Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. //=======================================================================================//
  4. #ifndef IREPLAYPERFORMANCERECORDER_H
  5. #define IREPLAYPERFORMANCERECORDER_H
  6. #ifdef _WIN32
  7. #pragma once
  8. #endif
  9. //----------------------------------------------------------------------------------------
  10. #include "interface.h"
  11. //----------------------------------------------------------------------------------------
  12. class CReplay;
  13. class Vector;
  14. class QAngle;
  15. class CReplayPerformance;
  16. //----------------------------------------------------------------------------------------
  17. class IReplayPerformanceRecorder : public IBaseInterface
  18. {
  19. public:
  20. virtual void BeginPerformanceRecord( CReplay *pReplay ) = 0;
  21. virtual void EndPerformanceRecord() = 0;
  22. virtual void NotifyPauseState( bool bPaused ) = 0;
  23. virtual CReplayPerformance *GetPerformance() = 0;
  24. virtual bool IsRecording() const = 0;
  25. virtual void SnipAtTime( float flTime ) = 0;
  26. virtual void NotifySkipping() = 0;
  27. virtual void ClearSkipping() = 0;
  28. virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
  29. virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
  30. virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
  31. virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
  32. virtual void AddEvent_Camera_SetView( float flTime, const Vector& origin, const QAngle &angles, float fov ) = 0;
  33. virtual void AddEvent_Slowmo( float flTime, float flScale ) = 0;
  34. };
  35. //----------------------------------------------------------------------------------------
  36. #endif // IREPLAYPERFORMANCERECORDER_H