css_enhanced_waf/public/cdll_int.h
unknown d03c92b6f0 We have now better angle update
Since it was previously based on old frametime,
you would see your angle changes from previous frametime,
not the current one...
It's now fixed.
2024-09-12 22:33:24 +02:00

819 lines
36 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Interfaces between the client.dll and engine
//
//===========================================================================//
#ifndef CDLL_INT_H
#define CDLL_INT_H
#ifdef _WIN32
#pragma once
#endif
#include "basetypes.h"
#include "interface.h"
#include "mathlib/mathlib.h"
#include "const.h"
#include "checksum_crc.h"
#include "datamap.h"
#include "tier1/bitbuf.h"
#include "inputsystem/ButtonCode.h"
#include "modes.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class ClientClass;
struct model_t;
class CSentence;
struct vrect_t;
struct cmodel_t;
class IMaterial;
class CAudioSource;
class CMeasureSection;
class SurfInfo;
class ISpatialQuery;
struct cache_user_t;
class IMaterialSystem;
class VMatrix;
struct ScreenFade_t;
struct ScreenShake_t;
class CViewSetup;
class CEngineSprite;
class CGlobalVarsBase;
class CPhysCollide;
class CSaveRestoreData;
class INetChannelInfo;
struct datamap_t;
struct typedescription_t;
class CStandardRecvProxies;
struct client_textmessage_t;
class IAchievementMgr;
class CGamestatsData;
class KeyValues;
class IFileList;
class CRenamedRecvTableInfo;
class CMouthInfo;
class IConVar;
//-----------------------------------------------------------------------------
// Purpose: This data structure is filled in by the engine when the client .dll requests information about
// other players that the engine knows about
//-----------------------------------------------------------------------------
// Engine player info, no game related infos here
// If you change this, change the two byteswap defintions:
// cdll_client_int.cpp and cdll_engine_int.cpp
typedef struct player_info_s
{
DECLARE_BYTESWAP_DATADESC();
// scoreboard information
char name[MAX_PLAYER_NAME_LENGTH];
// local server user ID, unique while server is running
int userID;
// global unique player identifer
char guid[SIGNED_GUID_LEN + 1];
// friends identification number
uint32 friendsID;
// friends name
char friendsName[MAX_PLAYER_NAME_LENGTH];
// true, if player is a bot controlled by game.dll
bool fakeplayer;
// true if player is the HLTV proxy
bool ishltv;
#if defined( REPLAY_ENABLED )
// true if player is the Replay proxy
bool isreplay;
#endif
// custom files CRC for this player
CRC32_t customFiles[MAX_CUSTOM_FILES];
// this counter increases each time the server downloaded a new file
unsigned char filesDownloaded;
} player_info_t;
//-----------------------------------------------------------------------------
// Hearing info
//-----------------------------------------------------------------------------
struct AudioState_t
{
Vector m_Origin;
QAngle m_Angles;
bool m_bIsUnderwater;
};
//-----------------------------------------------------------------------------
// Skybox visibility
//-----------------------------------------------------------------------------
enum SkyboxVisibility_t
{
SKYBOX_NOT_VISIBLE = 0,
SKYBOX_3DSKYBOX_VISIBLE,
SKYBOX_2DSKYBOX_VISIBLE,
};
//-----------------------------------------------------------------------------
// Skybox materials
//-----------------------------------------------------------------------------
struct SkyBoxMaterials_t
{
// order: "rt", "bk", "lf", "ft", "up", "dn"
IMaterial *material[6];
};
//-----------------------------------------------------------------------------
// Purpose: The engine reports to the client DLL what stage it's entering so the DLL can latch events
// and make sure that certain operations only happen during the right stages.
// The value for each stage goes up as you move through the frame so you can check ranges of values
// and if new stages get added in-between, the range is still valid.
