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//====== 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 "mathlib/vector.h"
#include "color.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IToolSystem; struct SpatializationInfo_t; class KeyValues; class CBoneList;
//-----------------------------------------------------------------------------
// Standard messages
//-----------------------------------------------------------------------------
struct EffectRecordingState_t { bool m_bVisible : 1; bool m_bThirdPerson : 1; Color m_Color; float m_Scale; const char *m_pMaterialName; int m_nAttachment; Vector m_vecAttachment; // only used if m_nAttachment is -1
};
struct BaseEntityRecordingState_t { BaseEntityRecordingState_t() : m_flTime( 0.0f ), m_pModelName( 0 ), m_nOwner( -1 ), m_fEffects( 0 ), m_bVisible( false ), m_bRecordFinalVisibleSample( false ), m_numEffects( 0 ), m_pEffects( NULL ), m_nFollowEntity( -1 ) { m_vecRenderOrigin.Init(); m_vecRenderAngles.Init(); }
float m_flTime; const char *m_pModelName; int m_nOwner; int m_fEffects; bool m_bVisible : 1; bool m_bRecordFinalVisibleSample : 1; Vector m_vecRenderOrigin; QAngle m_vecRenderAngles; int m_nFollowEntity;
int m_numEffects; EffectRecordingState_t *m_pEffects; };
struct SpriteRecordingState_t { float m_flRenderScale; float m_flFrame; int m_nRenderMode; bool m_nRenderFX; Color m_Color; float m_flProxyRadius; };
struct BaseAnimatingHighLevelRecordingState_t { BaseAnimatingHighLevelRecordingState_t() : m_bClearIkTargets( false ), m_bIsRagdoll( false ), m_bShouldCreateIkContext( false ), m_nNumPoseParams( 0 ), m_flCycle( 0.0f ), m_flPlaybackRate( 1.0f ), m_flCycleRate( 0.0f ), m_nFrameCount( 0 ), m_bInterpEffectActive( false ) { }
bool m_bClearIkTargets; bool m_bIsRagdoll; bool m_bShouldCreateIkContext; int m_nNumPoseParams;
float m_flCycle; float m_flPlaybackRate; float m_flCycleRate; int m_nFrameCount;
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
bool m_bInterpEffectActive; };
struct BaseAnimatingRecordingState_t { BaseAnimatingHighLevelRecordingState_t m_highLevelState;
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; bool m_bPlayerEyeIsPortalled; //for portal. Need to reverse some portal recursion draw logic when the player eye and body straddle a portal
};
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; float m_fHalfWidth; float m_fHalfHeight; const char * m_portalType; 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;
// Should sounds from the game be played?
virtual bool ShouldGamePlaySounds() = 0;
virtual IMaterialProxy *LookupProxy( const char *proxyName ) = 0;
public: // general framework hooks
virtual bool LoadFilmmaker() = 0; virtual void UnloadFilmmaker() = 0; 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; // If module not already loaded, loads it and optionally switches to first tool in module. Returns false if load failed or tool already loaded
virtual bool LoadToolModule( char const *pToolModule, bool bSwitchToFirst ) = 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
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