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643 lines
22 KiB
643 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef MATSYSTEMSURFACE_H
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#define MATSYSTEMSURFACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui/ISurface.h>
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#include <vgui/IPanel.h>
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#include <vgui/IClientPanel.h>
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#include <vgui_controls/Panel.h>
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#include <vgui/IInput.h>
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#include <vgui_controls/Controls.h>
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#include <vgui/Point.h>
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#include "materialsystem/imaterialsystem.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.h"
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#include "utlvector.h"
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#include "utlsymbol.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "tier1/utldict.h"
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#include "tier3/tier3.h"
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using namespace vgui;
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class IImage;
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extern class IMaterialSystem *g_pMaterialSystem;
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//-----------------------------------------------------------------------------
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// The default material system embedded panel
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//-----------------------------------------------------------------------------
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class CMatEmbeddedPanel : public vgui::Panel
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{
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typedef vgui::Panel BaseClass;
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public:
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CMatEmbeddedPanel();
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virtual void OnThink();
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VPANEL IsWithinTraverse(int x, int y, bool traversePopups);
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};
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//-----------------------------------------------------------------------------
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//
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// Implementation of the VGUI surface on top of the material system
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//
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//-----------------------------------------------------------------------------
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class CMatSystemSurface : public CTier3AppSystem< IMatSystemSurface >
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{
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typedef CTier3AppSystem< IMatSystemSurface > BaseClass;
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public:
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CMatSystemSurface();
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virtual ~CMatSystemSurface();
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// Methods of IAppSystem
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Disconnect();
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virtual void *QueryInterface( const char *pInterfaceName );
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virtual InitReturnVal_t Init();
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virtual void Shutdown();
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// initialization
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virtual void SetEmbeddedPanel(vgui::VPANEL pEmbeddedPanel);
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// returns true if a panel is minimzed
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bool IsMinimized(vgui::VPANEL panel);
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// Sets the only panel to draw. Set to NULL to clear.
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void RestrictPaintToSinglePanel(vgui::VPANEL panel);
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// frame
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virtual void RunFrame();
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// implementation of vgui::ISurface
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virtual vgui::VPANEL GetEmbeddedPanel();
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// drawing context
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virtual void PushMakeCurrent(vgui::VPANEL panel,bool useInSets);
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virtual void PopMakeCurrent(vgui::VPANEL panel);
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// rendering functions
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virtual void DrawSetColor(int r,int g,int b,int a);
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virtual void DrawSetColor(Color col);
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virtual void DrawLine( int x0, int y0, int x1, int y1 );
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virtual void DrawTexturedLine( const vgui::Vertex_t &a, const vgui::Vertex_t &b );
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virtual void DrawPolyLine(int *px, int *py, int numPoints);
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virtual void DrawTexturedPolyLine( const vgui::Vertex_t *p, int n );
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virtual void DrawFilledRect(int x0, int y0, int x1, int y1);
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virtual void DrawFilledRectArray( IntRect *pRects, int numRects );
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virtual void DrawFilledRectFastFade( int x0, int y0, int x1, int y1, int fadeStartPt, int fadeEndPt, unsigned int alpha0, unsigned int alpha1, bool bHorizontal );
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virtual void DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal );
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virtual void DrawOutlinedRect(int x0, int y0, int x1, int y1);
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virtual void DrawOutlinedCircle(int x, int y, int radius, int segments);
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// textured rendering functions
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virtual int CreateNewTextureID( bool procedural = false );
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virtual bool IsTextureIDValid(int id);
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virtual bool DrawGetTextureFile(int id, char *filename, int maxlen );
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virtual int DrawGetTextureId( char const *filename );
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virtual int DrawGetTextureId( ITexture *pTexture );
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virtual void DrawSetTextureFile(int id, const char *filename, int hardwareFilter, bool forceReload);
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virtual void DrawSetTexture(int id);
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virtual void DrawGetTextureSize(int id, int &wide, int &tall);
