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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ITOOLFRAMEWORK_H
#define ITOOLFRAMEWORK_H
#ifdef _WIN32
#pragma once
#endif
#include "Color.h"
#include "appframework/IAppSystem.h"
#include "materialsystem/imaterialproxy.h"
#include "mathlib/vector.h"
#include "toolframework/itoolentity.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