COUNT ];
CUtlDict< BindingListeners_t, int > m_BindingListeners;
};
static CKeyBindingListenerMgr g_KeyBindingListenerMgr;
IKeyBindingListenerMgr *g_pKeyBindingListenerMgr = &g_KeyBindingListenerMgr;
void CHLClient::OnKeyBindingChanged( ButtonCode_t buttonCode, char const *pchKeyName, char const *pchNewBinding )
{
g_KeyBindingListenerMgr.OnKeyBindingChanged( buttonCode, pchKeyName, pchNewBinding );
}
void CHLClient::SetBlurFade( float scale )
{
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetClientMode()->SetBlurFade( scale );
}
}
void CHLClient::ResetHudCloseCaption()
{
if ( !IsX360() )
{
// only xbox needs to force the close caption system to remount
return;
}
if ( m_pHudCloseCaption )
{
// force the caption dictionary to remount
m_pHudCloseCaption->InitCaptionDictionary( NULL, true );
}
}
bool CHLClient::SupportsRandomMaps()
{
#ifdef INFESTED_DLL
return true;
#else
return false;
#endif
}
extern IViewRender *view;
//-----------------------------------------------------------------------------
// Purpose: interface from materialsystem to client, currently just for recording into tools
//-----------------------------------------------------------------------------
class CClientMaterialSystem : public IClientMaterialSystem
{
virtual HTOOLHANDLE GetCurrentRecordingEntity()
{
if ( !ToolsEnabled() )
return HTOOLHANDLE_INVALID;
if ( !clienttools->IsInRecordingMode() )
return HTOOLHANDLE_INVALID;
C_BaseEntity *pEnt = view->GetCurrentlyDrawingEntity();
if ( !pEnt || !pEnt->IsToolRecording() )
return HTOOLHANDLE_INVALID;
return pEnt->GetToolHandle();
}
virtual void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *pMsg )
{
ToolFramework_PostToolMessage( hEntity, pMsg );
}
};
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CClientMaterialSystem s_ClientMaterialSystem;
IClientMaterialSystem *g_pClientMaterialSystem = &s_ClientMaterialSystem;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CClientMaterialSystem, IClientMaterialSystem, VCLIENTMATERIALSYSTEM_INTERFACE_VERSION, s_ClientMaterialSystem );