hl2_src-leak-2017/src/common/replay/screenshot.h

73 lines
2.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef SCREENSHOT_H
#define SCREENSHOT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/basereplayserializeable.h"
#include "mathlib/vector.h"
#include "qlimits.h"
#include "strtools.h"
//----------------------------------------------------------------------------------------
#define SUBDIR_SCREENSHOTS "screenshots"
//----------------------------------------------------------------------------------------
class CReplayScreenshot : public CBaseReplaySerializeable
{
public:
inline CReplayScreenshot( int nWidth = 0, int nHeight = 0, const char *pBaseFilename = NULL )
: m_nWidth( nWidth ), m_nHeight( nHeight )
{
if ( pBaseFilename )
{
V_strncpy( m_szBaseFilename, pBaseFilename, sizeof( m_szBaseFilename ) );
}
}
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual const char *GetSubKeyTitle() const;
virtual const char *GetPath() const;
int m_nWidth; // Screenshot width (does not include power-of-2 padding)
int m_nHeight; // Screenshot height (does not include power-of-2 padding)
char m_szBaseFilename[ MAX_OSPATH ];
};
//----------------------------------------------------------------------------------------
struct CaptureScreenshotParams_t // To be passed from the client into IReplayHistoryManager::CaptureScreenshot()
{
float m_flDelay; // Delay from now (in seconds) when we will take the screenshot
int m_nEntity; // Should be 0 if no camera adjustment is needed, otherwise should be the index of the entity index from which m_posCamera will be based
Vector m_posCamera; // Local position, relative to entity's index (if m_nEntity > 0) for camera position
QAngle m_angCamera; // World angles of camera - used if m_bUseCameraAngles is true
bool m_bUseCameraAngles; // Should we use m_angCamera - m_nEntity can't be 0
bool m_bIgnoreMinTimeBetweenScreenshots; // Force screenshot, regardless of replay_mintimebetweenscreenshots?
bool m_bPrimary; // Only set to true for the primary screenshot, which is taken when the user saves their replay
};
//----------------------------------------------------------------------------------------
struct WriteReplayScreenshotParams_t // Passed from the engine into the client to take a screenshot
{
const char *m_pFilename;
int m_nWidth;
int m_nHeight;
Vector *m_pOrigin; // Perspective origin from which to render. Can be NULL
QAngle *m_pAngles; // Perspective angles from which to render. Can be NULL
};
//----------------------------------------------------------------------------------------
#endif // SCREENSHOT_H