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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/toolframework
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/toolframework')
-rw-r--r--mp/src/public/toolframework/iclientenginetools.h59
-rw-r--r--mp/src/public/toolframework/ienginetool.h233
-rw-r--r--mp/src/public/toolframework/iserverenginetools.h50
-rw-r--r--mp/src/public/toolframework/itooldictionary.h39
-rw-r--r--mp/src/public/toolframework/itoolentity.h248
-rw-r--r--mp/src/public/toolframework/itoolframework.h265
-rw-r--r--mp/src/public/toolframework/itoolsystem.h146
-rw-r--r--mp/src/public/toolframework/toolframework.cpp41
8 files changed, 1081 insertions, 0 deletions
diff --git a/mp/src/public/toolframework/iclientenginetools.h b/mp/src/public/toolframework/iclientenginetools.h
new file mode 100644
index 00000000..13e2edb3
--- /dev/null
+++ b/mp/src/public/toolframework/iclientenginetools.h
@@ -0,0 +1,59 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef ICLIENTENGINETOOLS_H
+#define ICLIENTENGINETOOLS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "interface.h"
+#include "toolframework/itoolentity.h" // HTOOLHANDLE
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class KeyValues;
+struct AudioState_t;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Exported from engine to client .dll to marshall tool framework calls
+// into IToolSystems
+//-----------------------------------------------------------------------------
+class IClientEngineTools : public IBaseInterface
+{
+public:
+ // Level init, shutdown
+ virtual void LevelInitPreEntityAllTools() = 0;
+ // entities are created / spawned / precached here
+ virtual void LevelInitPostEntityAllTools() = 0;
+
+ virtual void LevelShutdownPreEntityAllTools() = 0;
+ // Entities are deleted / released here...
+ virtual void LevelShutdownPostEntityAllTools() = 0;
+
+ virtual void PreRenderAllTools() = 0;
+ virtual void PostRenderAllTools() = 0;
+
+ virtual void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg ) = 0;
+
+ virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height ) = 0;
+ virtual bool SetupEngineView( Vector &origin, QAngle &angles, float &fov ) = 0;
+ virtual bool SetupAudioState( AudioState_t &audioState ) = 0;
+
+ // Paintmode is an enum declared in ienginevgui.h
+ virtual void VGui_PreRenderAllTools( int paintMode ) = 0;
+ virtual void VGui_PostRenderAllTools( int paintMode ) = 0;
+
+ virtual bool IsThirdPersonCamera( ) = 0;
+
+ virtual bool InToolMode() = 0;
+};
+
+#define VCLIENTENGINETOOLS_INTERFACE_VERSION "VCLIENTENGINETOOLS001"
+
+#endif // ICLIENTENGINETOOLS_H
diff --git a/mp/src/public/toolframework/ienginetool.h b/mp/src/public/toolframework/ienginetool.h
new file mode 100644
index 00000000..c68ca4e4
--- /dev/null
+++ b/mp/src/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
diff --git a/mp/src/public/toolframework/iserverenginetools.h b/mp/src/public/toolframework/iserverenginetools.h
new file mode 100644
index 00000000..170c6edc
--- /dev/null
+++ b/mp/src/public/toolframework/iserverenginetools.h
@@ -0,0 +1,50 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef ISERVERENGINETOOLS_H
+#define ISERVERENGINETOOLS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "interface.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: exposed from engine to game .dll
+//-----------------------------------------------------------------------------
+class IServerEngineTools : public IBaseInterface
+{
+public:
+ // Level init, shutdown
+ virtual void LevelInitPreEntityAllTools() = 0;
+ // entities are created / spawned / precached here
+ virtual void LevelInitPostEntityAllTools() = 0;
+
+ virtual void LevelShutdownPreEntityAllTools() = 0;
+ // Entities are deleted / released here...
+ virtual void LevelShutdownPostEntityAllTools() = 0;
+ // end of level shutdown
+
+ // Called each frame before entities think
+ virtual void FrameUpdatePreEntityThinkAllTools() = 0;
+ // called after entities think
+ virtual void FrameUpdatePostEntityThinkAllTools() = 0;
+
+ virtual void PreClientUpdateAllTools() = 0;
+ // FIXME: PostClientUpdateAllTools()???
