Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =====//
//
// Purpose:
//
//===========================================================================//
#ifndef TOOLFRAMEWORK_CLIENT_H
#define TOOLFRAMEWORK_CLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "toolframework/itoolentity.h"
#include "vstdlib/ikeyvaluessystem.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class KeyValues;
struct AudioState_t;
//-----------------------------------------------------------------------------
// Posts a message to all tools
//-----------------------------------------------------------------------------
void ToolFramework_PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
//-----------------------------------------------------------------------------
// Should we render with a 3rd person camera?
//-----------------------------------------------------------------------------
bool ToolFramework_IsThirdPersonCamera( );
//-----------------------------------------------------------------------------
// Are tools enabled?
//-----------------------------------------------------------------------------
#ifndef NO_TOOLFRAMEWORK
bool ToolsEnabled();
#else
#define ToolsEnabled() 0
#endif
//-----------------------------------------------------------------------------
// Recorded temp entity structures
//-----------------------------------------------------------------------------
enum TERecordingType_t
{
TE_DYNAMIC_LIGHT = 0,
TE_WORLD_DECAL,
TE_DISPATCH_EFFECT,
TE_MUZZLE_FLASH,
TE_ARMOR_RICOCHET,
TE_METAL_SPARKS,
TE_SMOKE,
TE_SPARKS,
TE_BLOOD_SPRITE,
TE_BREAK_MODEL,
TE_GLOW_SPRITE,
TE_PHYSICS_PROP,
TE_SPRITE_SINGLE,
TE_SPRITE_SPRAY,
TE_CONCUSSIVE_EXPLOSION,
TE_BLOOD_STREAM,
TE_SHATTER_SURFACE,
TE_DECAL,
TE_PROJECT_DECAL,
TE_EXPLOSION,
TE_RECORDING_TYPE_COUNT,
};
//-----------------------------------------------------------------------------
// View manipulation
//-----------------------------------------------------------------------------
void ToolFramework_AdjustEngineViewport( int& x, int& y, int& width, int& height );
bool ToolFramework_SetupEngineView( Vector &origin, QAngle &angles, float &fov );
bool ToolFramework_SetupAudioState( AudioState_t &audioState );
//-----------------------------------------------------------------------------
// Helper class to indicate ownership of effects
//-----------------------------------------------------------------------------
class CRecordEffectOwner
{
public:
CRecordEffectOwner( C_BaseEntity *pEntity, bool bIsViewModel = false );
~CRecordEffectOwner();
private:
bool m_bToolsEnabled;
};
//only ever create global/static instances of this to auto-register your entity keyvalues data handler
class CIFM_EntityKeyValuesHandler_AutoRegister
{
public:
explicit CIFM_EntityKeyValuesHandler_AutoRegister( const char *szHandlerID );
virtual void HandleData_PreUpdate( void ) {}; //called once before any received data is distributed to its handlers
virtual void HandleData( KeyValues *pKeyValues ) = 0;
virtual void HandleData_PostUpdate( void ) {}; //called once after all received data is distributed to its handlers
static void AllHandlers_PreUpdate( void );
static void FindAndCallHandler( const char *szHandlerID, KeyValues *pKeyValues );
static void AllHandlers_PostUpdate( void );
virtual void HandleData_RemoveAll( void ) {};
static void AllHandlers_RemoveAll( void );
static HKeySymbol GetGameKeyValuesKeySymbol( void );
static const char *GetGameKeyValuesKeyString( void );
static HKeySymbol GetHandlerIDKeySymbol( void );
static const char *GetHandlerIDKeyString( void );
static KeyValues *FindOrCreateNonConformantKeyValues( KeyValues *pParentKV );
private:
const char *m_szHandlerID;
CIFM_EntityKeyValuesHandler_AutoRegister *m_pNext;
static CIFM_EntityKeyValuesHandler_AutoRegister *s_pRegisteredHandlers;
};
//assuming you've stored "entIndex" into your recorded values, this will create/destroy a unique instance per unique index
class CIFM_EntityKeyValuesHandler_RecreateEntities : CIFM_EntityKeyValuesHandler_AutoRegister
{
public:
explicit CIFM_EntityKeyValuesHandler_RecreateEntities( const char *szHandlerID );
virtual void HandleData_PreUpdate( void );
virtual void HandleData( KeyValues *pKeyValues );
virtual void HandleData_PostUpdate( void );
virtual void HandleData_RemoveAll( void );
virtual void *CreateInstance( void ) = 0; //make a new instance of your entity
virtual void DestroyInstance( void *pEntity ) = 0;
virtual void HandleInstance( void *pEntity, KeyValues *pKeyValues ) = 0; //update your entity.
private:
struct RecordedEntity_t
{
void *pEntity;
int iEntIndex;
bool bTouched;
};
CUtlVector<RecordedEntity_t> m_PlaybackEntities;
};
#endif // TOOLFRAMEWORK_CLIENT_H