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virtual bool DeleteTextureByID(int id);
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virtual IVguiMatInfo *DrawGetTextureMatInfoFactory(int id);
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virtual void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload);
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virtual void DrawTexturedRect(int x0, int y0, int x1, int y1);
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virtual void DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 );
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virtual void DrawTexturedPolygon(int n, vgui::Vertex_t *pVertices, bool bClipVertices = true );
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virtual void DrawPrintText(const wchar_t *text, int textLen, FontDrawType_t drawType = FONT_DRAW_DEFAULT);
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virtual void DrawUnicodeChar(wchar_t wch, FontDrawType_t drawType = FONT_DRAW_DEFAULT );
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virtual void DrawUnicodeString( const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT );
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virtual void DrawSetTextFont(vgui::HFont font);
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virtual void DrawFlushText();
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virtual void DrawSetTextColor(int r, int g, int b, int a);
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virtual void DrawSetTextColor(Color col);
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virtual void DrawSetTextScale(float sx, float sy);
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virtual void DrawSetTextPos(int x, int y);
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virtual void DrawGetTextPos(int& x,int& y);
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virtual vgui::IHTML *CreateHTMLWindow(vgui::IHTMLEvents *events,vgui::VPANEL context);
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virtual void PaintHTMLWindow(vgui::IHTML *htmlwin);
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virtual void DeleteHTMLWindow(vgui::IHTML *htmlwin);
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virtual bool BHTMLWindowNeedsPaint(IHTML *htmlwin);
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virtual void GetScreenSize(int &wide, int &tall);
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virtual void SetAsTopMost(vgui::VPANEL panel, bool state);
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virtual void BringToFront(vgui::VPANEL panel);
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virtual void SetForegroundWindow (vgui::VPANEL panel);
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virtual void SetPanelVisible(vgui::VPANEL panel, bool state);
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virtual void SetMinimized(vgui::VPANEL panel, bool state);
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virtual void FlashWindow(vgui::VPANEL panel, bool state);
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virtual void SetTitle(vgui::VPANEL panel, const wchar_t *title);
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virtual const wchar_t *GetTitle( vgui::VPANEL panel );
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virtual void SetAsToolBar(vgui::VPANEL panel, bool state); // removes the window's task bar entry (for context menu's, etc.)
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// windows stuff
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virtual void CreatePopup(VPANEL panel, bool minimized, bool showTaskbarIcon = true, bool disabled = false, bool mouseInput = true , bool kbInput = true);
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virtual void SwapBuffers(vgui::VPANEL panel);
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virtual void Invalidate(vgui::VPANEL panel);
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virtual void SetCursor(vgui::HCursor cursor);
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virtual bool IsCursorVisible();
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virtual void SetCursorAlwaysVisible(bool visible);
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virtual void ApplyChanges();
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virtual bool IsWithin(int x, int y);
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virtual bool HasFocus();
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virtual bool SupportsFeature(SurfaceFeature_e feature);
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// engine-only focus handling (replacing WM_FOCUS windows handling)
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virtual void SetTopLevelFocus(vgui::VPANEL panel);
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// fonts
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virtual vgui::HFont CreateFont();
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virtual bool SetFontGlyphSet(vgui::HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0);
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virtual bool SetBitmapFontGlyphSet(vgui::HFont font, const char *windowsFontName, float scalex, float scaley, int flags);
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virtual int GetFontTall(HFont font);
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virtual int GetFontTallRequested(HFont font);
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virtual int GetFontAscent(HFont font, wchar_t wch);
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virtual bool IsFontAdditive(HFont font);
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virtual void GetCharABCwide(HFont font, int ch, int &a, int &b, int &c);
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virtual void GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall);
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virtual int GetCharacterWidth(vgui::HFont font, int ch);
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virtual bool AddCustomFontFile(const char *fontName, const char *fontFileName);
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virtual bool AddBitmapFontFile(const char *fontFileName);
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virtual void SetBitmapFontName( const char *pName, const char *pFontFilename );
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virtual const char *GetBitmapFontName( const char *pName );
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virtual void PrecacheFontCharacters(HFont font, const wchar_t *pCharacters);
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virtual void ClearTemporaryFontCache( void );
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virtual const char *GetFontName( HFont font );
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virtual const char *GetFontFamilyName( HFont font );
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// GameUI-only accessed functions
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// uploads a part of a texture, used for font rendering
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void DrawSetSubTextureRGBA(int textureID, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall);
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void DrawUpdateRegionTextureRGBA( int nTextureID, int x, int y, const unsigned char *pchData, int wide, int tall, ImageFormat imageFormat );
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// notify icons?!?
