Fix line endings. WHAMMY.

This commit is contained in:
Jørgen P. Tjernø 2013-12-02 19:31:46 -08:00
parent c47ad60970
commit f56bb35301
6719 changed files with 2805089 additions and 2805089 deletions

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@ -1,121 +1,121 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "vgui/IPanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};
enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};
//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;
// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;
virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;
// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;
// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;
virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;
// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;
// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;
// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;
// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;
// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;
virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;
// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;
virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};
#define GAMEUI_INTERFACE_VERSION "GameUI011"
#endif // IGAMEUI_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "vgui/IPanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};
enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};
//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;
// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;
virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;
// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;
// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;
virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;
// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;
// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;
// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;
// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;
// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;
virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;
// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;
virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};
#define GAMEUI_INTERFACE_VERSION "GameUI011"
#endif // IGAMEUI_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Swap a compiled caption file.
//
// $NoKeywords: $
//=============================================================================//
#include "utlbuffer.h"
#include "byteswap.h"
#include "filesystem.h"
#include "tier2/fileutils.h"
#include "captioncompiler.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_BYTESWAP_DATADESC( CompiledCaptionHeader_t )
DEFINE_FIELD( magic, FIELD_INTEGER ),
DEFINE_FIELD( version, FIELD_INTEGER ),
DEFINE_FIELD( numblocks, FIELD_INTEGER ),
DEFINE_FIELD( blocksize, FIELD_INTEGER ),
DEFINE_FIELD( directorysize, FIELD_INTEGER ),
DEFINE_FIELD( dataoffset, FIELD_INTEGER ),
END_BYTESWAP_DATADESC()
BEGIN_BYTESWAP_DATADESC( CaptionLookup_t )
DEFINE_FIELD( hash, FIELD_INTEGER ),
DEFINE_FIELD( blockNum, FIELD_INTEGER ),
DEFINE_FIELD( offset, FIELD_SHORT ),
DEFINE_FIELD( length, FIELD_SHORT ),
END_BYTESWAP_DATADESC()
//-----------------------------------------------------------------------------
// Swap a compiled closecaption file
//-----------------------------------------------------------------------------
bool SwapClosecaptionFile( void *pData )
{
CByteswap swap;
swap.ActivateByteSwapping( true );
CompiledCaptionHeader_t *pHdr = (CompiledCaptionHeader_t*)pData;
if ( IsX360() )
{
// pre-swap file header
swap.SwapFieldsToTargetEndian( pHdr );
}
if ( pHdr->magic != COMPILED_CAPTION_FILEID || pHdr->version != COMPILED_CAPTION_VERSION )
{
// bad data
return false;
}
// lookup headers
pData = (byte*)pData + sizeof(CompiledCaptionHeader_t);
swap.SwapFieldsToTargetEndian( (CaptionLookup_t*)pData, pHdr->directorysize );
// unicode data
pData = (byte*)pHdr + pHdr->dataoffset;
swap.SwapBufferToTargetEndian( (wchar_t*)pData, (wchar_t*)pData, pHdr->numblocks * pHdr->blocksize / sizeof(wchar_t) );
if ( IsPC() )
{
// post-swap file header
swap.SwapFieldsToTargetEndian( pHdr );
}
return true;
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Callback for UpdateOrCreate - generates .360 file
//-----------------------------------------------------------------------------
static bool CaptionCreateCallback( const char *pSourceName, const char *pTargetName, const char *pPathID, void *pExtraData )
{
// Generate the file
CUtlBuffer buf;
bool bOk = g_pFullFileSystem->ReadFile( pSourceName, pPathID, buf );
if ( bOk )
{
bOk = SwapClosecaptionFile( buf.Base() );
if ( bOk )
{
bOk = g_pFullFileSystem->WriteFile( pTargetName, pPathID, buf );
}
else
{
Warning( "Failed to create %s\n", pTargetName );
}
}
return bOk;
}
//-----------------------------------------------------------------------------
// Calls utility function UpdateOrCreate
//-----------------------------------------------------------------------------
int UpdateOrCreateCaptionFile( const char *pSourceName, char *pTargetName, int maxLen, bool bForce )
{
return ::UpdateOrCreate( pSourceName, pTargetName, maxLen, "GAME", CaptionCreateCallback, bForce );
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Swap a compiled caption file.
//
// $NoKeywords: $
//=============================================================================//
#include "utlbuffer.h"
#include "byteswap.h"
#include "filesystem.h"
#include "tier2/fileutils.h"
#include "captioncompiler.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_BYTESWAP_DATADESC( CompiledCaptionHeader_t )
DEFINE_FIELD( magic, FIELD_INTEGER ),
DEFINE_FIELD( version, FIELD_INTEGER ),
DEFINE_FIELD( numblocks, FIELD_INTEGER ),
DEFINE_FIELD( blocksize, FIELD_INTEGER ),
DEFINE_FIELD( directorysize, FIELD_INTEGER ),
DEFINE_FIELD( dataoffset, FIELD_INTEGER ),
END_BYTESWAP_DATADESC()
BEGIN_BYTESWAP_DATADESC( CaptionLookup_t )
DEFINE_FIELD( hash, FIELD_INTEGER ),
DEFINE_FIELD( blockNum, FIELD_INTEGER ),
DEFINE_FIELD( offset, FIELD_SHORT ),
DEFINE_FIELD( length, FIELD_SHORT ),
END_BYTESWAP_DATADESC()
//-----------------------------------------------------------------------------
// Swap a compiled closecaption file
//-----------------------------------------------------------------------------
bool SwapClosecaptionFile( void *pData )
{
CByteswap swap;
swap.ActivateByteSwapping( true );
CompiledCaptionHeader_t *pHdr = (CompiledCaptionHeader_t*)pData;
if ( IsX360() )
{
// pre-swap file header
swap.SwapFieldsToTargetEndian( pHdr );
}
if ( pHdr->magic != COMPILED_CAPTION_FILEID || pHdr->version != COMPILED_CAPTION_VERSION )
{
// bad data
return false;
}
// lookup headers
pData = (byte*)pData + sizeof(CompiledCaptionHeader_t);
swap.SwapFieldsToTargetEndian( (CaptionLookup_t*)pData, pHdr->directorysize );
// unicode data
pData = (byte*)pHdr + pHdr->dataoffset;
swap.SwapBufferToTargetEndian( (wchar_t*)pData, (wchar_t*)pData, pHdr->numblocks * pHdr->blocksize / sizeof(wchar_t) );
if ( IsPC() )
{
// post-swap file header
swap.SwapFieldsToTargetEndian( pHdr );
}
return true;
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Callback for UpdateOrCreate - generates .360 file
//-----------------------------------------------------------------------------
static bool CaptionCreateCallback( const char *pSourceName, const char *pTargetName, const char *pPathID, void *pExtraData )
{
// Generate the file
CUtlBuffer buf;
bool bOk = g_pFullFileSystem->ReadFile( pSourceName, pPathID, buf );
if ( bOk )
{
bOk = SwapClosecaptionFile( buf.Base() );
if ( bOk )
{
bOk = g_pFullFileSystem->WriteFile( pTargetName, pPathID, buf );
}
else
{
Warning( "Failed to create %s\n", pTargetName );
}
}
return bOk;
}
//-----------------------------------------------------------------------------
// Calls utility function UpdateOrCreate
//-----------------------------------------------------------------------------
int UpdateOrCreateCaptionFile( const char *pSourceName, char *pTargetName, int maxLen, bool bForce )
{
return ::UpdateOrCreate( pSourceName, pTargetName, maxLen, "GAME", CaptionCreateCallback, bForce );
}
#endif

