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1127 lines
30 KiB
1127 lines
30 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Implmentation of IEngineTool callback interface
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// Tool .dlls can call back through this interface to talk to the engine
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//
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//=============================================================================
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#include "ienginetoolinternal.h"
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#include "EngineSoundInternal.h"
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#include "vengineserver_impl.h"
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#include "cdll_engine_int.h"
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#include "toolframework/ienginetool.h"
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#include "client.h"
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#include "server.h"
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#include "con_nprint.h"
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#include "toolframework/itoolframework.h"
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#include "sound.h"
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#include "screen.h"
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#include "render.h"
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#include "gl_matsysiface.h"
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#include "cl_main.h"
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#include "sys_dll.h"
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#include "ivideomode.h"
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#include "voice.h"
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#include "filesystem_engine.h"
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#include "enginetrace.h"
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#include "Overlay.h"
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#include "r_efx.h"
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#include "r_local.h"
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#include "lightcache.h"
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#include "ispatialpartitioninternal.h"
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#include "networkstringtableserver.h"
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#include "networkstringtable.h"
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#include "igame.h"
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#include "gl_rmain.h"
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#ifndef DEDICATED
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#include "vgui_baseui_interface.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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// External variables and APIs needed
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extern CSysModule *g_GameDLL;
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extern ConVar host_timescale;
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extern CGlobalVars g_ServerGlobalVariables;
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void SV_ForceSend();
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CreateInterfaceFn ClientDLL_GetFactory( void );
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extern CNetworkStringTableContainer *networkStringTableContainerServer;
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IOverlayMgr *OverlayMgr();
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void SV_ForceSend();
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extern ConVar host_framerate;
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void CL_StartMovie( const char *filename, int flags, int nWidth, int nHeight, float flFrameRate, int jpeg_quality );
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void CL_EndMovie();
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bool CL_IsRecordingMovie();
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void VGui_SetGameDLLPanelsVisible( bool show );
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float AudioSource_GetSoundDuration( char const *pName );
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//-----------------------------------------------------------------------------
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// Purpose: Singleton implementation of external tools callback interface
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//-----------------------------------------------------------------------------
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class CEngineTool : public IEngineToolInternal
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{
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public:
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CEngineTool();
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// Methods of IEngineToolFramework
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// Take over input
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virtual void ShowCursor( bool show );
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virtual bool IsCursorVisible() const;
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// Helpers for implementing a tool switching UI
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virtual int GetToolCount() const;
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virtual const char *GetToolName( int index ) const;
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virtual void SwitchToTool( int index );
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virtual bool IsTopmostTool( const IToolSystem *sys ) const;
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virtual const IToolSystem *GetToolSystem( int index ) const;
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virtual IToolSystem *GetTopmostTool();
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// If module not already loaded, loads it and optionally switches to first tool in module. Returns false if load failed or tool already loaded
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virtual bool LoadToolModule( char const *pToolModule, bool bSwitchToFirst );
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public:
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// Retrieve factories from server.dll and client.dll to get at specific interfaces defined within
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virtual void GetServerFactory( CreateInterfaceFn& factory );
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virtual void GetClientFactory( CreateInterfaceFn& factory );
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// Issue a console command
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virtual void Command( const char *cmd );
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// Flush console command buffer right away
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virtual void Execute();
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// If in a level, get name of current level
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virtual const char *GetCurrentMap();
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virtual void ChangeToMap( const char *mapname );
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virtual bool IsMapValid( const char *mapname );
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// Method for causing engine to call client to render scene with no view model or overlays
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virtual void RenderView( CViewSetup &view, int nFlags, int nWhatToRender );
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// Returns true if the player is fully connected and active in game (i.e, not still loading)
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virtual bool IsInGame();
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// Returns true if the player is connected, but not necessarily active in game (could still be loading)
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virtual bool IsConnected();
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virtual int GetMaxClients(); // Tools might want to ensure single player, e.g.
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virtual bool IsGamePaused();
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virtual void SetGamePaused( bool paused );
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virtual float GetTimescale(); // host_timescale ConVar multiplied by the game timescale
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virtual void SetTimescale( float scale );
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// Real time is unscaled, but is updated once per frame
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virtual float GetRealTime();
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virtual float GetRealFrameTime(); // unscaled
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virtual float Time(); // Get high precision timer (for profiling?)