+
+ // The server uses this to call into the tools to get the actual
+ // entities to spawn on startup
+ virtual const char* GetEntityData( const char *pActualEntityData ) = 0;
+
+ virtual void PreSetupVisibilityAllTools() = 0;
+
+ virtual bool InToolMode() = 0;
+};
+
+#define VSERVERENGINETOOLS_INTERFACE_VERSION "VSERVERENGINETOOLS001"
+
+#endif // ISERVERENGINETOOLS_H
diff --git a/mp/src/public/toolframework/itooldictionary.h b/mp/src/public/toolframework/itooldictionary.h
new file mode 100644
index 00000000..e29af3ea
--- /dev/null
+++ b/mp/src/public/toolframework/itooldictionary.h
@@ -0,0 +1,39 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef ITOOLDICTIONARY_H
+#define ITOOLDICTIONARY_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "appframework/IAppSystem.h"
+
+//-----------------------------------------------------------------------------
+// Forward declaration
+//-----------------------------------------------------------------------------
+class IToolSystem;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Every tool dll sitting in bin\tools must expose this interface
+// The engine will load the .dll, get this interface, and then ask for all
+// tools in the .dll
+// The engine will call CreateTools just before querying for the tools, so you
+// can instance any dynamically instanced tools during that call
+//-----------------------------------------------------------------------------
+class IToolDictionary : public IAppSystem
+{
+public:
+ virtual void CreateTools() = 0;
+ virtual int GetToolCount() const = 0;
+ virtual IToolSystem *GetTool( int index ) = 0;
+};
+
+#define VTOOLDICTIONARY_INTERFACE_VERSION "VTOOLDICTIONARY002"
+
+#endif // ITOOLDICTIONARY_H
diff --git a/mp/src/public/toolframework/itoolentity.h b/mp/src/public/toolframework/itoolentity.h
new file mode 100644
index 00000000..7e1199db
--- /dev/null
+++ b/mp/src/public/toolframework/itoolentity.h
@@ -0,0 +1,248 @@
+//========= 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;
+
+
+//-----------------------------------------------------------------------------
+// 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;
+};
+
+typedef IServerTools IServerTools001;
+
+#define VSERVERTOOLS_INTERFACE_VERSION_1 "VSERVERTOOLS001"
+#define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS002"
+#define VSERVERTOOLS_INTERFACE_VERSION_INT 2
+
+//-----------------------------------------------------------------------------
+// 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
diff --git a/mp/src/public/toolframework/itoolframework.h b/mp/src/public/toolframework/itoolframework.h
new file mode 100644
index 00000000..c757623c
--- /dev/null
+++ b/mp/src/public/toolframework/itoolframework.h
@@ -0,0 +1,265 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef ITOOLFRAMEWORK_H
+#define ITOOLFRAMEWORK_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "appframework/IAppSystem.h"
+#include "materialsystem/imaterialproxy.h"
+#include "toolframework/itoolentity.h"
+#include "mathlib/vector.h"
+#include "Color.h"
+#include "toolframework/itoolentity.h" // HTOOLHANDLE defn
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class IToolSystem;
+struct SpatializationInfo_t;
+class KeyValues;
+class CBoneList;
+
+
+//-----------------------------------------------------------------------------
+// Standard messages
+//-----------------------------------------------------------------------------
+struct BaseEntityRecordingState_t
+{
+ BaseEntityRecordingState_t() :
+ m_flTime( 0.0f ),
+ m_pModelName( 0 ),
+ m_nOwner( -1 ),
+ m_nEffects( 0 ),
+ m_bVisible( false ),
+ m_bRecordFinalVisibleSample( false )
+ {
+ m_vecRenderOrigin.Init();
+ m_vecRenderAngles.Init();
+ }
+
+ float m_flTime;
+ const char *m_pModelName;
+ int m_nOwner;
+ int m_nEffects;
+ bool m_bVisible : 1;
+ bool m_bRecordFinalVisibleSample : 1;
+ Vector m_vecRenderOrigin;
+ QAngle m_vecRenderAngles;
+};
+
+struct SpriteRecordingState_t
+{
+ float m_flRenderScale;
+ float m_flFrame;
+ int m_nRenderMode;
+ bool m_nRenderFX;
+ Color m_Color;
+ float m_flProxyRadius;
+};
+
+struct BaseAnimatingRecordingState_t
+{
+ int m_nSkin;
+ int m_nBody;
+ int m_nSequence;
+ CBoneList *m_pBoneList;
+};
+
+struct BaseFlexRecordingState_t
+{
+ int m_nFlexCount;
+ float *m_pDestWeight;