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////////////////////////////////////////////////////////////////////
//
// hl2orange.spa.h
//
// Auto-generated on Thursday, 13 September 2007 at 16:59:17
// XLAST project version 1.0.402.0
// SPA Compiler version 2.0.6274.0
//
////////////////////////////////////////////////////////////////////
#ifndef __THE_ORANGE_BOX_SPA_H__
#define __THE_ORANGE_BOX_SPA_H__
#ifdef __cplusplus
extern "C" {
#endif
//
// Title info
//
#define TITLEID_THE_ORANGE_BOX 0x4541080F
//
// Context ids
//
// These values are passed as the dwContextId to XUserSetContext.
//
#define CONTEXT_CHAPTER_HL2 0
#define CONTEXT_SCENARIO 1
#define CONTEXT_GAME 2
#define CONTEXT_CHAPTER_EP1 3
#define CONTEXT_CHAPTER_EP2 4
#define CONTEXT_CHAPTER_PORTAL 5
//
// Context values
//
// These values are passed as the dwContextValue to XUserSetContext.
//
// Values for CONTEXT_CHAPTER_HL2
#define CONTEXT_CHAPTER_HL2_POINT_INSERTION 0
#define CONTEXT_CHAPTER_HL2_A_RED_LETTER_DAY 1
#define CONTEXT_CHAPTER_HL2_ROUTE_KANAL 2
#define CONTEXT_CHAPTER_HL2_WATER_HAZARD 3
#define CONTEXT_CHAPTER_HL2_BLACK_MESA_EAST 4
#define CONTEXT_CHAPTER_HL2_RAVENHOLM 5
#define CONTEXT_CHAPTER_HL2_HIGHWAY_17 6
#define CONTEXT_CHAPTER_HL2_SANDTRAPS 7
#define CONTEXT_CHAPTER_HL2_NOVA_PROSPEKT 8
#define CONTEXT_CHAPTER_HL2_ENTANGLEMENT 9
#define CONTEXT_CHAPTER_HL2_ANTICITIZEN_ONE 10
#define CONTEXT_CHAPTER_HL2_FOLLOW_FREEMAN 11
#define CONTEXT_CHAPTER_HL2_OUR_BENEFACTORS 12
#define CONTEXT_CHAPTER_HL2_DARK_ENERGY 13
// Values for CONTEXT_SCENARIO
#define CONTEXT_SCENARIO_CTF_2FORT 0
#define CONTEXT_SCENARIO_CP_DUSTBOWL 1
#define CONTEXT_SCENARIO_CP_GRANARY 2
#define CONTEXT_SCENARIO_CP_WELL 3
#define CONTEXT_SCENARIO_CP_GRAVELPIT 4
#define CONTEXT_SCENARIO_TC_HYDRO 5
#define CONTEXT_SCENARIO_CTF_CLOAK 6
#define CONTEXT_SCENARIO_CP_CLOAK 7
// Values for CONTEXT_GAME
#define CONTEXT_GAME_GAME_HALF_LIFE_2 0
#define CONTEXT_GAME_GAME_EPISODE_ONE 1
#define CONTEXT_GAME_GAME_EPISODE_TWO 2
#define CONTEXT_GAME_GAME_PORTAL 3
#define CONTEXT_GAME_GAME_TEAM_FORTRESS 4
// Values for CONTEXT_CHAPTER_EP1
#define CONTEXT_CHAPTER_EP1_UNDUE_ALARM 0
#define CONTEXT_CHAPTER_EP1_DIRECT_INTERVENTION 1
#define CONTEXT_CHAPTER_EP1_LOWLIFE 2
#define CONTEXT_CHAPTER_EP1_URBAN_FLIGHT 3
#define CONTEXT_CHAPTER_EP1_EXIT_17 4
// Values for CONTEXT_CHAPTER_EP2
#define CONTEXT_CHAPTER_EP2_TO_THE_WHITE_FOREST 0
#define CONTEXT_CHAPTER_EP2_THIS_VORTAL_COIL 1
#define CONTEXT_CHAPTER_EP2_FREEMAN_PONTIFEX 2
#define CONTEXT_CHAPTER_EP2_RIDING_SHOTGUN 3
#define CONTEXT_CHAPTER_EP2_UNDER_THE_RADAR 4
#define CONTEXT_CHAPTER_EP2_OUR_MUTUAL_FIEND 5
#define CONTEXT_CHAPTER_EP2_T_MINUS_ONE 6
// Values for CONTEXT_CHAPTER_PORTAL
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_00 0
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_04 1
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_08 2
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_10 3
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_13 4
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_14 5
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_15 6
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_16 7
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_17 8
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_18 9
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_19 10
// Values for X_CONTEXT_PRESENCE
#define CONTEXT_PRESENCE_TF_CP 0
#define CONTEXT_PRESENCE_TF_CTF_LOSING 1
#define CONTEXT_PRESENCE_TF_CTF_TIED 2
#define CONTEXT_PRESENCE_TF_CTF_WINNING 3
#define CONTEXT_PRESENCE_APPCHOOSER 4
#define CONTEXT_PRESENCE_MENU 5
#define CONTEXT_PRESENCE_EP1_INGAME 6
#define CONTEXT_PRESENCE_HL2_INGAME 7
#define CONTEXT_PRESENCE_EP2_INGAME 8
#define CONTEXT_PRESENCE_PORTAL_INGAME 9
#define CONTEXT_PRESENCE_COMMENTARY 10
#define CONTEXT_PRESENCE_IDLE 11
// Values for X_CONTEXT_GAME_MODE
#define CONTEXT_GAME_MODE_MULTIPLAYER 0
#define CONTEXT_GAME_MODE_SINGLEPLAYER 1
//
// Property ids
//
// These values are passed as the dwPropertyId value to XUserSetProperty
// and as the dwPropertyId value in the XUSER_PROPERTY structure.
//
#define PROPERTY_CAPS_OWNED 0x10000000
#define PROPERTY_CAPS_TOTAL 0x10000001
#define PROPERTY_PLAYER_TEAM_SCORE 0x10000002
#define PROPERTY_OPPONENT_TEAM_SCORE 0x10000003
#define PROPERTY_FLAG_CAPTURE_LIMIT 0x1000000B
#define PROPERTY_NUMBER_OF_ROUNDS 0x1000000C
#define PROPERTY_GAME_SIZE 0x1000000D
#define PROPERTY_AUTOBALANCE 0x1000000E
#define PROPERTY_PRIVATE_SLOTS 0x1000000F
#define PROPERTY_MAX_GAME_TIME 0x10000010
#define PROPERTY_NUMBER_OF_KILLS 0x10000011
#define PROPERTY_DAMAGE_DEALT 0x10000012
#define PROPERTY_PLAY_TIME 0x10000013
#define PROPERTY_POINT_CAPTURES 0x10000014
#define PROPERTY_POINT_DEFENSES 0x10000015
#define PROPERTY_DOMINATIONS 0x10000016
#define PROPERTY_REVENGE 0x10000017
#define PROPERTY_BUILDINGS_DESTROYED 0x10000019
#define PROPERTY_HEADSHOTS 0x1000001A
#define PROPERTY_HEALTH_POINTS_HEALED 0x1000001B
#define PROPERTY_INVULNS 0x1000001C
#define PROPERTY_KILL_ASSISTS 0x1000001D
#define PROPERTY_BACKSTABS 0x1000001E
#define PROPERTY_HEALTH_POINTS_LEACHED 0x1000001F
#define PROPERTY_BUILDINGS_BUILT 0x10000020
#define PROPERTY_SENTRY_KILLS 0x10000021
#define PROPERTY_TELEPORTS 0x10000022
#define PROPERTY_KILLS 0x10000023
#define PROPERTY_NUMBER_OF_TEAMS 0x10000025
#define PROPERTY_TEAM_RED 0x10000026
#define PROPERTY_TEAM_BLUE 0x10000027
#define PROPERTY_TEAM_SPECTATOR 0x10000028
#define PROPERTY_TEAM 0x10000029
#define PROPERTY_WIN_LIMIT 0x1000002A
#define PROPERTY_RANKING_TEST 0x2000000A
#define PROPERTY_POINTS_SCORED 0x20000018
//
// Achievement ids
//
// These values are used in the dwAchievementId member of the
// XUSER_ACHIEVEMENT structure that is used with
// XUserWriteAchievements and XUserCreateAchievementEnumerator.
//
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHPHYSICS 43
#define ACHIEVEMENT_HLX_KILL_ENEMY_WITHHOPPERMINE 44
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHMANHACK 45
#define ACHIEVEMENT_HLX_KILL_SOLDIER_WITHHISGRENADE 46
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHONEENERGYBALL 47
#define ACHIEVEMENT_HLX_KILL_ELITESOLDIER_WITHHISENERGYBALL 48
#define ACHIEVEMENT_EPX_GET_ZOMBINEGRENADE 50
#define ACHIEVEMENT_EPX_KILL_ZOMBIES_WITHFLARES 51
#define ACHIEVEMENT_HL2_HIT_CANCOP_WITHCAN 52
#define ACHIEVEMENT_HL2_PUT_CANINTRASH 53
#define ACHIEVEMENT_HL2_ESCAPE_APARTMENTRAID 54
#define ACHIEVEMENT_HL2_BREAK_MINITELEPORTER 55
#define ACHIEVEMENT_HL2_GET_CROWBAR 56
#define ACHIEVEMENT_HL2_KILL_BARNACLESWITHBARREL 57
#define ACHIEVEMENT_HL2_GET_AIRBOAT 58
#define ACHIEVEMENT_HL2_GET_AIRBOATGUN 60
#define ACHIEVEMENT_HL2_FIND_VORTIGAUNTCAVE 61
#define ACHIEVEMENT_HL2_KILL_CHOPPER 62
#define ACHIEVEMENT_HL2_FIND_HEVFACEPLATE 63
#define ACHIEVEMENT_HL2_GET_GRAVITYGUN 64
#define ACHIEVEMENT_HL2_MAKEABASKET 65
#define ACHIEVEMENT_HL2_BEAT_RAVENHOLM_NOWEAPONS 66
#define ACHIEVEMENT_HL2_BEAT_CEMETERY 67
#define ACHIEVEMENT_HL2_KILL_ENEMIES_WITHCRANE 68
#define ACHIEVEMENT_HL2_PIN_SOLDIER_TOBILLBOARD 69
#define ACHIEVEMENT_HL2_KILL_ODESSAGUNSHIP 70
#define ACHIEVEMENT_HL2_KILL_THREEGUNSHIPS 71
#define ACHIEVEMENT_HL2_BEAT_DONTTOUCHSAND 72
#define ACHIEVEMENT_HL2_KILL_ENEMIES_WITHANTLIONS 74
#define ACHIEVEMENT_HL2_KILL_ENEMY_WITHTOILET 75
#define ACHIEVEMENT_HL2_BEAT_TURRETSTANDOFF2 76
#define ACHIEVEMENT_HL2_BEAT_TOXICTUNNEL 78
#define ACHIEVEMENT_HL2_BEAT_PLAZASTANDOFF 79
#define ACHIEVEMENT_HL2_KILL_ALLC1709SNIPERS 80
#define ACHIEVEMENT_HL2_BEAT_SUPRESSIONDEVICE 81
#define ACHIEVEMENT_HL2_BEAT_C1713STRIDERSTANDOFF 82
#define ACHIEVEMENT_HL2_BEAT_GAME 84
#define ACHIEVEMENT_HL2_FIND_ALLLAMBDAS 86
#define ACHIEVEMENT_EP1_BEAT_MAINELEVATOR 87
#define ACHIEVEMENT_EP1_BEAT_CITADELCORE 88
#define ACHIEVEMENT_EP1_BEAT_CITADELCORE_NOSTALKERKILLS 89
#define ACHIEVEMENT_EP1_KILL_ANTLIONS_WITHCARS 90
#define ACHIEVEMENT_EP1_BEAT_GARAGEELEVATORSTANDOFF 91
#define ACHIEVEMENT_EP1_KILL_ENEMIES_WITHSNIPERALYX 92
#define ACHIEVEMENT_EP1_BEAT_HOSPITALATTICGUNSHIP 93
#define ACHIEVEMENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS 94
#define ACHIEVEMENT_EP1_BEAT_GAME 95
#define ACHIEVEMENT_EP1_BEAT_GAME_ONEBULLET 96
#define ACHIEVEMENT_EP2_KILL_POISONANTLION 97
#define ACHIEVEMENT_EP2_KILL_ALLGRUBS 98
#define ACHIEVEMENT_EP2_BREAK_ALLWEBS 99
#define ACHIEVEMENT_EP2_BEAT_ANTLIONINVASION 100
#define ACHIEVEMENT_EP2_BEAT_ANTLIONGUARDS 101
#define ACHIEVEMENT_EP2_KILL_ENEMIES_WITHCAR 102
#define ACHIEVEMENT_EP2_BEAT_HUNTERAMBUSH 103
#define ACHIEVEMENT_EP2_KILL_CHOPPER_NOMISSES 104
#define ACHIEVEMENT_EP2_KILL_COMBINECANNON 105
#define ACHIEVEMENT_EP2_FIND_ALLRADARCACHES 106
#define ACHIEVEMENT_EP2_BEAT_ROCKETCACHEPUZZLE 107
#define ACHIEVEMENT_EP2_BEAT_RACEWITHDOG 108
#define ACHIEVEMENT_EP2_BEAT_WHITEFORESTINN 109
#define ACHIEVEMENT_EP2_PUT_ITEMINROCKET 110
#define ACHIEVEMENT_EP2_BEAT_MISSILESILO2 111
#define ACHIEVEMENT_EP2_BEAT_OUTLAND12_NOBUILDINGSDESTROYED 112
#define ACHIEVEMENT_EP2_BEAT_GAME 113
#define ACHIEVEMENT_EP2_KILL_HUNTER_WITHFLECHETTES 114
#define ACHIEVEMENT_PORTAL_GET_PORTALGUNS 115
#define ACHIEVEMENT_PORTAL_KILL_COMPANIONCUBE 116
#define ACHIEVEMENT_PORTAL_ESCAPE_TESTCHAMBERS 117
#define ACHIEVEMENT_PORTAL_BEAT_GAME 118
#define ACHIEVEMENT_PORTAL_INFINITEFALL 119
#define ACHIEVEMENT_PORTAL_LONGJUMP 120
#define ACHIEVEMENT_PORTAL_BEAT_2ADVANCEDMAPS 121
#define ACHIEVEMENT_PORTAL_BEAT_4ADVANCEDMAPS 122
#define ACHIEVEMENT_PORTAL_BEAT_6ADVANCEDMAPS 123
#define ACHIEVEMENT_PORTAL_GET_ALLBRONZE 124
#define ACHIEVEMENT_PORTAL_GET_ALLSILVER 125
#define ACHIEVEMENT_PORTAL_GET_ALLGOLD 126
#define ACHIEVEMENT_TF_GET_TURRETKILLS 127
#define ACHIEVEMENT_TF_KILL_NEMESIS 128
#define ACHIEVEMENT_TF_GET_CONSECUTIVEKILLS_NODEATHS 129
#define ACHIEVEMENT_TF_GET_HEALED_BYENEMY 130
#define ACHIEVEMENT_TF_PLAY_GAME_FRIENDSONLY 131
#define ACHIEVEMENT_TF_WIN_MULTIPLEGAMES 132
#define ACHIEVEMENT_TF_GET_MULTIPLEKILLS 133
#define ACHIEVEMENT_TF_WIN_2FORT_NOENEMYCAPS 134
#define ACHIEVEMENT_TF_WIN_WELL_MINIMUMTIME 135
#define ACHIEVEMENT_TF_WIN_HYDRO_NOENEMYCAPS 136
#define ACHIEVEMENT_TF_WIN_DUSTBOWL_NOENEMYCAPS 137
#define ACHIEVEMENT_TF_WIN_GRAVELPIT_NOENEMYCAPS 138
#define ACHIEVEMENT_TF_PLAY_GAME_EVERYCLASS 139
#define ACHIEVEMENT_TF_PLAY_GAME_EVERYMAP 140
#define ACHIEVEMENT_TF_GET_HEALPOINTS 141
#define ACHIEVEMENT_TF_BURN_PLAYERSINMINIMIMTIME 142
#define ACHIEVEMENT_HL2_DISINTEGRATE_SOLDIERSINFIELD 143
#define ACHIEVEMENT_HL2_FOLLOW_FREEMAN 144
#define ACHIEVEMENT_TF_GET_HEADSHOTS 145
#define ACHIEVEMENT_PORTAL_DETACH_ALL_CAMERAS 146
#define ACHIEVEMENT_PORTAL_HIT_TURRET_WITH_TURRET 148
#ifndef _XBOX
#define ACHIEVEMENT_PORTAL_TRANSMISSION_RECEIVED 149
#define ACHIEVEMENT_TF_GENERAL_KILL_ENEMIES_AFTER_TELEPORTING 150
#endif // _XBOX
#define ACHIEVEMENT_TF_LAST_ORANGEBOX 150
//
// Stats view ids
//
// These are used in the dwViewId member of the XUSER_STATS_SPEC structure
// passed to the XUserReadStats* and XUserCreateStatsEnumerator* functions.
//
// Skill leaderboards for ranked game modes
#define STATS_VIEW_SKILL_RANKED_MULTIPLAYER 0xFFFF0000
#define STATS_VIEW_SKILL_RANKED_SINGLEPLAYER 0xFFFF0001
// Skill leaderboards for unranked (standard) game modes
#define STATS_VIEW_SKILL_STANDARD_MULTIPLAYER 0xFFFE0000
#define STATS_VIEW_SKILL_STANDARD_SINGLEPLAYER 0xFFFE0001
// Title defined leaderboards
#define STATS_VIEW_PLAYER_MAX_UNRANKED 1
#define STATS_VIEW_PLAYER_MAX_RANKED 2
//
// Stats view column ids
//
// These ids are used to read columns of stats views. They are specified in
// the rgwColumnIds array of the XUSER_STATS_SPEC structure. Rank, rating
// and gamertag are not retrieved as custom columns and so are not included
// in the following definitions. They can be retrieved from each row's
// header (e.g., pStatsResults->pViews[x].pRows[y].dwRank, etc.).
//
// Column ids for PLAYER_MAX_UNRANKED
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_SCORED 2
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_KILLS 3
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_CAPPED 1
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_DAMAGE_DEALT 4
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_PLAY_TIME 5
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINT_DEFENSES 6
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_DOMINATIONS 7
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_REVENGE 8
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_DESTROYED 9
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEADSHOTS 10
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_HEALED 11
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_INVULNS 12
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_KILL_ASSISTS 13
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BACKSTABS 14
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_LEACHED 15
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_BUILT 16
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_SENTRY_KILLS 17
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_TELEPORTS 18
// Column ids for PLAYER_MAX_RANKED
#define STATS_COLUMN_PLAYER_MAX_RANKED_POINTS_SCORED 2
//
// Matchmaking queries
//
// These values are passed as the dwProcedureIndex parameter to
// XSessionSearch to indicate which matchmaking query to run.
//
#define SESSION_MATCH_QUERY_PLAYER_MATCH 0
//
// Gamer pictures
//
// These ids are passed as the dwPictureId parameter to XUserAwardGamerTile.
//
#ifdef __cplusplus
}
#endif
#endif // __THE_ORANGE_BOX_SPA_H__
////////////////////////////////////////////////////////////////////
//
// hl2orange.spa.h
//
// Auto-generated on Thursday, 13 September 2007 at 16:59:17
// XLAST project version 1.0.402.0
// SPA Compiler version 2.0.6274.0
//
////////////////////////////////////////////////////////////////////
#ifndef __THE_ORANGE_BOX_SPA_H__
#define __THE_ORANGE_BOX_SPA_H__
#ifdef __cplusplus
extern "C" {
#endif
//
// Title info
//
#define TITLEID_THE_ORANGE_BOX 0x4541080F
//
// Context ids
//
// These values are passed as the dwContextId to XUserSetContext.
//
#define CONTEXT_CHAPTER_HL2 0
#define CONTEXT_SCENARIO 1
#define CONTEXT_GAME 2
#define CONTEXT_CHAPTER_EP1 3
#define CONTEXT_CHAPTER_EP2 4
#define CONTEXT_CHAPTER_PORTAL 5
//
// Context values
//
// These values are passed as the dwContextValue to XUserSetContext.
//
// Values for CONTEXT_CHAPTER_HL2
#define CONTEXT_CHAPTER_HL2_POINT_INSERTION 0
#define CONTEXT_CHAPTER_HL2_A_RED_LETTER_DAY 1
#define CONTEXT_CHAPTER_HL2_ROUTE_KANAL 2
#define CONTEXT_CHAPTER_HL2_WATER_HAZARD 3
#define CONTEXT_CHAPTER_HL2_BLACK_MESA_EAST 4
#define CONTEXT_CHAPTER_HL2_RAVENHOLM 5
#define CONTEXT_CHAPTER_HL2_HIGHWAY_17 6
#define CONTEXT_CHAPTER_HL2_SANDTRAPS 7
#define CONTEXT_CHAPTER_HL2_NOVA_PROSPEKT 8
#define CONTEXT_CHAPTER_HL2_ENTANGLEMENT 9
#define CONTEXT_CHAPTER_HL2_ANTICITIZEN_ONE 10
#define CONTEXT_CHAPTER_HL2_FOLLOW_FREEMAN 11
#define CONTEXT_CHAPTER_HL2_OUR_BENEFACTORS 12
#define CONTEXT_CHAPTER_HL2_DARK_ENERGY 13
// Values for CONTEXT_SCENARIO
#define CONTEXT_SCENARIO_CTF_2FORT 0
#define CONTEXT_SCENARIO_CP_DUSTBOWL 1
#define CONTEXT_SCENARIO_CP_GRANARY 2
#define CONTEXT_SCENARIO_CP_WELL 3
#define CONTEXT_SCENARIO_CP_GRAVELPIT 4
#define CONTEXT_SCENARIO_TC_HYDRO 5
#define CONTEXT_SCENARIO_CTF_CLOAK 6
#define CONTEXT_SCENARIO_CP_CLOAK 7
// Values for CONTEXT_GAME
#define CONTEXT_GAME_GAME_HALF_LIFE_2 0
#define CONTEXT_GAME_GAME_EPISODE_ONE 1
#define CONTEXT_GAME_GAME_EPISODE_TWO 2
#define CONTEXT_GAME_GAME_PORTAL 3
#define CONTEXT_GAME_GAME_TEAM_FORTRESS 4
// Values for CONTEXT_CHAPTER_EP1
#define CONTEXT_CHAPTER_EP1_UNDUE_ALARM 0
#define CONTEXT_CHAPTER_EP1_DIRECT_INTERVENTION 1
#define CONTEXT_CHAPTER_EP1_LOWLIFE 2
#define CONTEXT_CHAPTER_EP1_URBAN_FLIGHT 3
#define CONTEXT_CHAPTER_EP1_EXIT_17 4
// Values for CONTEXT_CHAPTER_EP2
#define CONTEXT_CHAPTER_EP2_TO_THE_WHITE_FOREST 0
#define CONTEXT_CHAPTER_EP2_THIS_VORTAL_COIL 1
#define CONTEXT_CHAPTER_EP2_FREEMAN_PONTIFEX 2
#define CONTEXT_CHAPTER_EP2_RIDING_SHOTGUN 3
#define CONTEXT_CHAPTER_EP2_UNDER_THE_RADAR 4
#define CONTEXT_CHAPTER_EP2_OUR_MUTUAL_FIEND 5
#define CONTEXT_CHAPTER_EP2_T_MINUS_ONE 6
// Values for CONTEXT_CHAPTER_PORTAL
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_00 0
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_04 1
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_08 2
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_10 3
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_13 4
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_14 5
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_15 6
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_16 7
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_17 8
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_18 9
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_19 10
// Values for X_CONTEXT_PRESENCE
#define CONTEXT_PRESENCE_TF_CP 0
#define CONTEXT_PRESENCE_TF_CTF_LOSING 1
#define CONTEXT_PRESENCE_TF_CTF_TIED 2
#define CONTEXT_PRESENCE_TF_CTF_WINNING 3
#define CONTEXT_PRESENCE_APPCHOOSER 4
#define CONTEXT_PRESENCE_MENU 5
#define CONTEXT_PRESENCE_EP1_INGAME 6
#define CONTEXT_PRESENCE_HL2_INGAME 7
#define CONTEXT_PRESENCE_EP2_INGAME 8
#define CONTEXT_PRESENCE_PORTAL_INGAME 9
#define CONTEXT_PRESENCE_COMMENTARY 10
#define CONTEXT_PRESENCE_IDLE 11
// Values for X_CONTEXT_GAME_MODE
#define CONTEXT_GAME_MODE_MULTIPLAYER 0
#define CONTEXT_GAME_MODE_SINGLEPLAYER 1
//
// Property ids
//
// These values are passed as the dwPropertyId value to XUserSetProperty
// and as the dwPropertyId value in the XUSER_PROPERTY structure.
//
#define PROPERTY_CAPS_OWNED 0x10000000
#define PROPERTY_CAPS_TOTAL 0x10000001
#define PROPERTY_PLAYER_TEAM_SCORE 0x10000002
#define PROPERTY_OPPONENT_TEAM_SCORE 0x10000003
#define PROPERTY_FLAG_CAPTURE_LIMIT 0x1000000B
#define PROPERTY_NUMBER_OF_ROUNDS 0x1000000C
#define PROPERTY_GAME_SIZE 0x1000000D
#define PROPERTY_AUTOBALANCE 0x1000000E
#define PROPERTY_PRIVATE_SLOTS 0x1000000F
#define PROPERTY_MAX_GAME_TIME 0x10000010
#define PROPERTY_NUMBER_OF_KILLS 0x10000011
#define PROPERTY_DAMAGE_DEALT 0x10000012
#define PROPERTY_PLAY_TIME 0x10000013
#define PROPERTY_POINT_CAPTURES 0x10000014
#define PROPERTY_POINT_DEFENSES 0x10000015
#define PROPERTY_DOMINATIONS 0x10000016
#define PROPERTY_REVENGE 0x10000017
#define PROPERTY_BUILDINGS_DESTROYED 0x10000019
#define PROPERTY_HEADSHOTS 0x1000001A
#define PROPERTY_HEALTH_POINTS_HEALED 0x1000001B
#define PROPERTY_INVULNS 0x1000001C
#define PROPERTY_KILL_ASSISTS 0x1000001D
#define PROPERTY_BACKSTABS 0x1000001E
#define PROPERTY_HEALTH_POINTS_LEACHED 0x1000001F
#define PROPERTY_BUILDINGS_BUILT 0x10000020
#define PROPERTY_SENTRY_KILLS 0x10000021
#define PROPERTY_TELEPORTS 0x10000022
#define PROPERTY_KILLS 0x10000023
#define PROPERTY_NUMBER_OF_TEAMS 0x10000025
#define PROPERTY_TEAM_RED 0x10000026
#define PROPERTY_TEAM_BLUE 0x10000027
#define PROPERTY_TEAM_SPECTATOR 0x10000028
#define PROPERTY_TEAM 0x10000029
#define PROPERTY_WIN_LIMIT 0x1000002A
#define PROPERTY_RANKING_TEST 0x2000000A
#define PROPERTY_POINTS_SCORED 0x20000018
//
// Achievement ids
//
// These values are used in the dwAchievementId member of the
// XUSER_ACHIEVEMENT structure that is used with
// XUserWriteAchievements and XUserCreateAchievementEnumerator.
//
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHPHYSICS 43
#define ACHIEVEMENT_HLX_KILL_ENEMY_WITHHOPPERMINE 44
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHMANHACK 45
#define ACHIEVEMENT_HLX_KILL_SOLDIER_WITHHISGRENADE 46
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHONEENERGYBALL 47
#define ACHIEVEMENT_HLX_KILL_ELITESOLDIER_WITHHISENERGYBALL 48
#define ACHIEVEMENT_EPX_GET_ZOMBINEGRENADE 50
#define ACHIEVEMENT_EPX_KILL_ZOMBIES_WITHFLARES 51
#define ACHIEVEMENT_HL2_HIT_CANCOP_WITHCAN 52
#define ACHIEVEMENT_HL2_PUT_CANINTRASH 53
#define ACHIEVEMENT_HL2_ESCAPE_APARTMENTRAID 54
#define ACHIEVEMENT_HL2_BREAK_MINITELEPORTER 55
#define ACHIEVEMENT_HL2_GET_CROWBAR 56
#define ACHIEVEMENT_HL2_KILL_BARNACLESWITHBARREL 57
#define ACHIEVEMENT_HL2_GET_AIRBOAT 58
#define ACHIEVEMENT_HL2_GET_AIRBOATGUN 60
#define ACHIEVEMENT_HL2_FIND_VORTIGAUNTCAVE 61
#define ACHIEVEMENT_HL2_KILL_CHOPPER 62
#define ACHIEVEMENT_HL2_FIND_HEVFACEPLATE 63
#define ACHIEVEMENT_HL2_GET_GRAVITYGUN 64
#define ACHIEVEMENT_HL2_MAKEABASKET 65
#define ACHIEVEMENT_HL2_BEAT_RAVENHOLM_NOWEAPONS 66
#define ACHIEVEMENT_HL2_BEAT_CEMETERY 67
#define ACHIEVEMENT_HL2_KILL_ENEMIES_WITHCRANE 68
#define ACHIEVEMENT_HL2_PIN_SOLDIER_TOBILLBOARD 69
#define ACHIEVEMENT_HL2_KILL_ODESSAGUNSHIP 70
#define ACHIEVEMENT_HL2_KILL_THREEGUNSHIPS 71
#define ACHIEVEMENT_HL2_BEAT_DONTTOUCHSAND 72
#define ACHIEVEMENT_HL2_KILL_ENEMIES_WITHANTLIONS 74
#define ACHIEVEMENT_HL2_KILL_ENEMY_WITHTOILET 75
#define ACHIEVEMENT_HL2_BEAT_TURRETSTANDOFF2 76
#define ACHIEVEMENT_HL2_BEAT_TOXICTUNNEL 78
#define ACHIEVEMENT_HL2_BEAT_PLAZASTANDOFF 79
#define ACHIEVEMENT_HL2_KILL_ALLC1709SNIPERS 80
#define ACHIEVEMENT_HL2_BEAT_SUPRESSIONDEVICE 81
#define ACHIEVEMENT_HL2_BEAT_C1713STRIDERSTANDOFF 82
#define ACHIEVEMENT_HL2_BEAT_GAME 84
#define ACHIEVEMENT_HL2_FIND_ALLLAMBDAS 86
#define ACHIEVEMENT_EP1_BEAT_MAINELEVATOR 87
#define ACHIEVEMENT_EP1_BEAT_CITADELCORE 88
#define ACHIEVEMENT_EP1_BEAT_CITADELCORE_NOSTALKERKILLS 89
#define ACHIEVEMENT_EP1_KILL_ANTLIONS_WITHCARS 90
#define ACHIEVEMENT_EP1_BEAT_GARAGEELEVATORSTANDOFF 91
#define ACHIEVEMENT_EP1_KILL_ENEMIES_WITHSNIPERALYX 92
#define ACHIEVEMENT_EP1_BEAT_HOSPITALATTICGUNSHIP 93
#define ACHIEVEMENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS 94
#define ACHIEVEMENT_EP1_BEAT_GAME 95
#define ACHIEVEMENT_EP1_BEAT_GAME_ONEBULLET 96
#define ACHIEVEMENT_EP2_KILL_POISONANTLION 97
#define ACHIEVEMENT_EP2_KILL_ALLGRUBS 98
#define ACHIEVEMENT_EP2_BREAK_ALLWEBS 99
#define ACHIEVEMENT_EP2_BEAT_ANTLIONINVASION 100
#define ACHIEVEMENT_EP2_BEAT_ANTLIONGUARDS 101
#define ACHIEVEMENT_EP2_KILL_ENEMIES_WITHCAR 102
#define ACHIEVEMENT_EP2_BEAT_HUNTERAMBUSH 103
#define ACHIEVEMENT_EP2_KILL_CHOPPER_NOMISSES 104
#define ACHIEVEMENT_EP2_KILL_COMBINECANNON 105
#define ACHIEVEMENT_EP2_FIND_ALLRADARCACHES 106
#define ACHIEVEMENT_EP2_BEAT_ROCKETCACHEPUZZLE 107
#define ACHIEVEMENT_EP2_BEAT_RACEWITHDOG 108
#define ACHIEVEMENT_EP2_BEAT_WHITEFORESTINN 109
#define ACHIEVEMENT_EP2_PUT_ITEMINROCKET 110
#define ACHIEVEMENT_EP2_BEAT_MISSILESILO2 111
#define ACHIEVEMENT_EP2_BEAT_OUTLAND12_NOBUILDINGSDESTROYED 112
#define ACHIEVEMENT_EP2_BEAT_GAME 113
#define ACHIEVEMENT_EP2_KILL_HUNTER_WITHFLECHETTES 114
#define ACHIEVEMENT_PORTAL_GET_PORTALGUNS 115
#define ACHIEVEMENT_PORTAL_KILL_COMPANIONCUBE 116
#define ACHIEVEMENT_PORTAL_ESCAPE_TESTCHAMBERS 117
#define ACHIEVEMENT_PORTAL_BEAT_GAME 118
#define ACHIEVEMENT_PORTAL_INFINITEFALL 119
#define ACHIEVEMENT_PORTAL_LONGJUMP 120
#define ACHIEVEMENT_PORTAL_BEAT_2ADVANCEDMAPS 121
#define ACHIEVEMENT_PORTAL_BEAT_4ADVANCEDMAPS 122
#define ACHIEVEMENT_PORTAL_BEAT_6ADVANCEDMAPS 123
#define ACHIEVEMENT_PORTAL_GET_ALLBRONZE 124
#define ACHIEVEMENT_PORTAL_GET_ALLSILVER 125
#define ACHIEVEMENT_PORTAL_GET_ALLGOLD 126
#define ACHIEVEMENT_TF_GET_TURRETKILLS 127
#define ACHIEVEMENT_TF_KILL_NEMESIS 128
#define ACHIEVEMENT_TF_GET_CONSECUTIVEKILLS_NODEATHS 129
#define ACHIEVEMENT_TF_GET_HEALED_BYENEMY 130
#define ACHIEVEMENT_TF_PLAY_GAME_FRIENDSONLY 131
#define ACHIEVEMENT_TF_WIN_MULTIPLEGAMES 132
#define ACHIEVEMENT_TF_GET_MULTIPLEKILLS 133
#define ACHIEVEMENT_TF_WIN_2FORT_NOENEMYCAPS 134
#define ACHIEVEMENT_TF_WIN_WELL_MINIMUMTIME 135
#define ACHIEVEMENT_TF_WIN_HYDRO_NOENEMYCAPS 136
#define ACHIEVEMENT_TF_WIN_DUSTBOWL_NOENEMYCAPS 137
#define ACHIEVEMENT_TF_WIN_GRAVELPIT_NOENEMYCAPS 138
#define ACHIEVEMENT_TF_PLAY_GAME_EVERYCLASS 139
#define ACHIEVEMENT_TF_PLAY_GAME_EVERYMAP 140
#define ACHIEVEMENT_TF_GET_HEALPOINTS 141
#define ACHIEVEMENT_TF_BURN_PLAYERSINMINIMIMTIME 142
#define ACHIEVEMENT_HL2_DISINTEGRATE_SOLDIERSINFIELD 143
#define ACHIEVEMENT_HL2_FOLLOW_FREEMAN 144
#define ACHIEVEMENT_TF_GET_HEADSHOTS 145
#define ACHIEVEMENT_PORTAL_DETACH_ALL_CAMERAS 146
#define ACHIEVEMENT_PORTAL_HIT_TURRET_WITH_TURRET 148
#ifndef _XBOX
#define ACHIEVEMENT_PORTAL_TRANSMISSION_RECEIVED 149
#define ACHIEVEMENT_TF_GENERAL_KILL_ENEMIES_AFTER_TELEPORTING 150
#endif // _XBOX
#define ACHIEVEMENT_TF_LAST_ORANGEBOX 150
//
// Stats view ids
//
// These are used in the dwViewId member of the XUSER_STATS_SPEC structure
// passed to the XUserReadStats* and XUserCreateStatsEnumerator* functions.
//
// Skill leaderboards for ranked game modes
#define STATS_VIEW_SKILL_RANKED_MULTIPLAYER 0xFFFF0000
#define STATS_VIEW_SKILL_RANKED_SINGLEPLAYER 0xFFFF0001
// Skill leaderboards for unranked (standard) game modes
#define STATS_VIEW_SKILL_STANDARD_MULTIPLAYER 0xFFFE0000
#define STATS_VIEW_SKILL_STANDARD_SINGLEPLAYER 0xFFFE0001
// Title defined leaderboards
#define STATS_VIEW_PLAYER_MAX_UNRANKED 1
#define STATS_VIEW_PLAYER_MAX_RANKED 2
//
// Stats view column ids
//
// These ids are used to read columns of stats views. They are specified in
// the rgwColumnIds array of the XUSER_STATS_SPEC structure. Rank, rating
// and gamertag are not retrieved as custom columns and so are not included
// in the following definitions. They can be retrieved from each row's
// header (e.g., pStatsResults->pViews[x].pRows[y].dwRank, etc.).
//
// Column ids for PLAYER_MAX_UNRANKED
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_SCORED 2
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_KILLS 3
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_CAPPED 1
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_DAMAGE_DEALT 4
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_PLAY_TIME 5
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINT_DEFENSES 6
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_DOMINATIONS 7
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_REVENGE 8
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_DESTROYED 9
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEADSHOTS 10
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_HEALED 11
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_INVULNS 12
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_KILL_ASSISTS 13
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BACKSTABS 14
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_LEACHED 15
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_BUILT 16
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_SENTRY_KILLS 17
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_TELEPORTS 18
// Column ids for PLAYER_MAX_RANKED
#define STATS_COLUMN_PLAYER_MAX_RANKED_POINTS_SCORED 2
//
// Matchmaking queries
//
// These values are passed as the dwProcedureIndex parameter to
// XSessionSearch to indicate which matchmaking query to run.
//
#define SESSION_MATCH_QUERY_PLAYER_MATCH 0
//
// Gamer pictures
//
// These ids are passed as the dwPictureId parameter to XUserAwardGamerTile.
//
#ifdef __cplusplus
}
#endif
#endif // __THE_ORANGE_BOX_SPA_H__

