//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef MATSYSTEMSURFACE_H #define MATSYSTEMSURFACE_H #ifdef _WIN32 #pragma once #endif #include #include #include #include #include #include #include #include #include "materialsystem/imaterialsystem.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include "materialsystem/imesh.h" #include "materialsystem/imaterial.h" #include "utlvector.h" #include "utlsymbol.h" #include "materialsystem/MaterialSystemUtil.h" #include "tier1/utldict.h" #include "tier3/tier3.h" using namespace vgui; class IImage; extern class IMaterialSystem *g_pMaterialSystem; //----------------------------------------------------------------------------- // The default material system embedded panel //----------------------------------------------------------------------------- class CMatEmbeddedPanel : public vgui::Panel { typedef vgui::Panel BaseClass; public: CMatEmbeddedPanel(); virtual void OnThink(); VPANEL IsWithinTraverse(int x, int y, bool traversePopups); }; //----------------------------------------------------------------------------- // // Implementation of the VGUI surface on top of the material system // //----------------------------------------------------------------------------- class CMatSystemSurface : public CTier3AppSystem< IMatSystemSurface > { typedef CTier3AppSystem< IMatSystemSurface > BaseClass; public: CMatSystemSurface(); virtual ~CMatSystemSurface(); // Methods of IAppSystem virtual bool Connect( CreateInterfaceFn factory ); virtual void Disconnect(); virtual void *QueryInterface( const char *pInterfaceName ); virtual InitReturnVal_t Init(); virtual void Shutdown(); // initialization virtual void SetEmbeddedPanel(vgui::VPANEL pEmbeddedPanel); // returns true if a panel is minimzed bool IsMinimized(vgui::VPANEL panel); // Sets the only panel to draw. Set to NULL to clear. void RestrictPaintToSinglePanel(vgui::VPANEL panel); // frame virtual void RunFrame(); // implementation of vgui::ISurface virtual vgui::VPANEL GetEmbeddedPanel(); // drawing context virtual void PushMakeCurrent(vgui::VPANEL panel,bool useInSets); virtual void PopMakeCurrent(vgui::VPANEL panel); // rendering functions virtual void DrawSetColor(int r,int g,int b,int a); virtual void DrawSetColor(Color col); virtual void DrawLine( int x0, int y0, int x1, int y1 ); virtual void DrawTexturedLine( const vgui::Vertex_t &a, const vgui::Vertex_t &b ); virtual void DrawPolyLine(int *px, int *py, int numPoints); virtual void DrawTexturedPolyLine( const vgui::Vertex_t *p, int n ); virtual void DrawFilledRect(int x0, int y0, int x1, int y1); virtual void DrawFilledRectArray( IntRect *pRects, int numRects ); virtual void DrawFilledRectFastFade( int x0, int y0, int x1, int y1, int fadeStartPt, int fadeEndPt, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ); virtual void DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ); virtual void DrawOutlinedRect(int x0, int y0, int x1, int y1); virtual void DrawOutlinedCircle(int x, int y, int radius, int segments); // textured rendering functions virtual int CreateNewTextureID( bool procedural = false ); virtual bool IsTextureIDValid(int id); virtual bool DrawGetTextureFile(int id, char *filename, int maxlen ); virtual int DrawGetTextureId( char const *filename ); virtual int DrawGetTextureId( ITexture *pTexture ); virtual void DrawSetTextureFile(int id, const char *filename, int hardwareFilter, bool forceReload); virtual void DrawSetTexture(int id); virtual void DrawGetTextureSize(int id, int &wide, int &tall); virtual bool DeleteTextureByID(int id); virtual IVguiMatInfo *DrawGetTextureMatInfoFactory(int id); virtual void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload); virtual void DrawTexturedRect(int x0, int y0, int x1, int y1); virtual void DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 ); virtual void DrawTexturedPolygon(int n, vgui::Vertex_t *pVertices, bool bClipVertices = true ); virtual void DrawPrintText(const wchar_t *text, int textLen, FontDrawType_t drawType = FONT_DRAW_DEFAULT); virtual void DrawUnicodeChar(wchar_t wch, FontDrawType_t drawType = FONT_DRAW_DEFAULT ); virtual void