+ Vector m_vecViewTarget;
+};
+
+struct CameraRecordingState_t
+{
+ bool m_bThirdPerson;
+ float m_flFOV;
+ Vector m_vecEyePosition;
+ QAngle m_vecEyeAngles;
+};
+
+struct MonitorRecordingState_t
+{
+ bool m_bActive;
+ float m_flFOV;
+ bool m_bFogEnabled;
+ float m_flFogStart;
+ float m_flFogEnd;
+ Color m_FogColor;
+};
+
+struct EntityTeleportedRecordingState_t
+{
+ Vector m_vecTo;
+ QAngle m_qaTo;
+ bool m_bTeleported;
+ bool m_bViewOverride;
+ matrix3x4_t m_teleportMatrix;
+};
+
+struct PortalRecordingState_t
+{
+ int m_nPortalId;
+ int m_nLinkedPortalId;
+ float m_fStaticAmount;
+ float m_fSecondaryStaticAmount;
+ float m_fOpenAmount;
+ bool m_bIsPortal2; //for any set of portals, one must be portal 1, and the other portal 2. Uses different render targets
+};
+
+struct ParticleSystemCreatedState_t
+{
+ int m_nParticleSystemId;
+ const char * m_pName;
+ float m_flTime;
+ int m_nOwner;
+};
+
+struct ParticleSystemDestroyedState_t
+{
+ int m_nParticleSystemId;
+ float m_flTime;
+};
+
+struct ParticleSystemStopEmissionState_t
+{
+ int m_nParticleSystemId;
+ float m_flTime;
+ bool m_bInfiniteOnly;
+};
+
+struct ParticleSystemSetControlPointObjectState_t
+{
+ int m_nParticleSystemId;
+ float m_flTime;
+ int m_nControlPoint;
+ int m_nObject;
+};
+
+struct ParticleSystemSetControlPointPositionState_t
+{
+ int m_nParticleSystemId;
+ float m_flTime;
+ int m_nControlPoint;
+ Vector m_vecPosition;
+};
+
+struct ParticleSystemSetControlPointOrientationState_t
+{
+ int m_nParticleSystemId;
+ float m_flTime;
+ int m_nControlPoint;
+ Quaternion m_qOrientation;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: This interface lives in the engine and handles loading up/unloading all
+// available tools
+//-----------------------------------------------------------------------------
+class IToolFrameworkInternal : public IAppSystem
+{
+public: // Client Hooks
+ virtual bool ClientInit( CreateInterfaceFn clientFactory ) = 0;
+ virtual void ClientShutdown() = 0;
+
+ // Level init, shutdown
+ virtual void ClientLevelInitPreEntityAllTools() = 0;
+ // entities are created / spawned / precached here
+ virtual void ClientLevelInitPostEntityAllTools() = 0;
+
+ virtual void ClientLevelShutdownPreEntityAllTools() = 0;
+ // Entities are deleted / released here...
+ virtual void ClientLevelShutdownPostEntityAllTools() = 0;
+
+ virtual void ClientPreRenderAllTools() = 0;
+ virtual void ClientPostRenderAllTools() = 0;
+
+ // Should we render with a thirdperson camera?
+ virtual bool IsThirdPersonCamera() = 0;
+
+ // is the current tool recording?
+ virtual bool IsToolRecording() = 0;
+
+public: // Server Hooks
+ // Level init, shutdown
+ virtual bool ServerInit( CreateInterfaceFn serverFactory ) = 0;
+ virtual void ServerShutdown() = 0;
+
+ virtual void ServerLevelInitPreEntityAllTools() = 0;
+ // entities are created / spawned / precached here
+ virtual void ServerLevelInitPostEntityAllTools() = 0;
+
+ virtual void ServerLevelShutdownPreEntityAllTools() = 0;
+ // Entities are deleted / released here...
+ virtual void ServerLevelShutdownPostEntityAllTools() = 0;
+ // end of level shutdown
+
+ // Called each frame before entities think
+ virtual void ServerFrameUpdatePreEntityThinkAllTools() = 0;
+ // called after entities think
+ virtual void ServerFrameUpdatePostEntityThinkAllTools() = 0;
+ virtual void ServerPreClientUpdateAllTools() = 0;
+
+ virtual void ServerPreSetupVisibilityAllTools() = 0;
+
+public: // Other Hooks
+ // If any tool returns false, the engine will not actually quit
+ // FIXME: Not implemented yet
+ virtual bool CanQuit() = 0;
+
+ // Called at end of Host_Init
+ virtual bool PostInit() = 0;
+
+ virtual void Think( bool finalTick ) = 0;
+
+ virtual void PostMessage( KeyValues *msg ) = 0;
+
+ virtual bool GetSoundSpatialization( int iUserData, int guid, SpatializationInfo_t& info ) = 0;
+
+ virtual void HostRunFrameBegin() = 0;
+ virtual void HostRunFrameEnd() = 0;
+
+ virtual void RenderFrameBegin() = 0;
+ virtual void RenderFrameEnd() = 0;
+
+ // Paintmode is an enum declared in enginevgui.h
+ virtual void VGui_PreRenderAllTools( int paintMode ) = 0;
+ virtual void VGui_PostRenderAllTools( int paintMode ) = 0;
+
+ virtual void VGui_PreSimulateAllTools() = 0;
+ virtual void VGui_PostSimulateAllTools() = 0;
+
+ // Are we using tools?
