Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef ISURFACE_V30_H
#define ISURFACE_V30_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui/IHTML.h> // CreateHTML, PaintHTML
#include "interface.h"
#include "IVguiMatInfo.h"
#include "appframework/IAppSystem.h"
#include "bitmap/ImageFormat.h"
#include "Vector2D.h" // must be before the namespace line
#ifdef CreateFont
#undef CreateFont
#endif
#ifdef PlaySound
#undef PlaySound
#endif
class Color;
namespace vgui
{
class Image;
class Point;
// handles
typedef unsigned long HCursor;
typedef unsigned long HTexture;
typedef unsigned long HFont;
}
namespace SurfaceV30
{
//SRC only defines
struct Vertex_t
{
Vertex_t() {}
Vertex_t( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) )
{
m_Position = pos;
m_TexCoord = coord;
}
void Init( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) )
{
m_Position = pos;
m_TexCoord = coord;
}
Vector2D m_Position;
Vector2D m_TexCoord;
};
enum FontDrawType_t
{
// Use the "additive" value from the scheme file
FONT_DRAW_DEFAULT = 0,
// Overrides
FONT_DRAW_NONADDITIVE,
FONT_DRAW_ADDITIVE,
FONT_DRAW_TYPE_COUNT = 2,
};
// Refactor these two
struct CharRenderInfo
{
// In:
FontDrawType_t drawType;
wchar_t ch;
// Out
bool valid;
// In/Out (true by default)
bool shouldclip;
// Text pos
int x, y;
// Top left and bottom right
Vertex_t verts[ 2 ];
int textureId;
int abcA;
int abcB;
int abcC;
int fontTall;
vgui::HFont currentFont;
};
struct IntRect
{
int x0;
int y0;
int x1;
int y1;
};
//-----------------------------------------------------------------------------
// Purpose: Wraps contextless windows system functions
//-----------------------------------------------------------------------------
class ISurface : public IAppSystem
{
public:
// call to Shutdown surface; surface can no longer be used after this is called
virtual void Shutdown() = 0;
// frame
virtual void RunFrame() = 0;
// hierarchy root
virtual vgui::VPANEL GetEmbeddedPanel() = 0;
virtual void SetEmbeddedPanel( vgui::VPANEL pPanel ) = 0;
// drawing context
virtual void PushMakeCurrent(vgui::VPANEL panel, bool useInsets) = 0;
virtual void PopMakeCurrent(vgui::VPANEL panel) = 0;
// rendering functions
virtual void DrawSetColor(int r, int g, int b, int a) = 0;
virtual void DrawSetColor(Color col) = 0;
virtual void DrawFilledRect(int x0, int y0, int x1, int y1) = 0;
virtual void DrawFilledRectArray( IntRect *pRects, int numRects ) = 0;
virtual void DrawOutlinedRect(int x0, int y0, int x1, int y1) = 0;
virtual void DrawLine(int x0, int y0, int x1, int y1) = 0;
virtual void DrawPolyLine(int *px, int *py, int numPoints) = 0;
virtual void DrawSetTextFont(vgui::HFont font) = 0;
virtual void DrawSetTextColor(int r, int g, int b, int a) = 0;
virtual void DrawSetTextColor(Color col) = 0;
virtual void DrawSetTextPos(int x, int y) = 0;
virtual void DrawGetTextPos(int& x,int& y) = 0;
virtual void DrawPrintText(const wchar_t *text, int textLen, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0;
virtual void DrawUnicodeChar(wchar_t wch, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0;
virtual void DrawFlushText() = 0; // flushes any buffered text (for rendering optimizations)
virtual vgui::IHTML *CreateHTMLWindow(vgui::IHTMLEvents *events,vgui::VPANEL context)=0;
virtual void PaintHTMLWindow(vgui::IHTML *htmlwin) =0;
virtual void DeleteHTMLWindow(vgui::IHTML *htmlwin)=0;
virtual int DrawGetTextureId( char const *filename ) = 0;
virtual bool DrawGetTextureFile(int id, char *filename, int maxlen ) = 0;
virtual void DrawSetTextureFile(int id, const char *filename, int hardwareFilter, bool forceReload) = 0;
virtual void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload)=0;
virtual void DrawSetTexture(int id) = 0;
virtual void DrawGetTextureSize(int id, int &wide, int &tall) = 0;
virtual void DrawTexturedRect(int x0, int y0, int x1, int y1) = 0;
virtual bool IsTextureIDValid(int id) = 0;
virtual int CreateNewTextureID( bool procedural = false ) = 0;
#ifdef _XBOX
virtual void DestroyTextureID( int id ) = 0;
virtual bool IsCachedForRendering( int id, bool bSyncWait ) = 0;
virtual void CopyFrontBufferToBackBuffer() = 0;
virtual void UncacheUnusedMaterials() = 0;
#endif
virtual void GetScreenSize(int &wide, int &tall) = 0;
virtual void SetAsTopMost(vgui::VPANEL panel, bool state) = 0;
virtual void BringToFront(vgui::VPANEL panel) = 0;
virtual void SetForegroundWindow (vgui::VPANEL panel) = 0;
virtual void SetPanelVisible(vgui::VPANEL panel, bool state) = 0;
virtual void SetMinimized(vgui::VPANEL panel, bool state) = 0;
virtual bool IsMinimized(vgui::VPANEL panel) = 0;
virtual void FlashWindow(vgui::VPANEL panel, bool state) = 0;
virtual void SetTitle(vgui::VPANEL panel, const wchar_t *title) = 0;
virtual void SetAsToolBar(vgui::VPANEL panel, bool state) = 0; // removes the window's task bar entry (for context menu's, etc.)