DrawUnicodeString( const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT ); virtual void DrawSetTextFont(vgui::HFont font); virtual void DrawFlushText(); virtual void DrawSetTextColor(int r, int g, int b, int a); virtual void DrawSetTextColor(Color col); virtual void DrawSetTextScale(float sx, float sy); virtual void DrawSetTextPos(int x, int y); virtual void DrawGetTextPos(int& x,int& y); virtual vgui::IHTML *CreateHTMLWindow(vgui::IHTMLEvents *events,vgui::VPANEL context); virtual void PaintHTMLWindow(vgui::IHTML *htmlwin); virtual void DeleteHTMLWindow(vgui::IHTML *htmlwin); virtual bool BHTMLWindowNeedsPaint(IHTML *htmlwin); virtual void GetScreenSize(int &wide, int &tall); virtual void SetAsTopMost(vgui::VPANEL panel, bool state); virtual void BringToFront(vgui::VPANEL panel); virtual void SetForegroundWindow (vgui::VPANEL panel); virtual void SetPanelVisible(vgui::VPANEL panel, bool state); virtual void SetMinimized(vgui::VPANEL panel, bool state); virtual void FlashWindow(vgui::VPANEL panel, bool state); virtual void SetTitle(vgui::VPANEL panel, const wchar_t *title); virtual const wchar_t *GetTitle( vgui::VPANEL panel ); virtual void SetAsToolBar(vgui::VPANEL panel, bool state); // removes the window's task bar entry (for context menu's, etc.) // windows stuff virtual void CreatePopup(VPANEL panel, bool minimized, bool showTaskbarIcon = true, bool disabled = false, bool mouseInput = true , bool kbInput = true); virtual void SwapBuffers(vgui::VPANEL panel); virtual void Invalidate(vgui::VPANEL panel); virtual void SetCursor(vgui::HCursor cursor); virtual bool IsCursorVisible(); virtual void SetCursorAlwaysVisible(bool visible); virtual void ApplyChanges(); virtual bool IsWithin(int x, int y); virtual bool HasFocus(); virtual bool SupportsFeature(SurfaceFeature_e feature); // engine-only focus handling (replacing WM_FOCUS windows handling) virtual void SetTopLevelFocus(vgui::VPANEL panel); // fonts virtual vgui::HFont CreateFont(); virtual bool SetFontGlyphSet(vgui::HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0); virtual bool SetBitmapFontGlyphSet(vgui::HFont font, const char *windowsFontName, float scalex, float scaley, int flags); virtual int GetFontTall(HFont font); virtual int GetFontTallRequested(HFont font); virtual int GetFontAscent(HFont font, wchar_t wch); virtual bool IsFontAdditive(HFont font); virtual void GetCharABCwide(HFont font, int ch, int &a, int &b, int &c); virtual void GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall); virtual int GetCharacterWidth(vgui::HFont font, int ch); virtual bool AddCustomFontFile(const char *fontName, const char *fontFileName); virtual bool AddBitmapFontFile(const char *fontFileName); virtual void SetBitmapFontName( const char *pName, const char *pFontFilename ); virtual const char *GetBitmapFontName( const char *pName ); virtual void PrecacheFontCharacters(HFont font, const wchar_t *pCharacters); virtual void ClearTemporaryFontCache( void ); virtual const char *GetFontName( HFont font ); virtual const char *GetFontFamilyName( HFont font ); // GameUI-only accessed functions // uploads a part of a texture, used for font rendering void DrawSetSubTextureRGBA(int textureID, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall); void DrawUpdateRegionTextureRGBA( int nTextureID, int x, int y, const unsigned char *pchData, int wide, int tall, ImageFormat imageFormat ); // notify icons?!? virtual vgui::VPANEL GetNotifyPanel(); virtual void SetNotifyIcon(vgui::VPANEL context, vgui::HTexture icon, vgui::VPANEL panelToReceiveMessages, const char *text); // plays a sound virtual void PlaySound(const char *fileName); //!! these functions Should not be accessed directly, but only through other vgui items //!! need to move these to seperate interface virtual int GetPopupCount(); virtual vgui::VPANEL GetPopup( int index ); virtual bool ShouldPaintChildPanel(vgui::VPANEL childPanel); virtual bool RecreateContext(vgui::VPANEL panel); virtual void AddPanel(vgui::VPANEL panel); virtual void ReleasePanel(vgui::VPANEL panel); virtual void MovePopupToFront(vgui::VPANEL panel); virtual void SolveTraverse(vgui::VPANEL panel, bool