122 lines
4.4 KiB
C
122 lines
4.4 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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#ifndef IVIDEOMODE_H
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#define IVIDEOMODE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vmodes.h"
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#include "vtf/vtf.h"
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struct MovieInfo_t;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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abstract_class IVideoMode
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{
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public:
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virtual ~IVideoMode() {}
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virtual bool Init( ) = 0;
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virtual void Shutdown( void ) = 0;
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// Shows the start-up graphics based on the mod
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// (Filesystem path for the mod must be set up first)
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virtual void DrawStartupGraphic() = 0;
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// Creates the game window, plays the startup movie, starts up the material system
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virtual bool CreateGameWindow( int nWidth, int nHeight, bool bWindowed ) = 0;
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// Sets the game window in editor mode
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virtual void SetGameWindow( void *hWnd ) = 0;
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// Sets the video mode, and re-sizes the window
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virtual bool SetMode( int nWidth, int nHeight, bool bWindowed ) = 0;
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// Returns the fullscreen modes for the adapter the game was started on
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virtual int GetModeCount( void ) = 0;
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virtual struct vmode_s *GetMode( int num ) = 0;
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// Purpose: This is called in response to a WM_MOVE message
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// or whatever the equivalent that would be under linux
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virtual void UpdateWindowPosition( void ) = 0;
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// Alt-tab handling
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virtual void RestoreVideo( void ) = 0;
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virtual void ReleaseVideo( void ) = 0;
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virtual void DrawNullBackground( void *hdc, int w, int h ) = 0;
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virtual void InvalidateWindow() = 0;
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// Returns the video mode width + height. In the case of windowed mode,
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// it returns the width and height of the drawable region of the window.
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// (it doesn't include the window borders)
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virtual int GetModeWidth() const = 0;
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virtual int GetModeHeight() const = 0;
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virtual bool IsWindowedMode() const = 0;
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// Returns the video mode width + height for a single stereo display.
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// if the game isn't running in side by side stereo, this is the same
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// as GetModeWidth and GetModeHeight
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virtual int GetModeStereoWidth() const = 0;
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virtual int GetModeStereoHeight() const = 0;
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// Returns the size of full screen UI. This might be wider than a single
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// eye on displays like the Oculus Rift where a single eye is very narrow.
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// if the game isn't running in side by side stereo, this is the same
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// as GetModeWidth and GetModeHeight
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virtual int GetModeUIWidth() const = 0;
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virtual int GetModeUIHeight() const = 0;
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// Returns the subrect to draw the client view into.
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// Coordinates are measured relative to the drawable region of the window
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virtual const vrect_t & GetClientViewRect( ) const = 0;
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virtual void SetClientViewRect( const vrect_t &viewRect ) = 0;
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// Lazily recomputes client view rect
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virtual void MarkClientViewRectDirty() = 0;
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virtual void TakeSnapshotTGA( const char *pFileName ) = 0;
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virtual void TakeSnapshotTGARect( const char *pFilename, int x, int y, int w, int h, int resampleWidth, int resampleHeight, bool bPFM = false, CubeMapFaceIndex_t faceIndex = CUBEMAP_FACE_RIGHT ) = 0;
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virtual void WriteMovieFrame( const MovieInfo_t& info ) = 0;
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// Takes snapshots
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virtual void TakeSnapshotJPEG( const char *pFileName, int quality ) = 0;
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virtual bool TakeSnapshotJPEGToBuffer( CUtlBuffer& buf, int quality ) = 0;
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virtual void ReadScreenPixels( int x, int y, int w, int h, void *pBuffer, ImageFormat format ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Utilities for virtual screen coordinates
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//-----------------------------------------------------------------------------
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#define XRES(x) ( x * ( ( float )videomode->GetModeStereoWidth() / 640.0 ) )
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#define YRES(y) ( y * ( ( float )videomode->GetModeStereoHeight() / 480.0 ) )
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern IVideoMode *videomode;
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//-----------------------------------------------------------------------------
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// Class factory
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//-----------------------------------------------------------------------------
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void VideoMode_Create();
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void VideoMode_Destroy();
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#endif // IVIDEOMODE_H
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