114 lines
4.5 KiB
C++
114 lines
4.5 KiB
C++
//===== Copyright © 1996-2005, 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 IVGUIRENDERSURFACE_H
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#define IVGUIRENDERSURFACE_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 IMaterial2;
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struct InputEvent_t;
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FORWARD_DECLARE_HANDLE( InputContextHandle_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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class IVGuiRenderSurface : public vgui::ISurface
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{
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public:
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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 call this, setting bLetAppDriveInput to true and call
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// HandleInputEvent for the input events.
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virtual void SetAppDrivesInput( bool bLetAppDriveInput ) = 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 ) = 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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// 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 void DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, 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, const char *fmt, ... ) = 0;
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virtual void DrawTextHeight( vgui::HFont font, int w, int& h, 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, 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, IMaterial2 *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 IMaterial2 *DrawGetTextureMaterial( int id ) = 0;
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// Sets the VGui input context
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virtual void SetInputContext( InputContextHandle_t hContext ) = 0;
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};
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#endif // IVGUIRENDERSURFACE_H
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