//====== Copyright 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef ITOOLFRAMEWORK_H #define ITOOLFRAMEWORK_H #ifdef _WIN32 #pragma once #endif #include "appframework/IAppSystem.h" #include "materialsystem/imaterialproxy.h" #include "toolframework/itoolentity.h" #include "vector.h" #include "Color.h" #include "toolframework/itoolentity.h" // HTOOLHANDLE defn //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class IToolSystem; struct SpatializationInfo_t; class KeyValues; class CBoneList; //----------------------------------------------------------------------------- // Standard messages //----------------------------------------------------------------------------- struct BaseEntityRecordingState_t { float m_flTime; const char *m_pModelName; int m_nOwner; int m_nEffects; bool m_bVisible; Vector m_vecRenderOrigin; QAngle m_vecRenderAngles; }; struct SpriteRecordingState_t { float m_flRenderScale; float m_flFrame; int m_nRenderMode; bool m_nRenderFX; Color m_Color; }; 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 { float m_flFOV; Vector m_vecEyePosition; QAngle m_vecEyeAngles; }; //----------------------------------------------------------------------------- // 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; 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; }; #ifndef _XBOX // Expose to rest of engine as a singleton extern IToolFrameworkInternal *toolframework; #endif // Exposed to launcher to automatically add AppSystemGroup hooks #define VTOOLFRAMEWORK_INTERFACE_VERSION "VTOOLFRAMEWORKVERSION002" #endif // ITOOLFRAMEWORK_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. |