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virtual vgui::VPANEL GetNotifyPanel();
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virtual void SetNotifyIcon(vgui::VPANEL context, vgui::HTexture icon, vgui::VPANEL panelToReceiveMessages, const char *text);
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// plays a sound
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virtual void PlaySound(const char *fileName);
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//!! these functions Should not be accessed directly, but only through other vgui items
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//!! need to move these to seperate interface
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virtual int GetPopupCount();
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virtual vgui::VPANEL GetPopup( int index );
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virtual bool ShouldPaintChildPanel(vgui::VPANEL childPanel);
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virtual bool RecreateContext(vgui::VPANEL panel);
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virtual void AddPanel(vgui::VPANEL panel);
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virtual void ReleasePanel(vgui::VPANEL panel);
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virtual void MovePopupToFront(vgui::VPANEL panel);
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virtual void SolveTraverse(vgui::VPANEL panel, bool forceApplySchemeSettings);
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virtual void PaintTraverse(vgui::VPANEL panel);
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virtual void EnableMouseCapture(vgui::VPANEL panel, bool state);
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virtual void SetWorkspaceInsets( int left, int top, int right, int bottom );
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virtual void GetWorkspaceBounds(int &x, int &y, int &wide, int &tall);
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// Hook needed to Get input to work
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virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput );
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virtual bool HandleInputEvent( const InputEvent_t &event );
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void InitFullScreenBuffer( const char *pszRenderTargetName );
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virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName );
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virtual void Reset3DPaintTempRenderTarget( void );
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// Begins, ends 3D painting
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virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture = true );
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virtual void End3DPaint();
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virtual void BeginSkinCompositionPainting() OVERRIDE;
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virtual void EndSkinCompositionPainting() OVERRIDE;
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// Disable clipping during rendering
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virtual void DisableClipping( bool bDisable ) OVERRIDE;
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virtual void GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled ) OVERRIDE;
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virtual void SetClippingRect( int left, int top, int right, int bottom ) OVERRIDE;
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// Prevents vgui from changing the cursor
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virtual bool IsCursorLocked() const;
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// Sets the mouse Get + Set callbacks
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virtual void SetMouseCallbacks( GetMouseCallback_t GetFunc, SetMouseCallback_t SetFunc );
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// Tells the surface to ignore windows messages
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virtual void EnableWindowsMessages( bool bEnable );
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// Installs a function to play sounds
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virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc );
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// Some drawing methods that cannot be accomplished under Win32
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virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a );
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virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... );
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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 const char *fmt, ... );
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virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING const char *fmt, ... );
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// Returns the length in pixels of the text
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virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING const char *fmt, ... );
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// Draws a panel in 3D space.
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virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int pw, int ph, float sw, float sh );
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// Only visible within vguimatsurface
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void DrawSetTextureMaterial(int id, IMaterial *pMaterial);
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void ReferenceProceduralMaterial( int id, int referenceId, IMaterial *pMaterial );
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// new stuff for Alfreds VGUI2 port!!
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virtual bool InEngine() { return true; }
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void GetProportionalBase( int &width, int &height ) { width = BASE_WIDTH; height = BASE_HEIGHT; }
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virtual bool HasCursorPosFunctions() { return true; }
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virtual void SetModalPanel(VPANEL );
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virtual VPANEL GetModalPanel();
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virtual void UnlockCursor();
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virtual void LockCursor();
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virtual void SetTranslateExtendedKeys(bool state);
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virtual VPANEL GetTopmostPopup();
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virtual void GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall);
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virtual void CalculateMouseVisible();
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virtual bool NeedKBInput();
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virtual void SurfaceGetCursorPos(int &x, int &y);
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virtual void SurfaceSetCursorPos(int x, int y);
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virtual void MovePopupToBack(VPANEL panel);
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virtual bool IsInThink( VPANEL panel);
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virtual bool DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info );
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virtual void DrawRenderCharFromInfo( const CharRenderInfo& info );
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// global alpha setting functions
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// affect all subsequent draw calls - shouldn't normally be used directly, only in Panel::PaintTraverse()
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virtual void DrawSetAlphaMultiplier( float alpha /* [0..1] */ );
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virtual float DrawGetAlphaMultiplier();
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// web browser
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virtual void SetAllowHTMLJavaScript( bool state );