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// Host time is scaled
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virtual float HostFrameTime(); // host_frametime
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virtual float HostTime(); // host_time
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virtual int HostTick(); // host_tickcount
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virtual int HostFrameCount(); // total famecount
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virtual float ServerTime(); // gpGlobals->curtime on server
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virtual float ServerFrameTime(); // gpGlobals->frametime on server
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virtual int ServerTick(); // gpGlobals->tickcount on server
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virtual float ServerTickInterval(); // tick interval on server
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virtual float ClientTime(); // gpGlobals->curtime on client
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virtual float ClientFrameTime(); // gpGlobals->frametime on client
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virtual int ClientTick(); // gpGlobals->tickcount on client
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virtual void SetClientFrameTime( float frametime ); // gpGlobals->frametime on client
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// 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
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// a network update to get that state over to the client
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virtual void ForceUpdateDuringPause();
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// Maybe through modelcache???
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virtual model_t *GetModel( HTOOLHANDLE hEntity );
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// Get the .mdl file used by entity (if it's a cbaseanimating)
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virtual studiohdr_t *GetStudioModel( HTOOLHANDLE hEntity );
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// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
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// Prints the formatted string to the notification area of the screen ( down the right hand edge
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// numbered lines starting at position 0
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virtual void Con_NPrintf( int pos, const char *fmt, ... );
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// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
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// Similar to Con_NPrintf, but allows specifying custom text color and duration information
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virtual void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... );
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// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
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virtual void GetGameDir( char *szGetGameDir, int maxlength );
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// Do we need separate rects for the 3d "viewport" vs. the tools surface??? and can we control viewports from
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virtual void GetScreenSize( int& width, int &height );
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virtual int StartSound(
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int iUserData,
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bool staticsound,
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int iEntIndex,
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int iChannel,
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const char *pSample,
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float flVolume,
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soundlevel_t iSoundlevel,
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const Vector& origin,
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const Vector& direction,
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int iFlags = 0,
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int iPitch = PITCH_NORM,
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bool bUpdatePositions = true,
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float delay = 0.0f,
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int speakerentity = -1 );
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virtual void StopSoundByGuid( int guid );
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virtual void SetVolumeByGuid( int guid, float flVolume );
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virtual bool IsSoundStillPlaying( int guid );
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virtual bool GetSoundChannelVolume( const char* sound, float &flVolumeLeft, float &flVolumeRight ) { return false; }
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virtual float GetSoundDuration( int guid );
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virtual void ReloadSound( const char *pSample );
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virtual void StopAllSounds( );
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virtual void SetAudioState( const AudioState_t &audioState );
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virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles );
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virtual bool GetPlayerView( CViewSetup &playerView, int x, int y, int w, int h );
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virtual void CreatePickingRay( const CViewSetup &viewSetup, int x, int y, Vector& org, Vector& forward );
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virtual bool IsLoopingSound( int guid );
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virtual void InstallQuitHandler( void *pvUserData, FnQuitHandler func );
