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57 lines
2.2 KiB
57 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//----------------------------------------------------------------------------------------
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#ifndef REPLAY_INTERNAL_H
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#define REPLAY_INTERNAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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//----------------------------------------------------------------------------------------
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#include "replay/ireplaysystem.h"
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#include "replay/iserverreplaycontext.h"
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#if !defined( DEDICATED )
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#include "replay/iclientreplaycontext.h"
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#include "replay/ireplayperformancemanager.h"
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#include "replay/ireplayperformancecontroller.h"
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#include "replay/ireplaymoviemanager.h"
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#include "replay/ireplaymovierenderer.h"
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#endif
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//----------------------------------------------------------------------------------------
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extern IReplaySystem *g_pReplay;
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extern IServerReplayContext *g_pServerReplayContext;
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extern CreateInterfaceFn g_fnReplayFactory;
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#if !defined( DEDICATED )
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extern IClientReplayContext *g_pClientReplayContext;
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extern IReplayManager *g_pReplayManager;
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extern IReplayMovieManager *g_pReplayMovieManager;
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extern IReplayPerformanceManager *g_pReplayPerformanceManager;
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extern IReplayPerformanceController *g_pReplayPerformanceController;
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extern IReplayMovieRenderer *g_pReplayMovieRenderer;
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#endif
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//----------------------------------------------------------------------------------------
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#define SETUP_CVAR_REF( _cvar ) ConVarRef _cvar( #_cvar ); Assert( _cvar.IsValid() );
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#define GET_REPLAY_DBG_REF() SETUP_CVAR_REF( replay_debug )
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//----------------------------------------------------------------------------------------
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// Purpose: Init/shutdown the replay system
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//----------------------------------------------------------------------------------------
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void ReplaySystem_Init( bool bDedicated );
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void ReplaySystem_Shutdown();
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//----------------------------------------------------------------------------------------
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// Purpose: Check to see if replay is supported on the running game/platform
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//----------------------------------------------------------------------------------------
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bool Replay_IsSupportedModAndPlatform();
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//----------------------------------------------------------------------------------------
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#endif // REPLAY_INTERNAL_H
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