forceApplySchemeSettings); virtual void PaintTraverse(vgui::VPANEL panel); virtual void EnableMouseCapture(vgui::VPANEL panel, bool state); virtual void SetWorkspaceInsets( int left, int top, int right, int bottom ); virtual void GetWorkspaceBounds(int &x, int &y, int &wide, int &tall); // Hook needed to Get input to work virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput ); virtual bool HandleInputEvent( const InputEvent_t &event ); void InitFullScreenBuffer( const char *pszRenderTargetName ); virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName ); virtual void Reset3DPaintTempRenderTarget( void ); // Begins, ends 3D painting virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture = true ); virtual void End3DPaint(); virtual void BeginSkinCompositionPainting() OVERRIDE; virtual void EndSkinCompositionPainting() OVERRIDE; // Disable clipping during rendering virtual void DisableClipping( bool bDisable ) OVERRIDE; virtual void GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled ) OVERRIDE; virtual void SetClippingRect( int left, int top, int right, int bottom ) OVERRIDE; // Prevents vgui from changing the cursor virtual bool IsCursorLocked() const; // Sets the mouse Get + Set callbacks virtual void SetMouseCallbacks( GetMouseCallback_t GetFunc, SetMouseCallback_t SetFunc ); // Tells the surface to ignore windows messages virtual void EnableWindowsMessages( bool bEnable ); // Installs a function to play sounds virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc ); // Some drawing methods that cannot be accomplished under Win32 virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a ); virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ); virtual void DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ); virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING const char *fmt, ... ); // Returns the length in pixels of the text virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING const char *fmt, ... ); // Draws a panel in 3D space. virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int pw, int ph, float sw, float sh ); // Only visible within vguimatsurface void DrawSetTextureMaterial(int id, IMaterial *pMaterial); void ReferenceProceduralMaterial( int id, int referenceId, IMaterial *pMaterial ); // new stuff for Alfreds VGUI2 port!! virtual bool InEngine() { return true; } void GetProportionalBase( int &width, int &height ) { width = BASE_WIDTH; height = BASE_HEIGHT; } virtual bool HasCursorPosFunctions() { return true; } virtual void SetModalPanel(VPANEL ); virtual VPANEL GetModalPanel(); virtual void UnlockCursor(); virtual void LockCursor(); virtual void SetTranslateExtendedKeys(bool state); virtual VPANEL GetTopmostPopup(); virtual void GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall); virtual void CalculateMouseVisible(); virtual bool NeedKBInput(); virtual void SurfaceGetCursorPos(int &x, int &y); virtual void SurfaceSetCursorPos(int x, int y); virtual void MovePopupToBack(VPANEL panel); virtual bool IsInThink( VPANEL panel); virtual bool DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info ); virtual void DrawRenderCharFromInfo( const CharRenderInfo& info ); // global alpha setting functions // affect all subsequent draw calls - shouldn't normally be used directly, only in Panel::PaintTraverse() virtual void DrawSetAlphaMultiplier( float alpha /* [0..1] */ ); virtual float DrawGetAlphaMultiplier(); // web browser virtual void SetAllowHTMLJavaScript( bool state ); // video mode changing virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight ); virtual vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID ); virtual void PaintTraverseEx(VPANEL panel, bool paintPopups = false ); virtual float GetZPos() const; virtual void SetPanelForInput( VPANEL vpanel ); virtual vgui::IImage *GetIconImageForFullPath( char const *pFullPath ); virtual void DestroyTextureID( int id ); virtual const char *GetResolutionKey( void ) const; virtual bool ForceScreenSizeOverride( bool bState, int wide, int tall ); // LocalToScreen, ParentLocalToScreen fixups for explicit PaintTraverse calls on Panels not at 0, 0 position