Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ICLIENTENGINETOOLS_H
#define ICLIENTENGINETOOLS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "toolframework/itoolentity.h" // HTOOLHANDLE
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class KeyValues; struct AudioState_t;
//-----------------------------------------------------------------------------
// Purpose: Exported from engine to client .dll to marshall tool framework calls
// into IToolSystems
//-----------------------------------------------------------------------------
class IClientEngineTools : public IBaseInterface { public: // Level init, shutdown
virtual void LevelInitPreEntityAllTools() = 0; // entities are created / spawned / precached here
virtual void LevelInitPostEntityAllTools() = 0;
virtual void LevelShutdownPreEntityAllTools() = 0; // Entities are deleted / released here...
virtual void LevelShutdownPostEntityAllTools() = 0;
virtual void PreRenderAllTools() = 0; virtual void PostRenderAllTools() = 0;
virtual void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg ) = 0;
virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height ) = 0; virtual bool SetupEngineView( Vector &origin, QAngle &angles, float &fov ) = 0; virtual bool SetupAudioState( AudioState_t &audioState ) = 0;
// Paintmode is an enum declared in ienginevgui.h
virtual void VGui_PreRenderAllTools( int paintMode ) = 0; virtual void VGui_PostRenderAllTools( int paintMode ) = 0;
virtual bool IsThirdPersonCamera( ) = 0;
virtual bool InToolMode() = 0; };
#define VCLIENTENGINETOOLS_INTERFACE_VERSION "VCLIENTENGINETOOLS001"
#endif // ICLIENTENGINETOOLS_H
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