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155 lines
4.9 KiB
C++
155 lines
4.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#ifndef PERFORMANCECONTROLLER_H
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#define PERFORMANCECONTROLLER_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/ireplayperformancecontroller.h"
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#include "basethinker.h"
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#include "replay/replayhandle.h"
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#include <utllinkedlist.h>
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//----------------------------------------------------------------------------------------
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class IReplayPerformancePlaybackHandler;
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class IReplayPerformanceEditor;
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class KeyValues;
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class Vector;
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class QAngle;
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class CReplayPerformance;
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class CReplay;
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class CJob;
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//----------------------------------------------------------------------------------------
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class CPerformanceController : public CBaseThinker,
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public IReplayPerformanceController
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{
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public:
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CPerformanceController();
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~CPerformanceController();
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//
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// IReplayPerforamnceController
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//
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virtual void SetEditor( IReplayPerformanceEditor *pEditor );
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virtual void StartRecording( CReplay *pReplay, bool bSnip );
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virtual void Stop(); // Stop playback/recording
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virtual bool SaveAsync();
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virtual bool SaveAsAsync( const wchar_t *pTitle );
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virtual bool IsSaving() const;
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virtual void SaveThink();
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virtual bool GetLastSaveStatus() const;
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virtual bool IsRecording() const;
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virtual bool IsPlaying() const;
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virtual bool IsPlaybackDataLeft();
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virtual bool IsDirty() const;
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virtual void NotifyDirty();
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virtual void OnSignonStateFull();
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virtual float GetPlaybackTimeScale() const;
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private:
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//
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// Common to recording/playback
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//
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void Cleanup();
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void CleanupDbgStream();
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void CleanupStream(); // Cleans up m_pRoot if necessary
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float GetTime() const; // Get m_pCurEvent time
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void ClearDirtyFlag();
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enum State_t
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{
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STATE_DORMANT = -1, // Not playing back or recording
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STATE_RECORDING,
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STATE_PLAYING,
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};
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State_t m_nState;
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//
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// CBaseThinker
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//
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virtual void Think();
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virtual float GetNextThinkTime() const;
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//
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// Recorder-specific:
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//
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virtual void NotifyPauseState( bool bPaused );
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virtual void Snip();
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virtual void NotifyRewinding();
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virtual void ClearRewinding();
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virtual bool IsRewinding() const { return m_bRewinding; }
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virtual const KeyValues *GetUnsavedRecordingData() const { return m_pRoot; }
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virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex );
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virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex );
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virtual void AddEvent_Camera_Change_Free( float flTime );
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virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex );
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virtual void AddEvent_Camera_SetView( const SetViewParams_t ¶ms );
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virtual void AddEvent_TimeScale( float flTime, float flScale );
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void CreateNewScratchPerformance( CReplay *pReplay );
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bool DumpStreamToFileAsync( const char *pFullFilename );
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bool FlushReplay();
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bool IsCameraChangeEvent( int nType ) const;
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void AddEvent( KeyValues *pEvent );
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void RemoveDuplicateEventsFromQueue();
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ReplayHandle_t m_hReplay;
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CReplayPerformance *m_pSavedPerformance; // Points to the saved performance - scratch copies to saved - should not be modified directly
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CReplayPerformance *m_pScratchPerformance; // The working performance, ie the temporary performance we muck with until the user saves or discards
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bool m_bRewinding;
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bool m_bPaused; // Maintain our own state for paused/playing for event queueing
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CUtlLinkedList< KeyValues * > m_EventQueue; // If user pauses and changes camera, etc, it gets queued here - if multiple camera changes occur, previous is stomped
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IReplayPerformanceEditor *m_pEditor; // Pointer to the editor UI in the client
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//
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// Playback-specific
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//
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void PlaybackThink();
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void ReadSetViewEvent( KeyValues *pEventSubKey, Vector &origin, QAngle &angles, float &fov,
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float *pAccel, float *pSpeed, float *pRotFilter );
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void DebugRender();
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bool SetupPlaybackHandler();
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void SetupPlaybackFromPerformance( CReplayPerformance *pPerformance );
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void SetupPlaybackExistingStream(); // Don't load anything from disk - use what's already in memory - used for rewind
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void FinishBeginPerformancePlayback();
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virtual CReplayPerformance *GetPerformance();
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virtual CReplayPerformance *GetSavedPerformance();
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virtual bool HasSavedPerformance();
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KeyValues *m_pRoot;
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KeyValues *m_pCurEvent;
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KeyValues *m_pDbgRoot; // Copy of performance data for debug rendering
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KeyValues *m_pSetViewEvent;
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bool m_bViewOverrideMode;
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bool m_bDirty; // If we recorded at all, was anything changed?
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float m_flLastCamSetViewTime;
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float m_flTimeScale;
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CJob *m_pSaveJob;
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bool m_bLastSaveStatus;
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IReplayPerformancePlaybackHandler *m_pPlaybackHandler;
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};
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//----------------------------------------------------------------------------------------
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#endif // PERFORMANCECONTROLLER_H
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