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virtual void TakeTGAScreenShot( const char *filename, int width, int height );
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// Even if game is paused, force networking to update to get new server state down to client
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virtual void ForceSend();
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virtual bool IsRecordingMovie();
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// NOTE: Params can contain file name, frame rate, output avi, output raw, and duration
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virtual void StartMovieRecording( KeyValues *pMovieParams );
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virtual void EndMovieRecording();
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virtual void CancelMovieRecording();
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virtual AVIHandle_t GetRecordingAVIHandle();
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virtual void StartRecordingVoiceToFile( const char *filename, const char *pPathID = 0 );
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virtual void StopRecordingVoiceToFile();
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virtual bool IsVoiceRecording();
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virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace );
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virtual void TraceRayServer( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace );
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bool CanQuit();
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void UpdateScreenshot();
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bool ShouldSuppressDeInit() const;
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virtual bool IsConsoleVisible();
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virtual int GetPointContents( const Vector &vecPosition );
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virtual int GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] );
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virtual int GetLightingConditions( const Vector &vecPosition, Vector *pColors, int nMaxLocalLights, LightDesc_t *pLocalLights );
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// precache methods
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virtual bool PrecacheSound( const char *pName, bool bPreload = false );
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virtual bool PrecacheModel( const char *pName, bool bPreload = false );
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virtual float GetMono16Samples( const char *pszName, CUtlVector< short >& sampleList );
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virtual void GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix );
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virtual SpatialPartitionHandle_t CreatePartitionHandle( IHandleEntity *pEntity, SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs );
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virtual void DestroyPartitionHandle( SpatialPartitionHandle_t hPartition );
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virtual void InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery );
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virtual void RemovePartitionQueryCallback( IPartitionQueryCallback *pQuery );
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virtual void ElementMoved( SpatialPartitionHandle_t handle, const Vector& mins, const Vector& maxs );
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virtual float GetSoundDuration( const char *pszName );
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virtual void ValidateSoundCache( char const *pchSoundName );
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virtual void PrefetchSound( char const *pchSoundName );
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virtual void* GetEngineHwnd();
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virtual void OnModeChanged( bool bGameMode );
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public:
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// Methods of IEngineToolInternal
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virtual void SetIsInGame( bool bIsInGame );
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virtual float GetSoundElapsedTime( int guid );
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virtual bool GetPreventSound( void );
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private:
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bool m_bIsInGame;
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struct QuitHandler_t
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{
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void *userdata;
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FnQuitHandler func;
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};
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CUtlVector< QuitHandler_t > m_QuitHandlers;
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char m_szScreenshotFile[ MAX_OSPATH ];
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int m_nScreenshotWidth;
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int m_nScreenshotHeight;
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bool m_bRecordingMovie;
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bool m_bSuppressDeInit;
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char m_szVoiceoverFile[ MAX_OSPATH ];
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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static CEngineTool g_EngineTool;
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IEngineToolInternal *g_pEngineToolInternal = &g_EngineTool;
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void EngineTool_InstallQuitHandler( void *pvUserData, FnQuitHandler func )
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{
