//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: An extra interface implemented by the material system // implementation of vgui::ISurface // // $Revision: $ // $NoKeywords: $ //===========================================================================// #ifndef IMATSYSTEMSURFACE_H #define IMATSYSTEMSURFACE_H #ifdef _WIN32 #pragma once #endif #include #include "vgui/ISurface.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class VMatrix; class IMaterial; struct InputEvent_t; //----------------------------------------------------------------------------- // Callbacks for mouse getting + setting //----------------------------------------------------------------------------- typedef void (*GetMouseCallback_t)(int &x, int &y); typedef void (*SetMouseCallback_t)(int x, int y); //----------------------------------------------------------------------------- // Callbacks for sound playing //----------------------------------------------------------------------------- typedef void (*PlaySoundFunc_t)(const char *pFileName); //----------------------------------------------------------------------------- // // An extra interface implemented by the material system implementation of vgui::ISurface // //----------------------------------------------------------------------------- #define MAT_SYSTEM_SURFACE_INTERFACE_VERSION "MatSystemSurface008" class IMatSystemSurface : public vgui::ISurface { public: // Hook needed to get input to work. // If the app drives the input (like the engine needs to do for VCR mode), // it can set bLetAppDriveInput to true and call HandleInputEvent for the input events. virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput=false ) = 0; // Tells the surface to ignore windows messages virtual void EnableWindowsMessages( bool bEnable ) = 0; // Starts, ends 3D painting // NOTE: These methods should only be called from within the paint() // method of a panel. virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture = true ) = 0; virtual void End3DPaint() = 0; // NOTE: This also should only be called from within the paint() // method of a panel. Use it to disable clipping for the rendering // of this panel. virtual void DisableClipping( bool bDisable ) = 0; virtual void GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled ) = 0; // <<<<< NOTE: output flag is *disabled* state, not enabled, to match the rest of the interface virtual void SetClippingRect( int left, int top, int right, int bottom ) = 0; // Prevents vgui from changing the cursor virtual bool IsCursorLocked() const = 0; // Sets the mouse get + set callbacks virtual void SetMouseCallbacks( GetMouseCallback_t getFunc, SetMouseCallback_t setFunc ) = 0; // Installs a function to play sounds virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc ) = 0; // 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 ) = 0; virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; // Draws text with current font at position and wordwrapped to the rect using color values specified 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, ... ) = 0; virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; // Returns the length of the text string in pixels virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; // Draws a panel in 3D space. Assumes view + projection are already set up // Also assumes the (x,y) coordinates of the panels are defined in 640xN coords // (N isn't necessary 480 because the panel may not be 4x3) // The width + height specified are the size of the panel in world coordinates virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int nPixelWidth, int nPixelHeight, float flWorldWidth, float flWorldHeight ) = 0; // Binds a material to a surface texture ID virtual void DrawSetTextureMaterial( int id, IMaterial *pMaterial ) = 0; // Handles an input event, returns true if the event should be filtered from the rest of the game virtual bool HandleInputEvent( const InputEvent_t &event ) = 0; virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName ) = 0; virtual void Reset3DPaintTempRenderTarget( void ) = 0; // Gets a material bound to a surface texture ID virtual IMaterial *DrawGetTextureMaterial( int id ) = 0; virtual void GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget ) = 0; virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) = 0; // get texture id for a texture virtual int DrawGetTextureId( ITexture *pTexture ) = 0; // begin and end skin composition painting virtual void BeginSkinCompositionPainting() = 0; virtual void EndSkinCompositionPainting() = 0; }; #endif // IMATSYSTEMSURFACE_H