//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef ISURFACE_H #define ISURFACE_H #ifdef _WIN32 #pragma once #endif #include #include // CreateHTML, PaintHTML #include "tier1/interface.h" #include "bitmap/imageformat.h" #include "appframework/IAppSystem.h" #include "mathlib/vector2d.h" // must be before the namespace line #include "IVguiMatInfo.h" #ifdef CreateFont #undef CreateFont #endif #ifdef PlaySound #undef PlaySound #endif class Color; class ITexture; namespace vgui { class IImage; class Image; class Point; // handles typedef unsigned long HCursor; typedef unsigned long HTexture; typedef unsigned long HFont; //SRC only defines struct Vertex_t { Vertex_t() {} Vertex_t( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) ) { m_Position = pos; m_TexCoord = coord; } void Init( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) ) { m_Position = pos; m_TexCoord = coord; } Vector2D m_Position; Vector2D m_TexCoord; }; enum FontDrawType_t { // Use the "additive" value from the scheme file FONT_DRAW_DEFAULT = 0, // Overrides FONT_DRAW_NONADDITIVE, FONT_DRAW_ADDITIVE, FONT_DRAW_TYPE_COUNT = 2, }; // Refactor these two struct CharRenderInfo { // Text pos int x, y; // Top left and bottom right // This is now a pointer to an array maintained by the surface, to avoid copying the data on the 360 Vertex_t *verts; int textureId; int abcA; int abcB; int abcC; int fontTall; HFont currentFont; // In: FontDrawType_t drawType; wchar_t ch; // Out bool valid; // In/Out (true by default) bool shouldclip; }; struct IntRect { int x0; int y0; int x1; int y1; }; //----------------------------------------------------------------------------- // Purpose: Wraps contextless windows system functions //----------------------------------------------------------------------------- class ISurface : public IAppSystem { public: // call to Shutdown surface; surface can no longer be used after this is called virtual void Shutdown() = 0; // frame virtual void RunFrame() = 0; // hierarchy root virtual VPANEL GetEmbeddedPanel() = 0; virtual void SetEmbeddedPanel( VPANEL pPanel ) = 0; // drawing context virtual void PushMakeCurrent(VPANEL panel, bool useInsets) = 0; virtual void PopMakeCurrent(VPANEL panel) = 0; // rendering functions virtual void DrawSetColor(int r, int g, int b, int a) = 0; virtual void DrawSetColor(Color col) = 0; virtual void DrawFilledRect(int x0, int y0, int x1, int y1) = 0; virtual void DrawFilledRectArray( IntRect *pRects, int numRects ) = 0; virtual void DrawOutlinedRect(int x0, int y0, int x1, int y1) = 0; virtual void DrawLine(int x0, int y0, int x1, int y1) = 0; virtual void DrawPolyLine(int *px, int *py, int numPoints) = 0; virtual void DrawSetTextFont(HFont font) = 0; virtual void DrawSetTextColor(int r, int g, int b, int a) = 0; virtual void DrawSetTextColor(Color col) = 0; virtual void DrawSetTextPos(int x, int y) = 0; virtual void DrawGetTextPos(int& x,int& y) = 0; virtual void DrawPrintText(const wchar_t *text, int textLen, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0; virtual void DrawUnicodeChar(wchar_t wch, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0; virtual void DrawFlushText() = 0; // flushes any buffered text (for rendering optimizations) virtual IHTML *CreateHTMLWindow(vgui::IHTMLEvents *events,VPANEL context)=0; virtual void PaintHTMLWindow(vgui::IHTML *htmlwin) =0; virtual void DeleteHTMLWindow(IHTML *htmlwin)=0; enum ETextureFormat { eTextureFormat_RGBA, eTextureFormat_BGRA, eTextureFormat_BGRA_Opaque, // bgra format but alpha is always 255, CEF does this, we can use this fact for better perf on win32 gdi }; virtual int DrawGetTextureId( char const *filename ) = 0; virtual bool DrawGetTextureFile(int id, char *filename, int maxlen ) = 0; virtual void DrawSetTextureFile(int id, const char *filename, int hardwareFilter, bool forceReload) = 0; virtual void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload)=0; virtual void DrawSetTexture(int id) = 0; virtual void DrawGetTextureSize(int id, int &wide, int &tall) = 0; virtual void DrawTexturedRect(int x0, int y0, int x1, int y1) = 0; virtual bool IsTextureIDValid(int id) = 0; virtual bool DeleteTextureByID(int id) = 0; virtual int CreateNewTextureID( bool procedural = false ) = 0; virtual void GetScreenSize(int &wide, int &tall) = 0; virtual void SetAsTopMost(VPANEL panel, bool state) = 0; virtual void BringToFront(VPANEL panel) = 0; virtual void SetForegroundWindow (VPANEL panel) = 0; virtual void SetPanelVisible(VPANEL panel, bool state) = 0; virtual void SetMinimized(VPANEL panel, bool state) = 0; virtual bool IsMinimized(VPANEL panel) = 0; virtual void FlashWindow(VPANEL