//========= Copyright Valve Corporation, All rights reserved. ============// // //=======================================================================================// #ifndef ICLIENTREPLAYHISTORYMANAGER_H #define ICLIENTREPLAYHISTORYMANAGER_H #ifdef _WIN32 #pragma once #endif //---------------------------------------------------------------------------------------- #include "replay/replayhandle.h" #include "replay/screenshot.h" #include "interface.h" #include "qlimits.h" #include "convar.h" #include "engine/http.h" #include "tier1/utllinkedlist.h" #include "tier1/checksum_crc.h" #include //---------------------------------------------------------------------------------------- class IReplayDownloadGroup; class IReplayDownloadGroupHelper; class CDmxElement; class KeyValues; struct CaptureScreenshotParams_t; struct RenderMovieParams_t; class CBaseReplay; class CReplay; class IReplayMovieRenderer; class IReplayMovieManager; class IReplayMovie; class IReplayPerformanceManager; class IGameEvent; //---------------------------------------------------------------------------------------- class IClientReplayHistoryManager : public IBaseInterface { public: virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0; virtual void Shutdown() = 0; virtual void Think() = 0; virtual bool IsInitialized() const = 0; virtual bool Commit( CBaseReplay *pNewReplay ) = 0; virtual void Save() = 0; // Write the entire index and any replays/groups/movies that are marked as dirty virtual void FlagReplayForFlush( CBaseReplay *pReplay, bool bForceImmediateWrite ) = 0; // Mark the given replay as dirty - flush to disk at the next opportunity (see CBaseReplayHistoryManager::FlushThink()) virtual void Nuke() = 0; virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0; virtual CBaseReplay *GetReplay( ReplayHandle_t hReplay ) = 0; virtual const char *GetBaseDirectory() = 0; // Returns full directory to wherever replays.dmx lives, e.g. c:\program files (x86)\steam\steamapps\someuser\team fortress 2\game\tf\replays\client\ (or server\) - NOTE: includes trailing slash virtual const char *GetReplaysSubDir() = 0; // Returns "client" or "server" // For loop through all replays - indices should not be cached virtual int GetReplayCount() const = 0; // virtual CBaseReplay *GetReplayAtIndex( int nIndex ) = 0; virtual const char *GetFullReplayPath() = 0; // Get c:\...\game\tf\replays\\ // Client-specific virtual int GetAdjustedDeathTick( CReplay *pReplay ) = 0; virtual void FlagDownloadGroupForFlush( IReplayDownloadGroup *pGroup, bool bForceImmediate ) = 0; virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bForceImmediate ) = 0; // Flag the movie for flush - if pMovie is NULL, mark the index for flush virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering virtual bool ShouldGameRenderView() = 0; // Called from V_RenderView() to determine whether the game should render - used during movie rendering virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays virtual void UpdateCurrentReplayDataFromServer() = 0; // Updates start tick, current file url, demo filename virtual void LinkReplayToDownloadGroup() = 0; virtual void CaptureScreenshot( CaptureScreenshotParams_t ¶ms ) = 0; // Schedules a screenshot capture at flDelay seconds in the future virtual void DoCaptureScreenshot() = 0; // Takes the screenshot right now virtual bool ShouldCaptureScreenshot() = 0; // Is screenshot scheduled to be taken right now? virtual void GetUnpaddedScreenshotSize( int &nWidth, int &nHeight ) = 0; // Get the dimensions for a screenshot if we take one right now, based on replay_screenshotresolution and the current aspect ratio virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0; // Deletes all screenshots associated with the given replay virtual void PlayReplay( ReplayHandle_t hReplay ) = 0; // Play the given replay, from spawn tick to death tick virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays virtual void CompleteRender( bool bSuccess ) = 0; virtual void OnClientSideDisconnect() = 0; // Called when client disconnects virtual void OnSignonStateFull() = 0; virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy virtual void OnReplayRecordingCvarChanged() = 0; // Called (on client only) when replay_recording is set to 1 virtual void OnGroupDeleted() = 0; virtual CReplay *GetPlayingReplay() = 0; // Get the currently playing replay, otherwise NULL if one isn't playing virtual CReplay *GetReplayForCurrentLife() = 0; // Gets the current replay (constant from local player spawn until next spawn/disconnect/exit) virtual bool IsRendering() = 0; // Are we currently rendering a movie? virtual void CancelRender() = 0; // If we're currently rendering, cancel virtual IReplayMovieManager *GetMovieManager() = 0; virtual IReplayMovieRenderer *GetMovieRenderer() = 0; virtual const RenderMovieParams_t *GetRenderSettings() = 0; virtual IReplayDownloadGroupHelper *GetDownloadGroupHelper() = 0; virtual IReplayPerformanceManager *GetPerformanceManager() = 0; }; //---------------------------------------------------------------------------------------- #endif // ICLIENTREPLAYHISTORYMANAGER_H