125 lines
4.0 KiB
C++
125 lines
4.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( CLIENTMODE_NORMAL_H )
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#define CLIENTMODE_NORMAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iclientmode.h"
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#include "GameEventListener.h"
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#include <baseviewport.h>
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class CBaseHudChat;
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class CBaseHudWeaponSelection;
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class CViewSetup;
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class C_BaseEntity;
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class C_BasePlayer;
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namespace vgui
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{
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class Panel;
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}
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#define USERID2PLAYER(i) ToBasePlayer( ClientEntityList().GetEnt( engine->GetPlayerForUserID( i ) ) )
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extern IClientMode *GetClientModeNormal(); // must be implemented
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extern IClientMode *GetFullscreenClientMode();
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// This class implements client mode functionality common to HL2 and TF2.
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class ClientModeShared : public IClientMode, public CGameEventListener
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{
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// IClientMode overrides.
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public:
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DECLARE_CLASS_NOBASE( ClientModeShared );
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ClientModeShared();
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virtual ~ClientModeShared();
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virtual void Init();
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virtual void InitViewport();
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virtual void VGui_Shutdown();
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virtual void Shutdown();
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virtual void LevelInit( const char *newmap );
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virtual void LevelShutdown( void );
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virtual void Enable();
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virtual void EnableWithRootPanel( vgui::VPANEL pRoot );
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virtual void Disable();
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virtual void Layout( bool bForce = false );
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virtual void ReloadScheme( void );
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virtual void ReloadSchemeWithRoot( vgui::VPANEL pRoot );
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virtual void OverrideView( CViewSetup *pSetup );
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virtual void OverrideAudioState( AudioState_t *pAudioState ) { return; }
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virtual bool ShouldDrawDetailObjects( );
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virtual bool ShouldDrawEntity(C_BaseEntity *pEnt);
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virtual bool ShouldDrawLocalPlayer( C_BasePlayer *pPlayer );
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virtual bool ShouldDrawViewModel();
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virtual bool ShouldDrawParticles( );
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virtual bool ShouldDrawCrosshair( void );
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virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height );
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virtual void PreRender(CViewSetup *pSetup);
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virtual void PostRender();
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virtual void PostRenderVGui();
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virtual void ProcessInput(bool bActive);
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd );
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virtual void Update();
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virtual void OnColorCorrectionWeightsReset( void );
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virtual float GetColorCorrectionScale( void ) const;
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virtual void SetBlurFade( float scale ) {}
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virtual float GetBlurFade( void ) { return 0.0f; }
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// Input
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virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual void OverrideMouseInput( float *x, float *y );
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virtual void StartMessageMode( int iMessageModeType );
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virtual vgui::Panel *GetMessagePanel();
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virtual void ActivateInGameVGuiContext( vgui::Panel *pPanel );
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virtual void DeactivateInGameVGuiContext();
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// The mode can choose to not draw fog
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virtual bool ShouldDrawFog( void );
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virtual float GetViewModelFOV( void );
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virtual vgui::Panel* GetViewport() { return m_pViewport; }
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virtual vgui::Panel *GetPanelFromViewport( const char *pchNamePath );
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// Gets at the viewports vgui panel animation controller, if there is one...
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virtual vgui::AnimationController *GetViewportAnimationController()
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{ return m_pViewport->GetAnimationController(); }
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virtual void FireGameEvent( IGameEvent *event );
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virtual bool CanRecordDemo( char *errorMsg, int length ) const { return true; }
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virtual int HandleSpectatorKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual void InitChatHudElement( void );
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virtual void InitWeaponSelectionHudElement( void );
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protected:
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CBaseViewport *m_pViewport;
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int GetSplitScreenPlayerSlot() const;
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// Message mode handling
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// All modes share a common chat interface
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CBaseHudChat *m_pChatElement;
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vgui::HCursor m_CursorNone;
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CBaseHudWeaponSelection *m_pWeaponSelection;
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int m_nRootSize[2];
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};
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#endif // CLIENTMODE_NORMAL_H
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