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// video mode changing
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virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight );
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virtual vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID );
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virtual void PaintTraverseEx(VPANEL panel, bool paintPopups = false );
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virtual float GetZPos() const;
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virtual void SetPanelForInput( VPANEL vpanel );
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virtual vgui::IImage *GetIconImageForFullPath( char const *pFullPath );
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virtual void DestroyTextureID( int id );
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virtual const char *GetResolutionKey( void ) const;
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virtual bool ForceScreenSizeOverride( bool bState, int wide, int tall );
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// LocalToScreen, ParentLocalToScreen fixups for explicit PaintTraverse calls on Panels not at 0, 0 position
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virtual bool ForceScreenPosOffset( bool bState, int x, int y );
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virtual void OffsetAbsPos( int &x, int &y );
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virtual void GetKernedCharWidth( HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &flabcA );
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virtual const char *GetWebkitHTMLUserAgentString() { return "Valve Client"; }
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virtual void *Deprecated_AccessChromeHTMLController() { return NULL; }
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virtual void SetFullscreenViewport( int x, int y, int w, int h ) OVERRIDE;
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virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) OVERRIDE;
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virtual void GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget ) OVERRIDE;
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virtual void GetFullscreenViewport( int & x, int & y, int & w, int & h ) OVERRIDE;
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virtual void PushFullscreenViewport() OVERRIDE;
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virtual void PopFullscreenViewport() OVERRIDE;
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// support for software cursors
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virtual void SetSoftwareCursor( bool bUseSoftwareCursor ) OVERRIDE;
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virtual void PaintSoftwareCursor() OVERRIDE;
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// Methods of ILocalizeTextQuery
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public:
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//virtual int ComputeTextWidth( const wchar_t *pString );
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// Causes fonts to get reloaded, etc.
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virtual void ResetFontCaches();
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virtual bool IsScreenSizeOverrideActive( void );
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virtual bool IsScreenPosOverrideActive( void );
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virtual IMaterial *DrawGetTextureMaterial( int id );
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virtual int GetTextureNumFrames( int id );
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virtual void DrawSetTextureFrame( int id, int nFrame, unsigned int *pFrameCache );
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private:
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//void DrawRenderCharInternal( const FontCharRenderInfo& info );
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void DrawRenderCharInternal( const CharRenderInfo& info );
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private:
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enum { BASE_HEIGHT = 480, BASE_WIDTH = 640 };
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struct PaintState_t
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{
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vgui::VPANEL m_pPanel;
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int m_iTranslateX;
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int m_iTranslateY;
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int m_iScissorLeft;
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int m_iScissorRight;
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int m_iScissorTop;
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int m_iScissorBottom;
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};
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// material Setting method
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void InternalSetMaterial( IMaterial *material = NULL );
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// Draws the fullscreen buffer into the panel
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void DrawFullScreenBuffer( int nLeft, int nTop, int nRight, int nBottom );
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// Helper method to initialize vertices (transforms them into screen space too)
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void InitVertex( vgui::Vertex_t &vertex, int x, int y, float u, float v );
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// Draws a quad + quad array
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void DrawQuad( const vgui::Vertex_t &ul, const vgui::Vertex_t &lr, unsigned char *pColor );
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void DrawQuadArray( int numQuads, vgui::Vertex_t *pVerts, unsigned char *pColor, bool bShouldClip = true );
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// Necessary to wrap the rendering
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void StartDrawing( void );
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void StartDrawingIn3DSpace( const VMatrix &screenToWorld, int pw, int ph, float sw, float sh );
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void FinishDrawing( void );
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// Sets up a particular painting state...
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void SetupPaintState( const PaintState_t &paintState );
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void ResetPopupList();
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void AddPopup( vgui::VPANEL panel );
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void RemovePopup( vgui::VPANEL panel );
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void AddPopupsToList( vgui::VPANEL panel );
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// Helper for drawing colored text
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int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, va_list argptr );
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void SearchForWordBreak( vgui::HFont font, char *text, int& chars, int& pixels );
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void InternalThinkTraverse(VPANEL panel);
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void InternalSolveTraverse(VPANEL panel);
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void InternalSchemeSettingsTraverse(VPANEL panel, bool forceApplySchemeSettings);
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// handles mouse movement
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void SetCursorPos(int x, int y);
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void GetCursorPos(int &x, int &y);
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void DrawTexturedLineInternal( const Vertex_t &a, const Vertex_t &b );
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// Gets texture coordinates for drawing the full screen buffer
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void GetFullScreenTexCoords( int x, int y, int w, int h, float *pMinU, float *pMinV, float *pMaxU, float *pMaxV );
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// Is a panel under the restricted panel?