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g_EngineTool.InstallQuitHandler( pvUserData, func );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool EngineTool_CheckQuitHandlers()
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{
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return g_EngineTool.CanQuit();
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}
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void EngineTool_UpdateScreenshot()
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{
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g_EngineTool.UpdateScreenshot();
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CEngineTool::CEngineTool()
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{
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m_bIsInGame = false;
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m_szScreenshotFile[ 0 ] = 0;
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m_nScreenshotWidth = 180;
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m_nScreenshotHeight = 100;
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m_bRecordingMovie = false;
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m_bSuppressDeInit = false;
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m_szVoiceoverFile[ 0 ] = 0;
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}
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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void CEngineTool::ShowCursor( bool show )
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{
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Assert( 0 );
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}
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bool CEngineTool::IsCursorVisible() const
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{
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Assert( 0 );
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return true;
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}
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int CEngineTool::GetPointContents( const Vector &vecPosition )
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{
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return g_pEngineTraceClient->GetPointContents( vecPosition, NULL );
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}
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int CEngineTool::GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] )
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{
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return g_pEfx->CL_GetActiveDLights( pList );
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}
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bool WorldLightToMaterialLight( dworldlight_t* pWorldLight, LightDesc_t& light );
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int CEngineTool::GetLightingConditions( const Vector &vecLightingOrigin, Vector *pColors, int nMaxLocalLights, LightDesc_t *pLocalLights )
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{
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LightcacheGetDynamic_Stats stats;
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LightingState_t state;
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LightcacheGetDynamic( vecLightingOrigin, state, stats, NULL );
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Assert( state.numlights >= 0 && state.numlights < MAXLOCALLIGHTS );
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memcpy( pColors, state.r_boxcolor, sizeof(state.r_boxcolor) );
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int nLightCount = 0;
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for ( int i = 0; i < state.numlights; ++i )
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{
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LightDesc_t *pLightDesc = &pLocalLights[nLightCount];
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if (!WorldLightToMaterialLight( state.locallight[i], *pLightDesc ))
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continue;
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// Apply lightstyle
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float bias = LightStyleValue( state.locallight[i]->style );
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// Deal with overbrighting + bias
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pLightDesc->m_Color[0] *= bias;
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pLightDesc->m_Color[1] *= bias;
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pLightDesc->m_Color[2] *= bias;
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if ( ++nLightCount >= nMaxLocalLights )
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break;
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}
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return nLightCount;
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}
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void CEngineTool::GetServerFactory( CreateInterfaceFn& factory )
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{
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factory = Sys_GetFactory( g_GameDLL );
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}
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void CEngineTool::GetClientFactory( CreateInterfaceFn& factory )
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{
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factory = ClientDLL_GetFactory();
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}
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void CEngineTool::Command( const char *cmd )
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{
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Cbuf_AddText( Cbuf_GetCurrentPlayer(), cmd );
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}
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void CEngineTool::Execute()
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{
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Cbuf_Execute();
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}
