Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: An extra interface implemented by the material system
// implementation of vgui::ISurface
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef IVGUIRENDERSURFACE_H
#define IVGUIRENDERSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "vgui/ISurface.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class VMatrix;
class IMaterial2;
struct InputEvent_t;
FORWARD_DECLARE_HANDLE( InputContextHandle_t );
//-----------------------------------------------------------------------------
// Callbacks for mouse getting + setting
//-----------------------------------------------------------------------------
typedef void (*GetMouseCallback_t)(int &x, int &y);
typedef void (*SetMouseCallback_t)(int x, int y);
//-----------------------------------------------------------------------------
// Callbacks for sound playing
//-----------------------------------------------------------------------------
typedef void (*PlaySoundFunc_t)(const char *pFileName);
//-----------------------------------------------------------------------------
//
// An extra interface implemented by the material system implementation of vgui::ISurface
//
//-----------------------------------------------------------------------------
class IVGuiRenderSurface : public vgui::ISurface
{
public:
// If the app drives the input (like the engine needs to do for VCR mode),
// it can call this, setting bLetAppDriveInput to true and call
// HandleInputEvent for the input events.
virtual void SetAppDrivesInput( bool bLetAppDriveInput ) = 0;
// Tells the surface to ignore windows messages
virtual void EnableWindowsMessages( bool bEnable ) = 0;
// Starts, ends 3D painting
// NOTE: These methods should only be called from within the paint()
// method of a panel.
virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom ) = 0;
virtual void End3DPaint() = 0;
// NOTE: This also should only be called from within the paint()
// method of a panel. Use it to disable clipping for the rendering
// of this panel.
virtual void DisableClipping( bool bDisable ) = 0;
// Prevents vgui from changing the cursor
virtual bool IsCursorLocked() const = 0;
// Sets the mouse get + set callbacks
virtual void SetMouseCallbacks( GetMouseCallback_t getFunc, SetMouseCallback_t setFunc ) = 0;
// Installs a function to play sounds
virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc ) = 0;
// Some drawing methods that cannot be accomplished under Win32
virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a ) = 0;
virtual void DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, ... ) = 0;
// Draws text with current font at position and wordwrapped to the rect using color values specified
virtual void DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, const char *fmt, ... ) = 0;
virtual void DrawTextHeight( vgui::HFont font, int w, int& h, char *fmt, ... ) = 0;
// Returns the length of the text string in pixels
virtual int DrawTextLen( vgui::HFont font, const char *fmt, ... ) = 0;
// Draws a panel in 3D space. Assumes view + projection are already set up
// Also assumes the (x,y) coordinates of the panels are defined in 640xN coords
// (N isn't necessary 480 because the panel may not be 4x3)
// The width + height specified are the size of the panel in world coordinates
virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int nPixelWidth, int nPixelHeight, float flWorldWidth, float flWorldHeight ) = 0;
// Binds a material to a surface texture ID
virtual void DrawSetTextureMaterial( int id, IMaterial2 *pMaterial ) = 0;
// Handles an input event, returns true if the event should be filtered from the rest of the game
virtual bool HandleInputEvent( const InputEvent_t &event ) = 0;
virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName ) = 0;
virtual void Reset3DPaintTempRenderTarget( void ) = 0;
// Gets a material bound to a surface texture ID
virtual IMaterial2 *DrawGetTextureMaterial( int id ) = 0;
// Sets the VGui input context
virtual void SetInputContext( InputContextHandle_t hContext ) = 0;
};
#endif // IVGUIRENDERSURFACE_H