//====== Copyright 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef ITOOLENTITY_H #define ITOOLENTITY_H #ifdef _WIN32 #pragma once #endif #include "tier1/interface.h" #include "tier1/utlvector.h" #include "Color.h" #include "basehandle.h" #include "iclientrenderable.h" #include "engine/ishadowmgr.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class IServerEntity; class IClientEntity; class IToolSystem; class IClientRenderable; class Vector; class QAngle; //----------------------------------------------------------------------------- // Safe accessor to an entity //----------------------------------------------------------------------------- typedef unsigned int HTOOLHANDLE; enum { HTOOLHANDLE_INVALID = 0 }; //----------------------------------------------------------------------------- // If you change this, change the flags in IClientShadowMgr.h also //----------------------------------------------------------------------------- enum ClientShadowFlags_t { SHADOW_FLAGS_USE_RENDER_TO_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<1), SHADOW_FLAGS_ANIMATING_SOURCE = (SHADOW_FLAGS_LAST_FLAG<<2), SHADOW_FLAGS_USE_DEPTH_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<3), // Update this if you add flags CLIENT_SHADOW_FLAGS_LAST_FLAG = SHADOW_FLAGS_USE_DEPTH_TEXTURE }; //----------------------------------------------------------------------------- // Opaque pointer returned from Find* methods, don't store this, you need to // Attach it to a tool entity or discard after searching //----------------------------------------------------------------------------- typedef void *EntitySearchResult; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- #ifndef NO_TOOLFRAMEWORK #define ToolsEnabled() 1 #else #define ToolsEnabled() 0 #endif //----------------------------------------------------------------------------- // Purpose: Client side tool interace (right now just handles IClientRenderables). // In theory could support hooking into client side entities directly //----------------------------------------------------------------------------- class IClientTools : public IBaseInterface { public: // Allocates or returns the handle to an entity previously found using the Find* APIs below virtual HTOOLHANDLE AttachToEntity( EntitySearchResult entityToAttach ) = 0; // Checks whether a handle is still valid. virtual bool IsValidHandle( HTOOLHANDLE handle ) = 0; // Iterates the list of entities which have been associated with tools virtual int GetNumRecordables() = 0; virtual HTOOLHANDLE GetRecordable( int index ) = 0; // Iterates through ALL entities (separate list for client vs. server) virtual EntitySearchResult NextEntity( EntitySearchResult currentEnt ) = 0; EntitySearchResult FirstEntity() { return NextEntity( NULL ); } // Use this to turn on/off the presence of an underlying game entity virtual void SetEnabled( HTOOLHANDLE handle, bool enabled ) = 0; // Use this to tell an entity to post "state" to all listening tools virtual void SetRecording( HTOOLHANDLE handle, bool recording ) = 0; virtual HTOOLHANDLE GetToolHandleForEntityByIndex( int entindex ) = 0; virtual int GetModelIndex( HTOOLHANDLE handle ) = 0; virtual const char* GetModelName ( HTOOLHANDLE handle ) = 0; virtual const char* GetClassname ( HTOOLHANDLE handle ) = 0; virtual void AddClientRenderable( IClientRenderable *pRenderable, int renderGroup ) = 0; virtual void RemoveClientRenderable( IClientRenderable *pRenderable ) = 0; virtual void SetRenderGroup( IClientRenderable *pRenderable, int renderGroup ) = 0; virtual void MarkClientRenderableDirty( IClientRenderable *pRenderable ) = 0; virtual bool DrawSprite( IClientRenderable *pRenderable, float scale, float frame, int rendermode, int renderfx, const Color &color, int *pVisHandle ) = 0; virtual EntitySearchResult GetLocalPlayer() = 0; virtual bool GetLocalPlayerEyePosition( Vector& org, QAngle& ang, float &fov ) = 0; // See ClientShadowFlags_t above virtual ClientShadowHandle_t CreateShadow( CBaseHandle handle, int nFlags ) = 0; virtual void DestroyShadow( ClientShadowHandle_t h ) = 0; virtual void AddToDirtyShadowList( ClientShadowHandle_t h, bool force = false ) = 0; virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t h ) = 0; // Global toggle for recording virtual void EnableRecordingMode( bool bEnable ) = 0; virtual bool IsInRecordingMode() const = 0; // Trigger a temp entity virtual void TriggerTempEntity( KeyValues *pKeyValues ) = 0; // get owning weapon (for viewmodels) virtual int GetOwningWeaponEntIndex( int entindex ) = 0; virtual int GetEntIndex( EntitySearchResult entityToAttach ) = 0; virtual int FindGlobalFlexcontroller( char const *name ) = 0; virtual char const *GetGlobalFlexControllerName( int idx ) = 0; // helper for traversing ownership hierarchy virtual EntitySearchResult GetOwnerEntity( EntitySearchResult currentEnt ) = 0; // common and useful types to query for hierarchically virtual bool IsPlayer ( EntitySearchResult currentEnt ) = 0; virtual bool IsBaseCombatCharacter( EntitySearchResult currentEnt ) = 0; virtual bool IsNPC ( EntitySearchResult currentEnt ) = 0; virtual Vector GetAbsOrigin( HTOOLHANDLE handle ) = 0; virtual QAngle GetAbsAngles( HTOOLHANDLE handle ) = 0; }; #define VCLIENTTOOLS_INTERFACE_VERSION "VCLIENTTOOLS001" //----------------------------------------------------------------------------- // Purpose: Interface from engine to tools for manipulating entities //----------------------------------------------------------------------------- class IServerTools : public IBaseInterface { public: virtual IServerEntity *GetIServerEntity( IClientEntity *pClientEntity ) = 0; virtual bool SnapPlayerToPosition( const Vector &org, const QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0; virtual bool GetPlayerPosition( Vector &org, QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0; virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer = NULL ) = 0; virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = 0; }; #define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS001" //----------------------------------------------------------------------------- // Purpose: Client side tool interace (right now just handles IClientRenderables). // In theory could support hooking into client side entities directly //----------------------------------------------------------------------------- class IServerChoreoTools : public IBaseInterface { public: // Iterates through ALL entities (separate list for client vs. server) virtual EntitySearchResult NextChoreoEntity( EntitySearchResult currentEnt ) = 0; EntitySearchResult FirstChoreoEntity() { return NextChoreoEntity( NULL ); } virtual const char *GetSceneFile( EntitySearchResult sr ) = 0; // For interactive editing virtual int GetEntIndex( EntitySearchResult sr ) = 0; virtual void ReloadSceneFromDisk( int entindex ) = 0; }; #define VSERVERCHOREOTOOLS_INTERFACE_VERSION "VSERVERCHOREOTOOLS001" #endif // ITOOLENTITY_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. |