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bool IsPanelUnderRestrictedPanel( VPANEL panel );
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// Point Translation for current panel
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int m_nTranslateX;
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int m_nTranslateY;
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// alpha multiplier for current panel [0..1]
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float m_flAlphaMultiplier;
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// The size of the window to draw into
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int m_pSurfaceExtents[4];
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// Color for drawing all non-text things
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unsigned char m_DrawColor[4];
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// Color for drawing text
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unsigned char m_DrawTextColor[4];
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// Location of text rendering
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int m_pDrawTextPos[2];
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// Meshbuilder used for drawing
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IMesh* m_pMesh;
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CMeshBuilder meshBuilder;
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// White material used for drawing non-textured things
|
|
CMaterialReference m_pWhite;
|
|
|
|
// Used for 3D-rendered images
|
|
CTextureReference m_FullScreenBuffer;
|
|
CMaterialReference m_FullScreenBufferMaterial;
|
|
int m_nFullScreenBufferMaterialId;
|
|
CUtlString m_FullScreenBufferName;
|
|
|
|
bool m_bUsingTempFullScreenBufferMaterial;
|
|
|
|
// Root panel
|
|
vgui::VPANEL m_pEmbeddedPanel;
|
|
vgui::Panel *m_pDefaultEmbeddedPanel;
|
|
vgui::VPANEL m_pRestrictedPanel;
|
|
|
|
// List of pop-up panels based on the type enum above (draw order vs last clicked)
|
|
CUtlVector<vgui::HPanel> m_PopupList;
|
|
|
|
// Stack of paint state...
|
|
CUtlVector< PaintState_t > m_PaintStateStack;
|
|
|
|
vgui::HFont m_hCurrentFont;
|
|
vgui::HCursor _currentCursor;
|
|
bool m_cursorAlwaysVisible;
|
|
|
|
// The currently bound texture
|
|
int m_iBoundTexture;
|
|
|
|
// font drawing batching code
|
|
enum { MAX_BATCHED_CHAR_VERTS = 4096 };
|
|
vgui::Vertex_t m_BatchedCharVerts[ MAX_BATCHED_CHAR_VERTS ];
|
|
int m_nBatchedCharVertCount;
|
|
|
|
// What's the rectangle we're drawing in 3D paint mode?
|
|
int m_n3DLeft, m_n3DRight, m_n3DTop, m_n3DBottom;
|
|
|
|
// Are we painting in 3D? (namely drawing 3D objects *inside* the vgui panel)
|
|
bool m_bIn3DPaintMode : 1;
|
|
|
|
// If we are in 3d Paint mode, are we rendering to a texture? (Or directly to the screen)
|
|
bool m_b3DPaintRenderToTexture : 1;
|
|
|
|
// Are we drawing the vgui panel in the 3D world somewhere?
|
|
bool m_bDrawingIn3DWorld : 1;
|
|
|
|
// Is the app gonna call HandleInputEvent?
