//========= 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 ¶ms ) = 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; }; //----------------------------------------------------------------------------- // 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 ExtraMouseSample( 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; }; #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