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325 lines
8.3 KiB
325 lines
8.3 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef ITOOLFRAMEWORK_H
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#define ITOOLFRAMEWORK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "appframework/iappsystem.h"
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#include "materialsystem/imaterialproxy.h"
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#include "toolframework/itoolentity.h"
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#include "mathlib/vector.h"
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#include "color.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IToolSystem;
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struct SpatializationInfo_t;
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class KeyValues;
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class CBoneList;
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//-----------------------------------------------------------------------------
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// Standard messages
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//-----------------------------------------------------------------------------
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struct EffectRecordingState_t
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{
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bool m_bVisible : 1;
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bool m_bThirdPerson : 1;
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Color m_Color;
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float m_Scale;
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const char *m_pMaterialName;
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int m_nAttachment;
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Vector m_vecAttachment; // only used if m_nAttachment is -1
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};
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struct BaseEntityRecordingState_t
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{
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BaseEntityRecordingState_t() :
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m_flTime( 0.0f ),
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m_pModelName( 0 ),
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m_nOwner( -1 ),
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m_fEffects( 0 ),
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m_bVisible( false ),
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m_bRecordFinalVisibleSample( false ),
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m_numEffects( 0 ),
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m_pEffects( NULL ),
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m_nFollowEntity( -1 )
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{
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m_vecRenderOrigin.Init();
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m_vecRenderAngles.Init();
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}
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float m_flTime;
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const char *m_pModelName;
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int m_nOwner;
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int m_fEffects;
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bool m_bVisible : 1;
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bool m_bRecordFinalVisibleSample : 1;
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Vector m_vecRenderOrigin;
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QAngle m_vecRenderAngles;
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int m_nFollowEntity;
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int m_numEffects;
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EffectRecordingState_t *m_pEffects;
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};
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struct SpriteRecordingState_t
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{
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float m_flRenderScale;
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float m_flFrame;
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int m_nRenderMode;
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bool m_nRenderFX;
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Color m_Color;
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float m_flProxyRadius;
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};
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struct BaseAnimatingHighLevelRecordingState_t
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{
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BaseAnimatingHighLevelRecordingState_t()
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: m_bClearIkTargets( false ),
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m_bIsRagdoll( false ),
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m_bShouldCreateIkContext( false ),
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m_nNumPoseParams( 0 ),
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m_flCycle( 0.0f ),
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m_flPlaybackRate( 1.0f ),
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m_flCycleRate( 0.0f ),
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m_nFrameCount( 0 ),
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m_bInterpEffectActive( false )
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{
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}
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bool m_bClearIkTargets;
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bool m_bIsRagdoll;
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bool m_bShouldCreateIkContext;
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int m_nNumPoseParams;
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float m_flCycle;
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float m_flPlaybackRate;
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float m_flCycleRate;
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int m_nFrameCount;
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float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
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bool m_bInterpEffectActive;
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};
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struct BaseAnimatingRecordingState_t
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{
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BaseAnimatingHighLevelRecordingState_t m_highLevelState;
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int m_nSkin;
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int m_nBody;
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int m_nSequence;
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CBoneList *m_pBoneList;
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};
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struct BaseFlexRecordingState_t
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{
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int m_nFlexCount;
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float *m_pDestWeight;
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Vector m_vecViewTarget;
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};
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struct CameraRecordingState_t
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{
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bool m_bThirdPerson;
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float m_flFOV;
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Vector m_vecEyePosition;
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QAngle m_vecEyeAngles;
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bool m_bPlayerEyeIsPortalled; //for portal. Need to reverse some portal recursion draw logic when the player eye and body straddle a portal
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};
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struct MonitorRecordingState_t
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{
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bool m_bActive;
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float m_flFOV;
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bool m_bFogEnabled;
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float m_flFogStart;
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float m_flFogEnd;
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Color m_FogColor;
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};
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struct EntityTeleportedRecordingState_t
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{
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Vector m_vecTo;
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QAngle m_qaTo;
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bool m_bTeleported;
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bool m_bViewOverride;
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matrix3x4_t m_teleportMatrix;
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};
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struct PortalRecordingState_t
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{
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int m_nPortalId;
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int m_nLinkedPortalId;
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float m_fStaticAmount;
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float m_fSecondaryStaticAmount;
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float m_fOpenAmount;
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float m_fHalfWidth;
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float m_fHalfHeight;
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const char * m_portalType;
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bool m_bIsPortal2; //for any set of portals, one must be portal 1, and the other portal 2. Uses different render targets
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};
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struct ParticleSystemCreatedState_t
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{
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int m_nParticleSystemId;
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const char * m_pName;
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float m_flTime;
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int m_nOwner;
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};
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struct ParticleSystemDestroyedState_t
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{
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int m_nParticleSystemId;
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float m_flTime;
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};
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struct ParticleSystemStopEmissionState_t
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{
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int m_nParticleSystemId;
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float m_flTime;
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bool m_bInfiniteOnly;
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};
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struct ParticleSystemSetControlPointObjectState_t
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{
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int m_nParticleSystemId;
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float m_flTime;
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int m_nControlPoint;
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int m_nObject;
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};
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struct ParticleSystemSetControlPointPositionState_t
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{
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int m_nParticleSystemId;
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float m_flTime;
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int m_nControlPoint;
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Vector m_vecPosition;
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};
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struct ParticleSystemSetControlPointOrientationState_t
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{
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int m_nParticleSystemId;
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float m_flTime;
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int m_nControlPoint;
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Quaternion m_qOrientation;
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};
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//-----------------------------------------------------------------------------
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// Purpose: This interface lives in the engine and handles loading up/unloading all
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// available tools
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//-----------------------------------------------------------------------------
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class IToolFrameworkInternal : public IAppSystem
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{
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public: // Client Hooks
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virtual bool ClientInit( CreateInterfaceFn clientFactory ) = 0;
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virtual void ClientShutdown() = 0;
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// Level init, shutdown
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virtual void ClientLevelInitPreEntityAllTools() = 0;
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// entities are created / spawned / precached here
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virtual void ClientLevelInitPostEntityAllTools() = 0;
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virtual void ClientLevelShutdownPreEntityAllTools() = 0;
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// Entities are deleted / released here...
