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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: An extra interface implemented by the material system
// implementation of vgui::ISurface
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef IMATSYSTEMSURFACE_H
#define IMATSYSTEMSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "../vgui/ISurface.h"
#include "../vgui/VGUI.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class VMatrix;
class IMaterial;
struct InputEvent_t;
//-----------------------------------------------------------------------------
// Callbacks for mouse getting + setting
//-----------------------------------------------------------------------------
typedef void (*GetMouseCallback_t)(int &x, int &y);
typedef void (*SetMouseCallback_t)(int x, int y);
//-----------------------------------------------------------------------------
// Callbacks for sound playing
//-----------------------------------------------------------------------------
typedef void (*PlaySoundFunc_t)(const char *pFileName);
//-----------------------------------------------------------------------------
//
// An extra interface implemented by the material system implementation of
// vgui::ISurface
//
//-----------------------------------------------------------------------------
#define MAT_SYSTEM_SURFACE_INTERFACE_VERSION "MatSystemSurface008"
class IMatSystemSurface : public vgui::ISurface {
public:
// Hook needed to get input to work.
// If the app drives the input (like the engine needs to do for VCR mode),
// it can set bLetAppDriveInput to true and call HandleInputEvent for the
// input events.
virtual void AttachToWindow(void *hwnd, bool bLetAppDriveInput = false) = 0;
// Tells the surface to ignore windows messages
virtual void EnableWindowsMessages(bool bEnable) = 0;
// Starts, ends 3D painting
// NOTE: These methods should only be called from within the paint()
// method of a panel.
virtual void Begin3DPaint(int iLeft, int iTop, int iRight, int iBottom,
bool bRenderToTexture = true) = 0;
virtual void End3DPaint() = 0;
// NOTE: This also should only be called from within the paint()
// method of a panel. Use it to disable clipping for the rendering
// of this panel.
virtual void DisableClipping(bool bDisable) = 0;
virtual void GetClippingRect(
int &left, int &top, int &right, int &bottom,
bool &bClippingDisabled) = 0; // <<<<< NOTE: output flag is *disabled*
// state, not enabled, to match the rest
// of the interface
virtual void SetClippingRect(int left, int top, int right, int bottom) = 0;
// Prevents vgui from changing the cursor
virtual bool IsCursorLocked() const = 0;
// Sets the mouse get + set callbacks
virtual void SetMouseCallbacks(GetMouseCallback_t getFunc,
SetMouseCallback_t setFunc) = 0;
// Installs a function to play sounds
virtual void InstallPlaySoundFunc(PlaySoundFunc_t soundFunc) = 0;
// Some drawing methods that cannot be accomplished under Win32
virtual void DrawColoredCircle(int centerx, int centery, float radius,
int r, int g, int b, int a) = 0;
virtual int DrawColoredText(vgui::HFont font, int x, int y, int r, int g,
int b, int a,
PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
// Draws text with current font at position and wordwrapped to the rect
// using color values specified
virtual void DrawColoredTextRect(vgui::HFont font, int x, int y, int w,
int h, int r, int g, int b, int a,
PRINTF_FORMAT_STRING const char *fmt,
...) = 0;
virtual void DrawTextHeight(vgui::HFont font, int w, int &h,
PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
// Returns the length of the text string in pixels
virtual int DrawTextLen(vgui::HFont font,
PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
// Draws a panel in 3D space. Assumes view + projection are already set up
// Also assumes the (x,y) coordinates of the panels are defined in 640xN
// coords (N isn't necessary 480 because the panel may not be 4x3) The width
// + height specified are the size of the panel in world coordinates
virtual void DrawPanelIn3DSpace(vgui::VPANEL pRootPanel,
const VMatrix &panelCenterToWorld,
int nPixelWidth, int nPixelHeight,
float flWorldWidth,
float flWorldHeight) = 0;
// Binds a material to a surface texture ID
virtual void DrawSetTextureMaterial(int id, IMaterial *pMaterial) = 0;
// Handles an input event, returns true if the event should be filtered from
// the rest of the game
virtual bool HandleInputEvent(const InputEvent_t &event) = 0;
virtual void Set3DPaintTempRenderTarget(const char *pRenderTargetName) = 0;
virtual void Reset3DPaintTempRenderTarget(void) = 0;
// Gets a material bound to a surface texture ID
virtual IMaterial *DrawGetTextureMaterial(int id) = 0;
virtual void GetFullscreenViewportAndRenderTarget(
int &x, int &y, int &w, int &h, ITexture **ppRenderTarget) = 0;
virtual void SetFullscreenViewportAndRenderTarget(
int x, int y, int w, int h, ITexture *pRenderTarget) = 0;
// get texture id for a texture
virtual int DrawGetTextureId(ITexture *pTexture) = 0;
// begin and end skin composition painting
virtual void BeginSkinCompositionPainting() = 0;
virtual void EndSkinCompositionPainting() = 0;
};
#endif // IMATSYSTEMSURFACE_H