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const char *CEngineTool::GetCurrentMap()
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{
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if ( sv.IsDedicated() )
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return "Dedicated Server";
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if ( !GetBaseLocalClient().IsConnected() )
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{
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if ( sv.IsLoading() )
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return sv.GetMapName();
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return "";
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}
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return GetBaseLocalClient().m_szLevelName;
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}
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void CEngineTool::ChangeToMap( const char *mapname )
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{
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if ( modelloader->Map_IsValid( mapname ) )
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{
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Cbuf_AddText( Cbuf_GetCurrentPlayer(), va( "map \"%s\"\n", mapname ) );
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}
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}
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bool CEngineTool::IsMapValid( const char *mapname )
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{
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return modelloader->Map_IsValid( mapname );
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}
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// Allows tools to kick off rendering by having the engine call the client
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void CEngineTool::RenderView( CViewSetup &view, int nFlags, int whatToRender )
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{
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// Call client
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
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g_ClientDLL->RenderView( view, nFlags, whatToRender );
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}
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void CEngineTool::SetIsInGame( bool bIsInGame )
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{
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m_bIsInGame = bIsInGame;
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}
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bool CEngineTool::IsInGame()
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{
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return m_bIsInGame && GetBaseLocalClient().IsConnected();
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}
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bool CEngineTool::IsConnected()
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{
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return GetBaseLocalClient().IsConnected();
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}
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int CEngineTool::GetMaxClients()
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{
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return GetBaseLocalClient().m_nMaxClients;
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}
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bool CEngineTool::IsGamePaused()
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{
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return GetBaseLocalClient().IsPaused();
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}
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bool CEngineTool::IsConsoleVisible()
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{
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#ifdef DEDICATED
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return false;
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#else
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return EngineVGui()->IsConsoleVisible();
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#endif
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}
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void CEngineTool::SetGamePaused( bool paused )
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{
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sv.SetPaused( paused );
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}
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float CEngineTool::GetTimescale()
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{
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return host_timescale.GetFloat() * sv.GetTimescale();
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}
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void CEngineTool::SetTimescale( float scale )
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{
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host_timescale.SetValue( scale );
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}
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float CEngineTool::Time()
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{
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return Plat_FloatTime();
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}
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// Real time is unscaled, but is updated once per frame
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float CEngineTool::GetRealTime()
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{
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return realtime;
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}
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float CEngineTool::GetRealFrameTime()
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{
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return host_frametime_unscaled;
