104 lines
3.6 KiB
C
104 lines
3.6 KiB
C
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//===== Copyright <20> 1996-2008, 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 CL_SPLITSCREEN_H
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#define CL_SPLITSCREEN_H
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#ifdef _WIN32
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#pragma once
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#endif
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class INetChannel;
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class ISplitScreen
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{
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public:
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virtual bool Init() = 0;
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virtual void Shutdown() = 0;
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virtual bool AddSplitScreenUser( int nSlot, int nPlayerIndex ) = 0;
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virtual bool AddBaseUser( int nSlot, int nPlayerIndex ) = 0;
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virtual bool RemoveSplitScreenUser( int nSlot, int nPlayerIndex ) = 0;
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virtual int GetActiveSplitScreenPlayerSlot() = 0;
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virtual int SetActiveSplitScreenPlayerSlot( int nSlot ) = 0;
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virtual bool IsValidSplitScreenSlot( int nSlot ) = 0;
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virtual int FirstValidSplitScreenSlot() = 0; // -1 == invalid
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virtual int NextValidSplitScreenSlot( int nPreviousSlot ) = 0; // -1 == invalid
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virtual int GetNumSplitScreenPlayers() = 0;
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virtual int GetSplitScreenPlayerEntity( int nSlot ) = 0;
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virtual INetChannel *GetSplitScreenPlayerNetChan( int nSlot ) = 0;
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virtual bool IsDisconnecting( int nSlot ) = 0;
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virtual void SetDisconnecting( int nSlot, bool bState ) = 0;
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virtual bool SetLocalPlayerIsResolvable( char const *pchContext, int nLine, bool bResolvable ) = 0;
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virtual bool IsLocalPlayerResolvable() = 0;
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};
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#ifndef DEDICATED
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extern ISplitScreen *splitscreen;
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#endif
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class CSetActiveSplitScreenPlayerGuard
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{
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public:
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CSetActiveSplitScreenPlayerGuard( char const *pchContext, int nLine, int slot );
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~CSetActiveSplitScreenPlayerGuard();
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private:
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char const *m_pchContext;
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int m_nLine;
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int m_nSaveSlot;
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bool m_bResolvable;
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};
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// If this is defined, all of the scopeguard objects are NULL'd out to reduce overhead
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#ifdef DEDICATED
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#define SPLIT_SCREEN_STUBS
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#endif
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#if defined( CSTRIKE15 ) // && !defined( _GAMECONSOLE ) // Split screen removed from console.
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#define SPLIT_SCREEN_STUBS
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#endif
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#if defined( SPLIT_SCREEN_STUBS )
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#define IS_LOCAL_PLAYER_RESOLVABLE true
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#define SET_LOCAL_PLAYER_RESOLVABLE( a, b, c ) true
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#define SET_ACTIVE_SPLIT_SCREEN_PLAYER_SLOT( x )
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#define ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot )
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#define FORCE_DEFAULT_SPLITSCREEN_PLAYER_GUARD
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#define FOR_EACH_VALID_SPLITSCREEN_PLAYER( iteratorName ) for ( int iteratorName = 0; iteratorName == 0; ++iteratorName )
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#define ASSERT_LOCAL_PLAYER_RESOLVABLE()
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#define GET_ACTIVE_SPLITSCREEN_SLOT() ( 0 )
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#define GET_NUM_SPLIT_SCREEN_PLAYERS() 1
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#define IS_VALID_SPLIT_SCREEN_SLOT( i ) ( ( i ) == 0 )
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#else
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#define IS_LOCAL_PLAYER_RESOLVABLE ( splitscreen->IsLocalPlayerResolvable() )
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#define SET_LOCAL_PLAYER_RESOLVABLE( a, b, c ) ( splitscreen->SetLocalPlayerIsResolvable( a, b, c ) )
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#define ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ) CSetActiveSplitScreenPlayerGuard g_SSGuard( __FILE__, __LINE__, slot );
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#define FORCE_DEFAULT_SPLITSCREEN_PLAYER_GUARD CSetActiveSplitScreenPlayerGuard g_SSGuard( __FILE__, __LINE__, 0 );
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#define FOR_EACH_VALID_SPLITSCREEN_PLAYER( iteratorName ) \
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for ( int iteratorName = splitscreen->FirstValidSplitScreenSlot(); \
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iteratorName != -1; \
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iteratorName = splitscreen->NextValidSplitScreenSlot( iteratorName ) )
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#define ASSERT_LOCAL_PLAYER_RESOLVABLE() Assert( splitscreen->IsLocalPlayerResolvable() );
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#define GET_ACTIVE_SPLITSCREEN_SLOT() splitscreen->GetActiveSplitScreenPlayerSlot()
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#define SET_ACTIVE_SPLIT_SCREEN_PLAYER_SLOT( x ) splitscreen->SetActiveSplitScreenPlayerSlot( x )
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#define GET_NUM_SPLIT_SCREEN_PLAYERS() ( splitscreen->GetNumSplitScreenPlayers() )
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#define IS_VALID_SPLIT_SCREEN_SLOT( i ) ( splitscreen->IsValidSplitScreenSlot( i ) )
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#endif
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#endif // CL_SPLITSCREEN_H
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