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virtual void ClientLevelShutdownPostEntityAllTools() = 0;
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virtual void ClientPreRenderAllTools() = 0;
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virtual void ClientPostRenderAllTools() = 0;
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// Should we render with a thirdperson camera?
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virtual bool IsThirdPersonCamera() = 0;
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// is the current tool recording?
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virtual bool IsToolRecording() = 0;
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public: // Server Hooks
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// Level init, shutdown
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virtual bool ServerInit( CreateInterfaceFn serverFactory ) = 0;
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virtual void ServerShutdown() = 0;
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virtual void ServerLevelInitPreEntityAllTools() = 0;
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// entities are created / spawned / precached here
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virtual void ServerLevelInitPostEntityAllTools() = 0;
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virtual void ServerLevelShutdownPreEntityAllTools() = 0;
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// Entities are deleted / released here...
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virtual void ServerLevelShutdownPostEntityAllTools() = 0;
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// end of level shutdown
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// Called each frame before entities think
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virtual void ServerFrameUpdatePreEntityThinkAllTools() = 0;
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// called after entities think
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virtual void ServerFrameUpdatePostEntityThinkAllTools() = 0;
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virtual void ServerPreClientUpdateAllTools() = 0;
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virtual void ServerPreSetupVisibilityAllTools() = 0;
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public: // Other Hooks
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// If any tool returns false, the engine will not actually quit
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// FIXME: Not implemented yet
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virtual bool CanQuit() = 0;
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// Called at end of Host_Init
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virtual bool PostInit() = 0;
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virtual void Think( bool finalTick ) = 0;
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virtual void PostMessage( KeyValues *msg ) = 0;
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virtual bool GetSoundSpatialization( int iUserData, int guid, SpatializationInfo_t& info ) = 0;
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virtual void HostRunFrameBegin() = 0;
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virtual void HostRunFrameEnd() = 0;
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virtual void RenderFrameBegin() = 0;
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virtual void RenderFrameEnd() = 0;
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// Paintmode is an enum declared in enginevgui.h
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virtual void VGui_PreRenderAllTools( int paintMode ) = 0;
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virtual void VGui_PostRenderAllTools( int paintMode ) = 0;
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virtual void VGui_PreSimulateAllTools() = 0;
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virtual void VGui_PostSimulateAllTools() = 0;
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// Are we using tools?
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virtual bool InToolMode() = 0;
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// Should the game be allowed to render the world?
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virtual bool ShouldGameRenderView() = 0;
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// Should sounds from the game be played?
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virtual bool ShouldGamePlaySounds() = 0;
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virtual IMaterialProxy *LookupProxy( const char *proxyName ) = 0;
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public: // general framework hooks
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virtual bool LoadFilmmaker() = 0;
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virtual void UnloadFilmmaker() = 0;
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virtual int GetToolCount() = 0;
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virtual char const *GetToolName( int index ) = 0;
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virtual void SwitchToTool( int index ) = 0;
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virtual IToolSystem *SwitchToTool( const char *pToolName ) = 0;
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virtual bool IsTopmostTool( const IToolSystem *sys ) = 0;
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virtual const IToolSystem *GetToolSystem( int index ) const = 0;
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virtual IToolSystem *GetTopmostTool() = 0;
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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 ) = 0;
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};
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// Expose to rest of engine as a singleton
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extern IToolFrameworkInternal *toolframework;
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// Exposed to launcher to automatically add AppSystemGroup hooks
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#define VTOOLFRAMEWORK_INTERFACE_VERSION "VTOOLFRAMEWORKVERSION002"
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#endif // ITOOLFRAMEWORK_H
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