Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef PERFORMANCECONTROLLER_H
#define PERFORMANCECONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplayperformancecontroller.h"
#include "basethinker.h"
#include "replay/replayhandle.h"
#include <utllinkedlist.h>
//----------------------------------------------------------------------------------------
class IReplayPerformancePlaybackHandler;
class IReplayPerformanceEditor;
class KeyValues;
class Vector;
class QAngle;
class CReplayPerformance;
class CReplay;
class CJob;
//----------------------------------------------------------------------------------------
class CPerformanceController : public CBaseThinker,
public IReplayPerformanceController
{
public:
CPerformanceController();
~CPerformanceController();
//
// IReplayPerforamnceController
//
virtual void SetEditor( IReplayPerformanceEditor *pEditor );
virtual void StartRecording( CReplay *pReplay, bool bSnip );
virtual void Stop(); // Stop playback/recording
virtual bool SaveAsync();
virtual bool SaveAsAsync( const wchar_t *pTitle );
virtual bool IsSaving() const;
virtual void SaveThink();
virtual bool GetLastSaveStatus() const;
virtual bool IsRecording() const;
virtual bool IsPlaying() const;
virtual bool IsPlaybackDataLeft();
virtual bool IsDirty() const;
virtual void NotifyDirty();
virtual void OnSignonStateFull();
virtual float GetPlaybackTimeScale() const;
private:
//
// Common to recording/playback
//
void Cleanup();
void CleanupDbgStream();
void CleanupStream(); // Cleans up m_pRoot if necessary
float GetTime() const; // Get m_pCurEvent time
void ClearDirtyFlag();
enum State_t
{
STATE_DORMANT = -1, // Not playing back or recording
STATE_RECORDING,
STATE_PLAYING,
};
State_t m_nState;
//
// CBaseThinker
//
virtual void Think();
virtual float GetNextThinkTime() const;
//
// Recorder-specific:
//
virtual void NotifyPauseState( bool bPaused );
virtual void Snip();
virtual void NotifyRewinding();
virtual void ClearRewinding();
virtual bool IsRewinding() const { return m_bRewinding; }
virtual const KeyValues *GetUnsavedRecordingData() const { return m_pRoot; }
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex );
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex );
virtual void AddEvent_Camera_Change_Free( float flTime );
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex );
virtual void AddEvent_Camera_SetView( const SetViewParams_t &params );
virtual void AddEvent_TimeScale( float flTime, float flScale );
void CreateNewScratchPerformance( CReplay *pReplay );
bool DumpStreamToFileAsync( const char *pFullFilename );
bool FlushReplay();
bool IsCameraChangeEvent( int nType ) const;
void AddEvent( KeyValues *pEvent );
void RemoveDuplicateEventsFromQueue();
ReplayHandle_t m_hReplay;
CReplayPerformance *m_pSavedPerformance; // Points to the saved performance - scratch copies to saved - should not be modified directly
CReplayPerformance *m_pScratchPerformance; // The working performance, ie the temporary performance we muck with until the user saves or discards
bool m_bRewinding;
bool m_bPaused; // Maintain our own state for paused/playing for event queueing
CUtlLinkedList< KeyValues * > m_EventQueue; // If user pauses and changes camera, etc, it gets queued here - if multiple camera changes occur, previous is stomped
IReplayPerformanceEditor *m_pEditor; // Pointer to the editor UI in the client
//
// Playback-specific
//
void PlaybackThink();
void ReadSetViewEvent( KeyValues *pEventSubKey, Vector &origin, QAngle &angles, float &fov,
float *pAccel, float *pSpeed, float *pRotFilter );
void DebugRender();
bool SetupPlaybackHandler();
void SetupPlaybackFromPerformance( CReplayPerformance *pPerformance );
void SetupPlaybackExistingStream(); // Don't load anything from disk - use what's already in memory - used for rewind
void FinishBeginPerformancePlayback();
virtual CReplayPerformance *GetPerformance();
virtual CReplayPerformance *GetSavedPerformance();
virtual bool HasSavedPerformance();
KeyValues *m_pRoot;
KeyValues *m_pCurEvent;
KeyValues *m_pDbgRoot; // Copy of performance data for debug rendering
KeyValues *m_pSetViewEvent;
bool m_bViewOverrideMode;
bool m_bDirty; // If we recorded at all, was anything changed?
float m_flLastCamSetViewTime;
float m_flTimeScale;
CJob *m_pSaveJob;
bool m_bLastSaveStatus;
IReplayPerformancePlaybackHandler *m_pPlaybackHandler;
};
//----------------------------------------------------------------------------------------
#endif // PERFORMANCECONTROLLER_H