//-----------------------------------------------------------------------------
enum ClientFrameStage_t
{
FRAME_UNDEFINED=-1, // (haven't run any frames yet)
FRAME_START,
// A network packet is being recieved
FRAME_NET_UPDATE_START,
// Data has been received and we're going to start calling PostDataUpdate
FRAME_NET_UPDATE_POSTDATAUPDATE_START,
// Data has been received and we've called PostDataUpdate on all data recipients
FRAME_NET_UPDATE_POSTDATAUPDATE_END,
// We've received all packets, we can now do interpolation, prediction, etc..
FRAME_NET_UPDATE_END,
// We're about to start rendering the scene
FRAME_RENDER_START,
// We've finished rendering the scene.
FRAME_RENDER_END
};
// Used by RenderView
enum RenderViewInfo_t
{
RENDERVIEW_UNSPECIFIED = 0,
RENDERVIEW_DRAWVIEWMODEL = (1<<0),
RENDERVIEW_DRAWHUD = (1<<1),
RENDERVIEW_SUPPRESSMONITORRENDERING = (1<<2),
};
//-----------------------------------------------------------------------------
// Lightcache entry handle
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE( LightCacheHandle_t );
//-----------------------------------------------------------------------------
// Occlusion parameters
//-----------------------------------------------------------------------------
struct OcclusionParams_t
{
float m_flMaxOccludeeArea;
float m_flMinOccluderArea;
};
//-----------------------------------------------------------------------------
// Just an interface version name for the random number interface
// See vstdlib/random.h for the interface definition
// NOTE: If you change this, also change VENGINE_SERVER_RANDOM_INTERFACE_VERSION in eiface.h
//-----------------------------------------------------------------------------
#define VENGINE_CLIENT_RANDOM_INTERFACE_VERSION "VEngineRandom001"
// change this when the new version is incompatable with the old
#define VENGINE_CLIENT_INTERFACE_VERSION "VEngineClient014"
#define VENGINE_CLIENT_INTERFACE_VERSION_13 "VEngineClient013"
//-----------------------------------------------------------------------------
// Purpose: Interface exposed from the engine to the client .dll
//-----------------------------------------------------------------------------
abstract_class IVEngineClient013
{
public:
// Find the model's surfaces that intersect the given sphere.
// Returns the number of surfaces filled in.
virtual int GetIntersectingSurfaces(
const model_t *model,
const Vector &vCenter,
const float radius,
const bool bOnlyVisibleSurfaces, // Only return surfaces visible to vCenter.
SurfInfo *pInfos,
const int nMaxInfos) = 0;
// Get the lighting intensivty for a specified point
// If bClamp is specified, the resulting Vector is restricted to the 0.0 to 1.0 for each element
virtual Vector GetLightForPoint(const Vector &pos, bool bClamp) = 0;
// Traces the line and reports the material impacted as well as the lighting information for the impact point
virtual IMaterial *TraceLineMaterialAndLighting( const Vector &start, const Vector &end,
Vector &diffuseLightColor, Vector& baseColor ) = 0;
// Given an input text buffer data pointer, parses a single token into the variable token and returns the new
// reading position
virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0;
virtual bool CopyLocalFile( const char *source, const char *destination ) = 0;
// Gets the dimensions of the game window
virtual void GetScreenSize( int& width, int& height ) = 0;
// Forwards szCmdString to the server, sent reliably if bReliable is set
virtual void ServerCmd( const char *szCmdString, bool bReliable = true ) = 0;
// Inserts szCmdString into the command buffer as if it was typed by the client to his/her console.
// Note: Calls to this are checked against FCVAR_CLIENTCMD_CAN_EXECUTE (if that bit is not set, then this function can't change it).
// Call ClientCmd_Unrestricted to have access to FCVAR_CLIENTCMD_CAN_EXECUTE vars.
virtual void ClientCmd( const char *szCmdString ) = 0;
// Fill in the player info structure for the specified player index (name, model, etc.)
