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Diffstat (limited to 'public/toolframework/itoolentity.h')
| -rw-r--r-- | public/toolframework/itoolentity.h | 273 |
1 files changed, 273 insertions, 0 deletions
diff --git a/public/toolframework/itoolentity.h b/public/toolframework/itoolentity.h new file mode 100644 index 0000000..38790ef --- /dev/null +++ b/public/toolframework/itoolentity.h @@ -0,0 +1,273 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#ifndef ITOOLENTITY_H +#define ITOOLENTITY_H +#ifdef _WIN32 +#pragma once +#endif + +#include "tier1/interface.h" +#include "tier1/utlvector.h" +#include "Color.h" +#include "basehandle.h" +#include "iclientrenderable.h" +#include "engine/ishadowmgr.h" + + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- +class IServerEntity; +class IClientEntity; +class IToolSystem; +class IClientRenderable; +class Vector; +class QAngle; +class CBaseEntity; +class CBaseAnimating; +class CTakeDamageInfo; +class ITempEntsSystem; +class IEntityFactoryDictionary; +class CBaseTempEntity; +class CGlobalEntityList; +class IEntityFindFilter; + + +//----------------------------------------------------------------------------- +// Safe accessor to an entity +//----------------------------------------------------------------------------- +typedef unsigned int HTOOLHANDLE; +enum +{ + HTOOLHANDLE_INVALID = 0 +}; + + +//----------------------------------------------------------------------------- +// If you change this, change the flags in IClientShadowMgr.h also +//----------------------------------------------------------------------------- +enum ClientShadowFlags_t +{ + SHADOW_FLAGS_USE_RENDER_TO_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<1), + SHADOW_FLAGS_ANIMATING_SOURCE = (SHADOW_FLAGS_LAST_FLAG<<2), + SHADOW_FLAGS_USE_DEPTH_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<3), + // Update this if you add flags + CLIENT_SHADOW_FLAGS_LAST_FLAG = SHADOW_FLAGS_USE_DEPTH_TEXTURE +}; + + +//----------------------------------------------------------------------------- +// Opaque pointer returned from Find* methods, don't store this, you need to +// Attach it to a tool entity or discard after searching +//----------------------------------------------------------------------------- +typedef void *EntitySearchResult; + + +//----------------------------------------------------------------------------- +// Purpose: Client side tool interace (right now just handles IClientRenderables). +// In theory could support hooking into client side entities directly +//----------------------------------------------------------------------------- +class IClientTools : public IBaseInterface +{ +public: + // Allocates or returns the handle to an entity previously found using the Find* APIs below + virtual HTOOLHANDLE AttachToEntity( EntitySearchResult entityToAttach ) = 0; + virtual void DetachFromEntity( EntitySearchResult entityToDetach ) = 0; + + // Checks whether a handle is still valid. + virtual bool IsValidHandle( HTOOLHANDLE handle ) = 0; + + // Iterates the list of entities which have been associated with tools + virtual int GetNumRecordables() = 0; + virtual HTOOLHANDLE GetRecordable( int index ) = 0; + + // Iterates through ALL entities (separate list for client vs. server) + virtual EntitySearchResult NextEntity( EntitySearchResult currentEnt ) = 0; + EntitySearchResult FirstEntity() { return NextEntity( NULL ); } + + // Use this to turn on/off the presence of an underlying game entity + virtual void SetEnabled( HTOOLHANDLE handle, bool enabled ) = 0; + // Use this to tell an entity to post "state" to all listening tools + virtual void SetRecording( HTOOLHANDLE handle, bool recording ) = 0; + // Some entities are marked with ShouldRecordInTools false, such as ui entities, etc. + virtual bool ShouldRecord( HTOOLHANDLE handle ) = 0; + + virtual HTOOLHANDLE GetToolHandleForEntityByIndex( int entindex ) = 0; + + virtual int GetModelIndex( HTOOLHANDLE handle ) = 0; + virtual const char* GetModelName ( HTOOLHANDLE handle ) = 0; + virtual const char* GetClassname ( HTOOLHANDLE handle ) = 0; + + virtual void AddClientRenderable( IClientRenderable *pRenderable, int renderGroup ) = 0; + virtual void RemoveClientRenderable( IClientRenderable *pRenderable ) = 0; + virtual void SetRenderGroup( IClientRenderable *pRenderable, int renderGroup ) = 0; + virtual void