Counter Strike : Global Offensive Source Code
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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