panel, bool state) = 0; virtual void SetTitle(VPANEL panel, const wchar_t *title) = 0; virtual void SetAsToolBar(VPANEL panel, bool state) = 0; // removes the window's task bar entry (for context menu's, etc.) // windows stuff virtual void CreatePopup(VPANEL panel, bool minimised, bool showTaskbarIcon = true, bool disabled = false, bool mouseInput = true , bool kbInput = true) = 0; virtual void SwapBuffers(VPANEL panel) = 0; virtual void Invalidate(VPANEL panel) = 0; virtual void SetCursor(HCursor cursor) = 0; virtual void SetCursorAlwaysVisible( bool visible ) = 0; virtual bool IsCursorVisible() = 0; virtual void ApplyChanges() = 0; virtual bool IsWithin(int x, int y) = 0; virtual bool HasFocus() = 0; // returns true if the surface supports minimize & maximize capabilities enum SurfaceFeature_e { ANTIALIASED_FONTS = 1, DROPSHADOW_FONTS = 2, ESCAPE_KEY = 3, OPENING_NEW_HTML_WINDOWS = 4, FRAME_MINIMIZE_MAXIMIZE = 5, OUTLINE_FONTS = 6, DIRECT_HWND_RENDER = 7, }; virtual bool SupportsFeature(SurfaceFeature_e feature) = 0; // restricts what gets drawn to one panel and it's children // currently only works in the game virtual void RestrictPaintToSinglePanel(VPANEL panel) = 0; // these two functions obselete, use IInput::SetAppModalSurface() instead virtual void SetModalPanel(VPANEL ) = 0; virtual VPANEL GetModalPanel() = 0; virtual void UnlockCursor() = 0; virtual void LockCursor() = 0; virtual void SetTranslateExtendedKeys(bool state) = 0; virtual VPANEL GetTopmostPopup() = 0; // engine-only focus handling (replacing WM_FOCUS windows handling) virtual void SetTopLevelFocus(VPANEL panel) = 0; // fonts // creates an empty handle to a vgui font. windows fonts can be add to this via SetFontGlyphSet(). virtual HFont CreateFont() = 0; // adds to the font enum EFontFlags { FONTFLAG_NONE, FONTFLAG_ITALIC = 0x001, FONTFLAG_UNDERLINE = 0x002, FONTFLAG_STRIKEOUT = 0x004, FONTFLAG_SYMBOL = 0x008, FONTFLAG_ANTIALIAS = 0x010, FONTFLAG_GAUSSIANBLUR = 0x020, FONTFLAG_ROTARY = 0x040, FONTFLAG_DROPSHADOW = 0x080, FONTFLAG_ADDITIVE = 0x100, FONTFLAG_OUTLINE = 0x200, FONTFLAG_CUSTOM = 0x400, // custom generated font - never fall back to asian compatibility mode FONTFLAG_BITMAP = 0x800, // compiled bitmap font - no fallbacks }; virtual bool SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0) = 0; // adds a custom font file (only supports true type font files (.ttf) for now) virtual bool AddCustomFontFile(const char *fontName, const char *fontFileName) = 0; // returns the details about the font virtual int GetFontTall(HFont font) = 0; virtual int GetFontTallRequested(HFont font) = 0; virtual int GetFontAscent(HFont font, wchar_t wch) = 0; virtual bool IsFontAdditive(HFont font) = 0; virtual void GetCharABCwide(HFont font, int ch, int &a, int &b, int &c) = 0; virtual int GetCharacterWidth(HFont font, int ch) = 0; virtual void GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall) = 0; // notify icons?!? virtual VPANEL GetNotifyPanel() = 0; virtual void SetNotifyIcon(VPANEL context, HTexture icon, VPANEL panelToReceiveMessages, const char *text) = 0; // plays a sound virtual void PlaySound(const char *fileName) = 0; //!! these functions should not be accessed directly, but only through other vgui items //!! need to move these to seperate interface virtual int GetPopupCount() = 0; virtual VPANEL GetPopup(int index) = 0; virtual bool ShouldPaintChildPanel(VPANEL childPanel) = 0; virtual bool RecreateContext(VPANEL panel) = 0; virtual void AddPanel(VPANEL panel) = 0; virtual void ReleasePanel(VPANEL panel) = 0; virtual void MovePopupToFront(VPANEL panel) = 0; virtual void MovePopupToBack(VPANEL panel) = 0; virtual void SolveTraverse(VPANEL panel, bool forceApplySchemeSettings = false) = 0; virtual void PaintTraverse(VPANEL panel) = 0; virtual void EnableMouseCapture(VPANEL panel, bool state) = 0; // returns the size of the workspace virtual void GetWorkspaceBounds(int &x, int &y, int &wide, int &tall) = 0; // gets the absolute coordinates of the screen (in windows space) virtual void GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall) = 0; // gets the base resolution used in proportional mode virtual void GetProportionalBase( int &width, int &height ) = 0; virtual void CalculateMouseVisible() = 0; virtual bool NeedKBInput() = 0; virtual bool HasCursorPosFunctions() = 0; virtual void SurfaceGetCursorPos(int &x, int &y) = 0; virtual void SurfaceSetCursorPos(int x, int y) = 0; // SRC only functions!!! virtual void DrawTexturedLine( const Vertex_t &a, const Vertex_t &b ) = 0; virtual void DrawOutlinedCircle(int x, int y, int radius, int segments) = 0; virtual void DrawTexturedPolyLine( const