This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMECLIENTEXPORTS_H
#define IGAMECLIENTEXPORTS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//-----------------------------------------------------------------------------
// Purpose: Exports a set of functions for the GameUI interface to interact with the game client
//-----------------------------------------------------------------------------
abstract_class IGameClientExports : public IBaseInterface
{
public:
// ingame voice manipulation
virtual bool IsPlayerGameVoiceMuted(int playerIndex) = 0;
virtual void MutePlayerGameVoice(int playerIndex) = 0;
virtual void UnmutePlayerGameVoice(int playerIndex) = 0;
// notification of gameui state changes
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;
virtual void CreateAchievementsPanel( vgui::Panel* pParent ) = 0;
virtual void DisplayAchievementPanel( ) = 0;
virtual void ShutdownAchievementPanel( ) = 0;
virtual int GetAchievementsPanelMinWidth( void ) const = 0;
// if true, the gameui applies the blur effect
virtual bool ClientWantsBlurEffect( void ) = 0;
};
#define GAMECLIENTEXPORTS_INTERFACE_VERSION "GameClientExports001"
#endif // IGAMECLIENTEXPORTS_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
// during the proper period of material system's init.
//
// $NoKeywords: $
//=============================================================================//
#ifndef ICLIENTRENDERTARGETS_H
#define ICLIENTRENDERTARGETS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h" // For base interface
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
//---------------------------------------------------------------------------------------------------
// Purpose: Exposes interfaces to the engine which allow the client to setup their own render targets
// during the proper period of material system's init.
//---------------------------------------------------------------------------------------------------
abstract_class IClientRenderTargets
{
public:
// Pass the material system interface to the client-- Their Material System singleton has not been created
// at the time they receive this call.
virtual void InitClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig ) = 0;
// Call shutdown on every created refrence-- Clients keep track of this themselves
// and should add shutdown code to this function whenever they add a new render target.
virtual void ShutdownClientRenderTargets( void ) = 0;
};
#define CLIENTRENDERTARGETS_INTERFACE_VERSION "ClientRenderTargets001"
extern IClientRenderTargets * g_pClientRenderTargets;
#endif // ICLIENTRENDERTARGETS_H

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//====== Copyright c 1996-20013, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef IRENDERCAPTURECONFIGURATION_H
#define IRENDERCAPTURECONFIGURATION_H
#ifdef _WIN32
#pragma once
#endif
class ITexture;
class IVRenderView;
//////////////////////////////////////////////////////////////////////////
//
// Generic interface to capture shadow in a render target
//
class CRenderCaptureConfigurationState
{
public:
FlashlightState_t m_renderFlashlightState;
VMatrix m_renderMatrixWorldToShadow;
ITexture *m_pFlashlightDepthTexture;
ITexture *m_pDummyColorBufferTexture;
IVRenderView *m_pIVRenderView;
};
#endif // IRENDERCAPTURECONFIGURATION_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( IVIEWPORT_H )
#define IVIEWPORT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/vgui.h>
#include "viewport_panel_names.h"
class KeyValues;
abstract_class IViewPortPanel
{
public:
virtual ~IViewPortPanel() {};
virtual const char *GetName( void ) = 0;// return identifer name
virtual void SetData(KeyValues *data) = 0; // set ViewPortPanel data
virtual void Reset( void ) = 0; // clears internal state, deactivates it
virtual void Update( void ) = 0; // updates all (size, position, content, etc)
virtual bool NeedsUpdate( void ) = 0; // query panel if content needs to be updated
virtual bool HasInputElements( void ) = 0; // true if panel contains elments which accepts input
virtual void ReloadScheme( void ) {}
virtual bool CanReplace( const char *panelName ) const { return true; } // returns true if this panel can appear on top of the given panel
virtual bool CanBeReopened( void ) const { return true; } // returns true if this panel can be re-opened after being hidden by another panel
virtual void ShowPanel( bool state ) = 0; // activate VGUI Frame
// VGUI functions:
virtual vgui::VPANEL GetVPanel( void ) = 0; // returns VGUI panel handle
virtual bool IsVisible() = 0; // true if panel is visible
virtual void SetParent( vgui::VPANEL parent ) = 0;
virtual bool WantsBackgroundBlurred( void ) = 0;
virtual void UpdateVisibility( void ) {}
virtual void ViewportThink( void ) {}
virtual void LevelInit( void ) {}
};
abstract_class IViewPort
{
public:
virtual void UpdateAllPanels( void ) = 0;
virtual void ShowPanel( const char *pName, bool state, KeyValues *data, bool autoDeleteData = true ) = 0;
virtual void ShowPanel( const char *pName, bool state ) = 0;
virtual void ShowPanel( IViewPortPanel* pPanel, bool state ) = 0;
virtual void ShowBackGround(bool bShow) = 0;
virtual IViewPortPanel* FindPanelByName(const char *szPanelName) = 0;
virtual IViewPortPanel* GetActivePanel( void ) = 0;
virtual void LevelInit( void ) = 0;
virtual void RecreatePanel( const char *szPanelName ) = 0;
virtual void PostMessageToPanel( const char *pName, KeyValues *pKeyValues ) = 0;
};
extern IViewPort *GetViewPortInterface();
extern IViewPort *GetFullscreenViewPortInterface();
#endif // IVIEWPORT_H

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/////////////////////////////////////////////////////////////////////////
//XUIClientInfo.h
//
//Copyright Certain Affinity 2007
//
#ifndef _XUICLIENT_INFO_H_
#define _XUICLIENT_INFO_H_
#define INTERFACEVERSION_XUIClientInfo "XUIClientInterface1"
//This is intended to be an interface between the XUI system and the main game.
class IXUIClientInfo
{
public:
virtual bool IsPlayerSurvivor() = 0;
virtual bool IsPlayerInfected() = 0;
virtual bool IsPlayerSpectator() = 0;
// presence info functions
virtual unsigned int GetScenarioCount() = 0;
virtual const char* GetScenarioDisplayString(unsigned int index) = 0;
virtual const char* GetScenarioValueString(unsigned int index) = 0;
virtual unsigned int GetScenarioID(unsigned int index) = 0;
};
#endif