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}
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float CEngineTool::HostFrameTime()
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{
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return host_frametime;
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}
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float CEngineTool::HostTime()
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{
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return host_time;
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}
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int CEngineTool::HostTick()
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{
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return host_tickcount;
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}
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int CEngineTool::HostFrameCount()
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{
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return host_framecount;
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}
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float CEngineTool::ServerTime()
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{
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return g_ServerGlobalVariables.curtime;
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}
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float CEngineTool::ServerFrameTime()
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{
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return g_ServerGlobalVariables.frametime;
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}
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int CEngineTool::ServerTick()
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{
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return g_ServerGlobalVariables.tickcount;
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}
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float CEngineTool::ServerTickInterval()
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{
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return g_ServerGlobalVariables.interval_per_tick;
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}
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float CEngineTool::ClientTime()
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{
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return g_ClientGlobalVariables.curtime;
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}
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|
|
float CEngineTool::ClientFrameTime()
|
|
{
|
|
return g_ClientGlobalVariables.frametime;
|
|
}
|
|
|
|
int CEngineTool::ClientTick()
|
|
{
|
|
return g_ClientGlobalVariables.tickcount;
|
|
}
|
|
|
|
void CEngineTool::SetClientFrameTime( float frametime )
|
|
{
|
|
g_ClientGlobalVariables.frametime = frametime;
|
|
}
|
|
|
|
void CEngineTool::ForceUpdateDuringPause()
|
|
{
|
|
SV_ForceSend();
|
|
}
|
|
|
|
model_t *CEngineTool::GetModel( HTOOLHANDLE hEntity )
|
|
{
|
|
Assert( 0 );
|
|
return NULL;
|
|
}
|
|
|
|
studiohdr_t *CEngineTool::GetStudioModel( HTOOLHANDLE hEntity )
|
|
{
|
|
Assert( 0 );
|
|
return NULL;
|
|
}
|
|
|
|
void CEngineTool::Con_NPrintf( int pos, const char *fmt, ... )
|
|
{
|
|
char buf[ 1024 ];
|
|
va_list argptr;
|
|
va_start( argptr, fmt );
|
|
_vsnprintf( buf, sizeof( buf ) - 1, fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
return ::Con_NPrintf( pos, "%s", buf );
|
|
}
|
|
|
|
void CEngineTool::Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... )
|
|
{
|
|
char buf[ 1024 ];
|
|
va_list argptr;
|
|
va_start( argptr, fmt );
|
|
_vsnprintf( buf, sizeof( buf ) - 1, fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
::Con_NXPrintf( info, "%s", buf );
|
|
}
|
|
|
|
void CEngineTool::GetGameDir( char *szGetGameDir, int maxlength )
|
|
{
|
|
Q_strncpy( szGetGameDir, com_gamedir, maxlength );
|
|
}
|
|
|
|
void CEngineTool::GetScreenSize( int& width, int &height )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
pRenderContext->GetWindowSize( width, height );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Helpers for implementing a tool switching UI
|
|
// Input : -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CEngineTool::GetToolCount() const
|
|
{
|
|
return toolframework->GetToolCount();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : index -
|
|
// Output : char
|
|
//-----------------------------------------------------------------------------
|
|
const char *CEngineTool::GetToolName( int index ) const
|
|
{
|
|
return toolframework->GetToolName( index );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : index -
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTool::SwitchToTool( int index )
|
|
{
|
|
toolframework->SwitchToTool( index );
|
|
}
|
|
|
|
bool CEngineTool::IsTopmostTool( const IToolSystem *sys ) const
|
|
{
|
|
return toolframework->IsTopmostTool( sys );
|
|
}
|
|
|
|
IToolSystem *CEngineTool::GetTopmostTool()
|
|
{
|
|
return toolframework->GetTopmostTool();
|
|
}
|
|
|
|
const IToolSystem *CEngineTool::GetToolSystem( int index ) const
|
|
{
|
|
return toolframework->GetToolSystem( index );
|
|
}
|
|
|
|
// If module not already loaded, loads it and optionally switches to first tool in module. Returns false if load failed or tool already loaded
|
|
bool CEngineTool::LoadToolModule( char const *pToolModule, bool bSwitchToFirst )
|
|
{
|
|
return toolframework->LoadToolModule( pToolModule, bSwitchToFirst );
|
|
}
|
|
|
|
void CEngineTool::ValidateSoundCache( char const *pchSoundName )
|
|
{
|
|
S_ValidateSoundCache( pchSoundName );
|
|
}
|
|
|
|
void CEngineTool::PrefetchSound( char const *pchSoundName )
|
|
{
|
|
S_PrefetchSound( pchSoundName, false );
|
|
}
|
|
|
|
int CEngineTool::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*/ )
|
|
{
|
|
StartSoundParams_t params;
|
|
params.userdata = iUserData;
|
|
params.staticsound = staticsound;
|
|
