mirror of
https://github.com/alliedmodders/hl2sdk.git
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105 lines
5.7 KiB
C
105 lines
5.7 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#ifndef ICLIENTREPLAYHISTORYMANAGER_H
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#define ICLIENTREPLAYHISTORYMANAGER_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/replayhandle.h"
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#include "replay/screenshot.h"
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#include "interface.h"
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#include "qlimits.h"
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#include "convar.h"
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#include "engine/http.h"
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#include "tier1/utllinkedlist.h"
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#include "tier1/checksum_crc.h"
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#include <time.h>
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//----------------------------------------------------------------------------------------
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class IReplayDownloadGroup;
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class IReplayDownloadGroupHelper;
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class CDmxElement;
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class KeyValues;
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struct CaptureScreenshotParams_t;
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struct RenderMovieParams_t;
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class CBaseReplay;
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class CReplay;
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class IReplayMovieRenderer;
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class IReplayMovieManager;
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class IReplayMovie;
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class IReplayPerformanceManager;
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class IGameEvent;
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//----------------------------------------------------------------------------------------
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class IClientReplayHistoryManager : public IBaseInterface
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{
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public:
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virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
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virtual void Shutdown() = 0;
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virtual void Think() = 0;
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virtual bool IsInitialized() const = 0;
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virtual bool Commit( CBaseReplay *pNewReplay ) = 0;
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virtual void Save() = 0; // Write the entire index and any replays/groups/movies that are marked as dirty
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virtual void FlagReplayForFlush( CBaseReplay *pReplay, bool bForceImmediateWrite ) = 0; // Mark the given replay as dirty - flush to disk at the next opportunity (see CBaseReplayHistoryManager::FlushThink())
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virtual void Nuke() = 0;
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virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
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virtual CBaseReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
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virtual const char *GetBaseDirectory() = 0; // Returns full directory to wherever replays.dmx lives, e.g. c:\program files (x86)\steam\steamapps\someuser\team fortress 2\game\tf\replays\client\ (or server\) - NOTE: includes trailing slash
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virtual const char *GetReplaysSubDir() = 0; // Returns "client" or "server"
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// For loop through all replays - indices should not be cached
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virtual int GetReplayCount() const = 0;
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// virtual CBaseReplay *GetReplayAtIndex( int nIndex ) = 0;
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virtual const char *GetFullReplayPath() = 0; // Get c:\...\game\tf\replays\<client or server>\
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// Client-specific
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virtual int GetAdjustedDeathTick( CReplay *pReplay ) = 0;
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virtual void FlagDownloadGroupForFlush( IReplayDownloadGroup *pGroup, bool bForceImmediate ) = 0;
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virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bForceImmediate ) = 0; // Flag the movie for flush - if pMovie is NULL, mark the index for flush
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virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
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virtual bool ShouldGameRenderView() = 0; // Called from V_RenderView() to determine whether the game should render - used during movie rendering
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virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
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virtual void UpdateCurrentReplayDataFromServer() = 0; // Updates start tick, current file url, demo filename
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virtual void LinkReplayToDownloadGroup() = 0;
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virtual void CaptureScreenshot( CaptureScreenshotParams_t ¶ms ) = 0; // Schedules a screenshot capture at flDelay seconds in the future
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virtual void DoCaptureScreenshot() = 0; // Takes the screenshot right now
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virtual bool ShouldCaptureScreenshot() = 0; // Is screenshot scheduled to be taken right now?
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virtual void GetUnpaddedScreenshotSize( int &nWidth, int &nHeight ) = 0; // Get the dimensions for a screenshot if we take one right now, based on replay_screenshotresolution and the current aspect ratio
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virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0; // Deletes all screenshots associated with the given replay
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virtual void PlayReplay( ReplayHandle_t hReplay ) = 0; // Play the given replay, from spawn tick to death tick
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virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
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virtual void CompleteRender( bool bSuccess ) = 0;
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virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
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virtual void OnSignonStateFull() = 0;
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virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
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virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
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virtual void OnReplayRecordingCvarChanged() = 0; // Called (on client only) when replay_recording is set to 1
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virtual void OnGroupDeleted() = 0;
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virtual CReplay *GetPlayingReplay() = 0; // Get the currently playing replay, otherwise NULL if one isn't playing
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virtual CReplay *GetReplayForCurrentLife() = 0; // Gets the current replay (constant from local player spawn until next spawn/disconnect/exit)
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virtual bool IsRendering() = 0; // Are we currently rendering a movie?
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virtual void CancelRender() = 0; // If we're currently rendering, cancel
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virtual IReplayMovieManager *GetMovieManager() = 0;
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virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
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virtual const RenderMovieParams_t *GetRenderSettings() = 0;
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virtual IReplayDownloadGroupHelper *GetDownloadGroupHelper() = 0;
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virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
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};
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//----------------------------------------------------------------------------------------
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#endif // ICLIENTREPLAYHISTORYMANAGER_H
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