This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMECLIENTEXPORTS_H
#define IGAMECLIENTEXPORTS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//-----------------------------------------------------------------------------
// Purpose: Exports a set of functions for the GameUI interface to interact with the game client
//-----------------------------------------------------------------------------
abstract_class IGameClientExports : public IBaseInterface
{
public:
#ifndef _XBOX
// ingame voice manipulation
virtual bool IsPlayerGameVoiceMuted(int playerIndex) = 0;
virtual void MutePlayerGameVoice(int playerIndex) = 0;
virtual void UnmutePlayerGameVoice(int playerIndex) = 0;
// notification of gameui state changes
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;
#endif
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for stats display
//=============================================================================
virtual void CreateAchievementsPanel( vgui::Panel* pParent ) = 0;
virtual void DisplayAchievementPanel( ) = 0;
virtual void ShutdownAchievementPanel( ) = 0;
virtual int GetAchievementsPanelMinWidth( void ) const = 0;
//=============================================================================
// HPE_END
//=============================================================================
virtual const char *GetHolidayString() = 0;
};
#define GAMECLIENTEXPORTS_INTERFACE_VERSION "GameClientExports001"
#endif // IGAMECLIENTEXPORTS_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
// during the proper period of material system's init.
//
// $NoKeywords: $
//=============================================================================//
#ifndef ICLIENTRENDERTARGETS_H
#define ICLIENTRENDERTARGETS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h" // For base interface
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
//---------------------------------------------------------------------------------------------------
// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
// during the proper period of material system's init.
//---------------------------------------------------------------------------------------------------
abstract_class IClientRenderTargets
{
public:
// Pass the material system interface to the client-- Their Material System singleton has not been created
// at the time they receive this call.
virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig ) = 0;
// Call shutdown on every created refrence-- Clients keep track of this themselves
// and should add shutdown code to this function whenever they add a new render target.
virtual void ShutdownClientRenderTargets( void ) = 0;
};
#define CLIENTRENDERTARGETS_INTERFACE_VERSION "ClientRenderTargets001"
extern IClientRenderTargets * g_pClientRenderTargets;
#endif // ICLIENTRENDERTARGETS_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( IVIEWPORT_H )
#define IVIEWPORT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "viewport_panel_names.h"
#include "inputsystem/InputEnums.h"
class KeyValues;
abstract_class IViewPortPanel
{
public:
virtual ~IViewPortPanel() {};
virtual const char *GetName( void ) = 0;// return identifer name
virtual void SetData(KeyValues *data) = 0; // set ViewPortPanel data
virtual void Reset( void ) = 0; // clears internal state, deactivates it
virtual void Update( void ) = 0; // updates all (size, position, content, etc)
virtual bool NeedsUpdate( void ) = 0; // query panel if content needs to be updated
virtual bool HasInputElements( void ) = 0; // true if panel contains elments which accepts input
virtual void ShowPanel( bool state ) = 0; // activate VGUI Frame
virtual GameActionSet_t GetPreferredActionSet() = 0;
// VGUI functions:
virtual vgui::VPANEL GetVPanel( void ) = 0; // returns VGUI panel handle
virtual bool IsVisible() = 0; // true if panel is visible
virtual void SetParent( vgui::VPANEL parent ) = 0;
};
abstract_class IViewPort
{
public:
virtual void UpdateAllPanels( void ) = 0;
virtual void ShowPanel( const char *pName, bool state ) = 0;
virtual void ShowPanel( IViewPortPanel* pPanel, bool state ) = 0;
virtual void ShowBackGround(bool bShow) = 0;
virtual IViewPortPanel* FindPanelByName(const char *szPanelName) = 0;
virtual IViewPortPanel* GetActivePanel( void ) = 0;
virtual void PostMessageToPanel( const char *pName, KeyValues *pKeyValues ) = 0;
};
extern IViewPort *gViewPortInterface;
#endif // IVIEWPORT_H