virtual bool ForceScreenPosOffset( bool bState, int x, int y ); virtual void OffsetAbsPos( int &x, int &y ); virtual void GetKernedCharWidth( HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &flabcA ); virtual const char *GetWebkitHTMLUserAgentString() { return "Valve Client"; } virtual void *Deprecated_AccessChromeHTMLController() { return NULL; } virtual void SetFullscreenViewport( int x, int y, int w, int h ) OVERRIDE; virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) OVERRIDE; virtual void GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget ) OVERRIDE; virtual void GetFullscreenViewport( int & x, int & y, int & w, int & h ) OVERRIDE; virtual void PushFullscreenViewport() OVERRIDE; virtual void PopFullscreenViewport() OVERRIDE; // support for software cursors virtual void SetSoftwareCursor( bool bUseSoftwareCursor ) OVERRIDE; virtual void PaintSoftwareCursor() OVERRIDE; // Methods of ILocalizeTextQuery public: //virtual int ComputeTextWidth( const wchar_t *pString ); // Causes fonts to get reloaded, etc. virtual void ResetFontCaches(); virtual bool IsScreenSizeOverrideActive( void ); virtual bool IsScreenPosOverrideActive( void ); virtual IMaterial *DrawGetTextureMaterial( int id ); virtual int GetTextureNumFrames( int id ); virtual void DrawSetTextureFrame( int id, int nFrame, unsigned int *pFrameCache ); private: //void DrawRenderCharInternal( const FontCharRenderInfo& info ); void DrawRenderCharInternal( const CharRenderInfo& info ); private: enum { BASE_HEIGHT = 480, BASE_WIDTH = 640 }; struct PaintState_t { vgui::VPANEL m_pPanel; int m_iTranslateX; int m_iTranslateY; int m_iScissorLeft; int m_iScissorRight; int m_iScissorTop; int m_iScissorBottom; }; // material Setting method void InternalSetMaterial( IMaterial *material = NULL ); // Draws the fullscreen buffer into the panel void DrawFullScreenBuffer( int nLeft, int nTop, int nRight, int nBottom ); // Helper method to initialize vertices (transforms them into screen space too) void InitVertex( vgui::Vertex_t &vertex, int x, int y, float u, float v ); // Draws a quad + quad array void DrawQuad( const vgui::Vertex_t &ul, const vgui::Vertex_t &lr, unsigned char *pColor ); void DrawQuadArray( int numQuads, vgui::Vertex_t *pVerts, unsigned char *pColor, bool bShouldClip = true ); // Necessary to wrap the rendering void StartDrawing( void ); void StartDrawingIn3DSpace( const VMatrix &screenToWorld, int pw, int ph, float sw, float sh ); void FinishDrawing( void ); // Sets up a particular painting state... void SetupPaintState( const PaintState_t &paintState ); void ResetPopupList(); void AddPopup( vgui::VPANEL panel ); void RemovePopup( vgui::VPANEL panel ); void AddPopupsToList( vgui::VPANEL panel ); // Helper for drawing colored text int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, va_list argptr ); void SearchForWordBreak( vgui::HFont font, char *text, int& chars, int& pixels ); void InternalThinkTraverse(VPANEL panel); void InternalSolveTraverse(VPANEL panel); void InternalSchemeSettingsTraverse(VPANEL panel, bool forceApplySchemeSettings); // handles mouse movement void SetCursorPos(int x, int y); void GetCursorPos(int &x, int &y); void DrawTexturedLineInternal( const Vertex_t &a, const Vertex_t &b ); // Gets texture coordinates for drawing the full screen buffer void GetFullScreenTexCoords( int x, int y, int w, int h, float *pMinU, float *pMinV, float *pMaxU, float *pMaxV ); // Is a panel under the restricted panel? bool IsPanelUnderRestrictedPanel( VPANEL panel ); // Point Translation for current panel int m_nTranslateX; int m_nTranslateY; // alpha multiplier for current panel [0..1] float m_flAlphaMultiplier; // The size of the window to draw into int m_pSurfaceExtents[4]; // Color for drawing all non-text things unsigned char m_DrawColor[4]; // Color for drawing text unsigned char m_DrawTextColor[4]; // Location of text rendering int m_pDrawTextPos[2]; // Meshbuilder used for drawing IMesh* m_pMesh; CMeshBuilder meshBuilder; // White material used for drawing non-textured things CMaterialReference m_pWhite; // Used for 3D-rendered images CTextureReference m_FullScreenBuffer; CMaterialReference