You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
66 lines
2.2 KiB
66 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
//=======================================================================================//
|
|
|
|
#ifndef CL_SCREENSHOTMANAGER_H
|
|
#define CL_SCREENSHOTMANAGER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
#include "basethinker.h"
|
|
#include "replay/ireplayscreenshotmanager.h"
|
|
#include "replay/screenshot.h"
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
class CReplay;
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
class CScreenshotManager : public CBaseThinker,
|
|
public IReplayScreenshotManager
|
|
{
|
|
public:
|
|
CScreenshotManager();
|
|
~CScreenshotManager();
|
|
|
|
bool Init();
|
|
|
|
bool ShouldCaptureScreenshot();
|
|
void DoCaptureScreenshot();
|
|
|
|
void SetScreenshotReplay( ReplayHandle_t hReplay );
|
|
ReplayHandle_t GetScreenshotReplay() const { return m_hScreenshotReplay; }
|
|
|
|
//
|
|
// IReplayScreenshotManager
|
|
//
|
|
virtual void CaptureScreenshot( CaptureScreenshotParams_t& params );
|
|
virtual void GetUnpaddedScreenshotSize( int &nOutWidth, int &nOutHeight );
|
|
virtual void DeleteScreenshotsForReplay( CReplay *pReplay );
|
|
|
|
private:
|
|
//
|
|
// CBaseThinker
|
|
//
|
|
void Think();
|
|
float GetNextThinkTime() const;
|
|
|
|
float m_flScreenshotCaptureTime;
|
|
CaptureScreenshotParams_t m_screenshotParams; // Params for next scheduled screenshot
|
|
int m_aScreenshotWidths[3][2]; // [ 16:9, 16:10, 4:3 ][ lo res, hi res ]
|
|
|
|
ReplayHandle_t m_hScreenshotReplay; // Destination replay for any screenshots taken - we always write to the "pending"
|
|
// replay for the most part, but if we want to take a screenshot after the local
|
|
// player is dead, we need to use a handle rather than using m_pPendingReplay directly,
|
|
// since it becomes NULL when the player dies.
|
|
float m_flLastScreenshotTime;
|
|
int m_nPrevScreenDims[2]; // Screenshot dimensions, used to determine if we should update the screenshot cache on the client
|
|
};
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
#endif // CL_SCREENSHOTMANAGER_H
|