mirror of
https://github.com/nillerusr/source-engine.git
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135 lines
4.5 KiB
C++
135 lines
4.5 KiB
C++
//========= 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 C_SCENEENTITY_H
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#define C_SCENEENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ichoreoeventcallback.h"
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#include "choreoscene.h"
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class C_SceneEntity : public C_BaseEntity, public IChoreoEventCallback
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{
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friend class CChoreoEventCallback;
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public:
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DECLARE_CLASS( C_SceneEntity, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_SceneEntity( void );
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~C_SceneEntity( void );
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// From IChoreoEventCallback
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virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void StopClientOnlyScene();
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virtual void SetupClientOnlyScene( const char *pszFilename, C_BaseFlex *pOwner = NULL , bool bMultiplayer = false );
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virtual void ClientThink();
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void OnResetClientTime();
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CHandle< C_BaseFlex > GetActor( int i ){ return ( i < m_hActorList.Count() ) ? m_hActorList[i] : NULL; }
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virtual void DispatchStartSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
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virtual void DispatchEndSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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bool IsClientOnly( void ){ return m_bClientOnly; }
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private:
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void ResetActorFlexesForScene();
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// Scene load/unload
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CChoreoScene *LoadScene( const char *filename );
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void LoadSceneFromFile( const char *filename );
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void UnloadScene( void );
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void PrefetchAnimBlocks( CChoreoScene *pScene );
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C_BaseFlex *FindNamedActor( CChoreoActor *pChoreoActor );
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virtual void DispatchStartFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchProcessGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchProcessSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
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void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
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char const *GetSceneFileName();
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void DoThink( float frametime );
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void ClearSceneEvents( CChoreoScene *scene, bool canceled );
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void SetCurrentTime( float t, bool forceClientSync );
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bool GetHWMorphSceneFileName( const char *pFilename, char *pHWMFilename );
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private:
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void CheckQueuedEvents();
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void WipeQueuedEvents();
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void QueueStartEvent( float starttime, CChoreoScene *scene, CChoreoEvent *event );
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bool m_bIsPlayingBack;
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bool m_bPaused;
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bool m_bMultiplayer;
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float m_flCurrentTime;
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float m_flForceClientTime;
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int m_nSceneStringIndex;
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bool m_bClientOnly;
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CHandle< C_BaseFlex > m_hOwner; // if set, this overrides the m_hActorList in FindNamedActor()
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CUtlVector< CHandle< C_BaseFlex > > m_hActorList;
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private:
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bool m_bWasPlaying;
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CChoreoScene *m_pScene;
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struct QueuedEvents_t
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{
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float starttime;
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CChoreoScene *scene;
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CChoreoEvent *event;
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};
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CUtlVector< QueuedEvents_t > m_QueuedEvents;
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};
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//-----------------------------------------------------------------------------
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// Binary compiled VCDs get their strings from a pool
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//-----------------------------------------------------------------------------
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class CChoreoStringPool : public IChoreoStringPool
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{
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public:
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short FindOrAddString( const char *pString )
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{
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// huh?, no compilation at run time, only fetches
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Assert( 0 );
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return -1;
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}
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bool GetString( short stringId, char *buff, int buffSize );
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};
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#endif // C_SCENEENTITY_H
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