// windows stuff
virtual void CreatePopup(vgui::VPANEL panel, bool minimised, bool showTaskbarIcon = true, bool disabled = false, bool mouseInput = true , bool kbInput = true) = 0;
virtual void SwapBuffers(vgui::VPANEL panel) = 0;
virtual void Invalidate(vgui::VPANEL panel) = 0;
virtual void SetCursor(vgui::HCursor cursor) = 0;
virtual bool IsCursorVisible() = 0;
virtual void ApplyChanges() = 0;
virtual bool IsWithin(int x, int y) = 0;
virtual bool HasFocus() = 0;
// returns true if the surface supports minimize & maximize capabilities
enum SurfaceFeature_e
{
ANTIALIASED_FONTS = 1,
DROPSHADOW_FONTS = 2,
ESCAPE_KEY = 3,
OPENING_NEW_HTML_WINDOWS = 4,
FRAME_MINIMIZE_MAXIMIZE = 5,
OUTLINE_FONTS = 6,
DIRECT_HWND_RENDER = 7,
};
virtual bool SupportsFeature(SurfaceFeature_e feature) = 0;
// restricts what gets drawn to one panel and it's children
// currently only works in the game
virtual void RestrictPaintToSinglePanel(vgui::VPANEL panel) = 0;
// these two functions obselete, use IInput::SetAppModalSurface() instead
virtual void SetModalPanel(vgui::VPANEL ) = 0;
virtual vgui::VPANEL GetModalPanel() = 0;
virtual void UnlockCursor() = 0;
virtual void LockCursor() = 0;
virtual void SetTranslateExtendedKeys(bool state) = 0;
virtual vgui::VPANEL GetTopmostPopup() = 0;
// engine-only focus handling (replacing WM_FOCUS windows handling)
virtual void SetTopLevelFocus(vgui::VPANEL panel) = 0;
// fonts
// creates an empty handle to a vgui font. windows fonts can be add to this via SetFontGlyphSet().
virtual vgui::HFont CreateFont() = 0;
// adds to the font
enum EFontFlags
{
FONTFLAG_NONE,
FONTFLAG_ITALIC = 0x001,
FONTFLAG_UNDERLINE = 0x002,
FONTFLAG_STRIKEOUT = 0x004,
FONTFLAG_SYMBOL = 0x008,
FONTFLAG_ANTIALIAS = 0x010,
FONTFLAG_GAUSSIANBLUR = 0x020,
FONTFLAG_ROTARY = 0x040,
FONTFLAG_DROPSHADOW = 0x080,
FONTFLAG_ADDITIVE = 0x100,
FONTFLAG_OUTLINE = 0x200,
FONTFLAG_CUSTOM = 0x400, // custom generated font - never fall back to asian compatibility mode
FONTFLAG_BITMAP = 0x800, // compiled bitmap font - no fallbacks
};
virtual bool SetFontGlyphSet(vgui::HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags) = 0;
// adds a custom font file (only supports true type font files (.ttf) for now)
virtual bool AddCustomFontFile(const char *fontName, const char *fontFileName) = 0;
// returns the details about the font
virtual int GetFontTall(vgui::HFont font) = 0;
virtual int GetFontAscent(vgui::HFont font, wchar_t wch) = 0;
virtual bool IsFontAdditive(vgui::HFont font) = 0;
virtual void GetCharABCwide(vgui::HFont font, int ch, int &a, int &b, int &c) = 0;
virtual int GetCharacterWidth(vgui::HFont font, int ch) = 0;
virtual void GetTextSize(vgui::HFont font, const wchar_t *text, int &wide, int &tall) = 0;
// notify icons?!?
