//====== Copyright 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef IENGINETOOL_H #define IENGINETOOL_H #ifdef _WIN32 #pragma once #endif #include "interface.h" #include "soundflags.h" #include "avi/iavi.h" class CViewSetup; class IToolSystem; class KeyValues; class ITraceFilter; class CBaseTrace; struct dlight_t; struct Ray_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: // Take over input virtual void ShowCursor( bool show ) = 0; virtual bool IsCursorVisible() const = 0; // 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; }; #define VENGINETOOLFRAMEWORK_INTERFACE_VERSION "VENGINETOOLFRAMEWORK002" 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; // 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; // During ConCommand processing functions, use this function to get the total # of tokens passed to the command parser virtual int Cmd_Argc( void ) = 0; // During ConCommand processing, this API is used to access each argument passed to the parser virtual const char *Cmd_Argv( int arg ) = 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, 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, 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) // 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; // 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; // 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 AVIHandle_t GetRecordingAVIHandle() = 0; virtual void StartRecordingVoiceToFile( char const *filename, char const *pPathID = 0 ) = 0; virtual void StopRecordingVoiceToFile() = 0; virtual bool IsVoiceRecording() = 0; // Returns if the sound is looping virtual bool IsLoopingSound( int guid ) = 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; virtual bool IsConsoleVisible() = 0; virtual void SetHearingOrigin( const Vector &origin, const QAngle &angles ) = 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 ReloadSound( const char *pSample ) = 0; virtual void StopAllSounds( ) = 0; }; #define VENGINETOOL_INTERFACE_VERSION "VENGINETOOL001" #endif // IENGINETOOL_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |