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148 lines
4.4 KiB
148 lines
4.4 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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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ICLIENTMODE_H
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#define ICLIENTMODE_H
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#include <vgui/vgui.h>
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class CViewSetup;
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class C_BaseEntity;
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class C_BasePlayer;
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class CUserCmd;
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namespace vgui
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{
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class Panel;
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class AnimationController;
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}
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// Message mode types
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enum
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{
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MM_NONE = 0,
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MM_SAY,
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MM_SAY_TEAM,
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};
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abstract_class IClientMode
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{
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// Misc.
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public:
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virtual ~IClientMode() {}
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// Called before the HUD is initialized.
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virtual void InitViewport()=0;
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// One time init when .dll is first loaded.
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virtual void Init()=0;
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// Called when vgui is shutting down.
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virtual void VGui_Shutdown() = 0;
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// One time call when dll is shutting down
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virtual void Shutdown()=0;
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// Called when switching from one IClientMode to another.
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// This can re-layout the view and such.
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// Note that Enable and Disable are called when the DLL initializes and shuts down.
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virtual void Enable()=0;
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virtual void EnableWithRootPanel( vgui::VPANEL pRoot )=0;
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// Called when it's about to go into another client mode.
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virtual void Disable()=0;
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// Called when initializing or when the view changes.
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// This should move the viewport into the correct position.
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virtual void Layout( bool bForce = false )=0;
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// Gets at the viewport, if there is one...
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virtual vgui::Panel *GetViewport() = 0;
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// Gets a panel hierarchically below the viewport by name like so "ASWHudInventoryMode/SuitAbilityPanel/ItemPanel1"...
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virtual vgui::Panel *GetPanelFromViewport( const char *pchNamePath ) = 0;
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// Gets at the viewports vgui panel animation controller, if there is one...
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virtual vgui::AnimationController *GetViewportAnimationController() = 0;
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// called every time shared client dll/engine data gets changed,
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// and gives the cdll a chance to modify the data.
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virtual void ProcessInput( bool bActive ) = 0;
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// The mode can choose to draw/not draw entities.
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virtual bool ShouldDrawDetailObjects( ) = 0;
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virtual bool ShouldDrawEntity(C_BaseEntity *pEnt) = 0;
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virtual bool ShouldDrawLocalPlayer( C_BasePlayer *pPlayer ) = 0;
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virtual bool ShouldDrawParticles( ) = 0;
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// The mode can choose to not draw fog
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virtual bool ShouldDrawFog( void ) = 0;
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virtual void OverrideView( CViewSetup *pSetup ) = 0;
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virtual void OverrideAudioState( AudioState_t *pAudioState ) = 0;
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virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) = 0;
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virtual void StartMessageMode( int iMessageModeType ) = 0;
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virtual vgui::Panel *GetMessagePanel() = 0;
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virtual void OverrideMouseInput( float *x, float *y ) = 0;
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd ) = 0;
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virtual void LevelInit( const char *newmap ) = 0;
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virtual void LevelShutdown( void ) = 0;
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// Certain modes hide the view model
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virtual bool ShouldDrawViewModel( void ) = 0;
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virtual bool ShouldDrawCrosshair( void ) = 0;
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// Let mode override viewport for engine
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virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height ) = 0;
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// Called before rendering a view.
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virtual void PreRender( CViewSetup *pSetup ) = 0;
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// Called after everything is rendered.
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virtual void PostRender( void ) = 0;
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virtual void PostRenderVGui() = 0;
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virtual void ActivateInGameVGuiContext( vgui::Panel *pPanel ) = 0;
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virtual void DeactivateInGameVGuiContext() = 0;
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virtual float GetViewModelFOV( void ) = 0;
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virtual bool CanRecordDemo( char *errorMsg, int length ) const = 0;
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virtual wchar_t* GetServerName( void ) = 0;
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virtual void SetServerName( wchar_t *name ) = 0;
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virtual wchar_t* GetMapName( void ) = 0;
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virtual void SetMapName( wchar_t *name ) = 0;
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virtual void OnColorCorrectionWeightsReset( void ) = 0;
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virtual float GetColorCorrectionScale( void ) const = 0;
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virtual int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) = 0;
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virtual void DoPostScreenSpaceEffects( const CViewSetup *pSetup ) = 0;
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virtual void UpdateCameraManUIState( int iType, int nOptionalParam, uint64 xuid ) = 0;
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virtual void ScoreboardOff( void ) = 0;
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virtual void GraphPageChanged( void ) = 0;
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// Updates.
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public:
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// Called every frame.
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virtual void Update()=0;
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virtual void SetBlurFade( float scale ) = 0;
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virtual float GetBlurFade( void ) = 0;
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};
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extern IClientMode *GetClientMode();
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extern IClientMode *GetFullscreenClientMode();
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#endif
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