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@ -1,217 +1,217 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: languages definition
//
//=============================================================================
#include "language.h"
#include "tier0/dbg.h"
#include "tier1/strtools.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
struct Language_t
{
const char *m_pchName;
const char *m_pchShortName;
const char *m_pchVGUILocalizationName;
const char *m_pchICUName; // used by osx; ISO-639-1 + ISO-3166-1 alpha-2. http://userguide.icu-project.org/locale/examples
ELanguage m_ELanguage;
int m_LanguageCodeID;
};
// REVIEW
// es_ES - use new world spanish country code instead?
// zh_CN - validate that SC date formats come through
// bt_BR - assume we should use Brazilian rather than Iberian portguese
static const Language_t s_LanguageNames[] =
{
{ "None", "none", "None", "none", k_Lang_None, 0 },
{ "English", "english", "#GameUI_Language_English", "en_US", k_Lang_English, 1033 },
{ "German", "german", "#GameUI_Language_German", "de_DE", k_Lang_German, 1031 } ,
{ "French", "french", "#GameUI_Language_French", "fr_FR", k_Lang_French, 1036 } ,
{ "Italian", "italian", "#GameUI_Language_Italian", "it_IT", k_Lang_Italian, 1040 } ,
{ "Korean", "koreana", "#GameUI_Language_Korean", "ko_KR", k_Lang_Korean, 1042 } ,
{ "Spanish", "spanish", "#GameUI_Language_Spanish", "es_ES", k_Lang_Spanish, 1034 },
{ "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", "zh_CN", k_Lang_Simplified_Chinese, 2052 },
{ "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", "zh_TW", k_Lang_Traditional_Chinese, 1028 },
{ "Russian", "russian", "#GameUI_Language_Russian", "ru_RU", k_Lang_Russian, 1049 } ,
{ "Thai", "thai", "#GameUI_Language_Thai", "th_TH", k_Lang_Thai, 1054 } ,
{ "Japanese", "japanese", "#GameUI_Language_Japanese", "ja_JP", k_Lang_Japanese, 1041 } ,
{ "Portuguese", "portuguese", "#GameUI_Language_Portuguese", "pt_PT", k_Lang_Portuguese, 2070 } ,
{ "Polish", "polish", "#GameUI_Language_Polish", "pl_PL", k_Lang_Polish, 1045 } ,
{ "Danish", "danish", "#GameUI_Language_Danish", "da_DK", k_Lang_Danish, 1030 } ,
{ "Dutch", "dutch", "#GameUI_Language_Dutch", "nl_NL", k_Lang_Dutch, 1043 } ,
{ "Finnish", "finnish", "#GameUI_Language_Finnish", "fi_FI", k_Lang_Finnish, 1035 } ,
{ "Norwegian", "norwegian", "#GameUI_Language_Norwegian", "no_NO", k_Lang_Norwegian, 1044 } ,
{ "Swedish", "swedish", "#GameUI_Language_Swedish", "sv_SE", k_Lang_Swedish, 1053 } ,
{ "Romanian", "romanian", "#GameUI_Language_Romanian", "ro_RO", k_Lang_Romanian, 1048 } ,
{ "Turkish", "turkish", "#GameUI_Language_Turkish", "tr_TR", k_Lang_Turkish, 1055 } ,
{ "Hungarian", "hungarian", "#GameUI_Language_Hungarian", "hu_HU", k_Lang_Hungarian, 1038 } ,
{ "Czech", "czech", "#GameUI_Language_Czech", "cs_CZ", k_Lang_Czech, 1029 } ,
{ "Brazilian", "brazilian", "#GameUI_Language_Brazilian", "pt_BR", k_Lang_Brazilian, 1046 } ,
{ "Bulgarian", "bulgarian", "#GameUI_Language_Bulgarian", "bg_BG", k_Lang_Bulgarian, 1026 } ,
{ "Greek", "greek", "#GameUI_Language_Greek", "el_GR", k_Lang_Greek, 1032 },
};
//-----------------------------------------------------------------------------
// Purpose: translate language enum into closests windows language code ID
//-----------------------------------------------------------------------------
int GetLanguageCodeID(ELanguage eLang)
{
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
{
if ( s_LanguageNames[iLang].m_ELanguage == eLang )
return s_LanguageNames[iLang].m_LanguageCodeID;
}
// default to English
return 1033;
}
//-----------------------------------------------------------------------------
// Purpose: find the language by name
//-----------------------------------------------------------------------------
ELanguage PchLanguageToELanguage( const char *pchShortName, ELanguage eDefault )
{
Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( !pchShortName )
return eDefault;
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
{
if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) )
{
return s_LanguageNames[iLang].m_ELanguage;
}
}
// return default
return eDefault;
}
//-----------------------------------------------------------------------------
// Purpose: find the language by ICU short code
//-----------------------------------------------------------------------------
ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault )
{
Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( !pchICUCode )
return eDefault;
// Match to no more than the param length so either a short 'en' or
// full 'zh-Hant' can match
int nLen = Q_strlen( pchICUCode );
// we only have 5 character ICU codes so this should be enough room
char rchCleanedCode[ 6 ];
Q_strncpy( rchCleanedCode, pchICUCode, Q_ARRAYSIZE( rchCleanedCode ) );
if( nLen >= 3 && rchCleanedCode[ 2 ] == '-' )
{
rchCleanedCode[ 2 ] = '_';
}
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
{
if ( !Q_strnicmp( rchCleanedCode, s_LanguageNames[iLang].m_pchICUName, nLen ) )
{
return s_LanguageNames[iLang].m_ELanguage;
}
}
// return default
return eDefault;
}
//-----------------------------------------------------------------------------
// Purpose: return the short string name used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageShortName( ELanguage eLang )
{
COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
{
Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
return s_LanguageNames[ eLang + 1 ].m_pchShortName;
}
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
return s_LanguageNames[0].m_pchShortName;
}
//-----------------------------------------------------------------------------
// Purpose: return the ICU code used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageICUName( ELanguage eLang )
{
COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
{
Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
return s_LanguageNames[ eLang + 1 ].m_pchICUName;
}
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
return s_LanguageNames[0].m_pchICUName;
}
//-----------------------------------------------------------------------------
// Purpose: return the CLocale name that works with setlocale()
//-----------------------------------------------------------------------------
const char *GetLangugeCLocaleName( ELanguage eLang )
{
if ( eLang == k_Lang_None )
return "";
#ifdef _WIN32
// table for Win32 is here: http://msdn.microsoft.com/en-us/library/hzz3tw78(v=VS.80).aspx
// shortname works except for chinese
switch ( eLang )
{
case k_Lang_Simplified_Chinese:
return "chs"; // or "chinese-simplified"
case k_Lang_Traditional_Chinese:
return "cht"; // or "chinese-traditional"
case k_Lang_Korean:
return "korean"; // steam likes "koreana" for the name for some reason.
default:
return GetLanguageShortName( eLang );
}
#else
switch ( eLang )
{
case k_Lang_Simplified_Chinese:
case k_Lang_Traditional_Chinese:
return "zh_CN";
default:
;
}
// ICU codes work on linux/osx
return GetLanguageICUName( eLang );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: return the short string name used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageVGUILocalization( ELanguage eLang )
{
COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
{
Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName;
}
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
return s_LanguageNames[0].m_pchVGUILocalizationName;
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: languages definition
//
//=============================================================================
#include "language.h"
#include "tier0/dbg.h"
#include "tier1/strtools.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
struct Language_t
{
const char *m_pchName;
const char *m_pchShortName;
const char *m_pchVGUILocalizationName;
const char *m_pchICUName; // used by osx; ISO-639-1 + ISO-3166-1 alpha-2. http://userguide.icu-project.org/locale/examples
ELanguage m_ELanguage;
int m_LanguageCodeID;
};
// REVIEW
// es_ES - use new world spanish country code instead?
// zh_CN - validate that SC date formats come through
// bt_BR - assume we should use Brazilian rather than Iberian portguese
static const Language_t s_LanguageNames[] =
{
{ "None", "none", "None", "none", k_Lang_None, 0 },
{ "English", "english", "#GameUI_Language_English", "en_US", k_Lang_English, 1033 },
{ "German", "german", "#GameUI_Language_German", "de_DE", k_Lang_German, 1031 } ,
{ "French", "french", "#GameUI_Language_French", "fr_FR", k_Lang_French, 1036 } ,
{ "Italian", "italian", "#GameUI_Language_Italian", "it_IT", k_Lang_Italian, 1040 } ,
{ "Korean", "koreana", "#GameUI_Language_Korean", "ko_KR", k_Lang_Korean, 1042 } ,
{ "Spanish", "spanish", "#GameUI_Language_Spanish", "es_ES", k_Lang_Spanish, 1034 },
{ "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", "zh_CN", k_Lang_Simplified_Chinese, 2052 },
{ "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", "zh_TW", k_Lang_Traditional_Chinese, 1028 },
{ "Russian", "russian", "#GameUI_Language_Russian", "ru_RU", k_Lang_Russian, 1049 } ,
{ "Thai", "thai", "#GameUI_Language_Thai", "th_TH", k_Lang_Thai, 1054 } ,
{ "Japanese", "japanese", "#GameUI_Language_Japanese", "ja_JP", k_Lang_Japanese, 1041 } ,
{ "Portuguese", "portuguese", "#GameUI_Language_Portuguese", "pt_PT", k_Lang_Portuguese, 2070 } ,
{ "Polish", "polish", "#GameUI_Language_Polish", "pl_PL", k_Lang_Polish, 1045 } ,
{ "Danish", "danish", "#GameUI_Language_Danish", "da_DK", k_Lang_Danish, 1030 } ,
{ "Dutch", "dutch", "#GameUI_Language_Dutch", "nl_NL", k_Lang_Dutch, 1043 } ,
{ "Finnish", "finnish", "#GameUI_Language_Finnish", "fi_FI", k_Lang_Finnish, 1035 } ,
{ "Norwegian", "norwegian", "#GameUI_Language_Norwegian", "no_NO", k_Lang_Norwegian, 1044 } ,
{ "Swedish", "swedish", "#GameUI_Language_Swedish", "sv_SE", k_Lang_Swedish, 1053 } ,
{ "Romanian", "romanian", "#GameUI_Language_Romanian", "ro_RO", k_Lang_Romanian, 1048 } ,
{ "Turkish", "turkish", "#GameUI_Language_Turkish", "tr_TR", k_Lang_Turkish, 1055 } ,
{ "Hungarian", "hungarian", "#GameUI_Language_Hungarian", "hu_HU", k_Lang_Hungarian, 1038 } ,
{ "Czech", "czech", "#GameUI_Language_Czech", "cs_CZ", k_Lang_Czech, 1029 } ,
{ "Brazilian", "brazilian", "#GameUI_Language_Brazilian", "pt_BR", k_Lang_Brazilian, 1046 } ,
{ "Bulgarian", "bulgarian", "#GameUI_Language_Bulgarian", "bg_BG", k_Lang_Bulgarian, 1026 } ,
{ "Greek", "greek", "#GameUI_Language_Greek", "el_GR", k_Lang_Greek, 1032 },
};
//-----------------------------------------------------------------------------
// Purpose: translate language enum into closests windows language code ID
//-----------------------------------------------------------------------------
int GetLanguageCodeID(ELanguage eLang)
{
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
{
if ( s_LanguageNames[iLang].m_ELanguage == eLang )
return s_LanguageNames[iLang].m_LanguageCodeID;
}
// default to English
return 1033;
}
//-----------------------------------------------------------------------------
// Purpose: find the language by name
//-----------------------------------------------------------------------------
ELanguage PchLanguageToELanguage( const char *pchShortName, ELanguage eDefault )
{
Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( !pchShortName )
return eDefault;
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
{
if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) )
{
return s_LanguageNames[iLang].m_ELanguage;
}
}
// return default
return eDefault;
}
//-----------------------------------------------------------------------------
// Purpose: find the language by ICU short code
//-----------------------------------------------------------------------------
ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault )
{
Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( !pchICUCode )
return eDefault;
// Match to no more than the param length so either a short 'en' or
// full 'zh-Hant' can match
int nLen = Q_strlen( pchICUCode );
// we only have 5 character ICU codes so this should be enough room
char rchCleanedCode[ 6 ];
Q_strncpy( rchCleanedCode, pchICUCode, Q_ARRAYSIZE( rchCleanedCode ) );
if( nLen >= 3 && rchCleanedCode[ 2 ] == '-' )
{
rchCleanedCode[ 2 ] = '_';
}
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
{
if ( !Q_strnicmp( rchCleanedCode, s_LanguageNames[iLang].m_pchICUName, nLen ) )
{
return s_LanguageNames[iLang].m_ELanguage;
}
}
// return default
return eDefault;
}
//-----------------------------------------------------------------------------
// Purpose: return the short string name used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageShortName( ELanguage eLang )
{
COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
{
Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
return s_LanguageNames[ eLang + 1 ].m_pchShortName;
}
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
return s_LanguageNames[0].m_pchShortName;
}
//-----------------------------------------------------------------------------
// Purpose: return the ICU code used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageICUName( ELanguage eLang )
{
COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
{
Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
return s_LanguageNames[ eLang + 1 ].m_pchICUName;
}
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
return s_LanguageNames[0].m_pchICUName;
}
//-----------------------------------------------------------------------------
// Purpose: return the CLocale name that works with setlocale()
//-----------------------------------------------------------------------------
const char *GetLangugeCLocaleName( ELanguage eLang )
{
if ( eLang == k_Lang_None )
return "";
#ifdef _WIN32
// table for Win32 is here: http://msdn.microsoft.com/en-us/library/hzz3tw78(v=VS.80).aspx
// shortname works except for chinese
switch ( eLang )
{
case k_Lang_Simplified_Chinese:
return "chs"; // or "chinese-simplified"
case k_Lang_Traditional_Chinese:
return "cht"; // or "chinese-traditional"
case k_Lang_Korean:
return "korean"; // steam likes "koreana" for the name for some reason.
default:
return GetLanguageShortName( eLang );
}
#else
switch ( eLang )
{
case k_Lang_Simplified_Chinese:
case k_Lang_Traditional_Chinese:
return "zh_CN";
default:
;
}
// ICU codes work on linux/osx
return GetLanguageICUName( eLang );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: return the short string name used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageVGUILocalization( ELanguage eLang )
{
COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
{
Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName;
}
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
return s_LanguageNames[0].m_pchVGUILocalizationName;
}

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@ -1,55 +1,55 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: represent a canonical list of the languages we support,
//
//=============================================================================
#ifndef LANG_H
#define LANG_H
#ifdef _WIN32
#pragma once
#endif
// if you change this enum also change language.cpp:s_LanguageNames
enum ELanguage
{
k_Lang_None = -1,
k_Lang_First = 0,
k_Lang_English = 0,
k_Lang_German,
k_Lang_French,
k_Lang_Italian,
k_Lang_Korean,
k_Lang_Spanish,
k_Lang_Simplified_Chinese,
k_Lang_Traditional_Chinese,
k_Lang_Russian,
k_Lang_Thai,
k_Lang_Japanese,
k_Lang_Portuguese,
k_Lang_Polish,
k_Lang_Danish,
k_Lang_Dutch,
k_Lang_Finnish,
k_Lang_Norwegian,
k_Lang_Swedish,
k_Lang_Romanian,
k_Lang_Turkish,
k_Lang_Hungarian,
k_Lang_Czech,
k_Lang_Brazilian,
k_Lang_Bulgarian,
k_Lang_Greek,
k_Lang_MAX
};
#define FOR_EACH_LANGUAGE( eLang ) for ( int eLang = (int)k_Lang_First; eLang < k_Lang_MAX; ++eLang )
ELanguage PchLanguageToELanguage(const char *pchShortName, ELanguage eDefault = k_Lang_English);
ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault = k_Lang_English );
const char *GetLanguageShortName( ELanguage eLang );
const char *GetLanguageICUName( ELanguage eLang );
const char *GetLanguageVGUILocalization( ELanguage eLang );
const char *GetLanguageName( ELanguage eLang );
#endif /* LANG_H */
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: represent a canonical list of the languages we support,
//
//=============================================================================
#ifndef LANG_H
#define LANG_H
#ifdef _WIN32
#pragma once
#endif
// if you change this enum also change language.cpp:s_LanguageNames
enum ELanguage
{
k_Lang_None = -1,
k_Lang_First = 0,
k_Lang_English = 0,
k_Lang_German,
k_Lang_French,
k_Lang_Italian,
k_Lang_Korean,
k_Lang_Spanish,
k_Lang_Simplified_Chinese,
k_Lang_Traditional_Chinese,
k_Lang_Russian,
k_Lang_Thai,
k_Lang_Japanese,
k_Lang_Portuguese,
k_Lang_Polish,
k_Lang_Danish,
k_Lang_Dutch,
k_Lang_Finnish,
k_Lang_Norwegian,
k_Lang_Swedish,
k_Lang_Romanian,
k_Lang_Turkish,
k_Lang_Hungarian,
k_Lang_Czech,
k_Lang_Brazilian,
k_Lang_Bulgarian,
k_Lang_Greek,
k_Lang_MAX
};
#define FOR_EACH_LANGUAGE( eLang ) for ( int eLang = (int)k_Lang_First; eLang < k_Lang_MAX; ++eLang )
ELanguage PchLanguageToELanguage(const char *pchShortName, ELanguage eDefault = k_Lang_English);
ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault = k_Lang_English );
const char *GetLanguageShortName( ELanguage eLang );
const char *GetLanguageICUName( ELanguage eLang );
const char *GetLanguageVGUILocalization( ELanguage eLang );
const char *GetLanguageName( ELanguage eLang );
#endif /* LANG_H */

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@ -1,49 +1,49 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( PROTO_VERSION_H )
#define PROTO_VERSION_H
#ifdef _WIN32
#pragma once
#endif
// The current network protocol version. Changing this makes clients and servers incompatible
#define PROTOCOL_VERSION 24
#define DEMO_BACKWARDCOMPATABILITY
// For backward compatibility of demo files (NET_MAX_PAYLOAD_BITS went away)
#define PROTOCOL_VERSION_23 23
// For backward compatibility of demo files (sound index bits used to = 13 )
#define PROTOCOL_VERSION_22 22
// For backward compatibility of demo files (before the special DSP was shipped to public)
#define PROTOCOL_VERSION_21 21
// For backward compatibility of demo files (old-style dynamic model loading)
#define PROTOCOL_VERSION_20 20
// For backward compatibility of demo files (post Halloween sound flag extra bit)
#define PROTOCOL_VERSION_19 19
// For backward compatibility of demo files (pre Halloween sound flag extra bit)
#define PROTOCOL_VERSION_18 18
// For backward compatibility of demo files (MD5 in map version)
#define PROTOCOL_VERSION_17 17
// For backward compatibility of demo files (create string tables compression flag)
#define PROTOCOL_VERSION_14 14
// For backward compatibility of demo files
#define PROTOCOL_VERSION_12 12
// The PROTOCOL_VERSION when replay shipped to public
#define PROTOCOL_VERSION_REPLAY 16
#endif
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( PROTO_VERSION_H )
#define PROTO_VERSION_H
#ifdef _WIN32
#pragma once
#endif
// The current network protocol version. Changing this makes clients and servers incompatible
#define PROTOCOL_VERSION 24
#define DEMO_BACKWARDCOMPATABILITY
// For backward compatibility of demo files (NET_MAX_PAYLOAD_BITS went away)
#define PROTOCOL_VERSION_23 23
// For backward compatibility of demo files (sound index bits used to = 13 )
#define PROTOCOL_VERSION_22 22
// For backward compatibility of demo files (before the special DSP was shipped to public)
#define PROTOCOL_VERSION_21 21
// For backward compatibility of demo files (old-style dynamic model loading)
#define PROTOCOL_VERSION_20 20
// For backward compatibility of demo files (post Halloween sound flag extra bit)
#define PROTOCOL_VERSION_19 19
// For backward compatibility of demo files (pre Halloween sound flag extra bit)
#define PROTOCOL_VERSION_18 18
// For backward compatibility of demo files (MD5 in map version)
#define PROTOCOL_VERSION_17 17
// For backward compatibility of demo files (create string tables compression flag)
#define PROTOCOL_VERSION_14 14
// For backward compatibility of demo files
#define PROTOCOL_VERSION_12 12
// The PROTOCOL_VERSION when replay shipped to public
#define PROTOCOL_VERSION_REPLAY 16
#endif

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@ -1,35 +1,35 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef QLIMITS_H
#define QLIMITS_H
#if defined( _WIN32 )
#pragma once
#endif
// DATA STRUCTURE INFO
#define MAX_NUM_ARGVS 50
// SYSTEM INFO
#define MAX_QPATH 96 // max length of a game pathname
#define MAX_OSPATH 260 // max length of a filesystem pathname
#define ON_EPSILON 0.1 // point on plane side epsilon
// Resource counts;
#define MAX_MODEL_INDEX_BITS 11 // sent as a short
#define MAX_MODELS (1<<MAX_MODEL_INDEX_BITS)
#define MAX_GENERIC_INDEX_BITS 9
#define MAX_GENERIC (1<<MAX_GENERIC_INDEX_BITS)
#define MAX_DECAL_INDEX_BITS 9
#define MAX_BASE_DECALS (1<<MAX_DECAL_INDEX_BITS)
#endif // QLIMITS_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef QLIMITS_H
#define QLIMITS_H
#if defined( _WIN32 )
#pragma once
#endif
// DATA STRUCTURE INFO
#define MAX_NUM_ARGVS 50
// SYSTEM INFO
#define MAX_QPATH 96 // max length of a game pathname
#define MAX_OSPATH 260 // max length of a filesystem pathname
#define ON_EPSILON 0.1 // point on plane side epsilon
// Resource counts;
#define MAX_MODEL_INDEX_BITS 11 // sent as a short
#define MAX_MODELS (1<<MAX_MODEL_INDEX_BITS)
#define MAX_GENERIC_INDEX_BITS 9
#define MAX_GENERIC (1<<MAX_GENERIC_INDEX_BITS)
#define MAX_DECAL_INDEX_BITS 9
#define MAX_BASE_DECALS (1<<MAX_DECAL_INDEX_BITS)
#endif // QLIMITS_H

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@ -1,27 +1,27 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
#include "stdlib.h"
#include "vstdlib/random.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GNUC
#define __cdecl
#endif
void __cdecl srand(unsigned int)
{
}
int __cdecl rand()
{
return RandomInt( 0, VALVE_RAND_MAX );
}
#endif // !_STATIC_LINKED || _SHARED_LIB
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
#include "stdlib.h"
#include "vstdlib/random.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GNUC
#define __cdecl
#endif
void __cdecl srand(unsigned int)
{
}
int __cdecl rand()
{
return RandomInt( 0, VALVE_RAND_MAX );
}
#endif // !_STATIC_LINKED || _SHARED_LIB

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@ -1,43 +1,43 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYSERIALIIZEABLE_H
#define REPLAYSERIALIIZEABLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplayserializeable.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class CBaseReplaySerializeable : public IReplaySerializeable
{
public:
CBaseReplaySerializeable();
virtual void SetHandle( ReplayHandle_t h );
virtual ReplayHandle_t GetHandle() const;
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual const char *GetFilename() const;
virtual const char *GetFullFilename() const;
virtual const char *GetDebugName() const;
virtual void SetLocked( bool bLocked );
virtual bool IsLocked() const;
virtual void OnDelete();
virtual void OnUnload();
virtual void OnAddedToDirtyList();
private:
ReplayHandle_t m_hThis;
bool m_bLocked;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYSERIALIIZEABLE_H
#define REPLAYSERIALIIZEABLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplayserializeable.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class CBaseReplaySerializeable : public IReplaySerializeable
{
public:
CBaseReplaySerializeable();
virtual void SetHandle( ReplayHandle_t h );
virtual ReplayHandle_t GetHandle() const;
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual const char *GetFilename() const;
virtual const char *GetFullFilename() const;
virtual const char *GetDebugName() const;
virtual void SetLocked( bool bLocked );
virtual bool IsLocked() const;
virtual void OnDelete();
virtual void OnUnload();
virtual void OnAddedToDirtyList();
private:
ReplayHandle_t m_hThis;
bool m_bLocked;
};
//----------------------------------------------------------------------------------------
#endif // REPLAYSERIALIIZEABLE_H