params.soundsource = iEntIndex;
|
|
params.entchannel = iChannel;
|
|
params.pSfx = S_PrecacheSound( pSample );
|
|
params.origin = origin;
|
|
params.direction = direction;
|
|
params.bUpdatePositions = bUpdatePositions;
|
|
params.fvol = flVolume;
|
|
params.soundlevel = iSoundlevel;
|
|
params.flags = iFlags;
|
|
params.pitch = iPitch;
|
|
params.fromserver = false;
|
|
params.delay = delay;
|
|
params.speakerentity = speakerentity;
|
|
params.bToolSound = true;
|
|
|
|
int guid = S_StartSound( params );
|
|
|
|
return guid;
|
|
}
|
|
|
|
void CEngineTool::StopSoundByGuid( int guid )
|
|
{
|
|
S_StopSoundByGuid( guid );
|
|
}
|
|
|
|
void CEngineTool::SetVolumeByGuid( int guid, float flVolume )
|
|
{
|
|
S_SetVolumeByGuid( guid, flVolume );
|
|
}
|
|
|
|
bool CEngineTool::IsSoundStillPlaying( int guid )
|
|
{
|
|
return S_IsSoundStillPlaying( guid );
|
|
}
|
|
|
|
float CEngineTool::GetSoundDuration( int guid )
|
|
{
|
|
return S_SoundDurationByGuid( guid );
|
|
}
|
|
float CEngineTool::GetSoundElapsedTime( int guid )
|
|
{
|
|
return S_GetElapsedTimeByGuid( guid );
|
|
}
|
|
|
|
void* CEngineTool::GetEngineHwnd()
|
|
{
|
|
return game->GetMainWindow();
|
|
}
|
|
|
|
float CEngineTool::GetSoundDuration( const char *pszName )
|
|
{
|
|
return AudioSource_GetSoundDuration( pszName );
|
|
}
|
|
|
|
void CEngineTool::ReloadSound( const char *pSample )
|
|
{
|
|
S_ReloadSound( pSample );
|
|
}
|
|
|
|
void CEngineTool::StopAllSounds( )
|
|
{
|
|
S_StopAllSounds( true );
|
|
}
|
|
bool CEngineTool::GetPreventSound( )
|
|
{
|
|
return S_GetPreventSound( );
|
|
}
|
|
|
|
// Returns if the sound is looping
|
|
bool CEngineTool::IsLoopingSound( int guid )
|
|
{
|
|
return S_IsLoopingSoundByGuid( guid );
|
|
}
|
|
|
|
void CEngineTool::TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace )
|
|
{
|
|
trace_t tempTrace;
|
|
|
|
g_pEngineTraceClient->TraceRay( ray, fMask, pTraceFilter, &tempTrace );
|
|
|
|
memcpy( pTrace, &tempTrace, sizeof ( CBaseTrace ) );
|
|
}
|
|
|
|
|
|
void CEngineTool::TraceRayServer( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace )
|
|
{
|
|
trace_t tempTrace;
|
|
|
|
g_pEngineTraceServer->TraceRay( ray, fMask, pTraceFilter, &tempTrace );
|
|
|
|
memcpy( pTrace, &tempTrace, sizeof ( CBaseTrace ) );
|
|
}
|
|
|
|
|
|
void CEngineTool::SetAudioState( const AudioState_t &audioState )
|
|
{
|
|
Host_SetAudioState( audioState );
|
|
}
|
|
|
|
|
|
// Sets the location of the main view
|
|
void CEngineTool::SetMainView( const Vector &vecOrigin, const QAngle &angles )
|
|
{
|
|
g_EngineRenderer->SetMainView( vecOrigin, angles );
|
|
}
|
|
|
|
static float ScaleFOVByWidthRatio( float fovDegrees, float ratio )
|
|
{
|
|
float halfAngleRadians = fovDegrees * ( 0.5f * M_PI / 180.0f );
|
|
float t = tan( halfAngleRadians );
|
|
t *= ratio;
|
|
float retDegrees = ( 180.0f / M_PI ) * atan( t );
|
|
return retDegrees * 2.0f;
|
|
}
|
|
|
|
// Gets the player view
|
|
bool CEngineTool::GetPlayerView( CViewSetup &viewSetup, int x, int y, int w, int h )
|
|
{
|
|
if ( g_ClientDLL )
|
|
{
|
|
if ( !g_ClientDLL->GetPlayerView( viewSetup ) )
|
|
return false;
|
|
|
|
// Initialize view setup given the desired rectangle
|
|
viewSetup.x = x;
|
|
viewSetup.y = y;
|
|
viewSetup.width = w;
|
|
viewSetup.height = h;
|
|
viewSetup.m_flAspectRatio = (viewSetup.height != 0) ? (float)viewSetup.width / (float)viewSetup.height : 4.0f / 3.0f;
|
|
viewSetup.m_bRenderToSubrectOfLargerScreen = true;
|
|
viewSetup.fov = ScaleFOVByWidthRatio( viewSetup.fov, viewSetup.m_flAspectRatio / ( 4.0f / 3.0f ) );
|
|
viewSetup.fovViewmodel = ScaleFOVByWidthRatio( viewSetup.fovViewmodel, viewSetup.m_flAspectRatio / ( 4.0f / 3.0f ) );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// From a location on the screen, figure out the vector into the world
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CEngineTool::CreatePickingRay( const CViewSetup &viewSetup, int x, int y, Vector& org, Vector& forward )
|
|
{
|
|
// Remap x and y into -1 to 1 normalized space
|
|
float xf, yf;
|
|
xf = ( 2.0f * (float)x / (float)viewSetup.width ) - 1.0f;
|
|
yf = ( 2.0f * (float)y / (float)viewSetup.height ) - 1.0f;
|
|
|
|
// Flip y axis
|
|
yf = -yf;
|
|
|
|
VMatrix worldToScreen;
|
|
GetWorldToScreenMatrixForView( viewSetup, &worldToScreen );
|
|
VMatrix screenToWorld;
|
|
MatrixInverseGeneral( worldToScreen, screenToWorld );
|
|
|
|
// Create two points at the normalized mouse x, y pos and at the near and far z planes (0 and 1 depth)
|
|
Vector v1, v2;
|
|
v1.Init( xf, yf, 0.0f );
|
|
v2.Init( xf, yf, 1.0f );
|
|
|
|
Vector o2;
|
|
// Transform the two points by the screen to world matrix
|
|
screenToWorld.V3Mul( v1, org ); // ray start origin
|
|
screenToWorld.V3Mul( v2, o2 ); // ray end origin
|
|
VectorSubtract( o2, org, forward );
|
|
forward.NormalizeInPlace();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if all handlers say we can quit the engine
|
|
//-----------------------------------------------------------------------------
|
|
bool CEngineTool::CanQuit()
|
|
{
|
|
int c = m_QuitHandlers.Count();
|
|
for ( int i = 0; i < c; ++i )
|
|
{
|
|
QuitHandler_t& qh = m_QuitHandlers[ i ];
|
|
FnQuitHandler func = qh.func;
|
|
if ( func )
|
|
{
|
|
if ( !func( qh.userdata ) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CEngineTool::InstallQuitHandler( void *pvUserData, FnQuitHandler func )
|
|
{
|
|
QuitHandler_t qh;
|
|
qh.userdata = pvUserData;
|
|
qh.func = func;
|
|
|
|
m_QuitHandlers.AddToTail( qh );
|
|
}
|
|
|
|
// precache methods
|
|
bool CEngineTool::PrecacheSound( const char *pName, bool bPreload )
|
|
{
|
|
if ( pName && TestSoundChar( pName, CHAR_SENTENCE ) )
|
|
return true;
|
|
|
|
bool bState = networkStringTableContainerServer->Lock( false );
|
|
int flags = bPreload ? RES_PRELOAD : 0;
|
|
int i = sv.PrecacheSound( pName, flags );
|
|
networkStringTableContainerServer->Lock( bState );
|
|
return i >= 0;
|
|
}
|
|
|
|
bool CEngineTool::PrecacheModel( const char *pName, bool bPreload )
|
|
{
|
|
int flags = bPreload ? RES_PRELOAD : 0;
|
|
bool bState = networkStringTableContainerServer->Lock( false );