virtual bool GetPlayerInfo( int ent_num, player_info_t *pinfo ) = 0;
// Retrieve the player entity number for a specified userID
virtual int GetPlayerForUserID( int userID ) = 0;
// Retrieves text message system information for the specified message by name
virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0;
// Returns true if the console is visible
virtual bool Con_IsVisible( void ) = 0;
// Get the entity index of the local player
virtual int GetLocalPlayer( void ) = 0;
// Client DLL is hooking a model, loads the model into memory and returns pointer to the model_t
virtual const model_t *LoadModel( const char *pName, bool bProp = false ) = 0;
// Get accurate, sub-frame clock ( profiling use )
virtual float Time( void ) = 0;
// Get the exact server timesstamp ( server time ) from the last message received from the server
virtual float GetLastTimeStamp( void ) = 0;
// Given a CAudioSource (opaque pointer), retrieve the underlying CSentence object ( stores the words, phonemes, and close
// captioning data )
virtual CSentence *GetSentence( CAudioSource *pAudioSource ) = 0;
// Given a CAudioSource, determines the length of the underlying audio file (.wav, .mp3, etc.)
virtual float GetSentenceLength( CAudioSource *pAudioSource ) = 0;
// Returns true if the sound is streaming off of the hard disk (instead of being memory resident)
virtual bool IsStreaming( CAudioSource *pAudioSource ) const = 0;
// Copy current view orientation into va
virtual void GetViewAngles( QAngle& va ) = 0;
// Set current view orientation from va
virtual void SetViewAngles( QAngle& va ) = 0;
// Retrieve the current game's maxclients setting
virtual int GetMaxClients( void ) = 0;
// Given the string pBinding which may be bound to a key,
// returns the string name of the key to which this string is bound. Returns NULL if no such binding exists
virtual const char *Key_LookupBinding( const char *pBinding ) = 0;
// Given the name of the key "mouse1", "e", "tab", etc., return the string it is bound to "+jump", "impulse 50", etc.
virtual const char *Key_BindingForKey( ButtonCode_t code ) = 0;
// key trapping (for binding keys)
virtual void StartKeyTrapMode( void ) = 0;
virtual bool CheckDoneKeyTrapping( ButtonCode_t &code ) = 0;
// Returns true if the player is fully connected and active in game (i.e, not still loading)
virtual bool IsInGame( void ) = 0;
// Returns true if the player is connected, but not necessarily active in game (could still be loading)
virtual bool IsConnected( void ) = 0;
// Returns true if the loading plaque should be drawn
virtual bool IsDrawingLoadingImage( void ) = 0;
// Prints the formatted string to the notification area of the screen ( down the right hand edge
// numbered lines starting at position 0
virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// Similar to Con_NPrintf, but allows specifying custom text color and duration information
virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
// Is the specified world-space bounding box inside the view frustum?
virtual int IsBoxVisible( const Vector& mins, const Vector& maxs ) = 0;
// Is the specified world-space boudning box in the same PVS cluster as the view origin?
virtual int IsBoxInViewCluster( const Vector& mins, const Vector& maxs ) = 0;
// Returns true if the specified box is outside of the view frustum and should be culled
virtual bool CullBox( const Vector& mins, const Vector& maxs ) = 0;
// Allow the sound system to paint additional data (during lengthy rendering operations) to prevent stuttering sound.
virtual void Sound_ExtraUpdate( void ) = 0;
// Get the current game directory ( e.g., hl2, tf2, cstrike, hl1 )
virtual const char *GetGameDirectory( void ) = 0;
// Get access to the world to screen transformation matrix
virtual const VMatrix& WorldToScreenMatrix() = 0;
// Get the matrix to move a point from world space into view space
// (translate and rotate so the camera is at the origin looking down X).
virtual const VMatrix& WorldToViewMatrix() = 0;
// The .bsp file can have mod-specified data lumps. These APIs are for working with such game lumps.