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@ -1,64 +1,64 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAY_H
#define ICLIENTREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define CLIENT_REPLAY_INTERFACE_VERSION "ClientReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory;
class IReplayScreenshotSystem;
class IReplayPerformancePlaybackHandler;
class KeyValues;
class IReplayCamera;
class CReplayPerformance;
struct RenderMovieParams_t;
class IGameEvent;
//----------------------------------------------------------------------------------------
//
// Allows the replay and engine DLL's to talk to the client.
//
class IClientReplay : public IBaseInterface
{
public:
virtual uint64 GetServerSessionId() = 0;
virtual bool CacheReplayRagdolls( const char* pFilename, int nStartTick ) = 0; // Cache replay ragdolls
virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0; // Get the client's replay screenshot system
virtual IReplayPerformancePlaybackHandler *GetPerformancePlaybackHandler() = 0;
virtual IReplayCamera *GetReplayCamera() = 0;
virtual void DisplayReplayMessage( const char *pLocalizeStr, bool bUrgent, bool bDlg, const char *pSound ) = 0;
virtual void DisplayReplayMessage( const wchar_t *pText, bool bUrgent, bool bDlg, const char *pSound ) = 0;
virtual void InitPerformanceEditor( ReplayHandle_t hReplay ) = 0;
virtual void HidePerformanceEditor() = 0;
virtual bool ShouldRender() = 0;
virtual void PlaySound( const char *pSound ) = 0;
virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0;
virtual bool ShouldCompletePendingReplay( IGameEvent *pEvent ) = 0;
virtual void OnSaveReplay( ReplayHandle_t hNewReplay, bool bShowInputDlg ) = 0;
virtual void OnDeleteReplay( ReplayHandle_t hReplay ) = 0; // Called before replay is actually removed from the replay manager
virtual void OnPlaybackComplete( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void OnRenderStart() = 0;
virtual void OnRenderComplete( const RenderMovieParams_t &RenderParams, bool bCancelled, bool bSuccess, bool bShowBrowser ) = 0;
virtual bool OnConfirmQuit() = 0;
virtual bool OnEndOfReplayReached() = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAY_H
#define ICLIENTREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define CLIENT_REPLAY_INTERFACE_VERSION "ClientReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory;
class IReplayScreenshotSystem;
class IReplayPerformancePlaybackHandler;
class KeyValues;
class IReplayCamera;
class CReplayPerformance;
struct RenderMovieParams_t;
class IGameEvent;
//----------------------------------------------------------------------------------------
//
// Allows the replay and engine DLL's to talk to the client.
//
class IClientReplay : public IBaseInterface
{
public:
virtual uint64 GetServerSessionId() = 0;
virtual bool CacheReplayRagdolls( const char* pFilename, int nStartTick ) = 0; // Cache replay ragdolls
virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0; // Get the client's replay screenshot system
virtual IReplayPerformancePlaybackHandler *GetPerformancePlaybackHandler() = 0;
virtual IReplayCamera *GetReplayCamera() = 0;
virtual void DisplayReplayMessage( const char *pLocalizeStr, bool bUrgent, bool bDlg, const char *pSound ) = 0;
virtual void DisplayReplayMessage( const wchar_t *pText, bool bUrgent, bool bDlg, const char *pSound ) = 0;
virtual void InitPerformanceEditor( ReplayHandle_t hReplay ) = 0;
virtual void HidePerformanceEditor() = 0;
virtual bool ShouldRender() = 0;
virtual void PlaySound( const char *pSound ) = 0;
virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0;
virtual bool ShouldCompletePendingReplay( IGameEvent *pEvent ) = 0;
virtual void OnSaveReplay( ReplayHandle_t hNewReplay, bool bShowInputDlg ) = 0;
virtual void OnDeleteReplay( ReplayHandle_t hReplay ) = 0; // Called before replay is actually removed from the replay manager
virtual void OnPlaybackComplete( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void OnRenderStart() = 0;
virtual void OnRenderComplete( const RenderMovieParams_t &RenderParams, bool bCancelled, bool bSuccess, bool bShowBrowser ) = 0;
virtual bool OnConfirmQuit() = 0;
virtual bool OnEndOfReplayReached() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAY_H

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@ -1,58 +1,58 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAYCONTEXT_H
#define ICLIENTREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplaycontext.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define REPLAYHISTORYMANAGER_INTERFACE_VERSION_CLIENT "VENGINE_CLIENT_REPLAY_HISTORY_MANAGER_001"
//----------------------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
class IReplayManager;
class IReplayMovieManager;
class IReplayMovieRenderer;
class IReplayScreenshotManager;
class IReplayPerformanceManager;
class IReplayPerformanceController;
class IReplayRenderQueue;
//----------------------------------------------------------------------------------------
class IClientReplayContext : public IReplayContext
{
public:
virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0; // Shorthand to GetReplayManager()->GetReplay()
virtual IReplayManager *GetReplayManager() = 0;
virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
virtual IReplayMovieManager *GetMovieManager() = 0;
virtual IReplayScreenshotManager *GetScreenshotManager() = 0;
virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
virtual IReplayPerformanceController *GetPerformanceController() = 0;
virtual IReplayRenderQueue *GetRenderQueue() = 0;
virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
virtual void OnSignonStateFull() = 0;
virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance, bool bPlaySound ) = 0; // Play the given replay, from spawn tick to death tick
virtual bool ReconstructReplayIfNecessary( CReplay *pReplay ) = 0;
virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
virtual void GetPlaybackTimes( float &flOutTime, float &flOutLength, const CReplay *pReplay, const CReplayPerformance *pPerformance ) = 0; // Calculate the current time and length of a replay or performance - takes in tick and out tick into account for performances - flCurTime should be gpGlobals->curtime. pPerformance can be NULL.
virtual uint64 GetServerSessionId( ReplayHandle_t hReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAYCONTEXT_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAYCONTEXT_H
#define ICLIENTREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplaycontext.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define REPLAYHISTORYMANAGER_INTERFACE_VERSION_CLIENT "VENGINE_CLIENT_REPLAY_HISTORY_MANAGER_001"
//----------------------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
class IReplayManager;
class IReplayMovieManager;
class IReplayMovieRenderer;
class IReplayScreenshotManager;
class IReplayPerformanceManager;
class IReplayPerformanceController;
class IReplayRenderQueue;
//----------------------------------------------------------------------------------------
class IClientReplayContext : public IReplayContext
{
public:
virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0; // Shorthand to GetReplayManager()->GetReplay()
virtual IReplayManager *GetReplayManager() = 0;
virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
virtual IReplayMovieManager *GetMovieManager() = 0;
virtual IReplayScreenshotManager *GetScreenshotManager() = 0;
virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
virtual IReplayPerformanceController *GetPerformanceController() = 0;
virtual IReplayRenderQueue *GetRenderQueue() = 0;
virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
virtual void OnSignonStateFull() = 0;
virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance, bool bPlaySound ) = 0; // Play the given replay, from spawn tick to death tick
virtual bool ReconstructReplayIfNecessary( CReplay *pReplay ) = 0;
virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
virtual void GetPlaybackTimes( float &flOutTime, float &flOutLength, const CReplay *pReplay, const CReplayPerformance *pPerformance ) = 0; // Calculate the current time and length of a replay or performance - takes in tick and out tick into account for performances - flCurTime should be gpGlobals->curtime. pPerformance can be NULL.
virtual uint64 GetServerSessionId( ReplayHandle_t hReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAYCONTEXT_H

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@ -1,104 +1,104 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAYHISTORYMANAGER_H
#define ICLIENTREPLAYHISTORYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/replayhandle.h"
#include "replay/screenshot.h"
#include "interface.h"
#include "qlimits.h"
#include "convar.h"
#include "engine/http.h"
#include "tier1/utllinkedlist.h"
#include "tier1/checksum_crc.h"
#include <time.h>
//----------------------------------------------------------------------------------------
class IReplayDownloadGroup;
class IReplayDownloadGroupHelper;
class CDmxElement;
class KeyValues;
struct CaptureScreenshotParams_t;
struct RenderMovieParams_t;
class CBaseReplay;
class CReplay;
class IReplayMovieRenderer;
class IReplayMovieManager;
class IReplayMovie;
class IReplayPerformanceManager;
class IGameEvent;
//----------------------------------------------------------------------------------------
class IClientReplayHistoryManager : public IBaseInterface
{
public:
virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
virtual void Shutdown() = 0;
virtual void Think() = 0;
virtual bool IsInitialized() const = 0;
virtual bool Commit( CBaseReplay *pNewReplay ) = 0;
virtual void Save() = 0; // Write the entire index and any replays/groups/movies that are marked as dirty
virtual void FlagReplayForFlush( CBaseReplay *pReplay, bool bForceImmediateWrite ) = 0; // Mark the given replay as dirty - flush to disk at the next opportunity (see CBaseReplayHistoryManager::FlushThink())
virtual void Nuke() = 0;
virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
virtual CBaseReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
virtual const char *GetBaseDirectory() = 0; // Returns full directory to wherever replays.dmx lives, e.g. c:\program files (x86)\steam\steamapps\someuser\team fortress 2\game\tf\replays\client\ (or server\) - NOTE: includes trailing slash
virtual const char *GetReplaysSubDir() = 0; // Returns "client" or "server"
// For loop through all replays - indices should not be cached
virtual int GetReplayCount() const = 0;
// virtual CBaseReplay *GetReplayAtIndex( int nIndex ) = 0;
virtual const char *GetFullReplayPath() = 0; // Get c:\...\game\tf\replays\<client or server>\
// Client-specific
virtual int GetAdjustedDeathTick( CReplay *pReplay ) = 0;
virtual void FlagDownloadGroupForFlush( IReplayDownloadGroup *pGroup, bool bForceImmediate ) = 0;
virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bForceImmediate ) = 0; // Flag the movie for flush - if pMovie is NULL, mark the index for flush
virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
virtual bool ShouldGameRenderView() = 0; // Called from V_RenderView() to determine whether the game should render - used during movie rendering
virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void UpdateCurrentReplayDataFromServer() = 0; // Updates start tick, current file url, demo filename
virtual void LinkReplayToDownloadGroup() = 0;
virtual void CaptureScreenshot( CaptureScreenshotParams_t &params ) = 0; // Schedules a screenshot capture at flDelay seconds in the future
virtual void DoCaptureScreenshot() = 0; // Takes the screenshot right now
virtual bool ShouldCaptureScreenshot() = 0; // Is screenshot scheduled to be taken right now?
virtual void GetUnpaddedScreenshotSize( int &nWidth, int &nHeight ) = 0; // Get the dimensions for a screenshot if we take one right now, based on replay_screenshotresolution and the current aspect ratio
virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0; // Deletes all screenshots associated with the given replay
virtual void PlayReplay( ReplayHandle_t hReplay ) = 0; // Play the given replay, from spawn tick to death tick
virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
virtual void CompleteRender( bool bSuccess ) = 0;
virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
virtual void OnSignonStateFull() = 0;
virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
virtual void OnReplayRecordingCvarChanged() = 0; // Called (on client only) when replay_recording is set to 1
virtual void OnGroupDeleted() = 0;
virtual CReplay *GetPlayingReplay() = 0; // Get the currently playing replay, otherwise NULL if one isn't playing
virtual CReplay *GetReplayForCurrentLife() = 0; // Gets the current replay (constant from local player spawn until next spawn/disconnect/exit)
virtual bool IsRendering() = 0; // Are we currently rendering a movie?
virtual void CancelRender() = 0; // If we're currently rendering, cancel
virtual IReplayMovieManager *GetMovieManager() = 0;
virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
virtual const RenderMovieParams_t *GetRenderSettings() = 0;
virtual IReplayDownloadGroupHelper *GetDownloadGroupHelper() = 0;
virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAYHISTORYMANAGER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAYHISTORYMANAGER_H
#define ICLIENTREPLAYHISTORYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/replayhandle.h"
#include "replay/screenshot.h"
#include "interface.h"
#include "qlimits.h"
#include "convar.h"
#include "engine/http.h"
#include "tier1/utllinkedlist.h"
#include "tier1/checksum_crc.h"
#include <time.h>
//----------------------------------------------------------------------------------------
class IReplayDownloadGroup;
class IReplayDownloadGroupHelper;
class CDmxElement;
class KeyValues;
struct CaptureScreenshotParams_t;
struct RenderMovieParams_t;
class CBaseReplay;
class CReplay;
class IReplayMovieRenderer;
class IReplayMovieManager;
class IReplayMovie;
class IReplayPerformanceManager;
class IGameEvent;
//----------------------------------------------------------------------------------------
class IClientReplayHistoryManager : public IBaseInterface
{
public:
virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
virtual void Shutdown() = 0;
virtual void Think() = 0;
virtual bool IsInitialized() const = 0;
virtual bool Commit( CBaseReplay *pNewReplay ) = 0;
virtual void Save() = 0; // Write the entire index and any replays/groups/movies that are marked as dirty
virtual void FlagReplayForFlush( CBaseReplay *pReplay, bool bForceImmediateWrite ) = 0; // Mark the given replay as dirty - flush to disk at the next opportunity (see CBaseReplayHistoryManager::FlushThink())
virtual void Nuke() = 0;
virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
virtual CBaseReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
virtual const char *GetBaseDirectory() = 0; // Returns full directory to wherever replays.dmx lives, e.g. c:\program files (x86)\steam\steamapps\someuser\team fortress 2\game\tf\replays\client\ (or server\) - NOTE: includes trailing slash
virtual const char *GetReplaysSubDir() = 0; // Returns "client" or "server"
// For loop through all replays - indices should not be cached
virtual int GetReplayCount() const = 0;
// virtual CBaseReplay *GetReplayAtIndex( int nIndex ) = 0;
virtual const char *GetFullReplayPath() = 0; // Get c:\...\game\tf\replays\<client or server>\
// Client-specific
virtual int GetAdjustedDeathTick( CReplay *pReplay ) = 0;
virtual void FlagDownloadGroupForFlush( IReplayDownloadGroup *pGroup, bool bForceImmediate ) = 0;
virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bForceImmediate ) = 0; // Flag the movie for flush - if pMovie is NULL, mark the index for flush
virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
virtual bool ShouldGameRenderView() = 0; // Called from V_RenderView() to determine whether the game should render - used during movie rendering
virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void UpdateCurrentReplayDataFromServer() = 0; // Updates start tick, current file url, demo filename
virtual void LinkReplayToDownloadGroup() = 0;
virtual void CaptureScreenshot( CaptureScreenshotParams_t &params ) = 0; // Schedules a screenshot capture at flDelay seconds in the future
virtual void DoCaptureScreenshot() = 0; // Takes the screenshot right now
virtual bool ShouldCaptureScreenshot() = 0; // Is screenshot scheduled to be taken right now?
virtual void GetUnpaddedScreenshotSize( int &nWidth, int &nHeight ) = 0; // Get the dimensions for a screenshot if we take one right now, based on replay_screenshotresolution and the current aspect ratio
virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0; // Deletes all screenshots associated with the given replay
virtual void PlayReplay( ReplayHandle_t hReplay ) = 0; // Play the given replay, from spawn tick to death tick
virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
virtual void CompleteRender( bool bSuccess ) = 0;
virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
virtual void OnSignonStateFull() = 0;
virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
virtual void OnReplayRecordingCvarChanged() = 0; // Called (on client only) when replay_recording is set to 1
virtual void OnGroupDeleted() = 0;
virtual CReplay *GetPlayingReplay() = 0; // Get the currently playing replay, otherwise NULL if one isn't playing
virtual CReplay *GetReplayForCurrentLife() = 0; // Gets the current replay (constant from local player spawn until next spawn/disconnect/exit)
virtual bool IsRendering() = 0; // Are we currently rendering a movie?
virtual void CancelRender() = 0; // If we're currently rendering, cancel
virtual IReplayMovieManager *GetMovieManager() = 0;
virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
virtual const RenderMovieParams_t *GetRenderSettings() = 0;
virtual IReplayDownloadGroupHelper *GetDownloadGroupHelper() = 0;
virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAYHISTORYMANAGER_H

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@ -1,116 +1,116 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IENGINEREPLAY_H
#define IENGINEREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define ENGINE_REPLAY_INTERFACE_VERSION "EngineReplay001"
#if !defined( DEDICATED )
# define ENGINE_REPLAY_CLIENT_INTERFACE_VERSION "EngineClientReplay001"
#endif
//----------------------------------------------------------------------------------------
class IServer;
class INetChannel;
class IReplayServer;
class IClientEntityList;
class IClientReplay;
struct demoheader_t;
class CGlobalVarsBase;
class IDemoBuffer;
class CBaseRecordingSessionBlock;
//----------------------------------------------------------------------------------------
//
// Allows the replay, client & server DLL's to talk to the engine
//
class IEngineReplay : public IBaseInterface
{
public:
virtual bool IsSupportedModAndPlatform() = 0;
virtual float GetHostTime() = 0;
virtual int GetHostTickCount() = 0;
virtual int TimeToTicks( float flTime ) = 0;
virtual float TicksToTime( int nTick ) = 0;
virtual bool ReadDemoHeader( const char *pFilename, demoheader_t &header ) = 0;
virtual const char *GetGameDir() = 0;
virtual void Cbuf_AddText( const char *pCmd ) = 0;
virtual void Cbuf_Execute() = 0;
virtual void Host_Disconnect( bool bShowMainMenu ) = 0;
virtual void HostState_Shutdown() = 0;
virtual const char *GetModDir() = 0;
virtual bool CopyFile( const char *pSource, const char *pDest ) = 0;
virtual bool LZSS_Compress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool LZSS_Decompress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool MD5_HashBuffer( unsigned char pDigest[16], const unsigned char *pBuffer, int nSize, unsigned int pSeed[4] ) = 0;
// Server-specific
virtual IReplayServer *GetReplayServer() = 0;
virtual IServer *GetReplayServerAsIServer() = 0;
virtual IServer *GetGameServer() = 0;
virtual bool GetSessionRecordBuffer( uint8 **ppSessionBuffer, int *pSize ) = 0;
virtual bool IsDedicated() = 0;
virtual void ResetReplayRecordBuffer() = 0;
virtual demoheader_t *GetReplayDemoHeader() = 0;
virtual void RecalculateTags() = 0;
virtual bool NET_GetHostnameAsIP( const char *pHostname, char *pOut, int nOutSize ) = 0;
};
//
// Allows the replay and client DLL's to talk to the engine
//
#if !defined( DEDICATED )
class IEngineClientReplay : public IBaseInterface
{
public:
virtual INetChannel *GetNetChannel() = 0;
virtual bool IsConnected() = 0;
virtual bool IsListenServer() = 0;
virtual float GetLastServerTickTime() = 0;
virtual const char *GetLevelName() = 0;
virtual const char *GetLevelNameShort() = 0;
virtual int GetPlayerSlot() = 0;
virtual bool IsPlayingReplayDemo() = 0;
virtual IClientEntityList *GetClientEntityList() = 0;
virtual IClientReplay *GetClientReplayInt() = 0;
virtual uint32 GetClientSteamID() = 0;
virtual void Con_NPrintf( int nPos, PRINTF_FORMAT_STRING const char *pFormat, ... ) = 0;
virtual CGlobalVarsBase *GetClientGlobalVars() = 0;
virtual void VGui_PlaySound( const char *pSound ) = 0;
virtual void EngineVGui_ConfirmQuit() = 0;
virtual int GetScreenWidth() = 0;
virtual int GetScreenHeight() = 0;
virtual bool IsDemoPlayingBack() = 0;
virtual bool IsGamePathValidAndSafeForDownload( const char *pGamePath ) = 0;
virtual bool IsInGame() = 0;
virtual void InitSoundRecord() = 0;
virtual void Wave_CreateTmpFile( const char *pFilename ) = 0;
virtual void Wave_AppendTmpFile( const char *pFilename, void *pBuffer, int nNumSamples ) = 0;
virtual void Wave_FixupTmpFile( const char *pFilename ) = 0;
};
#endif // !defined( DEDICATED )
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IENGINEREPLAY_H
#define IENGINEREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define ENGINE_REPLAY_INTERFACE_VERSION "EngineReplay001"
#if !defined( DEDICATED )
# define ENGINE_REPLAY_CLIENT_INTERFACE_VERSION "EngineClientReplay001"
#endif
//----------------------------------------------------------------------------------------
class IServer;
class INetChannel;
class IReplayServer;
class IClientEntityList;
class IClientReplay;
struct demoheader_t;
class CGlobalVarsBase;
class IDemoBuffer;
class CBaseRecordingSessionBlock;
//----------------------------------------------------------------------------------------
//
// Allows the replay, client & server DLL's to talk to the engine
//
class IEngineReplay : public IBaseInterface
{
public:
virtual bool IsSupportedModAndPlatform() = 0;
virtual float GetHostTime() = 0;
virtual int GetHostTickCount() = 0;
virtual int TimeToTicks( float flTime ) = 0;
virtual float TicksToTime( int nTick ) = 0;
virtual bool ReadDemoHeader( const char *pFilename, demoheader_t &header ) = 0;
virtual const char *GetGameDir() = 0;
virtual void Cbuf_AddText( const char *pCmd ) = 0;
virtual void Cbuf_Execute() = 0;
virtual void Host_Disconnect( bool bShowMainMenu ) = 0;
virtual void HostState_Shutdown() = 0;
virtual const char *GetModDir() = 0;
virtual bool CopyFile( const char *pSource, const char *pDest ) = 0;
virtual bool LZSS_Compress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool LZSS_Decompress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool MD5_HashBuffer( unsigned char pDigest[16], const unsigned char *pBuffer, int nSize, unsigned int pSeed[4] ) = 0;
// Server-specific
virtual IReplayServer *GetReplayServer() = 0;
virtual IServer *GetReplayServerAsIServer() = 0;
virtual IServer *GetGameServer() = 0;
virtual bool GetSessionRecordBuffer( uint8 **ppSessionBuffer, int *pSize ) = 0;
virtual bool IsDedicated() = 0;
virtual void ResetReplayRecordBuffer() = 0;
virtual demoheader_t *GetReplayDemoHeader() = 0;
virtual void RecalculateTags() = 0;
virtual bool NET_GetHostnameAsIP( const char *pHostname, char *pOut, int nOutSize ) = 0;
};
//
// Allows the replay and client DLL's to talk to the engine
//
#if !defined( DEDICATED )
class IEngineClientReplay : public IBaseInterface
{
public:
virtual INetChannel *GetNetChannel() = 0;
virtual bool IsConnected() = 0;
virtual bool IsListenServer() = 0;
virtual float GetLastServerTickTime() = 0;
virtual const char *GetLevelName() = 0;
virtual const char *GetLevelNameShort() = 0;
virtual int GetPlayerSlot() = 0;
virtual bool IsPlayingReplayDemo() = 0;
virtual IClientEntityList *GetClientEntityList() = 0;
virtual IClientReplay *GetClientReplayInt() = 0;
virtual uint32 GetClientSteamID() = 0;
virtual void Con_NPrintf( int nPos, PRINTF_FORMAT_STRING const char *pFormat, ... ) = 0;
virtual CGlobalVarsBase *GetClientGlobalVars() = 0;
virtual void VGui_PlaySound( const char *pSound ) = 0;
virtual void EngineVGui_ConfirmQuit() = 0;
virtual int GetScreenWidth() = 0;
virtual int GetScreenHeight() = 0;
virtual bool IsDemoPlayingBack() = 0;
virtual bool IsGamePathValidAndSafeForDownload( const char *pGamePath ) = 0;
virtual bool IsInGame() = 0;
virtual void InitSoundRecord() = 0;
virtual void Wave_CreateTmpFile( const char *pFilename ) = 0;
virtual void Wave_AppendTmpFile( const char *pFilename, void *pBuffer, int nNumSamples ) = 0;
virtual void Wave_FixupTmpFile( const char *pFilename ) = 0;
};
#endif // !defined( DEDICATED )
//----------------------------------------------------------------------------------------
#endif // IENGINEREPLAY_H

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@ -1,46 +1,46 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IQUERYABLEREPLAYITEM_H
#define IQUERYABLEREPLAYITEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "iqueryablereplayitem.h"
#include "replay/replayhandle.h"
#include "replay/replaytime.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
typedef int QueryableReplayItemHandle_t;
//----------------------------------------------------------------------------------------
abstract_class IQueryableReplayItem : public IBaseInterface
{
public:
virtual const CReplayTime &GetItemDate() const = 0;
virtual bool IsItemRendered() const = 0;
virtual CReplay *GetItemReplay() = 0;
virtual ReplayHandle_t GetItemReplayHandle() const = 0;
virtual QueryableReplayItemHandle_t GetItemHandle() const = 0; // Get the handle of this item
virtual const wchar_t *GetItemTitle() const = 0;
virtual void SetItemTitle( const wchar_t *pTitle ) = 0;
virtual float GetItemLength() const = 0;
virtual void *GetUserData() = 0;
virtual void SetUserData( void *pUserData ) = 0;
virtual bool IsItemAMovie() const = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IQUERYABLEREPLAYITEM_H
#define IQUERYABLEREPLAYITEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "iqueryablereplayitem.h"
#include "replay/replayhandle.h"
#include "replay/replaytime.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
typedef int QueryableReplayItemHandle_t;
//----------------------------------------------------------------------------------------
abstract_class IQueryableReplayItem : public IBaseInterface
{
public:
virtual const CReplayTime &GetItemDate() const = 0;
virtual bool IsItemRendered() const = 0;
virtual CReplay *GetItemReplay() = 0;
virtual ReplayHandle_t GetItemReplayHandle() const = 0;
virtual QueryableReplayItemHandle_t GetItemHandle() const = 0; // Get the handle of this item
virtual const wchar_t *GetItemTitle() const = 0;
virtual void SetItemTitle( const wchar_t *pTitle ) = 0;
virtual float GetItemLength() const = 0;
virtual void *GetUserData() = 0;
virtual void SetUserData( void *pUserData ) = 0;
virtual bool IsItemAMovie() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IQUERYABLEREPLAYITEM_H

