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43
public/game/client/IGameClientExports.h
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43
public/game/client/IGameClientExports.h
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//========= Copyright (c) 1996-2005, 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 IGAMECLIENTEXPORTS_H
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#define IGAMECLIENTEXPORTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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//-----------------------------------------------------------------------------
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// Purpose: Exports a set of functions for the GameUI interface to interact with the game client
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//-----------------------------------------------------------------------------
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abstract_class IGameClientExports : public IBaseInterface
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{
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public:
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// ingame voice manipulation
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virtual bool IsPlayerGameVoiceMuted(int playerIndex) = 0;
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virtual void MutePlayerGameVoice(int playerIndex) = 0;
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virtual void UnmutePlayerGameVoice(int playerIndex) = 0;
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// notification of gameui state changes
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virtual void OnGameUIActivated() = 0;
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virtual void OnGameUIHidden() = 0;
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virtual void CreateAchievementsPanel( vgui::Panel* pParent ) = 0;
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virtual void DisplayAchievementPanel( ) = 0;
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virtual void ShutdownAchievementPanel( ) = 0;
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virtual int GetAchievementsPanelMinWidth( void ) const = 0;
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// if true, the gameui applies the blur effect
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virtual bool ClientWantsBlurEffect( void ) = 0;
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};
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#define GAMECLIENTEXPORTS_INTERFACE_VERSION "GameClientExports001"
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#endif // IGAMECLIENTEXPORTS_H
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41
public/game/client/iclientrendertargets.h
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public/game/client/iclientrendertargets.h
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
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// during the proper period of material system's init.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ICLIENTRENDERTARGETS_H
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#define ICLIENTRENDERTARGETS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h" // For base interface
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class IMaterialSystem;
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class IMaterialSystemHardwareConfig;
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//---------------------------------------------------------------------------------------------------
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// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
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// during the proper period of material system's init.
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//---------------------------------------------------------------------------------------------------
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abstract_class IClientRenderTargets
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{
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public:
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// Pass the material system interface to the client-- Their Material System singleton has not been created
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// at the time they receive this call.
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virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig ) = 0;
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// Call shutdown on every created refrence-- Clients keep track of this themselves
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// and should add shutdown code to this function whenever they add a new render target.
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virtual void ShutdownClientRenderTargets( void ) = 0;
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};
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#define CLIENTRENDERTARGETS_INTERFACE_VERSION "ClientRenderTargets001"
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extern IClientRenderTargets * g_pClientRenderTargets;
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#endif // ICLIENTRENDERTARGETS_H
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35
public/game/client/irendercaptureconfiguration.h
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public/game/client/irendercaptureconfiguration.h
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//====== Copyright c 1996-20013, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef IRENDERCAPTURECONFIGURATION_H
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#define IRENDERCAPTURECONFIGURATION_H
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#ifdef _WIN32
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#pragma once
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#endif
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class ITexture;
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class IVRenderView;
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//////////////////////////////////////////////////////////////////////////
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//
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// Generic interface to capture shadow in a render target
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//
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class CRenderCaptureConfigurationState
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{
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public:
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FlashlightState_t m_renderFlashlightState;
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VMatrix m_renderMatrixWorldToShadow;
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ITexture *m_pFlashlightDepthTexture;
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ITexture *m_pDummyColorBufferTexture;
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IVRenderView *m_pIVRenderView;
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};
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#endif // IRENDERCAPTURECONFIGURATION_H
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73
public/game/client/iviewport.h
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public/game/client/iviewport.h
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//========= Copyright © 1996-2005, 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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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IVIEWPORT_H )
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#define IVIEWPORT_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 "viewport_panel_names.h"
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class KeyValues;
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abstract_class IViewPortPanel
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{
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public:
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virtual ~IViewPortPanel() {};
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virtual const char *GetName( void ) = 0;// return identifer name
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virtual void SetData(KeyValues *data) = 0; // set ViewPortPanel data
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virtual void Reset( void ) = 0; // clears internal state, deactivates it
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virtual void Update( void ) = 0; // updates all (size, position, content, etc)
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virtual bool NeedsUpdate( void ) = 0; // query panel if content needs to be updated
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virtual bool HasInputElements( void ) = 0; // true if panel contains elments which accepts input
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virtual void ReloadScheme( void ) {}
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virtual bool CanReplace( const char *panelName ) const { return true; } // returns true if this panel can appear on top of the given panel
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virtual bool CanBeReopened( void ) const { return true; } // returns true if this panel can be re-opened after being hidden by another panel
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virtual void ShowPanel( bool state ) = 0; // activate VGUI Frame
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// VGUI functions:
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virtual vgui::VPANEL GetVPanel( void ) = 0; // returns VGUI panel handle
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virtual bool IsVisible() = 0; // true if panel is visible
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virtual void SetParent( vgui::VPANEL parent ) = 0;
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virtual bool WantsBackgroundBlurred( void ) = 0;
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virtual void UpdateVisibility( void ) {}
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virtual void ViewportThink( void ) {}
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virtual void LevelInit( void ) {}
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};
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abstract_class IViewPort
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{
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public:
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virtual void UpdateAllPanels( void ) = 0;
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virtual void ShowPanel( const char *pName, bool state, KeyValues *data, bool autoDeleteData = true ) = 0;
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virtual void ShowPanel( const char *pName, bool state ) = 0;
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virtual void ShowPanel( IViewPortPanel* pPanel, bool state ) = 0;
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virtual void ShowBackGround(bool bShow) = 0;
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virtual IViewPortPanel* FindPanelByName(const char *szPanelName) = 0;
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virtual IViewPortPanel* GetActivePanel( void ) = 0;
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virtual void LevelInit( void ) = 0;
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virtual void RecreatePanel( const char *szPanelName ) = 0;
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virtual void PostMessageToPanel( const char *pName, KeyValues *pKeyValues ) = 0;
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};
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extern IViewPort *GetViewPortInterface();
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extern IViewPort *GetFullscreenViewPortInterface();
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#endif // IVIEWPORT_H
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26
public/game/client/left4dead/xui/xuiclientinfo.h
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26
public/game/client/left4dead/xui/xuiclientinfo.h
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/////////////////////////////////////////////////////////////////////////
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//XUIClientInfo.h
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//
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//Copyright Certain Affinity 2007
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//
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#ifndef _XUICLIENT_INFO_H_
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#define _XUICLIENT_INFO_H_
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#define INTERFACEVERSION_XUIClientInfo "XUIClientInterface1"
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//This is intended to be an interface between the XUI system and the main game.
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class IXUIClientInfo
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{
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public:
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virtual bool IsPlayerSurvivor() = 0;
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virtual bool IsPlayerInfected() = 0;
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virtual bool IsPlayerSpectator() = 0;
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// presence info functions
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virtual unsigned int GetScenarioCount() = 0;
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virtual const char* GetScenarioDisplayString(unsigned int index) = 0;
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virtual const char* GetScenarioValueString(unsigned int index) = 0;
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virtual unsigned int GetScenarioID(unsigned int index) = 0;
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};
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#endif
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