mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
163 lines
5.4 KiB
C++
163 lines
5.4 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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( CLIENTMODE_NORMAL_H )
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#define CLIENTMODE_NORMAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iclientmode.h"
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#include "GameEventListener.h"
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#include <baseviewport.h>
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class CBaseHudChat;
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class CBaseHudWeaponSelection;
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class CViewSetup;
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class C_BaseEntity;
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class C_BasePlayer;
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namespace vgui
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{
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class Panel;
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}
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Moved this from the .cpp file so derived classes could access it
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//=============================================================================
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#define ACHIEVEMENT_ANNOUNCEMENT_MIN_TIME 10
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//=============================================================================
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// HPE_END
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//=============================================================================
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class CReplayReminderPanel;
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#define USERID2PLAYER(i) ToBasePlayer( ClientEntityList().GetEnt( engine->GetPlayerForUserID( i ) ) )
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extern IClientMode *GetClientModeNormal(); // must be implemented
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// This class implements client mode functionality common to HL2 and TF2.
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class ClientModeShared : public IClientMode, public CGameEventListener
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{
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// IClientMode overrides.
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public:
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DECLARE_CLASS_NOBASE( ClientModeShared );
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ClientModeShared();
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virtual ~ClientModeShared();
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virtual void Init();
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virtual void InitViewport();
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virtual void VGui_Shutdown();
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virtual void Shutdown();
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virtual void LevelInit( const char *newmap );
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virtual void LevelShutdown( void );
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virtual void Enable();
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virtual void Disable();
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virtual void Layout();
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virtual void ReloadScheme( bool flushLowLevel );
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virtual void OverrideView( CViewSetup *pSetup );
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virtual bool ShouldDrawDetailObjects( );
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virtual bool ShouldDrawEntity(C_BaseEntity *pEnt);
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virtual bool ShouldDrawLocalPlayer( C_BasePlayer *pPlayer );
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virtual bool ShouldDrawViewModel();
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virtual bool ShouldDrawParticles( );
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virtual bool ShouldDrawCrosshair( void );
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virtual bool ShouldBlackoutAroundHUD() OVERRIDE;
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virtual HeadtrackMovementMode_t ShouldOverrideHeadtrackControl() OVERRIDE;
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virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height );
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virtual void PreRender(CViewSetup *pSetup);
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virtual void PostRender();
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virtual void PostRenderVGui();
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virtual void ProcessInput(bool bActive);
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd );
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virtual void Update();
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// Input
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virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual void OverrideMouseInput( float *x, float *y );
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virtual void StartMessageMode( int iMessageModeType );
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virtual vgui::Panel *GetMessagePanel();
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virtual void ActivateInGameVGuiContext( vgui::Panel *pPanel );
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virtual void DeactivateInGameVGuiContext();
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// The mode can choose to not draw fog
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virtual bool ShouldDrawFog( void );
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virtual float GetViewModelFOV( void );
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virtual vgui::Panel* GetViewport() { return m_pViewport; }
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// Gets at the viewports vgui panel animation controller, if there is one...
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virtual vgui::AnimationController *GetViewportAnimationController()
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{ return m_pViewport->GetAnimationController(); }
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virtual void FireGameEvent( IGameEvent *event );
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virtual bool CanRecordDemo( char *errorMsg, int length ) const { return true; }
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virtual int HandleSpectatorKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual void ComputeVguiResConditions( KeyValues *pkvConditions ) OVERRIDE;
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Save server information shown to the client in a persistent place
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//=============================================================================
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virtual wchar_t* GetServerName() { return NULL; }
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virtual void SetServerName(wchar_t* name) {};
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virtual wchar_t* GetMapName() { return NULL; }
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virtual void SetMapName(wchar_t* name) {};
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//=============================================================================
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// HPE_END
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//=============================================================================
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virtual bool DoPostScreenSpaceEffects( const CViewSetup *pSetup );
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virtual void DisplayReplayMessage( const char *pLocalizeName, float flDuration, bool bUrgent,
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const char *pSound, bool bDlg );
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virtual bool IsInfoPanelAllowed() OVERRIDE { return true; }
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virtual void InfoPanelDisplayed() OVERRIDE { }
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virtual bool IsHTMLInfoPanelAllowed() OVERRIDE { return true; }
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protected:
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CBaseViewport *m_pViewport;
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void DisplayReplayReminder();
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private:
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virtual void UpdateReplayMessages();
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void ClearReplayMessageList();
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#if defined( REPLAY_ENABLED )
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float m_flReplayStartRecordTime;
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float m_flReplayStopRecordTime;
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CReplayReminderPanel *m_pReplayReminderPanel;
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#endif
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// Message mode handling
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// All modes share a common chat interface
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CBaseHudChat *m_pChatElement;
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vgui::HCursor m_CursorNone;
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CBaseHudWeaponSelection *m_pWeaponSelection;
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int m_nRootSize[2];
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};
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#endif // CLIENTMODE_NORMAL_H
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