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@ -1,27 +1,27 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSION_H
#define IRECORDINGSESSION_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSessionBlock;
class IRecordingSession : public IBaseInterface
{
public:
virtual void AddBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSION_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSION_H
#define IRECORDINGSESSION_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSessionBlock;
class IRecordingSession : public IBaseInterface
{
public:
virtual void AddBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSION_H

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@ -1,30 +1,30 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSIONBLOCKMANAGER_H
#define IRECORDINGSESSIONBLOCKMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IRecordingSessionBlockManager : public IBaseInterface
{
public:
virtual CBaseRecordingSessionBlock *GetBlock( ReplayHandle_t hBlock ) = 0;
virtual void DeleteBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
virtual void UnloadBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
virtual const char *GetBlockPath() const = 0;
virtual void LoadBlockFromFileName( const char *pFilename, IRecordingSession *pSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSIONBLOCKMANAGER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSIONBLOCKMANAGER_H
#define IRECORDINGSESSIONBLOCKMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IRecordingSessionBlockManager : public IBaseInterface
{
public:
virtual CBaseRecordingSessionBlock *GetBlock( ReplayHandle_t hBlock ) = 0;
virtual void DeleteBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
virtual void UnloadBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
virtual const char *GetBlockPath() const = 0;
virtual void LoadBlockFromFileName( const char *pFilename, IRecordingSession *pSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSIONBLOCKMANAGER_H

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@ -1,33 +1,33 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSIONMANAGER_H
#define IRECORDINGSESSIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSession;
//----------------------------------------------------------------------------------------
class IRecordingSessionManager : public IBaseInterface
{
public:
virtual CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) = 0;
virtual const CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) const = 0;
virtual void FlagSessionForFlush( CBaseRecordingSession *pSession, bool bForceImmediate ) = 0;
virtual int GetServerStartTickForSession( ReplayHandle_t hSession ) = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSIONMANAGER_H
#define IRECORDINGSESSIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSession;
//----------------------------------------------------------------------------------------
class IRecordingSessionManager : public IBaseInterface
{
public:
virtual CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) = 0;
virtual const CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) const = 0;
virtual void FlagSessionForFlush( CBaseRecordingSession *pSession, bool bForceImmediate ) = 0;
virtual int GetServerStartTickForSession( ReplayHandle_t hSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSIONMANAGER_H

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@ -1,25 +1,25 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef IREPLAYCAMERA_H
#define IREPLAYCAMERA_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayCamera : public IBaseInterface
{
public:
virtual void ClearOverrideView() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYCAMERA_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef IREPLAYCAMERA_H
#define IREPLAYCAMERA_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayCamera : public IBaseInterface
{
public:
virtual void ClearOverrideView() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYCAMERA_H

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@ -1,47 +1,47 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYCONTEXT_H
#define IREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IRecordingSessionManager;
class IRecordingSessionBlockManager;
class IRecordingSession;
class IReplayErrorSystem;
//----------------------------------------------------------------------------------------
class IReplayContext : public IBaseInterface
{
public:
virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
virtual void Shutdown() = 0;
virtual void Think() = 0;
virtual bool IsInitialized() const = 0;
virtual const char *GetRelativeBaseDir() const = 0; // Returns path to wherever the index .dmx lives relative to the game path, e.g. "replay\client\"
virtual const char *GetBaseDir() const = 0; // Returns full directory to wherever the index .dmx lives, e.g. c:\program files (x86)\steam\steamapps\<username>\team fortress 2\tf\replays\<client|server>\ -- NOTE: includes trailing slash
virtual const char *GetReplaySubDir() const = 0; // Returns "client" or "server"
virtual IReplayErrorSystem *GetErrorSystem() = 0;
virtual IRecordingSessionManager *GetRecordingSessionManager() = 0;
virtual IRecordingSessionBlockManager *GetRecordingSessionBlockManager() = 0;
virtual IRecordingSession *GetRecordingSession( ReplayHandle_t hSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYCONTEXT_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYCONTEXT_H
#define IREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IRecordingSessionManager;
class IRecordingSessionBlockManager;
class IRecordingSession;
class IReplayErrorSystem;
//----------------------------------------------------------------------------------------
class IReplayContext : public IBaseInterface
{
public:
virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
virtual void Shutdown() = 0;
virtual void Think() = 0;
virtual bool IsInitialized() const = 0;
virtual const char *GetRelativeBaseDir() const = 0; // Returns path to wherever the index .dmx lives relative to the game path, e.g. "replay\client\"
virtual const char *GetBaseDir() const = 0; // Returns full directory to wherever the index .dmx lives, e.g. c:\program files (x86)\steam\steamapps\<username>\team fortress 2\tf\replays\<client|server>\ -- NOTE: includes trailing slash
virtual const char *GetReplaySubDir() const = 0; // Returns "client" or "server"
virtual IReplayErrorSystem *GetErrorSystem() = 0;
virtual IRecordingSessionManager *GetRecordingSessionManager() = 0;
virtual IRecordingSessionBlockManager *GetRecordingSessionBlockManager() = 0;
virtual IRecordingSession *GetRecordingSession( ReplayHandle_t hSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYCONTEXT_H

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@ -1,42 +1,42 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYDEMOPLAYER_H
#define IREPLAYDEMOPLAYER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replay.h"
//----------------------------------------------------------------------------------------
#define INTERFACEVERSION_REPLAYDEMOPLAYER "ReplayDemoPlayer001"
//----------------------------------------------------------------------------------------
//
// Interface for replay demo player
//
class IReplayDemoPlayer : public IBaseInterface
{
public:
virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void PlayNextReplay() = 0;
virtual void ClearReplayList() = 0;
virtual void AddReplayToList( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual CReplay *GetCurrentReplay() = 0;
virtual CReplayPerformance *GetCurrentPerformance() = 0; // The playing replay, or NULL if playing the original replay
virtual void PauseReplay() = 0;
virtual bool IsReplayPaused() = 0;
virtual void ResumeReplay() = 0;
virtual void OnSignonStateFull() = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYDEMOPLAYER_H
#define IREPLAYDEMOPLAYER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replay.h"
//----------------------------------------------------------------------------------------
#define INTERFACEVERSION_REPLAYDEMOPLAYER "ReplayDemoPlayer001"
//----------------------------------------------------------------------------------------
//
// Interface for replay demo player
//
class IReplayDemoPlayer : public IBaseInterface
{
public:
virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void PlayNextReplay() = 0;
virtual void ClearReplayList() = 0;
virtual void AddReplayToList( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual CReplay *GetCurrentReplay() = 0;
virtual CReplayPerformance *GetCurrentPerformance() = 0; // The playing replay, or NULL if playing the original replay
virtual void PauseReplay() = 0;
virtual bool IsReplayPaused() = 0;
virtual void ResumeReplay() = 0;
virtual void OnSignonStateFull() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYDEMOPLAYER_H

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@ -1,33 +1,33 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYERRORSYSYTEM_H
#define IREPLAYERRORSYSYTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
//
// Replay error system
//
class IReplayErrorSystem : public IBaseInterface
{
public:
virtual void AddErrorFromTokenName( const char *pToken ) = 0;
virtual void AddFormattedErrorFromTokenName( const char *pFormatToken, KeyValues *pFormatArgs ) = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYERRORSYSYTEM_H
#define IREPLAYERRORSYSYTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
//
// Replay error system
//
class IReplayErrorSystem : public IBaseInterface
{
public:
virtual void AddErrorFromTokenName( const char *pToken ) = 0;
virtual void AddFormattedErrorFromTokenName( const char *pFormatToken, KeyValues *pFormatArgs ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYERRORSYSYTEM_H

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@ -1,31 +1,31 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYFACTORY_H
#define IREPLAYFACTORY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
abstract_class IReplayFactory : public IBaseInterface
{
public:
virtual CReplay *Create() = 0;
};
#define INTERFACE_VERSION_REPLAY_FACTORY "IReplayFactory001"
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYFACTORY_H
#define IREPLAYFACTORY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
abstract_class IReplayFactory : public IBaseInterface
{
public:
virtual CReplay *Create() = 0;
};
#define INTERFACE_VERSION_REPLAY_FACTORY "IReplayFactory001"
//----------------------------------------------------------------------------------------
#endif // IREPLAYFACTORY_H

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@ -1,42 +1,42 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMANAGER_H
#define IREPLAYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
#include "utllinkedlist.h"
//----------------------------------------------------------------------------------------
class CReplay;
class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
class IReplayManager : public IBaseInterface
{
public:
virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
virtual CReplay *GetPlayingReplay() = 0;
virtual CReplay *GetReplayForCurrentLife() = 0;
virtual void FlagReplayForFlush( CReplay *pReplay, bool bForceImmediate ) = 0;
virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
virtual int GetReplayCount() const = 0;
virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void GetReplays( CUtlLinkedList< CReplay *, int > &lstReplays ) = 0;
virtual void GetReplaysAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstReplays ) = 0;
virtual float GetDownloadProgress( const CReplay *pReplay ) = 0;
virtual const char *GetReplaysDir() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMANAGER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMANAGER_H
#define IREPLAYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
#include "utllinkedlist.h"
//----------------------------------------------------------------------------------------
class CReplay;
class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
class IReplayManager : public IBaseInterface
{
public:
virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
virtual CReplay *GetPlayingReplay() = 0;
virtual CReplay *GetReplayForCurrentLife() = 0;
virtual void FlagReplayForFlush( CReplay *pReplay, bool bForceImmediate ) = 0;
virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
virtual int GetReplayCount() const = 0;
virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void GetReplays( CUtlLinkedList< CReplay *, int > &lstReplays ) = 0;
virtual void GetReplaysAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstReplays ) = 0;
virtual float GetDownloadProgress( const CReplay *pReplay ) = 0;
virtual const char *GetReplaysDir() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMANAGER_H

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@ -1,42 +1,42 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIE_H
#define IREPLAYMOVIE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "iqueryablereplayitem.h"
#include "replay/rendermovieparams.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayMovie : public IQueryableReplayItem
{
public:
virtual ReplayHandle_t GetMovieHandle() const = 0;
virtual ReplayHandle_t GetReplayHandle() const = 0;
virtual const ReplayRenderSettings_t &GetRenderSettings() = 0;
virtual void GetFrameDimensions( int &nWidth, int &nHeight ) = 0;
virtual void SetIsRendered( bool bIsRendered ) = 0;
virtual void SetMovieFilename( const char *pFilename ) = 0;
virtual const char *GetMovieFilename() const = 0;
virtual void SetMovieTitle( const wchar_t *pTitle ) = 0;
virtual void SetRenderTime( float flRenderTime ) = 0;
virtual float GetRenderTime() const = 0;
virtual void CaptureRecordTime() = 0;
virtual void SetLength( float flLength ) = 0;
virtual bool IsUploaded() const = 0;
virtual void SetUploaded( bool bUploaded ) = 0;
virtual void SetUploadURL( const char *pURL ) = 0;
virtual const char *GetUploadURL() const = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIE_H
#define IREPLAYMOVIE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "iqueryablereplayitem.h"
#include "replay/rendermovieparams.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayMovie : public IQueryableReplayItem
{
public:
virtual ReplayHandle_t GetMovieHandle() const = 0;
virtual ReplayHandle_t GetReplayHandle() const = 0;
virtual const ReplayRenderSettings_t &GetRenderSettings() = 0;
virtual void GetFrameDimensions( int &nWidth, int &nHeight ) = 0;
virtual void SetIsRendered( bool bIsRendered ) = 0;
virtual void SetMovieFilename( const char *pFilename ) = 0;
virtual const char *GetMovieFilename() const = 0;
virtual void SetMovieTitle( const wchar_t *pTitle ) = 0;
virtual void SetRenderTime( float flRenderTime ) = 0;
virtual float GetRenderTime() const = 0;
virtual void CaptureRecordTime() = 0;
virtual void SetLength( float flLength ) = 0;
virtual bool IsUploaded() const = 0;
virtual void SetUploaded( bool bUploaded ) = 0;
virtual void SetUploadURL( const char *pURL ) = 0;
virtual const char *GetUploadURL() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIE_H

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@ -1,56 +1,56 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIEMANAGER_H
#define IREPLAYMOVIEMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "utlstring.h"
#include "utllinkedlist.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IReplayMovie;
class CReplay;
struct RenderMovieParams_t;
class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
abstract_class IReplayMovieManager : public IBaseInterface
{
public:
virtual int GetMovieCount() = 0;
virtual void GetMovieList( CUtlLinkedList< IReplayMovie * > &list ) = 0; // Fills the list with all movies
virtual IReplayMovie *GetMovie( ReplayHandle_t hMovie ) = 0;
virtual IReplayMovie *CreateAndAddMovie( ReplayHandle_t hReplay ) = 0; // Creates and adds a movie based on the given replay
virtual void DeleteMovie( ReplayHandle_t hMovie ) = 0; // Delete a movie
virtual int GetNumMoviesDependentOnReplay( const CReplay *pReplay ) = 0; // Get the number of movies that depend on the given replay
virtual void GetCachedMovieTitleAndClear( wchar_t *pOut, int nOutBufLength ) = 0; // TODO: This is a hack - fix this
virtual void SetPendingMovie( IReplayMovie *pMovie ) = 0;
virtual IReplayMovie *GetPendingMovie() = 0;
virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bImmediate ) = 0;
virtual void GetMoviesAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstMovies ) = 0;
virtual const char *GetRenderDir() const = 0;
virtual const char *GetRawExportDir() const = 0;
// TODO: Is this the best place for code that actually manages rendering?
virtual bool IsRendering() const = 0;
virtual bool RenderingCancelled() const = 0;
virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
virtual void RenderNextMovie() = 0;
virtual void CompleteRender( bool bSuccess, bool bShowBrowser ) = 0;
virtual void CancelRender() = 0;
virtual void ClearRenderCancelledFlag() = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIEMANAGER_H
#define IREPLAYMOVIEMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "utlstring.h"
#include "utllinkedlist.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IReplayMovie;
class CReplay;
struct RenderMovieParams_t;
class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
abstract_class IReplayMovieManager : public IBaseInterface
{
public:
virtual int GetMovieCount() = 0;
virtual void GetMovieList( CUtlLinkedList< IReplayMovie * > &list ) = 0; // Fills the list with all movies
virtual IReplayMovie *GetMovie( ReplayHandle_t hMovie ) = 0;
virtual IReplayMovie *CreateAndAddMovie( ReplayHandle_t hReplay ) = 0; // Creates and adds a movie based on the given replay
virtual void DeleteMovie( ReplayHandle_t hMovie ) = 0; // Delete a movie
virtual int GetNumMoviesDependentOnReplay( const CReplay *pReplay ) = 0; // Get the number of movies that depend on the given replay
virtual void GetCachedMovieTitleAndClear( wchar_t *pOut, int nOutBufLength ) = 0; // TODO: This is a hack - fix this
virtual void SetPendingMovie( IReplayMovie *pMovie ) = 0;
virtual IReplayMovie *GetPendingMovie() = 0;
virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bImmediate ) = 0;
virtual void GetMoviesAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstMovies ) = 0;
virtual const char *GetRenderDir() const = 0;
virtual const char *GetRawExportDir() const = 0;
// TODO: Is this the best place for code that actually manages rendering?
virtual bool IsRendering() const = 0;
virtual bool RenderingCancelled() const = 0;
virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
virtual void RenderNextMovie() = 0;
virtual void CompleteRender( bool bSuccess, bool bShowBrowser ) = 0;
virtual void CancelRender() = 0;
virtual void ClearRenderCancelledFlag() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIEMANAGER_H

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@ -1,33 +1,33 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIERENDERER_H
#define IREPLAYMOVIERENDERER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class IReplayMovie;
struct RenderMovieParams_t;
//----------------------------------------------------------------------------------------
abstract_class IReplayMovieRenderer : public IBaseInterface
{
public:
virtual bool SetupRenderer( RenderMovieParams_t &params, IReplayMovie *pMovie ) = 0;
virtual void ShutdownRenderer() = 0;
virtual void RenderVideo() = 0;
virtual void RenderAudio( unsigned char *pBuffer, int nSize, int nNumSamples ) = 0;
virtual void SetAudioSyncFrame( bool isSync = false ) = 0;
virtual bool IsAudioSyncFrame() = 0;
virtual float GetRecordingFrameDuration() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIERENDERER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIERENDERER_H
#define IREPLAYMOVIERENDERER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class IReplayMovie;
struct RenderMovieParams_t;
//----------------------------------------------------------------------------------------
abstract_class IReplayMovieRenderer : public IBaseInterface
{
public:
virtual bool SetupRenderer( RenderMovieParams_t &params, IReplayMovie *pMovie ) = 0;
virtual void ShutdownRenderer() = 0;
virtual void RenderVideo() = 0;
virtual void RenderAudio( unsigned char *pBuffer, int nSize, int nNumSamples ) = 0;
virtual void SetAudioSyncFrame( bool isSync = false ) = 0;
virtual bool IsAudioSyncFrame() = 0;
virtual float GetRecordingFrameDuration() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIERENDERER_H

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@ -1,107 +1,107 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCECONTROLLER_H
#define IREPLAYPERFORMANCECONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "tier1/strtools.h"
//----------------------------------------------------------------------------------------
class IReplayPerformanceEditor;
class CReplay;
class Vector;
class QAngle;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
// These values are what we use to represent
struct SetViewParams_t
{
SetViewParams_t() { V_memset( this, 0, sizeof( SetViewParams_t ) ); }
SetViewParams_t( float flTime, Vector *pOrigin, QAngle *pAngles, float flFov, float flAccel,
float flSpeed, float flRotFilter )
: m_flTime( flTime ),
m_pOrigin( pOrigin ),
m_pAngles( pAngles ),
m_flFov( flFov ),
m_flAccel( flAccel ),
m_flSpeed( flSpeed ),
m_flRotationFilter( flRotFilter )
{
}
float m_flTime;
Vector *m_pOrigin;
QAngle *m_pAngles;
float m_flFov;
// Right now only used for updating UI during playback:
float m_flAccel;
float m_flSpeed;
float m_flRotationFilter;
};
//----------------------------------------------------------------------------------------
class IReplayPerformanceController : public IBaseInterface
{
public:
virtual void SetEditor( IReplayPerformanceEditor *pEditor ) = 0;
virtual bool IsPlaybackDataLeft() = 0;
virtual void StartRecording( CReplay *pReplay, bool bSnip ) = 0;
virtual void NotifyRewinding() = 0;
virtual void Stop() = 0;
virtual bool SaveAsync() = 0;
virtual bool SaveAsAsync( const wchar *pTitle ) = 0;
virtual bool IsSaving() const = 0;
virtual void SaveThink() = 0;
virtual bool GetLastSaveStatus() const = 0;
virtual bool IsRecording() const = 0;
virtual bool IsPlaying() const = 0;
virtual bool IsDirty() const = 0;
virtual void NotifyDirty() = 0;
virtual CReplayPerformance *GetPerformance() = 0;
virtual CReplayPerformance *GetSavedPerformance() = 0;
virtual bool HasSavedPerformance() = 0;
virtual void NotifyPauseState( bool bPaused ) = 0;
virtual void ClearRewinding() = 0;
virtual void OnSignonStateFull() = 0;
virtual float GetPlaybackTimeScale() const = 0;
//
// Recorder-specific:
//
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void AddEvent_Camera_SetView( const SetViewParams_t &params ) = 0;
virtual void AddEvent_TimeScale( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCECONTROLLER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCECONTROLLER_H
#define IREPLAYPERFORMANCECONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "tier1/strtools.h"
//----------------------------------------------------------------------------------------
class IReplayPerformanceEditor;
class CReplay;
class Vector;
class QAngle;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
// These values are what we use to represent
struct SetViewParams_t
{
SetViewParams_t() { V_memset( this, 0, sizeof( SetViewParams_t ) ); }
SetViewParams_t( float flTime, Vector *pOrigin, QAngle *pAngles, float flFov, float flAccel,
float flSpeed, float flRotFilter )
: m_flTime( flTime ),
m_pOrigin( pOrigin ),
m_pAngles( pAngles ),
m_flFov( flFov ),
m_flAccel( flAccel ),
m_flSpeed( flSpeed ),
m_flRotationFilter( flRotFilter )
{
}
float m_flTime;
Vector *m_pOrigin;
QAngle *m_pAngles;
float m_flFov;
// Right now only used for updating UI during playback:
float m_flAccel;
float m_flSpeed;
float m_flRotationFilter;
};
//----------------------------------------------------------------------------------------
class IReplayPerformanceController : public IBaseInterface
{
public:
virtual void SetEditor( IReplayPerformanceEditor *pEditor ) = 0;
virtual bool IsPlaybackDataLeft() = 0;
virtual void StartRecording( CReplay *pReplay, bool bSnip ) = 0;
virtual void NotifyRewinding() = 0;
virtual void Stop() = 0;
virtual bool SaveAsync() = 0;
virtual bool SaveAsAsync( const wchar *pTitle ) = 0;
virtual bool IsSaving() const = 0;
virtual void SaveThink() = 0;
virtual bool GetLastSaveStatus() const = 0;
virtual bool IsRecording() const = 0;
virtual bool IsPlaying() const = 0;
virtual bool IsDirty() const = 0;
virtual void NotifyDirty() = 0;
virtual CReplayPerformance *GetPerformance() = 0;
virtual CReplayPerformance *GetSavedPerformance() = 0;
virtual bool HasSavedPerformance() = 0;
virtual void NotifyPauseState( bool bPaused ) = 0;
virtual void ClearRewinding() = 0;
virtual void OnSignonStateFull() = 0;
virtual float GetPlaybackTimeScale() const = 0;
//
// Recorder-specific:
//
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void AddEvent_Camera_SetView( const SetViewParams_t &params ) = 0;
virtual void AddEvent_TimeScale( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCECONTROLLER_H

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@ -1,33 +1,33 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEEDITOR_H
#define IREPLAYPERFORMANCEEDITOR_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
//
// Interface to allow the replay DLL to talk to the actual UI.
//
class IReplayPerformanceEditor : public IBaseInterface
{
public:
virtual CReplay *GetReplay() = 0;
virtual void OnRewindComplete() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEEDITOR_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEEDITOR_H
#define IREPLAYPERFORMANCEEDITOR_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
//
// Interface to allow the replay DLL to talk to the actual UI.
//
class IReplayPerformanceEditor : public IBaseInterface
{
public:
virtual CReplay *GetReplay() = 0;
virtual void OnRewindComplete() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEEDITOR_H

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@ -1,36 +1,36 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEMANAGER_H
#define IREPLAYPERFORMANCEMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplayPerformance;
class CReplay;
//----------------------------------------------------------------------------------------
class IReplayPerformanceManager : public IBaseInterface
{
public:
virtual CReplayPerformance *CreatePerformance( CReplay *pReplay ) = 0;
virtual void DeletePerformance( CReplayPerformance *pPerformance ) = 0;
virtual const char *GetRelativePath() const = 0;
virtual const char *GetFullPath() const = 0;
virtual const char *GeneratePerformanceFilename( CReplay *pReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEMANAGER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEMANAGER_H
#define IREPLAYPERFORMANCEMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplayPerformance;
class CReplay;
//----------------------------------------------------------------------------------------
class IReplayPerformanceManager : public IBaseInterface
{
public:
virtual CReplayPerformance *CreatePerformance( CReplay *pReplay ) = 0;
virtual void DeletePerformance( CReplayPerformance *pPerformance ) = 0;
virtual const char *GetRelativePath() const = 0;
virtual const char *GetFullPath() const = 0;
virtual const char *GeneratePerformanceFilename( CReplay *pReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEMANAGER_H