// Get mod-specified lump version id for the specified game data lump
virtual int GameLumpVersion( int lumpId ) const = 0;
// Get the raw size of the specified game data lump.
virtual int GameLumpSize( int lumpId ) const = 0;
// Loads a game lump off disk, writing the data into the buffer pointed to bye pBuffer
// Returns false if the data can't be read or the destination buffer is too small
virtual bool LoadGameLump( int lumpId, void* pBuffer, int size ) = 0;
// Returns the number of leaves in the level
virtual int LevelLeafCount() const = 0;
// Gets a way to perform spatial queries on the BSP tree
virtual ISpatialQuery* GetBSPTreeQuery() = 0;
// Convert texlight to gamma...
virtual void LinearToGamma( float* linear, float* gamma ) = 0;
// Get the lightstyle value
virtual float LightStyleValue( int style ) = 0;
// Computes light due to dynamic lighting at a point
// If the normal isn't specified, then it'll return the maximum lighting
virtual void ComputeDynamicLighting( const Vector& pt, const Vector* pNormal, Vector& color ) = 0;
// Returns the color of the ambient light
virtual void GetAmbientLightColor( Vector& color ) = 0;
// Returns the dx support level
virtual int GetDXSupportLevel() = 0;
// GR - returns the HDR support status
virtual bool SupportsHDR() = 0;
// Replace the engine's material system pointer.
virtual void Mat_Stub( IMaterialSystem *pMatSys ) = 0;
// Get the name of the current map
virtual void GetChapterName( char *pchBuff, int iMaxLength ) = 0;
virtual char const *GetLevelName( void ) = 0;
virtual int GetLevelVersion( void ) = 0;
#if !defined( NO_VOICE )
// Obtain access to the voice tweaking API
virtual struct IVoiceTweak_s *GetVoiceTweakAPI( void ) = 0;
#endif
// Tell engine stats gathering system that the rendering frame is beginning/ending
virtual void EngineStats_BeginFrame( void ) = 0;
virtual void EngineStats_EndFrame( void ) = 0;
// This tells the engine to fire any events (temp entity messages) that it has queued up this frame.
// It should only be called once per frame.
virtual void FireEvents() = 0;
// Returns an area index if all the leaves are in the same area. If they span multple areas, then it returns -1.
virtual int GetLeavesArea( int *pLeaves, int nLeaves ) = 0;
// Returns true if the box touches the specified area's frustum.
virtual bool DoesBoxTouchAreaFrustum( const Vector &mins, const Vector &maxs, int iArea ) = 0;
// Sets the hearing origin (i.e., the origin and orientation of the listener so that the sound system can spatialize
// sound appropriately ).
virtual void SetAudioState( const AudioState_t& state ) = 0;
// Sentences / sentence groups
virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0;
virtual int SentenceIndexFromName( const char *pSentenceName ) = 0;
virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0;
virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0;
virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0;
virtual float SentenceLength( int sentenceIndex ) = 0;
// Computes light due to dynamic lighting at a point
// If the normal isn't specified, then it'll return the maximum lighting
// If pBoxColors is specified (it's an array of 6), then it'll copy the light contribution at each box side.
virtual void ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors=NULL ) = 0;
// Activates/deactivates an occluder...
virtual void ActivateOccluder( int nOccluderIndex, bool bActive ) = 0;
virtual bool IsOccluded( const Vector &vecAbsMins, const Vector &vecAbsMaxs ) = 0;
// The save restore system allocates memory from a shared memory pool, use this allocator to allocate/free saverestore
// memory.
virtual void *SaveAllocMemory( size_t num, size_t size ) = 0;
virtual void SaveFreeMemory( void *pSaveMem ) = 0;
// returns info interface for client netchannel
virtual INetChannelInfo *GetNetChannelInfo( void ) = 0;
// Debugging functionality:
// Very slow routine to draw a physics model
virtual void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color ) = 0;
// This can be used to notify test scripts that we're at a particular spot in the code.
virtual void CheckPoint( const char *pName ) = 0;
// Draw portals if r_DrawPortals is set (Debugging only)
virtual void DrawPortals() = 0;
// Determine whether the client is playing back or recording a demo
virtual bool IsPlayingDemo( void ) = 0;
virtual bool IsRecordingDemo( void ) = 0;
virtual bool IsPlayingTimeDemo( void ) = 0;
virtual int GetDemoRecordingTick( void ) = 0;
virtual int GetDemoPlaybackTick( void ) = 0;
virtual int GetDemoPlaybackStartTick( void ) = 0;
virtual float GetDemoPlaybackTimeScale( void ) = 0;
virtual int GetDemoPlaybackTotalTicks( void ) = 0;
// Is the game paused?