+ virtual bool InToolMode() = 0;
+
+ // Should the game be allowed to render the world?
+ virtual bool ShouldGameRenderView() = 0;
+
+ virtual IMaterialProxy *LookupProxy( const char *proxyName ) = 0;
+
+public: // general framework hooks
+ virtual int GetToolCount() = 0;
+ virtual char const *GetToolName( int index ) = 0;
+ virtual void SwitchToTool( int index ) = 0;
+ virtual IToolSystem *SwitchToTool( const char *pToolName ) = 0;
+ virtual bool IsTopmostTool( const IToolSystem *sys ) = 0;
+ virtual const IToolSystem *GetToolSystem( int index ) const = 0;
+ virtual IToolSystem *GetTopmostTool() = 0;
+};
+
+// Expose to rest of engine as a singleton
+extern IToolFrameworkInternal *toolframework;
+
+// Exposed to launcher to automatically add AppSystemGroup hooks
+#define VTOOLFRAMEWORK_INTERFACE_VERSION "VTOOLFRAMEWORKVERSION002"
+
+#endif // ITOOLFRAMEWORK_H
diff --git a/mp/src/public/toolframework/itoolsystem.h b/mp/src/public/toolframework/itoolsystem.h
new file mode 100644
index 00000000..8fd28ca4
--- /dev/null
+++ b/mp/src/public/toolframework/itoolsystem.h
@@ -0,0 +1,146 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef ITOOLSYSTEM_H
+#define ITOOLSYSTEM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "itoolentity.h"
+#include "interface.h"
+#include "materialsystem/imaterialproxy.h"
+#include "inputsystem/iinputsystem.h"
+
+class KeyValues;
+struct SpatializationInfo_t;
+struct AudioState_t;
+
+//-----------------------------------------------------------------------------
+// Purpose: All tools expose this interface, which includes both client and server
+// related hooks
+//-----------------------------------------------------------------------------
+class IToolSystem
+{
+public:
+ // Name describing the tool
+ virtual char const *GetToolName() = 0;
+
+ // Called at the end of engine startup (after client .dll and server .dll have been loaded)
+ virtual bool Init() = 0;
+
+ // Called during RemoveTool or when engine is shutting down
+ virtual void Shutdown() = 0;
+
+ // Called after server.dll is loaded
+ virtual bool ServerInit( CreateInterfaceFn serverFactory ) = 0;
+ // Called after client.dll is loaded
+ virtual bool ClientInit( CreateInterfaceFn clientFactory ) = 0;
+
+ virtual void ServerShutdown() = 0;
+ virtual void ClientShutdown() = 0;
+
+ // Allow tool to override quitting, called before Shutdown(), return no to abort quitting
+ virtual bool CanQuit() = 0;
+
+ // Called when another system wiches to post a message to the tool and/or a specific entity
+ // FIXME: Are KeyValues too inefficient here?
+ virtual void PostMessage( HTOOLHANDLE hEntity, KeyValues *message ) = 0;
+
+ // Called oncer per frame even when no level is loaded... (call ProcessMessages())
+ virtual void Think( bool finalTick ) = 0;
+
+// Server calls:
+
+ // Level init, shutdown
+ virtual void ServerLevelInitPreEntity() = 0;
+ // entities are created / spawned / precached here
+ virtual void ServerLevelInitPostEntity() = 0;
+
+ virtual void ServerLevelShutdownPreEntity() = 0;
+ // Entities are deleted / released here...