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@ -1,36 +1,36 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEPLAYBACKHANDLER_H
#define IREPLAYPERFORMANCEPLAYBACKHANDLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/ireplayperformancecontroller.h"
//----------------------------------------------------------------------------------------
class Vector;
class QAngle;
//----------------------------------------------------------------------------------------
class IReplayPerformancePlaybackHandler : public IBaseInterface
{
public:
virtual void OnEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void OnEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void OnEvent_Camera_Change_Free( float flTime ) = 0;
virtual void OnEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void OnEvent_Camera_SetView( const SetViewParams_t &params ) = 0;
virtual void OnEvent_TimeScale( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEPLAYBACKHANDLER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEPLAYBACKHANDLER_H
#define IREPLAYPERFORMANCEPLAYBACKHANDLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/ireplayperformancecontroller.h"
//----------------------------------------------------------------------------------------
class Vector;
class QAngle;
//----------------------------------------------------------------------------------------
class IReplayPerformancePlaybackHandler : public IBaseInterface
{
public:
virtual void OnEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void OnEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void OnEvent_Camera_Change_Free( float flTime ) = 0;
virtual void OnEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void OnEvent_Camera_SetView( const SetViewParams_t &params ) = 0;
virtual void OnEvent_TimeScale( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEPLAYBACKHANDLER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEPLAYER_H
#define IREPLAYPERFORMANCEPLAYER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class IReplayPerformancePlayer : public IBaseInterface
{
public:
virtual void BeginPerformancePlay( CReplayPerformance *pPerformance ) = 0;
virtual void EndPerformancePlay() = 0;
virtual bool IsPlaying() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEPLAYER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEPLAYER_H
#define IREPLAYPERFORMANCEPLAYER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class IReplayPerformancePlayer : public IBaseInterface
{
public:
virtual void BeginPerformancePlay( CReplayPerformance *pPerformance ) = 0;
virtual void EndPerformancePlay() = 0;
virtual bool IsPlaying() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEPLAYER_H

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@ -1,49 +1,49 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCERECORDER_H
#define IREPLAYPERFORMANCERECORDER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
class Vector;
class QAngle;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class IReplayPerformanceRecorder : public IBaseInterface
{
public:
virtual void BeginPerformanceRecord( CReplay *pReplay ) = 0;
virtual void EndPerformanceRecord() = 0;
virtual void NotifyPauseState( bool bPaused ) = 0;
virtual CReplayPerformance *GetPerformance() = 0;
virtual bool IsRecording() const = 0;
virtual void SnipAtTime( float flTime ) = 0;
virtual void NotifySkipping() = 0;
virtual void ClearSkipping() = 0;
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void AddEvent_Camera_SetView( float flTime, const Vector& origin, const QAngle &angles, float fov ) = 0;
virtual void AddEvent_Slowmo( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCERECORDER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCERECORDER_H
#define IREPLAYPERFORMANCERECORDER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
class Vector;
class QAngle;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class IReplayPerformanceRecorder : public IBaseInterface
{
public:
virtual void BeginPerformanceRecord( CReplay *pReplay ) = 0;
virtual void EndPerformanceRecord() = 0;
virtual void NotifyPauseState( bool bPaused ) = 0;
virtual CReplayPerformance *GetPerformance() = 0;
virtual bool IsRecording() const = 0;
virtual void SnipAtTime( float flTime ) = 0;
virtual void NotifySkipping() = 0;
virtual void ClearSkipping() = 0;
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void AddEvent_Camera_SetView( float flTime, const Vector& origin, const QAngle &angles, float fov ) = 0;
virtual void AddEvent_Slowmo( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCERECORDER_H

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@ -1,41 +1,41 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef IREPLAYPLAYERCACHE_H
#define IREPLAYPLAYERCACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//----------------------------------------------------------------------------------------
#define REPLAYPLAYERCACHE_INTERFACE_VERSION "VENGINE_REPLAY_PLAYER_CACHE_001"
//----------------------------------------------------------------------------------------
abstract_class IReplayPlayerCache : public IBaseInterface
{
public:
virtual bool Init() = 0;
virtual void Shutdown() = 0;
virtual void SetupPlayer( int nEntIndex ) = 0;
virtual void DeletePlayerEntry( int nEntIndex ) = 0;
virtual bool PlayerHasCacheEntry( int nEntIndex ) = 0;
virtual void SetPlayerClass( int nEntIndex, const char *pPlayerClass ) = 0;
virtual void SetPlayerSpawnTick( int nEntIndex, int nTick ) = 0;
virtual void SetPlayerDeathTick( int nEntIndex, int nTick ) = 0;
virtual const char *GetPlayerClass( int nEntIndex ) = 0;
virtual int GetPlayerSpawnTick( int nEntIndex ) = 0;
virtual int GetPlayerDeathTick( int nEntIndex ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPLAYERCACHE_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef IREPLAYPLAYERCACHE_H
#define IREPLAYPLAYERCACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//----------------------------------------------------------------------------------------
#define REPLAYPLAYERCACHE_INTERFACE_VERSION "VENGINE_REPLAY_PLAYER_CACHE_001"
//----------------------------------------------------------------------------------------
abstract_class IReplayPlayerCache : public IBaseInterface
{
public:
virtual bool Init() = 0;
virtual void Shutdown() = 0;
virtual void SetupPlayer( int nEntIndex ) = 0;
virtual void DeletePlayerEntry( int nEntIndex ) = 0;
virtual bool PlayerHasCacheEntry( int nEntIndex ) = 0;
virtual void SetPlayerClass( int nEntIndex, const char *pPlayerClass ) = 0;
virtual void SetPlayerSpawnTick( int nEntIndex, int nTick ) = 0;
virtual void SetPlayerDeathTick( int nEntIndex, int nTick ) = 0;
virtual const char *GetPlayerClass( int nEntIndex ) = 0;
virtual int GetPlayerSpawnTick( int nEntIndex ) = 0;
virtual int GetPlayerDeathTick( int nEntIndex ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPLAYERCACHE_H

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@ -1,32 +1,32 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYRENDERQUEUE_H
#define IREPLAYRENDERQUEUE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayRenderQueue : IBaseInterface
{
public:
virtual void Add( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void Remove( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void Clear() = 0;
virtual int GetCount() const = 0;
virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const = 0;
virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYRENDERQUEUE_H
#define IREPLAYRENDERQUEUE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayRenderQueue : IBaseInterface
{
public:
virtual void Add( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void Remove( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void Clear() = 0;
virtual int GetCount() const = 0;
virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const = 0;
virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYRENDERQUEUE_H

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@ -1,32 +1,32 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSCREENSHOTMANAGER_H
#define IREPLAYSCREENSHOTMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
struct CaptureScreenshotParams_t;
//----------------------------------------------------------------------------------------
class IReplayScreenshotManager : public IBaseInterface
{
public:
virtual void CaptureScreenshot( CaptureScreenshotParams_t& params ) = 0;
virtual void GetUnpaddedScreenshotSize( int &nOutWidth, int &nOutHeight ) = 0;
virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSCREENSHOTMANAGER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSCREENSHOTMANAGER_H
#define IREPLAYSCREENSHOTMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
struct CaptureScreenshotParams_t;
//----------------------------------------------------------------------------------------
class IReplayScreenshotManager : public IBaseInterface
{
public:
virtual void CaptureScreenshot( CaptureScreenshotParams_t& params ) = 0;
virtual void GetUnpaddedScreenshotSize( int &nOutWidth, int &nOutHeight ) = 0;
virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSCREENSHOTMANAGER_H

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@ -1,34 +1,34 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSCREENSHOTSYSTEM_H
#define IREPLAYSCREENSHOTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
struct WriteReplayScreenshotParams_t;
//----------------------------------------------------------------------------------------
//
// Implementation lives in the client - allows replay to tell the client to grab a
// screenshot or update the cache.
//
class IReplayScreenshotSystem : public IBaseInterface
{
public:
virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t &params ) = 0;
virtual void UpdateReplayScreenshotCache() = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSCREENSHOTSYSTEM_H
#define IREPLAYSCREENSHOTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
struct WriteReplayScreenshotParams_t;
//----------------------------------------------------------------------------------------
//
// Implementation lives in the client - allows replay to tell the client to grab a
// screenshot or update the cache.
//
class IReplayScreenshotSystem : public IBaseInterface
{
public:
virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t &params ) = 0;
virtual void UpdateReplayScreenshotCache() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSCREENSHOTSYSTEM_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSERIALIIZEABLE_H
#define IREPLAYSERIALIIZEABLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
class IReplaySerializeable : public IBaseInterface
{
public:
virtual void SetHandle( ReplayHandle_t h ) = 0;
virtual ReplayHandle_t GetHandle() const = 0;
virtual bool Read( KeyValues *pIn ) = 0;
virtual void Write( KeyValues *pOut ) = 0;
virtual const char *GetSubKeyTitle() const = 0;
virtual const char *GetFilename() const = 0;
virtual const char *GetPath() const = 0;
virtual const char *GetFullFilename() const = 0;
virtual void SetLocked( bool bLocked ) = 0;
virtual bool IsLocked() const = 0;
virtual void OnDelete() = 0;
virtual void OnUnload() = 0;
virtual const char *GetDebugName() const = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSERIALIIZEABLE_H
#define IREPLAYSERIALIIZEABLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
class IReplaySerializeable : public IBaseInterface
{
public:
virtual void SetHandle( ReplayHandle_t h ) = 0;
virtual ReplayHandle_t GetHandle() const = 0;
virtual bool Read( KeyValues *pIn ) = 0;
virtual void Write( KeyValues *pOut ) = 0;
virtual const char *GetSubKeyTitle() const = 0;
virtual const char *GetFilename() const = 0;
virtual const char *GetPath() const = 0;
virtual const char *GetFullFilename() const = 0;
virtual void SetLocked( bool bLocked ) = 0;
virtual bool IsLocked() const = 0;
virtual void OnDelete() = 0;
virtual void OnUnload() = 0;
virtual const char *GetDebugName() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSERIALIIZEABLE_H

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@ -1,48 +1,48 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef IREPLAYSERVER_H
#define IREPLAYSERVER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
#include "interface.h"
//-----------------------------------------------------------------------------
class IServer;
class IReplayDirector;
class IGameEvent;
struct netadr_s;
class CServerReplay;
//-----------------------------------------------------------------------------
// Interface the Replay module exposes to the engine
//-----------------------------------------------------------------------------
#define INTERFACEVERSION_REPLAYSERVER "ReplayServer001"
class IReplayServer : public IBaseInterface
{
public:
virtual ~IReplayServer() {}
virtual IServer *GetBaseServer() = 0; // get Replay base server interface
virtual IReplayDirector *GetDirector() = 0; // get director interface
virtual int GetReplaySlot() = 0; // return entity index-1 of Replay in game
virtual float GetOnlineTime() = 0; // seconds since broadcast started
virtual void BroadcastEvent(IGameEvent *event) = 0; // send a director command to all specs
virtual bool IsRecording() = 0;
virtual void StartRecording() = 0;
virtual void StopRecording() = 0;
};
#endif
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef IREPLAYSERVER_H
#define IREPLAYSERVER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
#include "interface.h"
//-----------------------------------------------------------------------------
class IServer;
class IReplayDirector;
class IGameEvent;
struct netadr_s;
class CServerReplay;
//-----------------------------------------------------------------------------
// Interface the Replay module exposes to the engine
//-----------------------------------------------------------------------------
#define INTERFACEVERSION_REPLAYSERVER "ReplayServer001"
class IReplayServer : public IBaseInterface
{
public:
virtual ~IReplayServer() {}
virtual IServer *GetBaseServer() = 0; // get Replay base server interface
virtual IReplayDirector *GetDirector() = 0; // get director interface
virtual int GetReplaySlot() = 0; // return entity index-1 of Replay in game
virtual float GetOnlineTime() = 0; // seconds since broadcast started
virtual void BroadcastEvent(IGameEvent *event) = 0; // send a director command to all specs
virtual bool IsRecording() = 0;
virtual void StartRecording() = 0;
virtual void StopRecording() = 0;
};
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSESSIONRECORDER_H
#define IREPLAYSESSIONRECORDER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class IReplaySessionRecorder : public IBaseInterface
{
public:
virtual void StartRecording() = 0;
virtual void StopRecording( bool bAborting ) = 0;
virtual void SetCurrentRecordingStartTick( int nStartTick ) = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSESSIONRECORDER_H
#define IREPLAYSESSIONRECORDER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class IReplaySessionRecorder : public IBaseInterface
{
public:
virtual void StartRecording() = 0;
virtual void StopRecording( bool bAborting ) = 0;
virtual void SetCurrentRecordingStartTick( int nStartTick ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSESSIONRECORDER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSYSTEM_H
#define IREPLAYSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "appframework/IAppSystem.h"
//----------------------------------------------------------------------------------------
class IClientReplayContext;
class IServerReplayContext;
class IGameEvent;
//----------------------------------------------------------------------------------------
abstract_class IReplaySystem : public IAppSystem
{
public:
// IAppSystem:
virtual bool Connect( CreateInterfaceFn fnFactory ) = 0;
virtual void Disconnect() = 0;
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// To be called client- & server-side
virtual void Think() = 0;
virtual bool IsReplayEnabled() = 0;
virtual bool IsRecording() = 0;
// To be called client-side only - on dedicated servers, only subs defined
virtual bool CL_Init( CreateInterfaceFn fnClientFactory ) = 0;
virtual void CL_Shutdown() = 0;
virtual void CL_Render() = 0;
virtual IClientReplayContext *CL_GetContext() = 0;
// To be called server-side only
virtual bool SV_Init( CreateInterfaceFn fnFactory ) = 0;
virtual void SV_Shutdown() = 0;
virtual void SV_EndRecordingSession( bool bForceSynchronousPublish = false ) = 0;
virtual void SV_SendReplayEvent( const char *pEventName, int nClientSlot ) = 0;
virtual void SV_SendReplayEvent( IGameEvent *pEvent, int nClientSlot ) = 0;
virtual bool SV_ShouldBeginRecording( bool bIsInWaitingForPlayers ) = 0;
virtual void SV_NotifyReplayRequested() = 0;
virtual IServerReplayContext *SV_GetContext() = 0;
};
//----------------------------------------------------------------------------------------
#define REPLAY_INTERFACE_VERSION "ReplaySystem001"
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSYSTEM_H
#define IREPLAYSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "appframework/IAppSystem.h"
//----------------------------------------------------------------------------------------
class IClientReplayContext;
class IServerReplayContext;
class IGameEvent;
//----------------------------------------------------------------------------------------
abstract_class IReplaySystem : public IAppSystem
{
public:
// IAppSystem:
virtual bool Connect( CreateInterfaceFn fnFactory ) = 0;
virtual void Disconnect() = 0;
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// To be called client- & server-side
virtual void Think() = 0;
virtual bool IsReplayEnabled() = 0;
virtual bool IsRecording() = 0;
// To be called client-side only - on dedicated servers, only subs defined
virtual bool CL_Init( CreateInterfaceFn fnClientFactory ) = 0;
virtual void CL_Shutdown() = 0;
virtual void CL_Render() = 0;
virtual IClientReplayContext *CL_GetContext() = 0;
// To be called server-side only
virtual bool SV_Init( CreateInterfaceFn fnFactory ) = 0;
virtual void SV_Shutdown() = 0;
virtual void SV_EndRecordingSession( bool bForceSynchronousPublish = false ) = 0;
virtual void SV_SendReplayEvent( const char *pEventName, int nClientSlot ) = 0;
virtual void SV_SendReplayEvent( IGameEvent *pEvent, int nClientSlot ) = 0;
virtual bool SV_ShouldBeginRecording( bool bIsInWaitingForPlayers ) = 0;
virtual void SV_NotifyReplayRequested() = 0;
virtual IServerReplayContext *SV_GetContext() = 0;
};
//----------------------------------------------------------------------------------------
#define REPLAY_INTERFACE_VERSION "ReplaySystem001"
//----------------------------------------------------------------------------------------
#endif // IREPLAYSYSTEM_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERENGINE_H
#define ISERVERENGINE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class IReplayServerEngine : public IBaseInterface
{
public:
virtual void EndReplayRecordingSession() = 0;
virtual bool IsReplayRecording() = 0;
virtual bool IsReplay() = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERENGINE_H
#define ISERVERENGINE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class IReplayServerEngine : public IBaseInterface
{
public:
virtual void EndReplayRecordingSession() = 0;
virtual bool IsReplayRecording() = 0;
virtual bool IsReplay() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERENGINE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERREPLAY_H
#define ISERVERREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define SERVER_REPLAY_INTERFACE_VERSION "ServerReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory;
class KeyValues;
//----------------------------------------------------------------------------------------
//
// Allows the replay DLL to talk to the server
//
class IServerReplay : public IBaseInterface
{
public:
virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERREPLAY_H
#define ISERVERREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define SERVER_REPLAY_INTERFACE_VERSION "ServerReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory;
class KeyValues;
//----------------------------------------------------------------------------------------
//
// Allows the replay DLL to talk to the server
//
class IServerReplay : public IBaseInterface
{
public:
virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERREPLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERREPLAYCONTEXT_H
#define ISERVERREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplaycontext.h"
//----------------------------------------------------------------------------------------
class IGameEvent;
class IReplaySessionRecorder;
//----------------------------------------------------------------------------------------
#define REPLAYHISTORYMANAGER_INTERFACE_VERSION_SERVER "VENGINE_SERVER_REPLAY_HISTORY_MANAGER_001"
//----------------------------------------------------------------------------------------
class IServerReplayContext : public IReplayContext
{
public:
virtual void FlagForConVarSanityCheck() = 0; // Checks replay_enable / replay_local_fileserver_path / replay_downloadurlport / replay_downloadurlpath
virtual IGameEvent *CreateReplaySessionInfoEvent() = 0; // Create "replay_sessioninfo" event w/ appropriate fields filled in
virtual IReplaySessionRecorder *GetSessionRecorder() = 0;
virtual const char *GetLocalFileServerPath() const = 0; // Returns the local path where session blocks and such should be published for download
virtual void CreateSessionOnClient( int nClientSlot ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERREPLAYCONTEXT_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERREPLAYCONTEXT_H
#define ISERVERREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplaycontext.h"
//----------------------------------------------------------------------------------------
class IGameEvent;
class IReplaySessionRecorder;
//----------------------------------------------------------------------------------------
#define REPLAYHISTORYMANAGER_INTERFACE_VERSION_SERVER "VENGINE_SERVER_REPLAY_HISTORY_MANAGER_001"
//----------------------------------------------------------------------------------------
class IServerReplayContext : public IReplayContext
{
public:
virtual void FlagForConVarSanityCheck() = 0; // Checks replay_enable / replay_local_fileserver_path / replay_downloadurlport / replay_downloadurlpath
virtual IGameEvent *CreateReplaySessionInfoEvent() = 0; // Create "replay_sessioninfo" event w/ appropriate fields filled in
virtual IReplaySessionRecorder *GetSessionRecorder() = 0;
virtual const char *GetLocalFileServerPath() const = 0; // Returns the local path where session blocks and such should be published for download
virtual void CreateSessionOnClient( int nClientSlot ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERREPLAYCONTEXT_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYPERFORMANCE_H
#define REPLAYPERFORMANCE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "shared_defs.h"
#include "qlimits.h"
//----------------------------------------------------------------------------------------
class CReplay;
class KeyValues;
//----------------------------------------------------------------------------------------
class CReplayPerformance
{
public:
CReplayPerformance( CReplay *pReplay );
inline bool HasInTick() const { return m_nTickIn >= 0; }
inline bool HasOutTick() const { return m_nTickOut >= 0; }
inline int GetTickIn() const { return m_nTickIn; }
inline int GetTickOut() const { return m_nTickOut; }
void Copy( const CReplayPerformance *pSrc );
void CopyTicks( const CReplayPerformance *pSrc );
void SetFilename( const char *pFilename );
const char *GetFullPerformanceFilename();
void AutoNameIfHasNoTitle( const char *pMapName );
void SetTitle( const wchar_t *pTitle );
// NOTE: Doesn't copy exactly - gets a valid filename for the returned performance.
CReplayPerformance *MakeCopy() const;
void Read( KeyValues *pIn );
void Write( KeyValues *pOut );
// NOTE: Any changes made here should be reflected in the copy constructor
// (which is called from MakeCopy()).
wchar_t m_wszTitle[MAX_TAKE_TITLE_LENGTH];
char m_szBaseFilename[ MAX_OSPATH ];
CReplay *m_pReplay;
int m_nTickIn;
int m_nTickOut;
private:
CReplayPerformance( const CReplayPerformance *pPerformance );
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYPERFORMANCE_H
#define REPLAYPERFORMANCE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "shared_defs.h"
#include "qlimits.h"
//----------------------------------------------------------------------------------------
class CReplay;
class KeyValues;
//----------------------------------------------------------------------------------------
class CReplayPerformance
{
public:
CReplayPerformance( CReplay *pReplay );
inline bool HasInTick() const { return m_nTickIn >= 0; }
inline bool HasOutTick() const { return m_nTickOut >= 0; }
inline int GetTickIn() const { return m_nTickIn; }
inline int GetTickOut() const { return m_nTickOut; }
void Copy( const CReplayPerformance *pSrc );
void CopyTicks( const CReplayPerformance *pSrc );
void SetFilename( const char *pFilename );
const char *GetFullPerformanceFilename();
void AutoNameIfHasNoTitle( const char *pMapName );
void SetTitle( const wchar_t *pTitle );
// NOTE: Doesn't copy exactly - gets a valid filename for the returned performance.
CReplayPerformance *MakeCopy() const;
void Read( KeyValues *pIn );
void Write( KeyValues *pOut );
// NOTE: Any changes made here should be reflected in the copy constructor
// (which is called from MakeCopy()).
wchar_t m_wszTitle[MAX_TAKE_TITLE_LENGTH];
char m_szBaseFilename[ MAX_OSPATH ];
CReplay *m_pReplay;
int m_nTickIn;
int m_nTickOut;
private:
CReplayPerformance( const CReplayPerformance *pPerformance );
};
//----------------------------------------------------------------------------------------
#endif // REPLAYPERFORMANCE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef RENDERMOVIEPARAMS_H
#define RENDERMOVIEPARAMS_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "tier1/utlstring.h"
#include "tier1/strtools.h"
#include "replay/replayhandle.h"
#include "replay/shared_defs.h"
#include "video/ivideoservices.h"
//----------------------------------------------------------------------------------------
typedef unsigned int MovieHandle_t;
struct RenderMovieParams_t
{
inline RenderMovieParams_t() : m_iPerformance( -1 ) { V_memset( this, 0, sizeof( RenderMovieParams_t ) ); m_Settings.m_FPS.SetFPS( 0, false ); }
ReplayHandle_t m_hReplay;
int m_iPerformance; // -1 for default view, otherwise this is an index into the replay's m_vecPerformances vector.
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
char m_szVideoPreset[64];
char m_szExtension[16]; // File extension
bool m_bQuitWhenFinished;
bool m_bExportRaw; // Export movie as raw TGA frames and a .WAV
float m_flEngineFps;
struct ReplayRenderSettings_t
{
uint16 m_nWidth;
uint16 m_nHeight;
int8 m_nMotionBlurQuality; // [0,MAX_MOTION_BLUR_QUALITY]
VideoFrameRate_t m_FPS; // Actual framerate can be calculated with m_FPS.GetFps()
VideoEncodeCodec_t m_Codec;
bool m_bMotionBlurEnabled; // Motion blur enabled?
bool m_bAAEnabled; // Antialiasing enabled?
int8 m_nEncodingQuality; // [0,100]
bool m_bRaw; // This movie was exported as raw TGA frames and a .WAV file?
}
m_Settings;
};
typedef RenderMovieParams_t::ReplayRenderSettings_t ReplayRenderSettings_t;
//----------------------------------------------------------------------------------------
#define MAX_DOF_QUALITY 2
#define MAX_MOTION_BLUR_QUALITY 3
#define SUBPIXEL_JITTER_SAMPLES 16
#define CHEAP_DOF_SAMPLES 4
//----------------------------------------------------------------------------------------
#endif // RENDERMOVIEPARAMS_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef RENDERMOVIEPARAMS_H
#define RENDERMOVIEPARAMS_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "tier1/utlstring.h"
#include "tier1/strtools.h"
#include "replay/replayhandle.h"
#include "replay/shared_defs.h"
#include "video/ivideoservices.h"
//----------------------------------------------------------------------------------------
typedef unsigned int MovieHandle_t;
struct RenderMovieParams_t
{
inline RenderMovieParams_t() : m_iPerformance( -1 ) { V_memset( this, 0, sizeof( RenderMovieParams_t ) ); m_Settings.m_FPS.SetFPS( 0, false ); }
ReplayHandle_t m_hReplay;
int m_iPerformance; // -1 for default view, otherwise this is an index into the replay's m_vecPerformances vector.
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
char m_szVideoPreset[64];
char m_szExtension[16]; // File extension
bool m_bQuitWhenFinished;
bool m_bExportRaw; // Export movie as raw TGA frames and a .WAV
float m_flEngineFps;
struct ReplayRenderSettings_t
{
uint16 m_nWidth;
uint16 m_nHeight;
int8 m_nMotionBlurQuality; // [0,MAX_MOTION_BLUR_QUALITY]
VideoFrameRate_t m_FPS; // Actual framerate can be calculated with m_FPS.GetFps()
VideoEncodeCodec_t m_Codec;
bool m_bMotionBlurEnabled; // Motion blur enabled?
bool m_bAAEnabled; // Antialiasing enabled?
int8 m_nEncodingQuality; // [0,100]
bool m_bRaw; // This movie was exported as raw TGA frames and a .WAV file?
}
m_Settings;
};
typedef RenderMovieParams_t::ReplayRenderSettings_t ReplayRenderSettings_t;
//----------------------------------------------------------------------------------------
#define MAX_DOF_QUALITY 2
#define MAX_MOTION_BLUR_QUALITY 3
#define SUBPIXEL_JITTER_SAMPLES 16
#define CHEAP_DOF_SAMPLES 4
//----------------------------------------------------------------------------------------
#endif // RENDERMOVIEPARAMS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAY_H
#define REPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/iqueryablereplayitem.h"
#include "replay/replaytime.h"
#include "replay/basereplayserializeable.h"
#include "qlimits.h"
#include "utlstring.h"
#include "utlvector.h"
#include "replay/shared_defs.h"
//----------------------------------------------------------------------------------------
class IReplayDownloadEventHandler;
class CReplayScreenshot;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class CReplay : public CBaseReplaySerializeable,
public IQueryableReplayItem
{
typedef CBaseReplaySerializeable BaseClass;
public:
enum ReplayStatus_t
{
REPLAYSTATUS_INVALID,
REPLAYSTATUS_ERROR,
REPLAYSTATUS_DOWNLOADPHASE, // Multiple sub-states during download state
REPLAYSTATUS_READYTOCONVERT, // Download is complete, ready to convert
REPLAYSTATUS_RENDERING, // Currently rendering the file
REPLAYSTATUS_RENDERED,
REPLAYSTATUS_MAX
};
CReplay();
virtual ~CReplay() {}
//
// IReplaySerializeable
//
virtual const char *GetSubKeyTitle() const;
virtual const char *GetPath() const;
virtual void OnDelete();
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual void DumpGameSpecificData() const {}
virtual void Update() {}
// Hooks to allow replays to setup event listeners, etc.
virtual void OnBeginRecording() {}
virtual void OnEndRecording() {}
// Called when a replay is "completed"
virtual void OnComplete();
// Should we allow this replay to be deleted?
virtual bool ShouldAllowDelete() const { return true; }
void AutoNameTitleIfEmpty();
void AddScreenshot( int nWidth, int nHeight, const char *pBaseFilename );
bool HasReconstructedReplay() const;
bool IsSignificantBlock( int iBlockReconstruction ) const; // Does this replay care about the given block?
CReplayPerformance *AddNewPerformance( bool bGenTitle = true, bool bGenFilename = true );
void AddPerformance( KeyValues *pIn );
void AddPerformance( CReplayPerformance *pPerformance );
// Accessors:
inline int GetScreenshotCount() const { return m_vecScreenshots.Count(); }
inline const CReplayScreenshot *GetScreenshot( int i ) const { return m_vecScreenshots[ i ]; }
bool IsDownloaded() const;
inline int GetPerformanceCount() const { return m_vecPerformances.Count(); }
CReplayPerformance *GetPerformance( int i );
const CReplayPerformance *GetPerformance( int i ) const;
inline bool HasPerformance( CReplayPerformance *pPerformance ) { return m_vecPerformances.Find( pPerformance ) != m_vecPerformances.InvalidIndex(); }
bool FindPerformance( CReplayPerformance *pPerformance, int &iResult );
CReplayPerformance *GetPerformanceWithTitle( const wchar_t *pTitle );
inline const char *GetMapName() const { return m_szMapName; }
inline int GetSpawnTick() const { return m_nSpawnTick; }
inline int GetDeathTick() const { return m_nDeathTick; }
// IQueryableReplayItem implementation:
virtual const CReplayTime &GetItemDate() const;
virtual bool IsItemRendered() const;
virtual CReplay *GetItemReplay();
virtual ReplayHandle_t GetItemReplayHandle() const;
virtual QueryableReplayItemHandle_t GetItemHandle() const;
virtual const wchar_t *GetItemTitle() const;
virtual void SetItemTitle( const wchar_t *pTitle );
virtual float GetItemLength() const;
virtual void *GetUserData();
virtual void SetUserData( void* pUserData );
virtual bool IsItemAMovie() const;
// Non-persistent data
mutable IReplayDownloadEventHandler *m_pDownloadEventHandler; // Implemented by replay browser - the reason we've got one per replay rather than
// one per download group is because the browser needs to receive events per-thumbnail
bool m_bSaved; // True as soon as the replay is saved to disk for the first time
bool m_bRequestedByUser; // Did the user request to save this replay?
bool m_bComplete; // Indicates whether the replay is done recording - this should be false
// until the player dies, the round ends, or the level changes
void *m_pUserData;
float m_flNextUpdateTime;
bool m_bDirty;
// Persistent data
ReplayHandle_t m_hSession; // The recording session in which this replay was recorded
char m_szMapName[MAX_OSPATH];
ReplayStatus_t m_nStatus;
const char* m_pFileURL; // In the form <protocol>://<server address>:<port number>/path/file - points to the string in the download group
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
CUtlString m_strKilledBy; // Name of player who killed, if any
int m_nDeathTime;
int m_nSpawnTick;
int m_nDeathTick;
float m_flLength; // The length of the entire replay, including the post-death time, in seconds
bool m_bRendered; // Has the replay been rendered yet?
int m_nPlayerSlot; // Player slot (+1), used to determine which player recorded the demo during playback
int m_nPostDeathRecordTime; // replay_postdeathrecordtime at the time of record
CUtlVector< CReplayScreenshot * > m_vecScreenshots;
CUtlVector< CReplayPerformance * > m_vecPerformances;
int m_iMaxSessionBlockRequired; // The maximum session block required to reconstruct a viewable .dem file from spawn tick until length
CReplayTime m_RecordTime; // Contains time/date when spawn tick was recorded
float m_flStartTime; // Start time (uses engine's host_time)
CUtlString m_strReconstructedFilename;
bool m_bSavedDuringThisSession;
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAY_H
#define REPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/iqueryablereplayitem.h"
#include "replay/replaytime.h"
#include "replay/basereplayserializeable.h"
#include "qlimits.h"
#include "utlstring.h"
#include "utlvector.h"
#include "replay/shared_defs.h"
//----------------------------------------------------------------------------------------
class IReplayDownloadEventHandler;
class CReplayScreenshot;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class CReplay : public CBaseReplaySerializeable,
public IQueryableReplayItem
{
typedef CBaseReplaySerializeable BaseClass;
public:
enum ReplayStatus_t
{
REPLAYSTATUS_INVALID,
REPLAYSTATUS_ERROR,
REPLAYSTATUS_DOWNLOADPHASE, // Multiple sub-states during download state
REPLAYSTATUS_READYTOCONVERT, // Download is complete, ready to convert
REPLAYSTATUS_RENDERING, // Currently rendering the file
REPLAYSTATUS_RENDERED,
REPLAYSTATUS_MAX
};
CReplay();
virtual ~CReplay() {}
//
// IReplaySerializeable
//
virtual const char *GetSubKeyTitle() const;
virtual const char *GetPath() const;
virtual void OnDelete();
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual void DumpGameSpecificData() const {}
virtual void Update() {}
// Hooks to allow replays to setup event listeners, etc.
virtual void OnBeginRecording() {}
virtual void OnEndRecording() {}
// Called when a replay is "completed"
virtual void OnComplete();
// Should we allow this replay to be deleted?
virtual bool ShouldAllowDelete() const { return true; }
void AutoNameTitleIfEmpty();
void AddScreenshot( int nWidth, int nHeight, const char *pBaseFilename );
bool HasReconstructedReplay() const;
bool IsSignificantBlock( int iBlockReconstruction ) const; // Does this replay care about the given block?
CReplayPerformance *AddNewPerformance( bool bGenTitle = true, bool bGenFilename = true );
void AddPerformance( KeyValues *pIn );
void AddPerformance( CReplayPerformance *pPerformance );
// Accessors:
inline int GetScreenshotCount() const { return m_vecScreenshots.Count(); }
inline const CReplayScreenshot *GetScreenshot( int i ) const { return m_vecScreenshots[ i ]; }
bool IsDownloaded() const;
inline int GetPerformanceCount() const { return m_vecPerformances.Count(); }
CReplayPerformance *GetPerformance( int i );
const CReplayPerformance *GetPerformance( int i ) const;
inline bool HasPerformance( CReplayPerformance *pPerformance ) { return m_vecPerformances.Find( pPerformance ) != m_vecPerformances.InvalidIndex(); }
bool FindPerformance( CReplayPerformance *pPerformance, int &iResult );
CReplayPerformance *GetPerformanceWithTitle( const wchar_t *pTitle );
inline const char *GetMapName() const { return m_szMapName; }
inline int GetSpawnTick() const { return m_nSpawnTick; }
inline int GetDeathTick() const { return m_nDeathTick; }
// IQueryableReplayItem implementation:
virtual const CReplayTime &GetItemDate() const;
virtual bool IsItemRendered() const;
virtual CReplay *GetItemReplay();
virtual ReplayHandle_t GetItemReplayHandle() const;
virtual QueryableReplayItemHandle_t GetItemHandle() const;
virtual const wchar_t *GetItemTitle() const;
virtual void SetItemTitle( const wchar_t *pTitle );
virtual float GetItemLength() const;
virtual void *GetUserData();
virtual void SetUserData( void* pUserData );
virtual bool IsItemAMovie() const;
// Non-persistent data
mutable IReplayDownloadEventHandler *m_pDownloadEventHandler; // Implemented by replay browser - the reason we've got one per replay rather than
// one per download group is because the browser needs to receive events per-thumbnail
bool m_bSaved; // True as soon as the replay is saved to disk for the first time
bool m_bRequestedByUser; // Did the user request to save this replay?
bool m_bComplete; // Indicates whether the replay is done recording - this should be false
// until the player dies, the round ends, or the level changes
void *m_pUserData;
float m_flNextUpdateTime;
bool m_bDirty;
// Persistent data
ReplayHandle_t m_hSession; // The recording session in which this replay was recorded
char m_szMapName[MAX_OSPATH];
ReplayStatus_t m_nStatus;
const char* m_pFileURL; // In the form <protocol>://<server address>:<port number>/path/file - points to the string in the download group
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
CUtlString m_strKilledBy; // Name of player who killed, if any
int m_nDeathTime;
int m_nSpawnTick;
int m_nDeathTick;
float m_flLength; // The length of the entire replay, including the post-death time, in seconds
bool m_bRendered; // Has the replay been rendered yet?
int m_nPlayerSlot; // Player slot (+1), used to determine which player recorded the demo during playback
int m_nPostDeathRecordTime; // replay_postdeathrecordtime at the time of record
CUtlVector< CReplayScreenshot * > m_vecScreenshots;
CUtlVector< CReplayPerformance * > m_vecPerformances;
int m_iMaxSessionBlockRequired; // The maximum session block required to reconstruct a viewable .dem file from spawn tick until length
CReplayTime m_RecordTime; // Contains time/date when spawn tick was recorded
float m_flStartTime; // Start time (uses engine's host_time)
CUtlString m_strReconstructedFilename;
bool m_bSavedDuringThisSession;
};
//----------------------------------------------------------------------------------------
#endif // REPLAY_H