|
|
int i = sv.PrecacheModel( pName, flags );
|
|
networkStringTableContainerServer->Lock( bState );
|
|
return i >= 0;
|
|
}
|
|
|
|
void CEngineTool::TakeTGAScreenShot( const char *filename, int width, int height )
|
|
{
|
|
Q_strncpy( m_szScreenshotFile, filename, sizeof( m_szScreenshotFile ) );
|
|
|
|
m_nScreenshotWidth = width;
|
|
m_nScreenshotHeight = height;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CEngineTool::UpdateScreenshot()
|
|
{
|
|
if ( g_LostVideoMemory )
|
|
return;
|
|
|
|
if ( m_szScreenshotFile[0] )
|
|
{
|
|
g_ClientDLL->WriteSaveGameScreenshotOfSize( m_szScreenshotFile, m_nScreenshotWidth, m_nScreenshotHeight );
|
|
m_szScreenshotFile[0] = 0;
|
|
}
|
|
}
|
|
|
|
// Even if game is paused, force networking to update to get new server state down to client
|
|
void CEngineTool::ForceSend()
|
|
{
|
|
SV_ForceSend();
|
|
}
|
|
|
|
bool CEngineTool::IsRecordingMovie()
|
|
{
|
|
if ( m_bRecordingMovie )
|
|
{
|
|
Assert( CL_IsRecordingMovie() );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// NOTE: Params can contain file name, frame rate, output avi, output raw, and duration
|
|
void CEngineTool::StartMovieRecording( KeyValues *pMovieParams )
|
|
{
|
|
if ( CL_IsRecordingMovie() )
|
|
{
|
|
Warning( "Can't record movie, already recording!!!\n" );
|
|
return;
|
|
}
|
|
|
|
if ( m_bRecordingMovie )
|
|
return;
|
|
|
|
int jpeg_quality = DEFAULT_JPEG_QUALITY;
|
|
|
|
int flags = 0;
|
|
if ( pMovieParams->GetInt( "outputavi", 0 ) )
|
|
{
|
|
if ( pMovieParams->GetInt( "avisoundonly", 0 ) )
|
|
{
|
|
flags |= MovieInfo_t::FMOVIE_AVISOUND;
|
|
}
|
|
else
|
|
{
|
|
flags |= MovieInfo_t::FMOVIE_AVI | MovieInfo_t::FMOVIE_AVISOUND;
|
|
}
|
|
}
|
|
if ( pMovieParams->GetInt( "outputtga", 0 ) )
|
|
{
|
|
flags |= MovieInfo_t::FMOVIE_TGA;
|
|
}
|
|
if ( pMovieParams->GetInt( "outputjpg", 0 ) )
|
|
{
|
|
flags |= MovieInfo_t::FMOVIE_JPG;
|
|
jpeg_quality = pMovieParams->GetInt( "jpeg_quality" );
|
|
}
|
|
if ( pMovieParams->GetInt( "outputwav", 0 ) )
|
|
{
|
|
flags |= MovieInfo_t::FMOVIE_WAV;
|
|
}
|
|
|
|
const char *pFileName = pMovieParams->GetString( "filename", NULL );
|
|
if ( !pFileName )
|
|
{
|
|
Warning( "Output filename not specified!\n" );
|
|
return;
|
|
}
|
|
|
|
int nWidth = pMovieParams->GetInt( "width", videomode->GetModeWidth() );
|
|
int nHeight = pMovieParams->GetInt( "height", videomode->GetModeHeight() );
|
|
float flFrameRate = pMovieParams->GetFloat( "framerate", 30.0f );
|
|
|
|
m_bRecordingMovie = true;
|
|
CL_StartMovie( pFileName, flags, nWidth, nHeight, flFrameRate, jpeg_quality );
|
|
}
|
|
|
|
void CEngineTool::EndMovieRecording()
|
|
{
|
|
if ( !m_bRecordingMovie )
|
|
return;
|
|
|
|
CL_EndMovie();
|
|
m_bRecordingMovie = false;
|
|
}
|
|
|
|
void CEngineTool::CancelMovieRecording()
|
|
{
|
|
EndMovieRecording();
|
|
}
|
|
|
|
AVIHandle_t CEngineTool::GetRecordingAVIHandle()
|
|
{
|
|
if ( !CL_IsRecordingMovie() )
|
|
return AVIHANDLE_INVALID;
|
|
return g_hCurrentAVI;
|
|
}
|
|
|
|
bool CEngineTool::ShouldSuppressDeInit() const
|
|
{
|
|
return m_bSuppressDeInit;
|
|
}
|
|
|
|
void CEngineTool::StartRecordingVoiceToFile( const char *filename, const char *pPathID /*= 0*/ )
|
|
{
|
|
FileHandle_t fh = g_pFileSystem->Open( filename, "wb", pPathID );
|
|
if ( fh != FILESYSTEM_INVALID_HANDLE )
|
|
{
|
|
byte foo = 'b';
|
|
|
|
g_pFileSystem->Write( &foo, 1, fh );
|
|
g_pFileSystem->Close( fh );
|
|
}
|
|
|
|
g_pFileSystem->RelativePathToFullPath( filename, pPathID, m_szVoiceoverFile, sizeof( m_szVoiceoverFile ) );
|
|
|
|
g_pFileSystem->RemoveFile( filename, pPathID );
|
|
|
|
#if !defined( NO_VOICE )
|
|
if ( IsVoiceRecording() )
|
|
{
|
|
Voice_RecordStop();
|
|
}
|
|
m_bSuppressDeInit = true;
|
|
|
|
Voice_ForceInit();
|
|
Voice_RecordStart( m_szVoiceoverFile, NULL, NULL);
|
|
#endif
|
|
}
|
|
|
|
void CEngineTool::StopRecordingVoiceToFile()
|
|
{
|
|
#if !defined( NO_VOICE )
|
|
Voice_RecordStop();
|
|
m_bSuppressDeInit = false;
|
|
#endif
|
|
}
|
|
|
|
float CEngineTool::GetMono16Samples( const char *pszName, CUtlVector< short >& sampleList )
|
|
{
|
|
return S_GetMono16Samples( pszName, sampleList );
|
|
}
|
|
|
|
void CEngineTool::GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix )
|
|
{
|
|
VMatrix worldToView, viewToProjection;
|
|
view.ComputeViewMatrices( &worldToView, &viewToProjection, pVMatrix );
|
|
}
|
|
|
|
SpatialPartitionHandle_t CEngineTool::CreatePartitionHandle( IHandleEntity *pEntity,
|
|
SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs )
|
|
{
|
|
return SpatialPartition()->CreateHandle( pEntity, listMask, mins, maxs );
|
|
}
|
|
|
|
void CEngineTool::DestroyPartitionHandle( SpatialPartitionHandle_t hPartition )
|
|
{
|
|
SpatialPartition()->DestroyHandle( hPartition );
|
|
}
|
|
|
|
void CEngineTool::InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery )
|
|
{
|
|
SpatialPartition()->InstallQueryCallback( pQuery );
|
|
}
|
|
|
|
void CEngineTool::RemovePartitionQueryCallback( IPartitionQueryCallback *pQuery )
|
|
{
|
|
SpatialPartition()->RemoveQueryCallback( pQuery );
|
|
}
|
|
|
|
void CEngineTool::ElementMoved( SpatialPartitionHandle_t handle, const Vector& mins, const Vector& maxs )
|
|
{
|
|
SpatialPartition()->ElementMoved( handle, mins, maxs );
|
|
}
|
|
|
|
bool CEngineTool::IsVoiceRecording()
|
|
{
|
|
#if !defined( NO_VOICE )
|
|
return Voice_IsRecording();
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void CEngineTool::OnModeChanged( bool bGameMode )
|
|
{
|
|
EngineVGui()->OnToolModeChanged( bGameMode );
|
|
}
|
|
|
|
bool EngineTool_SuppressDeInit()
|
|
{
|
|
return g_EngineTool.ShouldSuppressDeInit();
|
|
}
|
|
|
|
void EngineTool_OverrideSampleRate( int& rate )
|
|
{
|
|
if ( EngineTool_SuppressDeInit() )
|
|
{
|
|
rate = 11025;
|
|
}
|
|
}
|
|
|
|
// Expose complex interface
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineTool, IEngineTool, VENGINETOOL_INTERFACE_VERSION, g_EngineTool );
|
|
// Expose simple interface
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineTool, IEngineToolFramework, VENGINETOOLFRAMEWORK_INTERFACE_VERSION, g_EngineTool );
|