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

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef IENGINETOOL_H
#define IENGINETOOL_H
#ifdef _WIN32
#pragma once
#endif
#include "../ispatialpartition.h"
#include "../soundflags.h"
#include "../tier1/interface.h"
#include "../video/ivideoservices.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 "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