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- #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;
- virtual void SetVolumeByGuid( int guid, float flVolume ) = 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, 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, 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 AVIHandle_t GetRecordingAVIHandle() = 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;
- virtual void OnModeChanged( bool bGameMode ) = 0;
- // Get the engine's window.
- virtual void* GetEngineHwnd() = 0;
- // Returns the actual elapsed time of the samples
- virtual float GetSoundElapsedTime( int guid ) = 0;
- virtual void ValidateSoundCache( char const *pchSoundName ) = 0;
- virtual void PrefetchSound( char const *pchSoundName ) = 0;
- };
- #define VENGINETOOL_INTERFACE_VERSION "VENGINETOOL003"
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