Vertex_t *p,int n ) = 0; // (Note: this connects the first and last points). virtual void DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 ) = 0; virtual void DrawTexturedPolygon(int n, Vertex_t *pVertice, bool bClipVertices = true ) = 0; virtual const wchar_t *GetTitle(VPANEL panel) = 0; virtual bool IsCursorLocked( void ) const = 0; virtual void SetWorkspaceInsets( int left, int top, int right, int bottom ) = 0; // Lower level char drawing code, call DrawGet then pass in info to DrawRender virtual bool DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info ) = 0; virtual void DrawRenderCharFromInfo( const CharRenderInfo& info ) = 0; // 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] */ ) = 0; virtual float DrawGetAlphaMultiplier() = 0; // web browser virtual void SetAllowHTMLJavaScript( bool state ) = 0; // video mode changing virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight ) = 0; virtual vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID = 0 ) = 0; // create IVguiMatInfo object ( IMaterial wrapper in VguiMatSurface, NULL in CWin32Surface ) virtual IVguiMatInfo *DrawGetTextureMatInfoFactory( int id ) = 0; virtual void PaintTraverseEx(VPANEL panel, bool paintPopups = false ) = 0; virtual float GetZPos() const = 0; // From the Xbox virtual void SetPanelForInput( VPANEL vpanel ) = 0; virtual void DrawFilledRectFastFade( int x0, int y0, int x1, int y1, int fadeStartPt, int fadeEndPt, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) = 0; virtual void DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) = 0; virtual void DrawSetTextureRGBAEx(int id, const unsigned char *rgba, int wide, int tall, ImageFormat imageFormat ) = 0; virtual void DrawSetTextScale(float sx, float sy) = 0; virtual bool SetBitmapFontGlyphSet(HFont font, const char *windowsFontName, float scalex, float scaley, int flags) = 0; // adds a bitmap font file virtual bool AddBitmapFontFile(const char *fontFileName) = 0; // sets a symbol for the bitmap font virtual void SetBitmapFontName( const char *pName, const char *pFontFilename ) = 0; // gets the bitmap font filename virtual const char *GetBitmapFontName( const char *pName ) = 0; virtual void ClearTemporaryFontCache( void ) = 0; virtual IImage *GetIconImageForFullPath( char const *pFullPath ) = 0; virtual void DrawUnicodeString( const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT ) = 0; virtual void PrecacheFontCharacters(HFont font, const wchar_t *pCharacters) = 0; // Console-only. Get the string to use for the current video mode for layout files. virtual const char *GetResolutionKey( void ) const = 0; virtual const char *GetFontName( HFont font ) = 0; virtual const char *GetFontFamilyName( HFont font ) = 0; virtual void GetKernedCharWidth( HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA ) = 0; virtual bool ForceScreenSizeOverride( bool bState, int wide, int tall ) = 0; // LocalToScreen, ParentLocalToScreen fixups for explicit PaintTraverse calls on Panels not at 0, 0 position virtual bool ForceScreenPosOffset( bool bState, int x, int y ) = 0; virtual void OffsetAbsPos( int &x, int &y ) = 0; // Causes fonts to get reloaded, etc. virtual void ResetFontCaches() = 0; virtual int GetTextureNumFrames( int id ) = 0; virtual void DrawSetTextureFrame( int id, int nFrame, unsigned int *pFrameCache ) = 0; virtual bool IsScreenSizeOverrideActive( void ) = 0; virtual bool IsScreenPosOverrideActive( void ) = 0; virtual void DestroyTextureID( int id ) = 0; virtual void DrawUpdateRegionTextureRGBA( int nTextureID, int x, int y, const unsigned char *pchData, int wide, int tall, ImageFormat imageFormat ) = 0; virtual bool BHTMLWindowNeedsPaint(IHTML *htmlwin) = 0 ; virtual const char *GetWebkitHTMLUserAgentString() = 0; virtual void *Deprecated_AccessChromeHTMLController() = 0; // the origin of the viewport on the framebuffer (Which might not be 0,0 for stereo) virtual void SetFullscreenViewport( int x, int y, int w, int h ) = 0; // this uses NULL for the render target. virtual void GetFullscreenViewport( int & x, int & y, int & w, int & h ) = 0; virtual void PushFullscreenViewport() = 0; virtual void PopFullscreenViewport() = 0; // handles support for software cursors virtual void SetSoftwareCursor( bool bUseSoftwareCursor ) = 0; virtual void PaintSoftwareCursor() = 0; // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // !! WARNING! YOU MUST NOT ADD YOUR NEW METHOD HERE OR YOU WILL BREAK MODS !! // !! Add your new stuff to the bottom of IMatSystemSurface instead. !! // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! }; } #define VGUI_SURFACE_INTERFACE_VERSION "VGUI_Surface030" #endif // ISURFACE_H