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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef ICLIENTMODE_H
#define ICLIENTMODE_H
#include "../../public/vgui/VGUI.h"
#include "client_virtualreality.h"
class CViewSetup;
class C_BaseEntity;
class C_BasePlayer;
class CUserCmd;
namespace vgui {
class Panel;
class AnimationController;
} // namespace vgui
// Message mode types
enum {
MM_NONE = 0,
MM_SAY,
MM_SAY_TEAM,
};
abstract_class IClientMode {
// Misc.
public:
virtual ~IClientMode() {}
// Called before the HUD is initialized.
virtual void InitViewport() = 0;
// One time init when .dll is first loaded.
virtual void Init() = 0;
// Called when vgui is shutting down.
virtual void VGui_Shutdown() = 0;
// One time call when dll is shutting down
virtual void Shutdown() = 0;
// Called when switching from one IClientMode to another.
// This can re-layout the view and such.
// Note that Enable and Disable are called when the DLL initializes and
// shuts down.
virtual void Enable() = 0;
// Called when it's about to go into another client mode.
virtual void Disable() = 0;
// Called when initializing or when the view changes.
// This should move the viewport into the correct position.
virtual void Layout() = 0;
// Gets at the viewport, if there is one...
virtual vgui::Panel *GetViewport() = 0;
// Gets at the viewports vgui panel animation controller, if there is one...
virtual vgui::AnimationController *GetViewportAnimationController() = 0;
// called every time shared client dll/engine data gets changed,
// and gives the cdll a chance to modify the data.
virtual void ProcessInput(bool bActive) = 0;
// The mode can choose to draw/not draw entities.
virtual bool ShouldDrawDetailObjects() = 0;
virtual bool ShouldDrawEntity(C_BaseEntity * pEnt) = 0;
virtual bool ShouldDrawLocalPlayer(C_BasePlayer * pPlayer) = 0;
virtual bool ShouldDrawParticles() = 0;
// The mode can choose to not draw fog
virtual bool ShouldDrawFog(void) = 0;
virtual void OverrideView(CViewSetup * pSetup) = 0;
virtual int KeyInput(int down, ButtonCode_t keynum,
const char *pszCurrentBinding) = 0;
virtual void StartMessageMode(int iMessageModeType) = 0;
virtual vgui::Panel *GetMessagePanel() = 0;
virtual void OverrideMouseInput(float *x, float *y) = 0;
virtual bool CreateMove(float flInputSampleTime, CUserCmd *cmd) = 0;
virtual void LevelInit(const char *newmap) = 0;
virtual void LevelShutdown(void) = 0;
// Certain modes hide the view model
virtual bool ShouldDrawViewModel(void) = 0;
virtual bool ShouldDrawCrosshair(void) = 0;
// Let mode override viewport for engine
virtual void AdjustEngineViewport(int &x, int &y, int &width,
int &height) = 0;
// Called before rendering a view.
virtual void PreRender(CViewSetup * pSetup) = 0;
// Called after everything is rendered.
virtual void PostRender(void) = 0;
virtual void PostRenderVGui() = 0;
virtual void ActivateInGameVGuiContext(vgui::Panel * pPanel) = 0;
virtual void DeactivateInGameVGuiContext() = 0;
virtual float GetViewModelFOV(void) = 0;
virtual bool CanRecordDemo(char *errorMsg, int length) const = 0;
virtual void ComputeVguiResConditions(KeyValues * pkvConditions) = 0;
//=============================================================================
// HPE_BEGIN:
// [menglish] Save server information shown to the client in a persistent
// place
//=============================================================================
virtual wchar_t *GetServerName() = 0;
virtual void SetServerName(wchar_t * name) = 0;
virtual wchar_t *GetMapName() = 0;
virtual void SetMapName(wchar_t * name) = 0;
//=============================================================================
// HPE_END
//=============================================================================
virtual bool DoPostScreenSpaceEffects(const CViewSetup *pSetup) = 0;
virtual void DisplayReplayMessage(const char *pLocalizeName,
float flDuration, bool bUrgent,
const char *pSound, bool bDlg) = 0;
// Updates.
public:
// Called every frame.
virtual void Update() = 0;
// Returns true if VR mode should black out everything around the UI
virtual bool ShouldBlackoutAroundHUD() = 0;
// Returns true if VR mode should black out everything around the UI
virtual HeadtrackMovementMode_t ShouldOverrideHeadtrackControl() = 0;
virtual bool IsInfoPanelAllowed() = 0;
virtual void InfoPanelDisplayed() = 0;
virtual bool IsHTMLInfoPanelAllowed() = 0;
};
extern IClientMode *g_pClientMode;
#endif