MarkClientRenderableDirty( IClientRenderable *pRenderable ) = 0; + virtual void UpdateProjectedTexture( ClientShadowHandle_t h, bool bForce ) = 0; + + virtual bool DrawSprite( IClientRenderable *pRenderable, float scale, float frame, int rendermode, int renderfx, const Color &color, float flProxyRadius, int *pVisHandle ) = 0; + + virtual EntitySearchResult GetLocalPlayer() = 0; + virtual bool GetLocalPlayerEyePosition( Vector& org, QAngle& ang, float &fov ) = 0; + + // See ClientShadowFlags_t above + virtual ClientShadowHandle_t CreateShadow( CBaseHandle handle, int nFlags ) = 0; + virtual void DestroyShadow( ClientShadowHandle_t h ) = 0; + + virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0; + virtual void DestroyFlashlight( ClientShadowHandle_t h ) = 0; + virtual void UpdateFlashlightState( ClientShadowHandle_t h, const FlashlightState_t &lightState ) = 0; + + virtual void AddToDirtyShadowList( ClientShadowHandle_t h, bool force = false ) = 0; + virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t h ) = 0; + + // Global toggle for recording + virtual void EnableRecordingMode( bool bEnable ) = 0; + virtual bool IsInRecordingMode() const = 0; + + // Trigger a temp entity + virtual void TriggerTempEntity( KeyValues *pKeyValues ) = 0; + + // get owning weapon (for viewmodels) + virtual int GetOwningWeaponEntIndex( int entindex ) = 0; + virtual int GetEntIndex( EntitySearchResult entityToAttach ) = 0; + + virtual int FindGlobalFlexcontroller( char const *name ) = 0; + virtual char const *GetGlobalFlexControllerName( int idx ) = 0; + + // helper for traversing ownership hierarchy + virtual EntitySearchResult GetOwnerEntity( EntitySearchResult currentEnt ) = 0; + + // common and useful types to query for hierarchically + virtual bool IsPlayer ( EntitySearchResult currentEnt ) = 0; + virtual bool IsBaseCombatCharacter( EntitySearchResult currentEnt ) = 0; + virtual bool IsNPC ( EntitySearchResult currentEnt ) = 0; + + virtual Vector GetAbsOrigin( HTOOLHANDLE handle ) = 0; + virtual QAngle GetAbsAngles( HTOOLHANDLE handle ) = 0; + + // This reloads a portion or all of a particle definition file. + // It's up to the client to decide if it cares about this file + // Use a UtlBuffer to crack the data + virtual void ReloadParticleDefintions( const char *pFileName, const void *pBufData, int nLen ) = 0; + + // Sends a mesage from the tool to the client + virtual void PostToolMessage( KeyValues *pKeyValues ) = 0; + + // Indicates whether the client should render particle systems + virtual void EnableParticleSystems( bool bEnable ) = 0; + + // Is the game rendering in 3rd person mode? + virtual bool IsRenderingThirdPerson() const = 0; +}; + +#define VCLIENTTOOLS_INTERFACE_VERSION "VCLIENTTOOLS001" + + +//----------------------------------------------------------------------------- +// Purpose: Interface from engine to tools for manipulating entities +//----------------------------------------------------------------------------- +class IServerTools : public IBaseInterface +{ +public: + virtual IServerEntity *GetIServerEntity( IClientEntity *pClientEntity ) = 0; + virtual bool SnapPlayerToPosition( const Vector &org, const QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0; + virtual bool GetPlayerPosition( Vector &org, QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0; + virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer = NULL ) = 0; + virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = 0; + virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL ) = 0; + + // entity searching + virtual CBaseEntity *FirstEntity( void ) = 0; + virtual CBaseEntity *NextEntity( CBaseEntity *pEntity ) = 0; + virtual CBaseEntity *FindEntityByHammerID( int iHammerID ) = 0; + + // entity query + virtual bool GetKeyValue( CBaseEntity *pEntity, const char *szField, char *szValue, int iMaxLen ) = 0; + virtual bool SetKeyValue( CBaseEntity *pEntity, const char *szField, const char *szValue ) = 0; + virtual bool SetKeyValue( CBaseEntity *pEntity, const char *szField, float flValue ) = 0; + virtual bool SetKeyValue( CBaseEntity *pEntity, const char *szField, const Vector &vecValue ) = 0; + + // entity spawning + virtual CBaseEntity *CreateEntityByName( const char *szClassName ) = 0; + virtual void DispatchSpawn( CBaseEntity *pEntity ) = 0; + + // This reloads a portion or all of a particle definition