Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef IENGINETOOL_H
#define IENGINETOOL_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "soundflags.h"
#include "video/ivideoservices.h"
#include "ispatialpartition.h"
class CViewSetup;
class IToolSystem;
class KeyValues;
class ITraceFilter;
class CBaseTrace;
struct dlight_t;
struct Ray_t;
struct AudioState_t;
typedef bool (*FnQuitHandler)( void *pvUserData );
#ifndef MAX_DLIGHTS
#define MAX_DLIGHTS 32
#endif
// Exposed from engine to all tools, simplest interface
class IEngineToolFramework : public IBaseInterface
{
public:
// Input system overrides TBD
// Something like this
//virtual void AddMessageHandler( int wm_message, bool (*pfnCallback)( int wm_message, int wParam, int lParam ) ) = 0;
//virtual void RemoveMessageHanlder( int wm_message, bool (*pfnCallbackToRemove)( int wm_message, int wParam, int lParam ) ) = 0;
// Helpers for implementing a tool switching UI
virtual int GetToolCount() const = 0;
virtual char const *GetToolName( int index ) const = 0;
virtual void SwitchToTool( int index ) = 0;
virtual bool IsTopmostTool( const IToolSystem *sys ) const = 0;
virtual const IToolSystem *GetToolSystem( int index ) const = 0;
virtual IToolSystem *GetTopmostTool() = 0;
// Take over input
virtual void ShowCursor( bool show ) = 0;
virtual bool IsCursorVisible() const = 0;
};
#define VENGINETOOLFRAMEWORK_INTERFACE_VERSION "VENGINETOOLFRAMEWORK003"
struct model_t;
struct studiohdr_t;
#include "toolframework/itoolentity.h"
// Exposed from engine to tools via, more involved version of above
class IEngineTool : public IEngineToolFramework
{
public:
virtual void GetServerFactory( CreateInterfaceFn& factory ) = 0;
virtual void GetClientFactory( CreateInterfaceFn& factory ) = 0;
virtual float GetSoundDuration( const char *pszName ) = 0;
virtual bool IsSoundStillPlaying( int guid ) = 0;
// Returns the guid of the sound
virtual int StartSound(
int iUserData,
bool staticsound,
int iEntIndex,
int iChannel,
const char *pSample,
float flVolume,
soundlevel_t iSoundlevel,
const Vector& origin,
const Vector& direction,
int iFlags = 0,
int iPitch = PITCH_NORM,
bool bUpdatePositions = true,
float delay = 0.0f,
int speakerentity = -1 ) = 0;
virtual void StopSoundByGuid( int guid ) = 0;
// Returns how long the sound is
virtual float GetSoundDuration( int guid ) = 0;
// Returns if the sound is looping
virtual bool IsLoopingSound( int guid ) = 0;
virtual void ReloadSound( const char *pSample ) = 0;
virtual void StopAllSounds( ) = 0;
virtual float GetMono16Samples( const char *pszName, CUtlVector< short >& sampleList ) = 0;
virtual void SetAudioState( const AudioState_t &audioState ) = 0;
// Issue a console command
virtual void Command( char const *cmd ) = 0;
// Flush console command buffer right away
virtual void Execute() = 0;
virtual char const *GetCurrentMap() = 0;
virtual void ChangeToMap( char const *mapname ) = 0;
virtual bool IsMapValid( char const *mapname ) = 0;
// Method for causing engine to call client to render scene with no view model or overlays
// See cdll_int.h for enum RenderViewInfo_t for specifying whatToRender
virtual void RenderView( CViewSetup &view, int nFlags, int whatToRender ) = 0;
// Returns true if the player is fully connected and active in game (i.e, not still loading)
virtual bool IsInGame() = 0;
// Returns true if the player is connected, but not necessarily active in game (could still be loading)
virtual bool IsConnected() = 0;
virtual int GetMaxClients() = 0; // Tools might want to ensure single player, e.g.
virtual bool IsGamePaused() = 0;
virtual void SetGamePaused( bool paused ) = 0;
virtual float GetTimescale() = 0; // Could do this via ConVar system, too
virtual void SetTimescale( float scale ) = 0;
// Real time is unscaled, but is updated once per frame
virtual float GetRealTime() = 0;
virtual float GetRealFrameTime() = 0; // unscaled
// Get high precision timer (for profiling?)