|
|
bool m_bAppDrivesInput : 1;
|
|
|
|
// Are we currently in the think() loop
|
|
bool m_bInThink : 1;
|
|
|
|
bool m_bNeedsKeyboard : 1;
|
|
bool m_bNeedsMouse : 1;
|
|
bool m_bAllowJavaScript : 1;
|
|
|
|
int m_nLastInputPollCount;
|
|
|
|
VPANEL m_CurrentThinkPanel;
|
|
|
|
// The attached HWND
|
|
void *m_HWnd;
|
|
|
|
// Installed function to play sounds
|
|
PlaySoundFunc_t m_PlaySoundFunc;
|
|
|
|
int m_WorkSpaceInsets[4];
|
|
|
|
class TitleEntry
|
|
{
|
|
public:
|
|
TitleEntry()
|
|
{
|
|
panel = NULL;
|
|
title[0] = 0;
|
|
}
|
|
|
|
vgui::VPANEL panel;
|
|
wchar_t title[128];
|
|
};
|
|
|
|
CUtlVector< TitleEntry > m_Titles;
|
|
CUtlVector< CUtlSymbol > m_CustomFontFileNames;
|
|
CUtlVector< CUtlSymbol > m_BitmapFontFileNames;
|
|
CUtlDict< int, int > m_BitmapFontFileMapping;
|
|
|
|
float m_flZPos;
|
|
CUtlDict< vgui::IImage *, unsigned short > m_FileTypeImages;
|
|
|
|
int GetTitleEntry( vgui::VPANEL panel );
|
|
|
|
virtual void DrawSetTextureRGBAEx(int id, const unsigned char *rgba, int wide, int tall, ImageFormat format );
|
|
|
|
struct ScreenOverride_t
|
|
{
|
|
ScreenOverride_t() : m_bActive( false )
|
|
{
|
|
m_nValue[ 0 ] = m_nValue[ 1 ] = 0;
|
|
}
|
|
bool m_bActive;
|
|
int m_nValue[ 2 ];
|
|
};
|
|
|
|
ScreenOverride_t m_ScreenSizeOverride;
|
|
ScreenOverride_t m_ScreenPosOverride;
|
|
|
|
int m_nFullscreenViewportX;
|
|
int m_nFullscreenViewportY;
|
|
int m_nFullscreenViewportWidth;
|
|
int m_nFullscreenViewportHeight;
|
|
ITexture *m_pFullscreenRenderTarget;
|
|
|
|
#ifdef LINUX
|
|
struct font_entry
|
|
{
|
|
void *data;
|
|
int size;
|
|
};
|
|
|
|
static CUtlDict< font_entry, unsigned short > m_FontData;
|
|
|
|
static void *FontDataHelper( const char *pchFontName, int &size, const char *fontFileName );
|
|
#endif
|
|
};
|
|
|
|
#if GLMDEBUG
|
|
class MatSurfFuncLogger // rip off of GLMFuncLogger - figure out a way to reunify these soon
|
|
{
|
|
public:
|
|
|
|
// simple function log
|
|
MatSurfFuncLogger( char *funcName )
|
|
{
|
|
CMatRenderContextPtr prc( g_pMaterialSystem );
|
|
|
|
m_funcName = funcName;
|
|
m_earlyOut = false;
|
|
|
|
prc->Printf( ">%s", m_funcName );
|
|
};
|
|
|
|
// more advanced version lets you pass args (i.e. called parameters or anything else of interest)
|
|
// no macro for this one, since no easy way to pass through the args as well as the funcname
|
|
MatSurfFuncLogger( char *funcName, PRINTF_FORMAT_STRING const char *fmt, ... )
|
|
{
|
|
CMatRenderContextPtr prc( g_pMaterialSystem );
|
|
|
|
m_funcName = funcName;
|
|
m_earlyOut = false;
|
|
|
|
// this acts like GLMPrintf here
|
|
// all the indent policy is down in GLMPrintfVA
|
|
// which means we need to inject a ">" at the front of the format string to make this work... sigh.
|
|
|
|
char modifiedFmt[2000];
|
|
modifiedFmt[0] = '>';
|
|
strcpy( modifiedFmt+1, fmt );
|
|
|
|
va_list vargs;
|
|
va_start(vargs, fmt);
|
|
prc->PrintfVA( modifiedFmt, vargs );
|
|
va_end( vargs );
|
|
}
|
|
|
|
~MatSurfFuncLogger( )
|
|
{
|
|
CMatRenderContextPtr prc( g_pMaterialSystem );
|
|
if (m_earlyOut)
|
|
{
|
|
prc->Printf( "<%s (early out)", m_funcName );
|
|
}
|
|
else
|
|
{
|
|
prc->Printf( "<%s", m_funcName );
|
|
}
|
|
};
|
|
|
|
void EarlyOut( void )
|
|
{
|
|
m_earlyOut = true;
|
|
};
|
|
|
|
|
|
char *m_funcName; // set at construction time
|
|
bool m_earlyOut;
|
|
};
|
|
|
|
// handy macro to go with the helper class
|
|
#define MAT_FUNC MatSurfFuncLogger _logger_ ( __FUNCTION__ )
|
|
|
|
#else
|
|
|
|
#define MAT_FUNC
|
|
|
|
#endif
|
|
|
|
#endif // MATSYSTEMSURFACE_H
|