+ virtual void ServerLevelShutdownPostEntity() = 0;
+ // end of level shutdown
+
+ // Called each frame before entities think
+ virtual void ServerFrameUpdatePreEntityThink() = 0;
+ // called after entities think
+ virtual void ServerFrameUpdatePostEntityThink() = 0;
+ virtual void ServerPreClientUpdate() = 0;
+ virtual void ServerPreSetupVisibility() = 0;
+
+ // Used to allow the tool to spawn different entities when it's active
+ virtual const char* GetEntityData( const char *pActualEntityData ) = 0;
+
+// Client calls:
+ // Level init, shutdown
+ virtual void ClientLevelInitPreEntity() = 0;
+ // entities are created / spawned / precached here
+ virtual void ClientLevelInitPostEntity() = 0;
+
+ virtual void ClientLevelShutdownPreEntity() = 0;
+ // Entities are deleted / released here...
+ virtual void ClientLevelShutdownPostEntity() = 0;
+ // end of level shutdown
+ // Called before rendering
+ virtual void ClientPreRender() = 0;
+ virtual void ClientPostRender() = 0;
+
+ // Let tool override viewport for engine
+ virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height ) = 0;
+
+ // let tool override view/camera
+ virtual bool SetupEngineView( Vector &origin, QAngle &angles, float &fov ) = 0;
+
+ // let tool override microphone
+ virtual bool SetupAudioState( AudioState_t &audioState ) = 0;
+
+ // Should the client be allowed to render the view normally?
+ virtual bool ShouldGameRenderView() = 0;
+ virtual bool IsThirdPersonCamera() = 0;
+
+ // is the current tool recording?
+ virtual bool IsToolRecording() = 0;
+
+ virtual IMaterialProxy *LookupProxy( const char *proxyName ) = 0;
+
+ // Possible hooks for rendering
+ // virtual void Think( float curtime, float frametime ) = 0;
+ // virtual void Prerender() = 0;
+ // virtual void Render3D() = 0;
+ // virtual void Render2D() = 0;
+// Tool activation/deactivation
+
+ // This tool is being activated
+ virtual void OnToolActivate() = 0;
+ // Another tool is being activated
+ virtual void OnToolDeactivate() = 0;
+
+ virtual bool TrapKey( ButtonCode_t key, bool down ) = 0;
+
+ virtual bool GetSoundSpatialization( int iUserData, int guid, SpatializationInfo_t& info ) = 0;
+
+ // Unlike the client .dll pre/post render stuff, these get called no matter whether a map is loaded and they only get called once per frame!!!
+ virtual void RenderFrameBegin() = 0;
+ virtual void RenderFrameEnd() = 0;
+
+ // wraps the entire frame - surrounding all other begin/end and pre/post calls
+ virtual void HostRunFrameBegin() = 0;
+ virtual void HostRunFrameEnd() = 0;
+
+ // See enginevgui.h for paintmode_t enum definitions
+ virtual void VGui_PreRender( int paintMode ) = 0;
+ virtual void VGui_PostRender( int paintMode ) = 0;
+
+ virtual void VGui_PreSimulate() = 0;
+ virtual void VGui_PostSimulate() = 0;
+};
+
+// Pointer to a member method of IGameSystem
+typedef void (IToolSystem::*ToolSystemFunc_t)();
+typedef void (IToolSystem::*ToolSystemFunc_Int_t)( int arg );
+
+#endif // ITOOLSYSTEM_H
diff --git a/mp/src/public/toolframework/toolframework.cpp b/mp/src/public/toolframework/toolframework.cpp
new file mode 100644
index 00000000..1348035e
--- /dev/null
+++ b/mp/src/public/toolframework/toolframework.cpp
@@ -0,0 +1,41 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+#include "toolframework/itooldictionary.h"
+#include "utlvector.h"
+
+class CToolDictionary : public IToolDictionary
+{
+public:
+ virtual int GetToolCount() const
+ {
+ return m_Tools.Count();
+ }
+
+ virtual IToolSystem *GetTool( int index )
+ {
+ if ( index < 0 || index >= m_Tools.Count() )
+ {
+ return NULL;
+ }
+ return m_Tools[ index ];
+ }
+
+public:
+
+ void RegisterTool( IToolSystem *tool )
+ {
+ m_Tools.AddToTail( tool );
+ }
+private:
+
+ CUtlVector< IToolSystem * > m_Tools;
+};
+
+static CToolDictionary g_ToolDictionary;
+
+EXPOSE_SINGLE_INTERFACE_GLOBALVAR( IToolDictionary, CToolDictionary, VTOOLDICTIONARY_INTERFACE_VERSION, g_ToolDictionary );
+
+void RegisterTool( IToolSystem *tool )
+{
+ g_ToolDictionary.RegisterTool( tool );
+}
+