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123 lines
5.3 KiB
C++
123 lines
5.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An extra interface implemented by the material system
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// implementation of vgui::ISurface
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef IMATSYSTEMSURFACE_H
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#define IMATSYSTEMSURFACE_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 "vgui/ISurface.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class VMatrix;
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class IMaterial;
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struct InputEvent_t;
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//-----------------------------------------------------------------------------
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// Callbacks for mouse getting + setting
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//-----------------------------------------------------------------------------
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typedef void (*GetMouseCallback_t)(int &x, int &y);
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typedef void (*SetMouseCallback_t)(int x, int y);
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//-----------------------------------------------------------------------------
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// Callbacks for sound playing
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//-----------------------------------------------------------------------------
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typedef void (*PlaySoundFunc_t)(const char *pFileName);
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//-----------------------------------------------------------------------------
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//
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// An extra interface implemented by the material system implementation of vgui::ISurface
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//
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//-----------------------------------------------------------------------------
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#define MAT_SYSTEM_SURFACE_INTERFACE_VERSION "MatSystemSurface008"
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class IMatSystemSurface : public vgui::ISurface
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{
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public:
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// Hook needed to get input to work.
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// If the app drives the input (like the engine needs to do for VCR mode),
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// it can set bLetAppDriveInput to true and call HandleInputEvent for the input events.
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virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput=false ) = 0;
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// Tells the surface to ignore windows messages
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virtual void EnableWindowsMessages( bool bEnable ) = 0;
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// Starts, ends 3D painting
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// NOTE: These methods should only be called from within the paint()
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// method of a panel.
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virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture = true ) = 0;
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virtual void End3DPaint() = 0;
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// NOTE: This also should only be called from within the paint()
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// method of a panel. Use it to disable clipping for the rendering
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// of this panel.
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virtual void DisableClipping( bool bDisable ) = 0;
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virtual void GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled ) = 0; // <<<<< NOTE: output flag is *disabled* state, not enabled, to match the rest of the interface
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virtual void SetClippingRect( int left, int top, int right, int bottom ) = 0;
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// Prevents vgui from changing the cursor
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virtual bool IsCursorLocked() const = 0;
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// Sets the mouse get + set callbacks
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virtual void SetMouseCallbacks( GetMouseCallback_t getFunc, SetMouseCallback_t setFunc ) = 0;
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// Installs a function to play sounds
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virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc ) = 0;
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// Some drawing methods that cannot be accomplished under Win32
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virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a ) = 0;
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virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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// Draws text with current font at position and wordwrapped to the rect using color values specified
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virtual void DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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// Returns the length of the text string in pixels
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virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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// Draws a panel in 3D space. Assumes view + projection are already set up
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// Also assumes the (x,y) coordinates of the panels are defined in 640xN coords
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// (N isn't necessary 480 because the panel may not be 4x3)
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// The width + height specified are the size of the panel in world coordinates
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virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int nPixelWidth, int nPixelHeight, float flWorldWidth, float flWorldHeight ) = 0;
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// Binds a material to a surface texture ID
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virtual void DrawSetTextureMaterial( int id, IMaterial *pMaterial ) = 0;
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// Handles an input event, returns true if the event should be filtered from the rest of the game
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virtual bool HandleInputEvent( const InputEvent_t &event ) = 0;
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virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName ) = 0;
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virtual void Reset3DPaintTempRenderTarget( void ) = 0;
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// Gets a material bound to a surface texture ID
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virtual IMaterial *DrawGetTextureMaterial( int id ) = 0;
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virtual void GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget ) = 0;
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virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) = 0;
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// get texture id for a texture
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virtual int DrawGetTextureId( ITexture *pTexture ) = 0;
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// begin and end skin composition painting
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virtual void BeginSkinCompositionPainting() = 0;
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virtual void EndSkinCompositionPainting() = 0;
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};
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#endif // IMATSYSTEMSURFACE_H
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