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@ -1,25 +1,25 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYHANDLE_H
#define REPLAYHANDLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "platform.h"
//----------------------------------------------------------------------------------------
typedef uint32 ReplayHandle_t;
//----------------------------------------------------------------------------------------
#define REPLAY_HANDLE_INVALID ( (ReplayHandle_t)-1 )
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYHANDLE_H
#define REPLAYHANDLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "platform.h"
//----------------------------------------------------------------------------------------
typedef uint32 ReplayHandle_t;
//----------------------------------------------------------------------------------------
#define REPLAY_HANDLE_INVALID ( (ReplayHandle_t)-1 )
//----------------------------------------------------------------------------------------
#endif // REPLAYHANDLE_H

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@ -1,21 +1,21 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYLIB_H
#define REPLAYLIB_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class IClientReplayContext;
//----------------------------------------------------------------------------------------
bool ReplayLib_Init( const char *pGameDir, IClientReplayContext *pClientReplayContext );
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYLIB_H
#define REPLAYLIB_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class IClientReplayContext;
//----------------------------------------------------------------------------------------
bool ReplayLib_Init( const char *pGameDir, IClientReplayContext *pClientReplayContext );
//----------------------------------------------------------------------------------------
#endif // REPLAYLIB_H

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@ -1,57 +1,57 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYTIME_H
#define REPLAYTIME_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
#include "vgui/ILocalize.h"
//----------------------------------------------------------------------------------------
class CReplayTime
{
public:
CReplayTime();
void InitDateAndTimeToNow();
void Read( KeyValues *pIn );
void Write( KeyValues *pOut );
// Modifiers:
void SetDate( int nDay, int nMonth, int nYear );
void SetTime( int nHour, int nMin, int nSec );
inline void SetRawDate( int nRawDate ) { m_fDate = nRawDate; }
inline void SetRawTime( int nRawTime ) { m_fTime = nRawTime; }
// Accessors:
void GetTime( int &nHour, int &nMin, int &nSec ) const;
void GetDate( int &nDay, int &nMonth, int &nYear ) const;
static const char *FormatTimeString( int nSecs );
static const char *FormatPreciseTimeString( float flSecs );
static const wchar_t *GetLocalizedMonth( vgui::ILocalize *pLocalize, int nMonth );
static const wchar_t *GetLocalizedDay( vgui::ILocalize *pLocalize, int nDay );
static const wchar_t *GetLocalizedYear( vgui::ILocalize *pLocalize, int nYear );
static const wchar_t *GetLocalizedTime( vgui::ILocalize *pLocalize, int nHour, int nMin, int nSec );
static const wchar_t *GetLocalizedDate( vgui::ILocalize *pLocalize, int nDay, int nMonth, int nYear,
int *pHour = NULL, int *pMin = NULL, int *pSec = NULL, bool bForceFullFormat = false ); // bForceFullFormat true will keep from returning "today" or "yesterday"
static const wchar_t *GetLocalizedDate( vgui::ILocalize *pLocalize, const CReplayTime &t, bool bForceFullFormat = false );
int m_fDate; // Representation of a date (bitfield)
int m_fTime; // Representation of time (bitfield)
};
//----------------------------------------------------------------------------------------
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYTIME_H
#define REPLAYTIME_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
#include "vgui/ILocalize.h"
//----------------------------------------------------------------------------------------
class CReplayTime
{
public:
CReplayTime();
void InitDateAndTimeToNow();
void Read( KeyValues *pIn );
void Write( KeyValues *pOut );
// Modifiers:
void SetDate( int nDay, int nMonth, int nYear );
void SetTime( int nHour, int nMin, int nSec );
inline void SetRawDate( int nRawDate ) { m_fDate = nRawDate; }
inline void SetRawTime( int nRawTime ) { m_fTime = nRawTime; }
// Accessors:
void GetTime( int &nHour, int &nMin, int &nSec ) const;
void GetDate( int &nDay, int &nMonth, int &nYear ) const;
static const char *FormatTimeString( int nSecs );
static const char *FormatPreciseTimeString( float flSecs );
static const wchar_t *GetLocalizedMonth( vgui::ILocalize *pLocalize, int nMonth );
static const wchar_t *GetLocalizedDay( vgui::ILocalize *pLocalize, int nDay );
static const wchar_t *GetLocalizedYear( vgui::ILocalize *pLocalize, int nYear );
static const wchar_t *GetLocalizedTime( vgui::ILocalize *pLocalize, int nHour, int nMin, int nSec );
static const wchar_t *GetLocalizedDate( vgui::ILocalize *pLocalize, int nDay, int nMonth, int nYear,
int *pHour = NULL, int *pMin = NULL, int *pSec = NULL, bool bForceFullFormat = false ); // bForceFullFormat true will keep from returning "today" or "yesterday"
static const wchar_t *GetLocalizedDate( vgui::ILocalize *pLocalize, const CReplayTime &t, bool bForceFullFormat = false );
int m_fDate; // Representation of a date (bitfield)
int m_fTime; // Representation of time (bitfield)
};
//----------------------------------------------------------------------------------------
#endif // REPLAYTIME_H

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@ -1,43 +1,43 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef REPLAYUTILS_H
#define REPLAYUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "utlstring.h"
void Replay_GetFirstAvailableFilename( char *pDst, int nDstLen, const char *pIdealFilename, const char *pExt,
const char *pFilePath, int nStartIndex );
void Replay_ConstructReplayFilenameString( CUtlString &strOut, const char *pReplaySubDir, const char *pFilename, const char *pGameDir );
//----------------------------------------------------------------------------------------
// Util function, copied from src/engine/common.cpp
//----------------------------------------------------------------------------------------
char *Replay_va( PRINTF_FORMAT_STRING const char *format, ... );
//----------------------------------------------------------------------------------------
// Return the base dir, e.g. "c:\...\game\tf\replays\"
//----------------------------------------------------------------------------------------
const char *Replay_GetBaseDir();
//----------------------------------------------------------------------------------------
// Set the game directory (only to be called from ReplayLib_Init())
//----------------------------------------------------------------------------------------
void Replay_SetGameDir( const char *pGameDir );
//----------------------------------------------------------------------------------------
// Return the base dir, e.g. "c:\...\game\tf\replays\"
//----------------------------------------------------------------------------------------
const char *Replay_GetGameDir();
//----------------------------------------------------------------------------------------
// Get a name of the format "<map>: <current date & time>" - used for replays and takes.
//----------------------------------------------------------------------------------------
void Replay_GetAutoName( OUT_Z_BYTECAP(nDestSizeInBytes) wchar_t *pDest, int nDestSizeInBytes, const char *pMapName );
#endif // REPLAY_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef REPLAYUTILS_H
#define REPLAYUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "utlstring.h"
void Replay_GetFirstAvailableFilename( char *pDst, int nDstLen, const char *pIdealFilename, const char *pExt,
const char *pFilePath, int nStartIndex );
void Replay_ConstructReplayFilenameString( CUtlString &strOut, const char *pReplaySubDir, const char *pFilename, const char *pGameDir );
//----------------------------------------------------------------------------------------
// Util function, copied from src/engine/common.cpp
//----------------------------------------------------------------------------------------
char *Replay_va( PRINTF_FORMAT_STRING const char *format, ... );
//----------------------------------------------------------------------------------------
// Return the base dir, e.g. "c:\...\game\tf\replays\"
//----------------------------------------------------------------------------------------
const char *Replay_GetBaseDir();
//----------------------------------------------------------------------------------------
// Set the game directory (only to be called from ReplayLib_Init())
//----------------------------------------------------------------------------------------
void Replay_SetGameDir( const char *pGameDir );
//----------------------------------------------------------------------------------------
// Return the base dir, e.g. "c:\...\game\tf\replays\"
//----------------------------------------------------------------------------------------
const char *Replay_GetGameDir();
//----------------------------------------------------------------------------------------
// Get a name of the format "<map>: <current date & time>" - used for replays and takes.
//----------------------------------------------------------------------------------------
void Replay_GetAutoName( OUT_Z_BYTECAP(nDestSizeInBytes) wchar_t *pDest, int nDestSizeInBytes, const char *pMapName );
#endif // REPLAY_H

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@ -1,72 +1,72 @@
//========= 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
//========= 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

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@ -1,73 +1,73 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef SHARED_DEFS_H
#define SHARED_DEFS_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "platform.h"
//----------------------------------------------------------------------------------------
#define SUBDIR_REPLAY "replay"
#define SUBDIR_REPLAYS "replays"
#define SUBDIR_SESSIONS "sessions"
#define SUBDIR_BLOCKS "blocks"
#define SUBDIR_CLIENT "client"
#define SUBDIR_MOVIES "movies"
#define SUBDIR_PERFORMANCES "edits"
#define SUBDIR_SERVER "server"
#define SUBDIR_RENDERED "rendered"
#define SUBDIR_TMP "tmp"
//----------------------------------------------------------------------------------------
#define BLOCK_FILE_EXTENSION "block"
#define GENERIC_FILE_EXTENSION "dmx"
#define DEMO_FILE_EXTENSION "dem"
//----------------------------------------------------------------------------------------
#define MOVIE_HANDLE_BASE 10000 // 10,000
//----------------------------------------------------------------------------------------
#define BUILD_CURL ( defined( WIN32 ) && !defined( _X360 ) ) || defined( POSIX )
//----------------------------------------------------------------------------------------
#define MIN_SERVER_DUMP_INTERVAL 10
#define MAX_SERVER_DUMP_INTERVAL 30
#define DOWNLOAD_TIMEOUT_THRESHOLD 90 // Timeout for a replay download - if no blocks
// are added or updated after this many seconds,
// the replay will be put in the error state.
//----------------------------------------------------------------------------------------
#define MAX_TIMES_TO_SHOW_REPLAY_WELCOME_DLG 1
//----------------------------------------------------------------------------------------
#define MAX_SESSIONNAME_LENGTH 260
#define MAX_REPLAY_TITLE_LENGTH 256
#define MAX_TAKE_TITLE_LENGTH 256
//----------------------------------------------------------------------------------------
#define DEFAULT_COMPRESSOR_TYPE COMPRESSORTYPE_BZ2
//----------------------------------------------------------------------------------------
#define JOB_FAILED ( (JobStatus_t) -1 )
#define DOWNLOAD_MAX_SIZE ( 8 * 1024 * 1024 ) // 8 MB
//----------------------------------------------------------------------------------------
#endif // SHARED_DEFS_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef SHARED_DEFS_H
#define SHARED_DEFS_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "platform.h"
//----------------------------------------------------------------------------------------
#define SUBDIR_REPLAY "replay"
#define SUBDIR_REPLAYS "replays"
#define SUBDIR_SESSIONS "sessions"
#define SUBDIR_BLOCKS "blocks"
#define SUBDIR_CLIENT "client"
#define SUBDIR_MOVIES "movies"
#define SUBDIR_PERFORMANCES "edits"
#define SUBDIR_SERVER "server"
#define SUBDIR_RENDERED "rendered"
#define SUBDIR_TMP "tmp"
//----------------------------------------------------------------------------------------
#define BLOCK_FILE_EXTENSION "block"
#define GENERIC_FILE_EXTENSION "dmx"
#define DEMO_FILE_EXTENSION "dem"
//----------------------------------------------------------------------------------------
#define MOVIE_HANDLE_BASE 10000 // 10,000
//----------------------------------------------------------------------------------------
#define BUILD_CURL ( defined( WIN32 ) && !defined( _X360 ) ) || defined( POSIX )
//----------------------------------------------------------------------------------------
#define MIN_SERVER_DUMP_INTERVAL 10
#define MAX_SERVER_DUMP_INTERVAL 30
#define DOWNLOAD_TIMEOUT_THRESHOLD 90 // Timeout for a replay download - if no blocks
// are added or updated after this many seconds,
// the replay will be put in the error state.
//----------------------------------------------------------------------------------------
#define MAX_TIMES_TO_SHOW_REPLAY_WELCOME_DLG 1
//----------------------------------------------------------------------------------------
#define MAX_SESSIONNAME_LENGTH 260
#define MAX_REPLAY_TITLE_LENGTH 256
#define MAX_TAKE_TITLE_LENGTH 256
//----------------------------------------------------------------------------------------
#define DEFAULT_COMPRESSOR_TYPE COMPRESSORTYPE_BZ2
//----------------------------------------------------------------------------------------
#define JOB_FAILED ( (JobStatus_t) -1 )
#define DOWNLOAD_MAX_SIZE ( 8 * 1024 * 1024 ) // 8 MB
//----------------------------------------------------------------------------------------
#endif // SHARED_DEFS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: StudioMDL byteswapping functions.
//
// $NoKeywords: $
//=============================================================================
#ifndef STUDIOBYTESWAP_H
#define STUDIOBYTESWAP_H
#if defined(_WIN32)
#pragma once
#endif
#include "byteswap.h"
struct studiohdr_t;
class IPhysicsCollision;
namespace StudioByteSwap
{
typedef bool (*CompressFunc_t)( const void *pInput, int inputSize, void **pOutput, int *pOutputSize );
//void SetTargetBigEndian( bool bigEndian );
void ActivateByteSwapping( bool bActivate );
void SourceIsNative( bool bActivate );
void SetVerbose( bool bVerbose );
void SetCollisionInterface( IPhysicsCollision *pPhysicsCollision );
int ByteswapStudioFile( const char *pFilename, void *pOutBase, const void *pFileBase, int fileSize, studiohdr_t *pHdr, CompressFunc_t pCompressFunc = NULL );
int ByteswapPHY( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapANI( studiohdr_t* pHdr, void *pOutBase, const void *pFileBase, int filesize );
int ByteswapVVD( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapVTX( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapMDL( void *pOutBase, const void *pFileBase, int fileSize );
#define BYTESWAP_ALIGNMENT_PADDING 4096
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: StudioMDL byteswapping functions.
//
// $NoKeywords: $
//=============================================================================
#ifndef STUDIOBYTESWAP_H
#define STUDIOBYTESWAP_H
#if defined(_WIN32)
#pragma once
#endif
#include "byteswap.h"
struct studiohdr_t;
class IPhysicsCollision;
namespace StudioByteSwap
{
typedef bool (*CompressFunc_t)( const void *pInput, int inputSize, void **pOutput, int *pOutputSize );
//void SetTargetBigEndian( bool bigEndian );
void ActivateByteSwapping( bool bActivate );
void SourceIsNative( bool bActivate );
void SetVerbose( bool bVerbose );
void SetCollisionInterface( IPhysicsCollision *pPhysicsCollision );
int ByteswapStudioFile( const char *pFilename, void *pOutBase, const void *pFileBase, int fileSize, studiohdr_t *pHdr, CompressFunc_t pCompressFunc = NULL );
int ByteswapPHY( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapANI( studiohdr_t* pHdr, void *pOutBase, const void *pFileBase, int filesize );
int ByteswapVVD( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapVTX( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapMDL( void *pOutBase, const void *pFileBase, int fileSize );
#define BYTESWAP_ALIGNMENT_PADDING 4096
}
#endif // STUDIOBYTESWAP_H