virtual vgui::VPANEL GetNotifyPanel() = 0;
virtual void SetNotifyIcon(vgui::VPANEL context, vgui::HTexture icon, vgui::VPANEL panelToReceiveMessages, const char *text) = 0;
// plays a sound
virtual void PlaySound(const char *fileName) = 0;
//!! these functions should not be accessed directly, but only through other vgui items
//!! need to move these to seperate interface
virtual int GetPopupCount() = 0;
virtual vgui::VPANEL GetPopup(int index) = 0;
virtual bool ShouldPaintChildPanel(vgui::VPANEL childPanel) = 0;
virtual bool RecreateContext(vgui::VPANEL panel) = 0;
virtual void AddPanel(vgui::VPANEL panel) = 0;
virtual void ReleasePanel(vgui::VPANEL panel) = 0;
virtual void MovePopupToFront(vgui::VPANEL panel) = 0;
virtual void MovePopupToBack(vgui::VPANEL panel) = 0;
virtual void SolveTraverse(vgui::VPANEL panel, bool forceApplySchemeSettings = false) = 0;
virtual void PaintTraverse(vgui::VPANEL panel) = 0;
virtual void EnableMouseCapture(vgui::VPANEL panel, bool state) = 0;
// returns the size of the workspace
virtual void GetWorkspaceBounds(int &x, int &y, int &wide, int &tall) = 0;
// gets the absolute coordinates of the screen (in windows space)
virtual void GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall) = 0;
// gets the base resolution used in proportional mode
virtual void GetProportionalBase( int &width, int &height ) = 0;
virtual void CalculateMouseVisible() = 0;
virtual bool NeedKBInput() = 0;
virtual bool HasCursorPosFunctions() = 0;
virtual void SurfaceGetCursorPos(int &x, int &y) = 0;
virtual void SurfaceSetCursorPos(int x, int y) = 0;
// SRC only functions!!!
virtual void DrawTexturedLine( const Vertex_t &a, const Vertex_t &b ) = 0;
virtual void DrawOutlinedCircle(int x, int y, int radius, int segments) = 0;
virtual void DrawTexturedPolyLine( const Vertex_t *p,int n ) = 0; // (Note: this connects the first and last points).
virtual void DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 ) = 0;
virtual void DrawTexturedPolygon(int n, Vertex_t *pVertices) = 0;
virtual const wchar_t *GetTitle(vgui::VPANEL panel) = 0;
virtual bool IsCursorLocked( void ) const = 0;
virtual void SetWorkspaceInsets( int left, int top, int right, int bottom ) = 0;
// Lower level char drawing code, call DrawGet then pass in info to DrawRender
virtual bool DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info ) = 0;
virtual void DrawRenderCharFromInfo( const CharRenderInfo& info ) = 0;
// global alpha setting functions
// affect all subsequent draw calls - shouldn't normally be used directly, only in Panel::PaintTraverse()
virtual void DrawSetAlphaMultiplier( float alpha /* [0..1] */ ) = 0;
virtual float DrawGetAlphaMultiplier() = 0;
// web browser
virtual void SetAllowHTMLJavaScript( bool state ) = 0;
// video mode changing
virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight ) = 0;
#if !defined( _XBOX )
virtual vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID = 0 ) = 0;
#endif
// create IVguiMatInfo object ( IMaterial wrapper in VguiMatSurface, NULL in CWin32Surface )
virtual IVguiMatInfo *DrawGetTextureMatInfoFactory( int id ) = 0;
virtual void PaintTraverseEx(vgui::VPANEL panel, bool paintPopups = false ) = 0;
virtual float GetZPos() const = 0;
// From the Xbox
virtual void SetPanelForInput( vgui::VPANEL vpanel ) = 0;
virtual void DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) = 0;
virtual void DrawSetTextureRGBAEx(int id, const unsigned char *rgba, int wide, int tall, ImageFormat imageFormat ) = 0;
virtual void DrawSetTextScale(float sx, float sy) = 0;
virtual bool SetBitmapFontGlyphSet(vgui::HFont font, const char *windowsFontName, float scalex, float scaley, int flags) = 0;
// adds a bitmap font file
virtual bool AddBitmapFontFile(const char *fontFileName) = 0;
// sets a symbol for the bitmap font
virtual void SetBitmapFontName( const char *pName, const char *pFontFilename ) = 0;
// gets the bitmap font filename
virtual const char *GetBitmapFontName( const char *pName ) = 0;
virtual vgui::IImage *GetIconImageForFullPath( char const *pFullPath ) = 0;
virtual void DrawUnicodeString( const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0;
};
} // end namespace
//-----------------------------------------------------------------------------
// FIXME: This works around using scoped interfaces w/ EXPOSE_SINGLE_INTERFACE
//-----------------------------------------------------------------------------
class ISurfaceV30 : public SurfaceV30::ISurface
{
public:
};
#define VGUI_SURFACE_INTERFACE_VERSION_30 "VGUI_Surface030"
#endif // ISURFACE_V30_H