virtual bool IsPaused( void ) = 0;
// Is the game currently taking a screenshot?
virtual bool IsTakingScreenshot( void ) = 0;
// Is this a HLTV broadcast ?
virtual bool IsHLTV( void ) = 0;
// is this level loaded as just the background to the main menu? (active, but unplayable)
virtual bool IsLevelMainMenuBackground( void ) = 0;
// returns the name of the background level
virtual void GetMainMenuBackgroundName( char *dest, int destlen ) = 0;
// Get video modes
virtual void GetVideoModes( int &nCount, vmode_s *&pModes ) = 0;
// Occlusion system control
virtual void SetOcclusionParameters( const OcclusionParams_t &params ) = 0;
// What language is the user expecting to hear .wavs in, "english" or another...
virtual void GetUILanguage( char *dest, int destlen ) = 0;
// Can skybox be seen from a particular point?
virtual SkyboxVisibility_t IsSkyboxVisibleFromPoint( const Vector &vecPoint ) = 0;
// Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.)
virtual const char* GetMapEntitiesString() = 0;
// Is the engine in map edit mode ?
virtual bool IsInEditMode( void ) = 0;
// current screen aspect ratio (eg. 4.0f/3.0f, 16.0f/9.0f)
virtual float GetScreenAspectRatio() = 0;
// allow the game UI to login a user
virtual bool REMOVED_SteamRefreshLogin( const char *password, bool isSecure ) = 0;
virtual bool REMOVED_SteamProcessCall( bool & finished ) = 0;
// allow other modules to know about engine versioning (one use is a proxy for network compatability)
virtual unsigned int GetEngineBuildNumber() = 0; // engines build
virtual const char * GetProductVersionString() = 0; // mods version number (steam.inf)
// Communicates to the color correction editor that it's time to grab the pre-color corrected frame
// Passes in the actual size of the viewport
virtual void GrabPreColorCorrectedFrame( int x, int y, int width, int height ) = 0;
virtual bool IsHammerRunning( ) const = 0;
// Inserts szCmdString into the command buffer as if it was typed by the client to his/her console.
// And then executes the command string immediately (vs ClientCmd() which executes in the next frame)
//
// Note: this is NOT checked against the FCVAR_CLIENTCMD_CAN_EXECUTE vars.
virtual void ExecuteClientCmd( const char *szCmdString ) = 0;
// returns if the loaded map was processed with HDR info. This will be set regardless
// of what HDR mode the player is in.
virtual bool MapHasHDRLighting(void) = 0;
virtual int GetAppID() = 0;
// Just get the leaf ambient light - no caching, no samples
virtual Vector GetLightForPointFast(const Vector &pos, bool bClamp) = 0;
// This version does NOT check against FCVAR_CLIENTCMD_CAN_EXECUTE.
virtual void ClientCmd_Unrestricted( const char *szCmdString ) = 0;
// This used to be accessible through the cl_restrict_server_commands cvar.
// By default, Valve games restrict the server to only being able to execute commands marked with FCVAR_SERVER_CAN_EXECUTE.
// By default, mods are allowed to execute any server commands, and they can restrict the server's ability to execute client
// commands with this function.
virtual void SetRestrictServerCommands( bool bRestrict ) = 0;
// If set to true (defaults to true for Valve games and false for others), then IVEngineClient::ClientCmd
// can only execute things marked with FCVAR_CLIENTCMD_CAN_EXECUTE.
