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