file. + // It's up to the server to decide if it cares about this file + // Use a UtlBuffer to crack the data + virtual void ReloadParticleDefintions( const char *pFileName, const void *pBufData, int nLen ) = 0; + + virtual void AddOriginToPVS( const Vector &org ) = 0; + virtual void MoveEngineViewTo( const Vector &vPos, const QAngle &vAngles ) = 0; + + virtual bool DestroyEntityByHammerId( int iHammerID ) = 0; + virtual CBaseEntity *GetBaseEntityByEntIndex( int iEntIndex ) = 0; + virtual void RemoveEntity( CBaseEntity *pEntity ) = 0; + virtual void RemoveEntityImmediate( CBaseEntity *pEntity ) = 0; + virtual IEntityFactoryDictionary *GetEntityFactoryDictionary( void ) = 0; + + virtual void SetMoveType( CBaseEntity *pEntity, int val ) = 0; + virtual void SetMoveType( CBaseEntity *pEntity, int val, int moveCollide ) = 0; + virtual void ResetSequence( CBaseAnimating *pEntity, int nSequence ) = 0; + virtual void ResetSequenceInfo( CBaseAnimating *pEntity ) = 0; + + virtual void ClearMultiDamage( void ) = 0; + virtual void ApplyMultiDamage( void ) = 0; + virtual void AddMultiDamage( const CTakeDamageInfo &pTakeDamageInfo, CBaseEntity *pEntity ) = 0; + virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore ) = 0; + + virtual ITempEntsSystem *GetTempEntsSystem( void ) = 0; + virtual CBaseTempEntity *GetTempEntList( void ) = 0; + + virtual CGlobalEntityList *GetEntityList( void ) = 0; + virtual bool IsEntityPtr( void *pTest ) = 0; + virtual CBaseEntity *FindEntityByClassname( CBaseEntity *pStartEntity, const char *szName ) = 0; + virtual CBaseEntity *FindEntityByName( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL, IEntityFindFilter *pFilter = NULL ) = 0; + virtual CBaseEntity *FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ) = 0; + virtual CBaseEntity *FindEntityByTarget( CBaseEntity *pStartEntity, const char *szName ) = 0; + virtual CBaseEntity *FindEntityByModel( CBaseEntity *pStartEntity, const char *szModelName ) = 0; + virtual CBaseEntity *FindEntityByNameNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0; + virtual CBaseEntity *FindEntityByNameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0; + virtual CBaseEntity *FindEntityByClassnameNearest( const char *szName, const Vector &vecSrc, float flRadius ) = 0; + virtual CBaseEntity *FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius ) = 0; + virtual CBaseEntity *FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecMins, const Vector &vecMaxs ) = 0; + virtual CBaseEntity *FindEntityGeneric( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0; + virtual CBaseEntity *FindEntityGenericWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0; + virtual CBaseEntity *FindEntityGenericNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0; + virtual CBaseEntity *FindEntityNearestFacing( const Vector &origin, const Vector &facing, float threshold ) = 0; + virtual CBaseEntity *FindEntityClassNearestFacing( const Vector &origin, const Vector &facing, float threshold, char *classname ) = 0; + virtual CBaseEntity *FindEntityProcedural( const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0; +}; + +typedef IServerTools IServerTools001; +typedef IServerTools IServerTools002; + +#define VSERVERTOOLS_INTERFACE_VERSION_1 "VSERVERTOOLS001" +#define VSERVERTOOLS_INTERFACE_VERSION_2 "VSERVERTOOLS002" +#define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS003" +#define VSERVERTOOLS_INTERFACE_VERSION_INT 3 + +//----------------------------------------------------------------------------- +// Purpose: Client side tool interace (right now just handles IClientRenderables). +// In theory could support hooking into client side entities directly +//----------------------------------------------------------------------------- +class IServerChoreoTools : public IBaseInterface +{ +public: + + // Iterates through ALL entities (separate list for client vs. server) + virtual EntitySearchResult NextChoreoEntity( EntitySearchResult currentEnt ) = 0; + EntitySearchResult FirstChoreoEntity() { return NextChoreoEntity( NULL ); } + virtual const char *GetSceneFile( EntitySearchResult sr ) = 0; + + // For interactive editing + virtual int GetEntIndex( EntitySearchResult sr ) = 0; + virtual void ReloadSceneFromDisk( int entindex ) = 0; +}; + +#define VSERVERCHOREOTOOLS_INTERFACE_VERSION "VSERVERCHOREOTOOLS001" + +#endif // ITOOLENTITY_H |