virtual float Time() = 0;
// Host time is scaled
virtual float HostFrameTime() = 0; // host_frametime
virtual float HostTime() = 0; // host_time
virtual int HostTick() = 0; // host_tickcount
virtual int HostFrameCount() = 0; // total famecount
virtual float ServerTime() = 0; // gpGlobals->curtime on server
virtual float ServerFrameTime() = 0; // gpGlobals->frametime on server
virtual int ServerTick() = 0; // gpGlobals->tickcount on server
virtual float ServerTickInterval() = 0; // tick interval on server
virtual float ClientTime() = 0; // gpGlobals->curtime on client
virtual float ClientFrameTime() = 0; // gpGlobals->frametime on client
virtual int ClientTick() = 0; // gpGlobals->tickcount on client
virtual void SetClientFrameTime( float frametime ) = 0; // gpGlobals->frametime on client
// Currently the engine doesn't like to do networking when it's paused, but if a tool changes entity state, it can be useful to force
// a network update to get that state over to the client
virtual void ForceUpdateDuringPause() = 0;
// Maybe through modelcache???
virtual model_t *GetModel( HTOOLHANDLE hEntity ) = 0;
// Get the .mdl file used by entity (if it's a cbaseanimating)
virtual studiohdr_t *GetStudioModel( HTOOLHANDLE hEntity ) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
// Prints the formatted string to the notification area of the screen ( down the right hand edge
// numbered lines starting at position 0
virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
// Similar to Con_NPrintf, but allows specifying custom text color and duration information
virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0;
// Do we need separate rects for the 3d "viewport" vs. the tools surface??? and can we control viewports from
virtual void GetScreenSize( int& width, int &height ) = 0;
// GetRootPanel(VPANEL)
// Sets the location of the main view
virtual void SetMainView( const Vector &vecOrigin, const QAngle &angles ) = 0;
// Gets the player view
virtual bool GetPlayerView( CViewSetup &playerView, int x, int y, int w, int h ) = 0;
// From a location on the screen, figure out the vector into the world
virtual void CreatePickingRay( const CViewSetup &viewSetup, int x, int y, Vector& org, Vector& forward ) = 0;
// precache methods
virtual bool PrecacheSound( const char *pName, bool bPreload = false ) = 0;
virtual bool PrecacheModel( const char *pName, bool bPreload = false ) = 0;
virtual void InstallQuitHandler( void *pvUserData, FnQuitHandler func ) = 0;
virtual void TakeTGAScreenShot( char const *filename, int width, int height ) = 0;
// Even if game is paused, force networking to update to get new server state down to client
virtual void ForceSend() = 0;
virtual bool IsRecordingMovie() = 0;
// NOTE: Params can contain file name, frame rate, output avi, output raw, and duration
virtual void StartMovieRecording( KeyValues *pMovieParams ) = 0;
virtual void EndMovieRecording() = 0;
virtual void CancelMovieRecording() = 0;
virtual IVideoRecorder *GetActiveVideoRecorder() = 0;
virtual void StartRecordingVoiceToFile( char const *filename, char const *pPathID = 0 ) = 0;
virtual void StopRecordingVoiceToFile() = 0;
virtual bool IsVoiceRecording() = 0;
// A version that simply accepts a ray (can work as a traceline or tracehull)
virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0; // client version
virtual void TraceRayServer( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, CBaseTrace *pTrace ) = 0;
virtual bool IsConsoleVisible() = 0;
virtual int GetPointContents( const Vector &vecPosition ) = 0;
virtual int GetActiveDLights( dlight_t *pList[MAX_DLIGHTS] ) = 0;
virtual int GetLightingConditions( const Vector &vecPosition, Vector *pColors, int nMaxLocalLights, LightDesc_t *pLocalLights ) = 0;
virtual void GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix ) = 0;
// Collision support
virtual SpatialPartitionHandle_t CreatePartitionHandle( IHandleEntity *pEntity,
SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0;
virtual void DestroyPartitionHandle( SpatialPartitionHandle_t hPartition ) = 0;
virtual void InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0;
virtual void RemovePartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0;
virtual void ElementMoved( SpatialPartitionHandle_t handle,
const Vector& mins, const Vector& maxs ) = 0;
};
#define VENGINETOOL_INTERFACE_VERSION "VENGINETOOL003"
#endif // IENGINETOOL_H