virtual void SetRestrictClientCommands( bool bRestrict ) = 0;
// Sets the client renderable for an overlay's material proxy to bind to
virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy ) = 0;
virtual bool CopyFrameBufferToMaterial( const char *pMaterialName ) = 0;
// Matchmaking
virtual void ChangeTeam( const char *pTeamName ) = 0;
// Causes the engine to read in the user's configuration on disk
virtual void ReadConfiguration( const bool readDefault = false ) = 0;
virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) = 0;
virtual IAchievementMgr *GetAchievementMgr() = 0;
virtual bool MapLoadFailed( void ) = 0;
virtual void SetMapLoadFailed( bool bState ) = 0;
virtual bool IsLowViolence() = 0;
virtual const char *GetMostRecentSaveGame( void ) = 0;
virtual void SetMostRecentSaveGame( const char *lpszFilename ) = 0;
virtual void StartXboxExitingProcess() = 0;
virtual bool IsSaveInProgress() = 0;
virtual uint OnStorageDeviceAttached( void ) = 0;
virtual void OnStorageDeviceDetached( void ) = 0;
virtual void ResetDemoInterpolation( void ) = 0;
// Methods to set/get a gamestats data container so client & server running in same process can send combined data
virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0;
virtual CGamestatsData *GetGamestatsData() = 0;
#if defined( USE_SDL )
// we need to pull delta's from the cocoa mgr, the engine vectors this for us
virtual void GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta = false ) = 0;
#endif
// Sends a key values server command, not allowed from scripts execution
// Params:
// pKeyValues - key values to be serialized and sent to server
// the pointer is deleted inside the function: pKeyValues->deleteThis()
virtual void ServerCmdKeyValues( KeyValues *pKeyValues ) = 0;
virtual bool IsSkippingPlayback( void ) = 0;
virtual bool IsLoadingDemo( void ) = 0;
// Returns true if the engine is playing back a "locally recorded" demo, which includes
// both SourceTV and replay demos, since they're recorded locally (on servers), as opposed
// to a client recording a demo while connected to a remote server.
virtual bool IsPlayingDemoALocallyRecordedDemo() = 0;
// Given the string pBinding which may be bound to a key,
// returns the string name of the key to which this string is bound. Returns NULL if no such binding exists
// Unlike Key_LookupBinding, leading '+' characters are not stripped from bindings.
virtual const char *Key_LookupBindingExact( const char *pBinding ) = 0;
virtual void AddPhonemeFile( const char *pszPhonemeFile ) = 0;
virtual float GetPausedExpireTime( void ) = 0;
virtual bool StartDemoRecording( const char *pszFilename, const char *pszFolder = NULL ) = 0;
virtual void StopDemoRecording( void ) = 0;
virtual void TakeScreenshot( const char *pszFilename, const char *pszFolder = NULL ) = 0;
};
abstract_class IVEngineClient : public IVEngineClient013
{
public:
virtual uint GetProtocolVersion() = 0;
virtual bool IsWindowedMode() = 0;
// Flash the window (os specific)
virtual void FlashWindow() = 0;
// Client version from the steam.inf, this will be compared to the GC version
virtual int GetClientVersion() const = 0; // engines build
// Is App Active
virtual bool IsActiveApp() = 0;
virtual void DisconnectInternal() = 0;
virtual int GetInstancesRunningCount( ) = 0;
virtual int GetServerTick( void ) = 0;
virtual void SolidMoved( class IClientEntity *pSolidEnt, class ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks ) = 0;
virtual void TriggerMoved( class IClientEntity *pTriggerEnt, bool accurateBboxTriggerChecks ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Interface exposed from the client .dll back to the engine
//-----------------------------------------------------------------------------
abstract_class IBaseClientDLL
{
public:
// Called once when the client DLL is loaded
virtual int Init( CreateInterfaceFn appSystemFactory,
CreateInterfaceFn physicsFactory,
CGlobalVarsBase *pGlobals ) = 0;
virtual void PostInit() = 0;
// Called once when the client DLL is being unloaded
virtual void Shutdown( void ) = 0;
// Called once the client is initialized to setup client-side replay interface pointers
virtual bool ReplayInit( CreateInterfaceFn replayFactory ) = 0;
virtual bool ReplayPostInit() = 0;
// Called at the start of each level change
virtual void LevelInitPreEntity( char const* pMapName ) = 0;
// Called at the start of a new level, after the entities have been received and created
virtual void LevelInitPostEntity( ) = 0;
// Called at the end of a level
virtual void LevelShutdown( void ) = 0;
// Request a pointer to the list of client datatable classes
virtual ClientClass *GetAllClasses( void ) = 0;
// Called once per level to re-initialize any hud element drawing stuff
virtual int HudVidInit( void ) = 0;
// Called by the engine when gathering user input
virtual void HudProcessInput( bool bActive ) = 0;
// Called oncer per frame to allow the hud elements to think
virtual void HudUpdate( bool bActive ) = 0;
// Reset the hud elements to their initial states
virtual void HudReset( void ) = 0;
// Display a hud text message
virtual void HudText( const char * message ) = 0;
// Mouse Input Interfaces
// Activate the mouse (hides the cursor and locks it to the center of the screen)
virtual void IN_ActivateMouse( void ) = 0;
// Deactivates the mouse (shows the cursor and unlocks it)
virtual void IN_DeactivateMouse( void ) = 0;
// This is only called during extra sound updates and just accumulates mouse x, y offets and recenters the mouse.
