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Diffstat (limited to 'public/toolframework/ienginetool.h')
| -rw-r--r-- | public/toolframework/ienginetool.h | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/public/toolframework/ienginetool.h b/public/toolframework/ienginetool.h new file mode 100644 index 0000000..cf4bf89 --- /dev/null +++ b/public/toolframework/ienginetool.h @@ -0,0 +1,233 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#ifndef IENGINETOOL_H +#define IENGINETOOL_H +#ifdef _WIN32 +#pragma once +#endif + +#include "interface.h" +#include "soundflags.h" +#include "video/ivideoservices.h" +#include "ispatialpartition.h" + +class CViewSetup; +class IToolSystem; +class KeyValues; +class ITraceFilter; +class CBaseTrace; +struct dlight_t; +struct Ray_t; +struct AudioState_t; + + +typedef bool (*FnQuitHandler)( void *pvUserData ); + +#ifndef MAX_DLIGHTS +#define MAX_DLIGHTS 32 +#endif + +// Exposed from engine to all tools, simplest interface +class IEngineToolFramework : public IBaseInterface +{ +public: + // Input system overrides TBD + // Something like this + //virtual void AddMessageHandler( int wm_message, bool (*pfnCallback)( int wm_message, int wParam, int lParam ) ) = 0; + //virtual void RemoveMessageHanlder( int wm_message, bool (*pfnCallbackToRemove)( int wm_message, int wParam, int lParam ) ) = 0; + + // Helpers for implementing a tool switching UI + virtual int GetToolCount() const = 0; + virtual char const *GetToolName( int index ) const = 0; + virtual void SwitchToTool( int index ) = 0; + + virtual bool IsTopmostTool( const IToolSystem *sys ) const = 0; + + virtual const IToolSystem *GetToolSystem( int index ) const = 0; + virtual IToolSystem *GetTopmostTool() = 0; + + // Take over input + virtual void ShowCursor( bool show ) = 0; + virtual bool IsCursorVisible() const = 0; +}; + +#define VENGINETOOLFRAMEWORK_INTERFACE_VERSION "VENGINETOOLFRAMEWORK003" + +struct model_t; +struct studiohdr_t; + +#include "toolframework/itoolentity.h" + +// Exposed from engine to tools via, more involved version of above +class IEngineTool : public IEngineToolFramework +{ +public: + virtual void GetServerFactory( CreateInterfaceFn& factory ) = 0; + virtual void GetClientFactory( CreateInterfaceFn& factory ) = 0; + + virtual float GetSoundDuration( const char *pszName ) = 0; + virtual bool IsSoundStillPlaying( int guid ) = 0; + // Returns the guid of the sound + virtual int StartSound( + int iUserData, + bool staticsound, + int iEntIndex, + int iChannel, + const char *pSample, + float flVolume, + soundlevel_t iSoundlevel, + const Vector& origin, + const Vector& direction, + int iFlags = 0, + int iPitch = PITCH_NORM, + bool bUpdatePositions = true, + float delay = 0.0f, + int speakerentity = -1 ) = 0; + + virtual void StopSoundByGuid( int guid ) = 0; + + // Returns how long the sound is + virtual float GetSoundDuration( int guid ) = 0; + + // Returns if the sound is looping + virtual bool IsLoopingSound( int guid ) = 0; + virtual void ReloadSound( const char *pSample ) = 0; + virtual void StopAllSounds( ) = 0; + virtual float GetMono16Samples( const char *pszName, CUtlVector< short >& sampleList ) = 0; + virtual void SetAudioState( const AudioState_t &audioState ) = 0; + + // Issue a console command + virtual void Command( char const *cmd ) = 0; + // Flush console command buffer right away + virtual void Execute() = 0; + + virtual char const *GetCurrentMap() = 0; + virtual void ChangeToMap( char const *mapname ) = 0; + virtual bool IsMapValid( char const *mapname ) = 0; + + // Method for causing engine to call client to render scene with no view model or overlays + // See cdll_int.h for enum RenderViewInfo_t for specifying whatToRender + virtual void RenderView( CViewSetup &view, int nFlags, int whatToRender ) = 0; + + // Returns true if the player is fully connected and active in game (i.e, not still loading) + virtual bool IsInGame() = 0; + // Returns true if the player is connected, but not necessarily active in game (could still be loading) + virtual bool IsConnected() = 0; + + virtual int GetMaxClients() = 0; // Tools might want to ensure single player, e.g. + + virtual bool IsGamePaused() = 0; + virtual void SetGamePaused( bool paused ) = 0; + + virtual float GetTimescale() = 0; // Could do this via ConVar system, too + virtual void SetTimescale( float scale ) = 0; + + // Real time is unscaled, but is updated once per frame + virtual float GetRealTime() = 0; + virtual float GetRealFrameTime() = 0; // unscaled + + // Get high precision timer (for profiling?) + virtual float Time() = 0; + + // Host time is scaled + virtual float HostFrameTime() = 0; // host_frametime + virtual float HostTime() = 0; // host_time + virtual int HostTick() = 0; // host_tickcount + virtual int HostFrameCount() = 0; // total famecount + + virtual float ServerTime() = 0; // gpGlobals->curtime on server + virtual float ServerFrameTime() = 0; // gpGlobals->frametime on server + virtual int ServerTick() = 0; // gpGlobals->tickcount on server + virtual float ServerTickInterval() = 0; // tick interval on server + + virtual float ClientTime() = 0; // gpGlobals->curtime on client + virtual float ClientFrameTime() = 0; // gpGlobals->frametime on client + virtual int ClientTick() = 0; // gpGlobals->tickcount on client + + virtual void SetClientFrameTime( float frametime ) = 0; // gpGlobals->frametime on client + + // Currently the engine doesn't like to do networking when it's paused, but if a tool changes entity state, it can be useful to force + // a network update to get that state over to the client + virtual void ForceUpdateDuringPause() = 0; + + // Maybe through modelcache??? + virtual model_t *GetModel( HTOOLHANDLE hEntity ) = 0; + // Get the .mdl file used by entity (if it's a cbaseanimating) + virtual studiohdr_t *GetStudioModel( HTOOLHANDLE hEntity ) = 0; + + // SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this) + // Prints the formatted string to the notification area of the screen ( down the right hand edge + // numbered lines starting at position 0 + virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; + // SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this) + // Similar to Con_NPrintf, but allows specifying custom text color and duration information + virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; + + // Get the current game directory (hl2, tf2, hl1, cstrike, etc.) + virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0; + +// Do we need separate rects for the 3d "viewport" vs. the tools surface??? and can we control viewports from + virtual void GetScreenSize( int& width, int &height ) = 0; + + // GetRootPanel(VPANEL) + + // Sets the location of the main view + virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0; + + // Gets the player view + virtual bool GetPlayerView( CViewSetup &playerView, int x, int y, int w, int h ) = 0; + + // From a location on the screen, figure out the vector into the world + virtual void CreatePickingRay( const CViewSetup &viewSetup, int x, int y, Vector& org, Vector& forward ) = 0; + + // precache methods + virtual bool PrecacheSound( const char *pName, bool bPreload = false ) = 0; + virtual bool PrecacheModel( const char *pName, bool bPreload = false ) = 0; + + virtual void InstallQuitHandler( void *pvUserData, FnQuitHandler func ) = 0; + virtual void TakeTGAScreenShot( char const *filename, int width, int height ) = 0; + // Even if game is paused, force networking to update to get new server state down to client + virtual void ForceSend() = 0; + + virtual bool IsRecordingMovie() = 0; + + // NOTE: Params can contain file name, frame rate, output avi, output raw, and duration + virtual void StartMovieRecording( KeyValues *pMovieParams ) = 0; + virtual void EndMovieRecording() = 0; + virtual void CancelMovieRecording() = 0; + virtual IVideoRecorder *GetActiveVideoRecorder() = 0; + + virtual void StartRecordingVoiceToFile( char const *filename, char const *pPathID = 0 ) = 0; + virtual void StopRecordingVoiceToFile() = 0; + virtual bool IsVoiceRecording() = 0; + + // A version that simply accepts a ray (can work as a traceline or tracehull) + virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0; // client version + virtual void TraceRayServer( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0; + + virtual bool IsConsoleVisible() = 0; + + virtual int GetPointContents( const Vector &vecPosition ) = 0; + + virtual int GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] ) = 0; + virtual int GetLightingConditions( const Vector &vecPosition, Vector *pColors, int nMaxLocalLights, LightDesc_t *pLocalLights ) = 0; + + virtual void GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix ) = 0; + + // Collision support + virtual SpatialPartitionHandle_t CreatePartitionHandle( IHandleEntity *pEntity, + SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0; + virtual void DestroyPartitionHandle( SpatialPartitionHandle_t hPartition ) = 0; + virtual void InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0; + virtual void RemovePartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0; + virtual void ElementMoved( SpatialPartitionHandle_t handle, + const Vector& mins, const Vector& maxs ) = 0; +}; + +#define VENGINETOOL_INTERFACE_VERSION "VENGINETOOL003" + +#endif // IENGINETOOL_H |