m_FullScreenBufferMaterial; int m_nFullScreenBufferMaterialId; CUtlString m_FullScreenBufferName; bool m_bUsingTempFullScreenBufferMaterial; // Root panel vgui::VPANEL m_pEmbeddedPanel; vgui::Panel *m_pDefaultEmbeddedPanel; vgui::VPANEL m_pRestrictedPanel; // List of pop-up panels based on the type enum above (draw order vs last clicked) CUtlVector m_PopupList; // Stack of paint state... CUtlVector< PaintState_t > m_PaintStateStack; vgui::HFont m_hCurrentFont; vgui::HCursor _currentCursor; bool m_cursorAlwaysVisible; // The currently bound texture int m_iBoundTexture; // font drawing batching code enum { MAX_BATCHED_CHAR_VERTS = 4096 }; vgui::Vertex_t m_BatchedCharVerts[ MAX_BATCHED_CHAR_VERTS ]; int m_nBatchedCharVertCount; // What's the rectangle we're drawing in 3D paint mode? int m_n3DLeft, m_n3DRight, m_n3DTop, m_n3DBottom; // Are we painting in 3D? (namely drawing 3D objects *inside* the vgui panel) bool m_bIn3DPaintMode : 1; // If we are in 3d Paint mode, are we rendering to a texture? (Or directly to the screen) bool m_b3DPaintRenderToTexture : 1; // Are we drawing the vgui panel in the 3D world somewhere? bool m_bDrawingIn3DWorld : 1; // Is the app gonna call HandleInputEvent? bool m_bAppDrivesInput : 1; // Are we currently in the think() loop bool m_bInThink : 1; bool m_bNeedsKeyboard : 1; bool m_bNeedsMouse : 1; bool m_bAllowJavaScript : 1; int m_nLastInputPollCount; VPANEL m_CurrentThinkPanel; // The attached HWND void *m_HWnd; // Installed function to play sounds PlaySoundFunc_t m_PlaySoundFunc; int m_WorkSpaceInsets[4]; class TitleEntry { public: TitleEntry() { panel = NULL; title[0] = 0; } vgui::VPANEL panel; wchar_t title[128]; }; CUtlVector< TitleEntry > m_Titles; CUtlVector< CUtlSymbol > m_CustomFontFileNames; CUtlVector< CUtlSymbol > m_BitmapFontFileNames; CUtlDict< int, int > m_BitmapFontFileMapping; float m_flZPos; CUtlDict< vgui::IImage *, unsigned short > m_FileTypeImages; int GetTitleEntry( vgui::VPANEL panel ); virtual void DrawSetTextureRGBAEx(int id, const unsigned char *rgba, int wide, int tall, ImageFormat format ); struct ScreenOverride_t { ScreenOverride_t() : m_bActive( false ) { m_nValue[ 0 ] = m_nValue[ 1 ] = 0; } bool m_bActive; int m_nValue[ 2 ]; }; ScreenOverride_t m_ScreenSizeOverride; ScreenOverride_t m_ScreenPosOverride; int m_nFullscreenViewportX; int m_nFullscreenViewportY; int m_nFullscreenViewportWidth; int m_nFullscreenViewportHeight; ITexture *m_pFullscreenRenderTarget; #ifdef LINUX struct font_entry { void *data; int size; }; static CUtlDict< font_entry, unsigned short > m_FontData; static void *FontDataHelper( const char *pchFontName, int &size, const char *fontFileName ); #endif }; #if GLMDEBUG class MatSurfFuncLogger // rip off of GLMFuncLogger - figure out a way to reunify these soon { public: // simple function log MatSurfFuncLogger( char *funcName ) { CMatRenderContextPtr prc( g_pMaterialSystem ); m_funcName = funcName; m_earlyOut = false; prc->Printf( ">%s", m_funcName ); }; // more advanced version lets you pass args (i.e. called parameters or anything else of interest) // no macro for this one, since no easy way to pass through the args as well as the funcname MatSurfFuncLogger( char *funcName, PRINTF_FORMAT_STRING const char *fmt, ... ) { CMatRenderContextPtr prc( g_pMaterialSystem ); m_funcName = funcName; m_earlyOut = false; // this acts like GLMPrintf here // all the indent policy is down in GLMPrintfVA // which means we need to inject a ">" at the front of the format string to make this work... sigh. char modifiedFmt[2000]; modifiedFmt[0] = '>'; strcpy( modifiedFmt+1, fmt ); va_list vargs; va_start(vargs, fmt); prc->PrintfVA( modifiedFmt, vargs ); va_end( vargs ); } ~MatSurfFuncLogger( ) { CMatRenderContextPtr prc( g_pMaterialSystem ); if (m_earlyOut) { prc->Printf( "<%s (early out)", m_funcName ); } else { prc->Printf( "<%s", m_funcName ); } }; void EarlyOut( void ) { m_earlyOut = true; }; char *m_funcName; // set at construction time bool m_earlyOut; }; // handy macro to go with the helper class #define MAT_FUNC MatSurfFuncLogger _logger_ ( __FUNCTION__ ) #else #define MAT_FUNC #endif #endif // MATSYSTEMSURFACE_H