Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAY_H
#define ICLIENTREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define CLIENT_REPLAY_INTERFACE_VERSION "ClientReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory; class IReplayScreenshotSystem; class IReplayPerformancePlaybackHandler; class KeyValues; class IReplayCamera; class CReplayPerformance; struct RenderMovieParams_t; class IGameEvent;
//----------------------------------------------------------------------------------------
//
// Allows the replay and engine DLL's to talk to the client.
//
class IClientReplay : public IBaseInterface { public: virtual uint64 GetServerSessionId() = 0; virtual bool CacheReplayRagdolls( const char* pFilename, int nStartTick ) = 0; // Cache replay ragdolls
virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0; // Get the client's replay screenshot system
virtual IReplayPerformancePlaybackHandler *GetPerformancePlaybackHandler() = 0; virtual IReplayCamera *GetReplayCamera() = 0; virtual void DisplayReplayMessage( const char *pLocalizeStr, bool bUrgent, bool bDlg, const char *pSound ) = 0; virtual void DisplayReplayMessage( const wchar_t *pText, bool bUrgent, bool bDlg, const char *pSound ) = 0; virtual void InitPerformanceEditor( ReplayHandle_t hReplay ) = 0; virtual void HidePerformanceEditor() = 0; virtual bool ShouldRender() = 0; virtual void PlaySound( const char *pSound ) = 0; virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0; virtual bool ShouldCompletePendingReplay( IGameEvent *pEvent ) = 0;
virtual void OnSaveReplay( ReplayHandle_t hNewReplay, bool bShowInputDlg ) = 0; virtual void OnDeleteReplay( ReplayHandle_t hReplay ) = 0; // Called before replay is actually removed from the replay manager
virtual void OnPlaybackComplete( ReplayHandle_t hReplay, int iPerformance ) = 0; virtual void OnRenderStart() = 0; virtual void OnRenderComplete( const RenderMovieParams_t &RenderParams, bool bCancelled, bool bSuccess, bool bShowBrowser ) = 0; virtual bool OnConfirmQuit() = 0; virtual bool OnEndOfReplayReached() = 0; };
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAY_H
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