// This call is used to try to prevent the mouse from appearing out of the side of a windowed version of the engine if
// rendering or other processing is taking too long
virtual void IN_Accumulate (void) = 0;
// Reset all key and mouse states to their initial, unpressed state
virtual void IN_ClearStates (void) = 0;
// If key is found by name, returns whether it's being held down in isdown, otherwise function returns false
virtual bool IN_IsKeyDown( const char *name, bool& isdown ) = 0;
// Notify the client that the mouse was wheeled while in game - called prior to executing any bound commands.
virtual void IN_OnMouseWheeled( int nDelta ) = 0;
// Raw keyboard signal, if the client .dll returns 1, the engine processes the key as usual, otherwise,
// if the client .dll returns 0, the key is swallowed.
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding ) = 0;
// This function is called once per tick to create the player CUserCmd (used for prediction/physics simulation of the player)
// Because the mouse can be sampled at greater than the tick interval, there is a separate input_sample_frametime, which
// specifies how much additional mouse / keyboard simulation to perform.
virtual void CreateMove (
int sequence_number, // sequence_number of this cmd
float input_sample_frametime, // Frametime for mouse input sampling
bool active ) = 0; // True if the player is active (not paused)
// If the game is running faster than the tick_interval framerate, then we do extra mouse sampling to avoid jittery input
// This code path is much like the normal move creation code, except no move is created
virtual void ExtraMovementSample( int number_of_ticks_this_frame, int current_command, float frametime, bool active ) = 0;
// Encode the delta (changes) between the CUserCmd in slot from vs the one in slot to. The game code will have
// matching logic to read the delta.
virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand ) = 0;
// Demos need to be able to encode/decode CUserCmds to memory buffers, so these functions wrap that
virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot ) = 0;
virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot ) = 0;
// Set up and render one or more views (e.g., rear view window, etc.). This called into RenderView below
virtual void View_Render( vrect_t *rect ) = 0;
// Allow engine to expressly render a view (e.g., during timerefresh)
// See IVRenderView.h, PushViewFlags_t for nFlags values
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
// Apply screen fade directly from engine
virtual void View_Fade( ScreenFade_t *pSF ) = 0;
// The engine has parsed a crosshair angle message, this function is called to dispatch the new crosshair angle
virtual void SetCrosshairAngle( const QAngle& angle ) = 0;
// Sprite (.spr) model handling code
// Load a .spr file by name
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname ) = 0;
// Shutdown a .spr file
virtual void ShutdownSprite( CEngineSprite *pSprite ) = 0;
// Returns sizeof( CEngineSprite ) so the engine can allocate appropriate memory
virtual int GetSpriteSize( void ) const = 0;
// Called when a player starts or stops talking.
// entindex is -1 to represent the local client talking (before the data comes back from the server).
// entindex is -2 to represent the local client's voice being acked by the server.
