Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef IMATSYSTEMSURFACEV5_H
#define IMATSYSTEMSURFACEV5_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "vgui/isurfacev30.h"
namespace MatSystemSurfaceV5
{
#define MAT_SYSTEM_SURFACE_INTERFACE_VERSION_5 "MatSystemSurface005"
class IMatSystemSurface : public SurfaceV30::ISurface
{
public:
// Hook needed to get input to work.
// If the app drives the input (like the engine needs to do for VCR mode),
// it can set bLetAppDriveInput to true and call HandleWindowMessage for the Windows messages.
virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput=false ) = 0;
// If you specified true for bLetAppDriveInput, then call this for each window message that comes in.
virtual void HandleWindowMessage( void *hwnd, unsigned int uMsg, unsigned int wParam, long lParam ) = 0;
// Tells the surface to ignore windows messages
virtual void EnableWindowsMessages( bool bEnable ) = 0;
// Starts, ends 3D painting
// NOTE: These methods should only be called from within the paint()
// method of a panel.
virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom ) = 0;
virtual void End3DPaint() = 0;
// NOTE: This also should only be called from within the paint()
// method of a panel. Use it to disable clipping for the rendering
// of this panel.
virtual void DisableClipping( bool bDisable ) = 0;
// Prevents vgui from changing the cursor
virtual bool IsCursorLocked() const = 0;
// Sets the mouse get + set callbacks
virtual void SetMouseCallbacks( GetMouseCallback_t getFunc, SetMouseCallback_t setFunc ) = 0;
// Installs a function to play sounds
virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc ) = 0;
// Some drawing methods that cannot be accomplished under Win32
virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a ) = 0;
virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING char *fmt, ... ) = 0;
// Draws text with current font at position and wordwrapped to the rect using color values specified
virtual void DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, PRINTF_FORMAT_STRING char *fmt, ... ) = 0;
virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING char *fmt, ... ) = 0;
// Returns the length of the text string in pixels
virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING char *fmt, ... ) = 0;
// Draws a panel in 3D space. Assumes view + projection are already set up
// Also assumes the (x,y) coordinates of the panels are defined in 640xN coords
// (N isn't necessary 480 because the panel may not be 4x3)
// The width + height specified are the size of the panel in world coordinates
virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int nPixelWidth, int nPixelHeight, float flWorldWidth, float flWorldHeight ) = 0;
// Binds a material to a surface texture ID
virtual void DrawSetTextureMaterial( int id, IMaterial *pMaterial ) = 0;
};
}
//-----------------------------------------------------------------------------
// FIXME: This works around using scoped interfaces w/ EXPOSE_SINGLE_INTERFACE
//-----------------------------------------------------------------------------
class IMatSystemSurfaceV5 : public MatSystemSurfaceV5::IMatSystemSurface
{
public:
};
#endif // IMATSYSTEMSURFACEV5_H