// entindex is GetPlayer() when the server acknowledges that the local client is talking.
virtual void VoiceStatus( int entindex, qboolean bTalking ) = 0;
// Networked string table definitions have arrived, allow client .dll to
// hook string changes with a callback function ( see INetworkStringTableClient.h )
virtual void InstallStringTableCallback( char const *tableName ) = 0;
// Notification that we're moving into another stage during the frame.
virtual void FrameStageNotify( ClientFrameStage_t curStage ) = 0;
// The engine has received the specified user message, this code is used to dispatch the message handler
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data ) = 0;
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size ) = 0;
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
virtual void PreSave( CSaveRestoreData * ) = 0;
virtual void Save( CSaveRestoreData * ) = 0;
virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0;
virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0;
virtual void Restore( CSaveRestoreData *, bool ) = 0;
virtual void DispatchOnRestore() = 0;
// Hand over the StandardRecvProxies in the client DLL's module.
virtual CStandardRecvProxies* GetStandardRecvProxies() = 0;
// save game screenshot writing
virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0;
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
virtual void EmitSentenceCloseCaption( char const *tokenstream ) = 0;
// Emits a regular close caption by token name
virtual void EmitCloseCaption( char const *captionname, float duration ) = 0;
// Returns true if the client can start recording a demo now. If the client returns false,
// an error message of up to length bytes should be returned in errorMsg.
virtual bool CanRecordDemo( char *errorMsg, int length ) const = 0;
// Give the Client a chance to do setup/cleanup.
virtual void OnDemoRecordStart( char const* pDemoBaseName ) = 0;
virtual void OnDemoRecordStop() = 0;
virtual void OnDemoPlaybackStart( char const* pDemoBaseName ) = 0;
virtual void OnDemoPlaybackStop() = 0;
// Draw the console overlay?
virtual bool ShouldDrawDropdownConsole() = 0;
// Get client screen dimensions
virtual int GetScreenWidth() = 0;
virtual int GetScreenHeight() = 0;
// Added interface
// save game screenshot writing
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded = false, bool bWriteVTF = false ) = 0;
// Gets the current view
virtual bool GetPlayerView( CViewSetup &playerView ) = 0;
// Matchmaking
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) = 0;
virtual uint GetPresenceID( const char *pIDName ) = 0;
virtual const char *GetPropertyIdString( const uint id ) = 0;
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) = 0;
#ifdef WIN32
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ) = 0;
#endif
virtual void InvalidateMdlCache() = 0;
virtual void IN_SetSampleTime( float frametime ) = 0;
// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
#ifdef POSIX
// AR: Same as above win32 defn but down here at the end of the vtable for back compat
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ) = 0;
#endif
// Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not.
virtual bool HandleUiToggle() = 0;
// Allow the console to be shown?
virtual bool ShouldAllowConsole() = 0;
// Get renamed recv tables
virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos() = 0;
// Get the mouthinfo for the sound being played inside UI panels
virtual CMouthInfo *GetClientUIMouthInfo() = 0;
// Notify the client that a file has been received from the game server
virtual void FileReceived( const char * fileName, unsigned int transferID ) = 0;
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ) = 0;
// Give the client a chance to modify sound settings however they want before the sound plays. This is used for
// things like adjusting pitch of voice lines in Pyroland in TF2.
virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params ) = 0;
// Returns true if the disconnect command has been handled by the client
virtual bool DisconnectAttempt( void ) = 0;
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar ) = 0;
virtual void IN_TouchEvent( int type, int fingerId, int x, int y ) = 0;
// The engine wants to mark two entities as touching
virtual void MarkEntitiesAsTouching( IClientEntity *e1, IClientEntity *e2 ) = 0;
};
#define CLIENT_DLL_INTERFACE_VERSION "VClient017"
//-----------------------------------------------------------------------------
// Purpose: Interface exposed from the client .dll back to the engine for specifying shared .dll IAppSystems (e.g., ISoundEmitterSystem)
//-----------------------------------------------------------------------------
abstract_class IClientDLLSharedAppSystems
{
public:
virtual int Count() = 0;
virtual char const *GetDllName( int idx ) = 0;
virtual char const *GetInterfaceName( int idx ) = 0;
};
#define CLIENT_DLL_SHARED_APPSYSTEMS "VClientDllSharedAppSystems001"
#endif // CDLL_INT_H