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@ -1,35 +1,35 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef USERID_H
#define USERID_H
#ifdef _WIN32
#pragma once
#endif
#if !defined( INCLUDED_STEAM_STEAMUSERIDTYPES_H )
#include "SteamCommon.h"
#endif
#define IDTYPE_WON 0
#define IDTYPE_STEAM 1
#define IDTYPE_VALVE 2
#define IDTYPE_HLTV 3
#define IDTYPE_REPLAY 4
typedef struct USERID_s
{
int idtype;
union
{
TSteamGlobalUserID steamid;
} uid;
// unsigned int clientip;
} USERID_t;
#endif // USERID_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef USERID_H
#define USERID_H
#ifdef _WIN32
#pragma once
#endif
#if !defined( INCLUDED_STEAM_STEAMUSERIDTYPES_H )
#include "SteamCommon.h"
#endif
#define IDTYPE_WON 0
#define IDTYPE_STEAM 1
#define IDTYPE_VALVE 2
#define IDTYPE_HLTV 3
#define IDTYPE_REPLAY 4
typedef struct USERID_s
{
int idtype;
union
{
TSteamGlobalUserID steamid;
} uid;
// unsigned int clientip;
} USERID_t;
#endif // USERID_H

View File

@ -1,237 +1,237 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Win32 replacements for XBox.
//
//=============================================================================
#if !defined( XBOXSTUBS_H ) && !defined( _X360 )
#define XBOXSTUBS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
// Content creation/open flags
#define XCONTENTFLAG_NONE 0x00
#define XCONTENTFLAG_CREATENEW 0x00
#define XCONTENTFLAG_CREATEALWAYS 0x00
#define XCONTENTFLAG_OPENEXISTING 0x00
#define XCONTENTFLAG_OPENALWAYS 0x00
#define XCONTENTFLAG_TRUNCATEEXISTING 0x00
// Content attributes
#define XCONTENTFLAG_NOPROFILE_TRANSFER 0x00
#define XCONTENTFLAG_NODEVICE_TRANSFER 0x00
#define XCONTENTFLAG_STRONG_SIGNED 0x00
#define XCONTENTFLAG_ALLOWPROFILE_TRANSFER 0x00
#define XCONTENTFLAG_MOVEONLY_TRANSFER 0x00
// Console device ports
#define XDEVICE_PORT0 0
#define XDEVICE_PORT1 1
#define XDEVICE_PORT2 2
#define XDEVICE_PORT3 3
#define XUSER_MAX_COUNT 4
#define XUSER_INDEX_NONE 0x000000FE
#define XBX_CLR_DEFAULT 0xFF000000
#define XBX_CLR_WARNING 0x0000FFFF
#define XBX_CLR_ERROR 0x000000FF
#define XBOX_MINBORDERSAFE 0
#define XBOX_MAXBORDERSAFE 0
typedef enum
{
XK_NULL,
XK_BUTTON_UP,
XK_BUTTON_DOWN,
XK_BUTTON_LEFT,
XK_BUTTON_RIGHT,
XK_BUTTON_START,
XK_BUTTON_BACK,
XK_BUTTON_STICK1,
XK_BUTTON_STICK2,
XK_BUTTON_A,
XK_BUTTON_B,
XK_BUTTON_X,
XK_BUTTON_Y,
XK_BUTTON_LEFT_SHOULDER,
XK_BUTTON_RIGHT_SHOULDER,
XK_BUTTON_LTRIGGER,
XK_BUTTON_RTRIGGER,
XK_STICK1_UP,
XK_STICK1_DOWN,
XK_STICK1_LEFT,
XK_STICK1_RIGHT,
XK_STICK2_UP,
XK_STICK2_DOWN,
XK_STICK2_LEFT,
XK_STICK2_RIGHT,
XK_MAX_KEYS,
} xKey_t;
//typedef enum
//{
// XVRB_NONE, // off
// XVRB_ERROR, // fatal error
// XVRB_ALWAYS, // no matter what
// XVRB_WARNING, // non-fatal warnings
// XVRB_STATUS, // status reports
// XVRB_ALL,
//} xverbose_e;
typedef unsigned short WORD;
#ifndef POSIX
typedef unsigned long DWORD;
typedef void* HANDLE;
typedef unsigned __int64 ULONGLONG;
#endif
#ifdef POSIX
typedef DWORD COLORREF;
#endif
#ifndef INVALID_HANDLE_VALUE
#define INVALID_HANDLE_VALUE ((HANDLE)-1)
#endif
// typedef struct {
// IN_ADDR ina; // IP address (zero if not static/DHCP)
// IN_ADDR inaOnline; // Online IP address (zero if not online)
// WORD wPortOnline; // Online port
// BYTE abEnet[6]; // Ethernet MAC address
// BYTE abOnline[20]; // Online identification
// } XNADDR;
typedef int XNADDR;
typedef uint64 XUID;
typedef struct {
BYTE ab[8]; // xbox to xbox key identifier
} XNKID;
typedef struct {
BYTE ab[16]; // xbox to xbox key exchange key
} XNKEY;
typedef struct _XSESSION_INFO
{
XNKID sessionID; // 8 bytes
XNADDR hostAddress; // 36 bytes
XNKEY keyExchangeKey; // 16 bytes
} XSESSION_INFO, *PXSESSION_INFO;
typedef struct _XUSER_DATA
{
BYTE type;
union
{
int nData; // XUSER_DATA_TYPE_INT32
int64 i64Data; // XUSER_DATA_TYPE_INT64
double dblData; // XUSER_DATA_TYPE_DOUBLE
struct // XUSER_DATA_TYPE_UNICODE
{
uint cbData; // Includes null-terminator
char * pwszData;
} string;
float fData; // XUSER_DATA_TYPE_FLOAT
struct // XUSER_DATA_TYPE_BINARY
{
uint cbData;
char * pbData;
} binary;
};
} XUSER_DATA, *PXUSER_DATA;
typedef struct _XUSER_PROPERTY
{
DWORD dwPropertyId;
XUSER_DATA value;
} XUSER_PROPERTY, *PXUSER_PROPERTY;
typedef struct _XUSER_CONTEXT
{
DWORD dwContextId;
DWORD dwValue;
} XUSER_CONTEXT, *PXUSER_CONTEXT;
typedef struct _XSESSION_SEARCHRESULT
{
XSESSION_INFO info;
DWORD dwOpenPublicSlots;
DWORD dwOpenPrivateSlots;
DWORD dwFilledPublicSlots;
DWORD dwFilledPrivateSlots;
DWORD cProperties;
DWORD cContexts;
PXUSER_PROPERTY pProperties;
PXUSER_CONTEXT pContexts;
} XSESSION_SEARCHRESULT, *PXSESSION_SEARCHRESULT;
typedef struct _XSESSION_SEARCHRESULT_HEADER
{
DWORD dwSearchResults;
XSESSION_SEARCHRESULT *pResults;
} XSESSION_SEARCHRESULT_HEADER, *PXSESSION_SEARCHRESULT_HEADER;
typedef struct _XSESSION_REGISTRANT
{
uint64 qwMachineID;
DWORD bTrustworthiness;
DWORD bNumUsers;
XUID *rgUsers;
} XSESSION_REGISTRANT;
typedef struct _XSESSION_REGISTRATION_RESULTS
{
DWORD wNumRegistrants;
XSESSION_REGISTRANT *rgRegistrants;
} XSESSION_REGISTRATION_RESULTS, *PXSESSION_REGISTRATION_RESULTS;
typedef struct {
BYTE bFlags;
BYTE bReserved;
WORD cProbesXmit;
WORD cProbesRecv;
WORD cbData;
BYTE * pbData;
WORD wRttMinInMsecs;
WORD wRttMedInMsecs;
DWORD dwUpBitsPerSec;
DWORD dwDnBitsPerSec;
} XNQOSINFO;
typedef struct {
uint cxnqos;
uint cxnqosPending;
XNQOSINFO axnqosinfo[1];
} XNQOS;
#define XSESSION_CREATE_HOST 0
#define XUSER_DATA_TYPE_INT32 0
#define XSESSION_CREATE_USES_ARBITRATION 0
#define XNET_QOS_LISTEN_ENABLE 0
#define XNET_QOS_LISTEN_DISABLE 0
#define XNET_QOS_LISTEN_SET_DATA 0
FORCEINLINE void XBX_ProcessEvents() {}
FORCEINLINE unsigned int XBX_GetSystemTime() { return 0; }
FORCEINLINE int XBX_GetPrimaryUserId() { return 0; }
FORCEINLINE void XBX_SetPrimaryUserId( DWORD idx ) {}
FORCEINLINE int XBX_GetStorageDeviceId() { return 0; }
FORCEINLINE void XBX_SetStorageDeviceId( DWORD idx ) {}
FORCEINLINE const char *XBX_GetLanguageString() { return ""; }
FORCEINLINE bool XBX_IsLocalized() { return false; }
#define XCONTENT_MAX_DISPLAYNAME_LENGTH 128
#define XCONTENT_MAX_FILENAME_LENGTH 42
#define XBX_INVALID_STORAGE_ID ((DWORD) -1)
#define XBX_STORAGE_DECLINED ((DWORD) -2)
#endif // XBOXSTUBS_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Win32 replacements for XBox.
//
//=============================================================================
#if !defined( XBOXSTUBS_H ) && !defined( _X360 )
#define XBOXSTUBS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
// Content creation/open flags
#define XCONTENTFLAG_NONE 0x00
#define XCONTENTFLAG_CREATENEW 0x00
#define XCONTENTFLAG_CREATEALWAYS 0x00
#define XCONTENTFLAG_OPENEXISTING 0x00
#define XCONTENTFLAG_OPENALWAYS 0x00
#define XCONTENTFLAG_TRUNCATEEXISTING 0x00
// Content attributes
#define XCONTENTFLAG_NOPROFILE_TRANSFER 0x00
#define XCONTENTFLAG_NODEVICE_TRANSFER 0x00
#define XCONTENTFLAG_STRONG_SIGNED 0x00
#define XCONTENTFLAG_ALLOWPROFILE_TRANSFER 0x00
#define XCONTENTFLAG_MOVEONLY_TRANSFER 0x00
// Console device ports
#define XDEVICE_PORT0 0
#define XDEVICE_PORT1 1
#define XDEVICE_PORT2 2
#define XDEVICE_PORT3 3
#define XUSER_MAX_COUNT 4
#define XUSER_INDEX_NONE 0x000000FE
#define XBX_CLR_DEFAULT 0xFF000000
#define XBX_CLR_WARNING 0x0000FFFF
#define XBX_CLR_ERROR 0x000000FF
#define XBOX_MINBORDERSAFE 0
#define XBOX_MAXBORDERSAFE 0
typedef enum
{
XK_NULL,
XK_BUTTON_UP,
XK_BUTTON_DOWN,
XK_BUTTON_LEFT,
XK_BUTTON_RIGHT,
XK_BUTTON_START,
XK_BUTTON_BACK,
XK_BUTTON_STICK1,
XK_BUTTON_STICK2,
XK_BUTTON_A,
XK_BUTTON_B,
XK_BUTTON_X,
XK_BUTTON_Y,
XK_BUTTON_LEFT_SHOULDER,
XK_BUTTON_RIGHT_SHOULDER,
XK_BUTTON_LTRIGGER,
XK_BUTTON_RTRIGGER,
XK_STICK1_UP,
XK_STICK1_DOWN,
XK_STICK1_LEFT,
XK_STICK1_RIGHT,
XK_STICK2_UP,
XK_STICK2_DOWN,
XK_STICK2_LEFT,
XK_STICK2_RIGHT,
XK_MAX_KEYS,
} xKey_t;
//typedef enum
//{
// XVRB_NONE, // off
// XVRB_ERROR, // fatal error
// XVRB_ALWAYS, // no matter what
// XVRB_WARNING, // non-fatal warnings
// XVRB_STATUS, // status reports
// XVRB_ALL,
//} xverbose_e;
typedef unsigned short WORD;
#ifndef POSIX
typedef unsigned long DWORD;
typedef void* HANDLE;
typedef unsigned __int64 ULONGLONG;
#endif
#ifdef POSIX
typedef DWORD COLORREF;
#endif
#ifndef INVALID_HANDLE_VALUE
#define INVALID_HANDLE_VALUE ((HANDLE)-1)
#endif
// typedef struct {
// IN_ADDR ina; // IP address (zero if not static/DHCP)
// IN_ADDR inaOnline; // Online IP address (zero if not online)
// WORD wPortOnline; // Online port
// BYTE abEnet[6]; // Ethernet MAC address
// BYTE abOnline[20]; // Online identification
// } XNADDR;
typedef int XNADDR;
typedef uint64 XUID;
typedef struct {
BYTE ab[8]; // xbox to xbox key identifier
} XNKID;
typedef struct {
BYTE ab[16]; // xbox to xbox key exchange key
} XNKEY;
typedef struct _XSESSION_INFO
{
XNKID sessionID; // 8 bytes
XNADDR hostAddress; // 36 bytes
XNKEY keyExchangeKey; // 16 bytes
} XSESSION_INFO, *PXSESSION_INFO;
typedef struct _XUSER_DATA
{
BYTE type;
union
{
int nData; // XUSER_DATA_TYPE_INT32
int64 i64Data; // XUSER_DATA_TYPE_INT64
double dblData; // XUSER_DATA_TYPE_DOUBLE
struct // XUSER_DATA_TYPE_UNICODE
{
uint cbData; // Includes null-terminator
char * pwszData;
} string;
float fData; // XUSER_DATA_TYPE_FLOAT
struct // XUSER_DATA_TYPE_BINARY
{
uint cbData;
char * pbData;
} binary;
};
} XUSER_DATA, *PXUSER_DATA;
typedef struct _XUSER_PROPERTY
{
DWORD dwPropertyId;
XUSER_DATA value;
} XUSER_PROPERTY, *PXUSER_PROPERTY;
typedef struct _XUSER_CONTEXT
{
DWORD dwContextId;
DWORD dwValue;
} XUSER_CONTEXT, *PXUSER_CONTEXT;
typedef struct _XSESSION_SEARCHRESULT
{
XSESSION_INFO info;
DWORD dwOpenPublicSlots;
DWORD dwOpenPrivateSlots;
DWORD dwFilledPublicSlots;
DWORD dwFilledPrivateSlots;
DWORD cProperties;
DWORD cContexts;
PXUSER_PROPERTY pProperties;
PXUSER_CONTEXT pContexts;
} XSESSION_SEARCHRESULT, *PXSESSION_SEARCHRESULT;
typedef struct _XSESSION_SEARCHRESULT_HEADER
{
DWORD dwSearchResults;
XSESSION_SEARCHRESULT *pResults;
} XSESSION_SEARCHRESULT_HEADER, *PXSESSION_SEARCHRESULT_HEADER;
typedef struct _XSESSION_REGISTRANT
{
uint64 qwMachineID;
DWORD bTrustworthiness;
DWORD bNumUsers;
XUID *rgUsers;
} XSESSION_REGISTRANT;
typedef struct _XSESSION_REGISTRATION_RESULTS
{
DWORD wNumRegistrants;
XSESSION_REGISTRANT *rgRegistrants;
} XSESSION_REGISTRATION_RESULTS, *PXSESSION_REGISTRATION_RESULTS;
typedef struct {
BYTE bFlags;
BYTE bReserved;
WORD cProbesXmit;
WORD cProbesRecv;
WORD cbData;
BYTE * pbData;
WORD wRttMinInMsecs;
WORD wRttMedInMsecs;
DWORD dwUpBitsPerSec;
DWORD dwDnBitsPerSec;
} XNQOSINFO;
typedef struct {
uint cxnqos;
uint cxnqosPending;
XNQOSINFO axnqosinfo[1];
} XNQOS;
#define XSESSION_CREATE_HOST 0
#define XUSER_DATA_TYPE_INT32 0
#define XSESSION_CREATE_USES_ARBITRATION 0
#define XNET_QOS_LISTEN_ENABLE 0
#define XNET_QOS_LISTEN_DISABLE 0
#define XNET_QOS_LISTEN_SET_DATA 0
FORCEINLINE void XBX_ProcessEvents() {}
FORCEINLINE unsigned int XBX_GetSystemTime() { return 0; }
FORCEINLINE int XBX_GetPrimaryUserId() { return 0; }
FORCEINLINE void XBX_SetPrimaryUserId( DWORD idx ) {}
FORCEINLINE int XBX_GetStorageDeviceId() { return 0; }
FORCEINLINE void XBX_SetStorageDeviceId( DWORD idx ) {}
FORCEINLINE const char *XBX_GetLanguageString() { return ""; }
FORCEINLINE bool XBX_IsLocalized() { return false; }
#define XCONTENT_MAX_DISPLAYNAME_LENGTH 128
#define XCONTENT_MAX_FILENAME_LENGTH 42
#define XBX_INVALID_STORAGE_ID ((DWORD) -1)
#define XBX_STORAGE_DECLINED ((DWORD) -2)
#endif // XBOXSTUBS_H

View File

@ -1,22 +1,22 @@
use File::DosGlob;
@ARGV = map {
my @g = File::DosGlob::glob($_) if /[*?]/;
@g ? @g : $_;
} @ARGV;
open FILE, ">__tmpshaderlist.txt";
foreach $arg (@ARGV)
{
if( $arg =~ m/\.fxc$/i || $arg =~ m/\.vsh$/i || $arg =~ m/\.psh$/i )
{
print $arg . "\n";
print FILE $arg . "\n";
}
}
close FILE;
system "buildshaders.bat __tmpshaderlist";
use File::DosGlob;
@ARGV = map {
my @g = File::DosGlob::glob($_) if /[*?]/;
@g ? @g : $_;
} @ARGV;
open FILE, ">__tmpshaderlist.txt";
foreach $arg (@ARGV)
{
if( $arg =~ m/\.fxc$/i || $arg =~ m/\.vsh$/i || $arg =~ m/\.psh$/i )
{
print $arg . "\n";
print FILE $arg . "\n";
}
}
close FILE;
system "buildshaders.bat __tmpshaderlist";
unlink "__tmpshaderlist.txt";

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@ -1,116 +1,116 @@
use String::CRC32;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
sub GetShaderType
{
my $shadername = shift;
my $shadertype;
if( $shadername =~ m/\.vsh/i )
{
$shadertype = "vsh";
}
elsif( $shadername =~ m/\.psh/i )
{
$shadertype = "psh";
}
elsif( $shadername =~ m/\.fxc/i )
{
$shadertype = "fxc";
}
else
{
die;
}
return $shadertype;
}
sub GetShaderSrc
{
my $shadername = shift;
if ( $shadername =~ m/^(.*)-----/i )
{
return $1;
}
else
{
return $shadername;
}
}
sub GetShaderType
{
my $shadername = shift;
my $shadertype;
if( $shadername =~ m/\.vsh/i )
{
$shadertype = "vsh";
}
elsif( $shadername =~ m/\.psh/i )
{
$shadertype = "psh";
}
elsif( $shadername =~ m/\.fxc/i )
{
$shadertype = "fxc";
}
else
{
die;
}
return $shadertype;
}
sub GetShaderBase
{
my $shadername = shift;
if ( $shadername =~ m/-----(.*)$/i )
{
return $1;
}
else
{
my $shadertype = &GetShaderType( $shadername );
$shadername =~ s/\.$shadertype//i;
return $shadername;
}
}
$g_x360 = 0;
$g_vcsext = ".vcs";
while( 1 )
{
$inputbase = shift;
if( $inputbase =~ m/-x360/ )
{
$g_x360 = 1;
$g_vcsext = ".360.vcs";
}
else
{
last;
}
}
# rip the txt off the end if it's there.
$inputbase =~ s/\.txt//i;
my @srcfiles = &LoadShaderListFile( $inputbase );
foreach $srcfile ( @srcfiles )
{
my $shadertype = &GetShaderType( $srcfile );
my $shaderbase = &GetShaderBase( $srcfile );
my $shadersrc = &GetShaderSrc( $srcfile );
my $vcsFileName = "..\\..\\..\\game\\hl2\\shaders\\$shadertype\\$shaderbase" . $g_vcsext;
# print "shadersrc: $shadersrc vcsFileName: $vcsFileName\n";
if( $g_x360 && ( $shaderbase =~ m/_ps20$/i ) )
{
next; # skip _ps20 files for 360
}
&CheckCRCAgainstTarget( $shadersrc, $vcsFileName, 1 );
}
use String::CRC32;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
sub GetShaderType
{
my $shadername = shift;
my $shadertype;
if( $shadername =~ m/\.vsh/i )
{
$shadertype = "vsh";
}
elsif( $shadername =~ m/\.psh/i )
{
$shadertype = "psh";
}
elsif( $shadername =~ m/\.fxc/i )
{
$shadertype = "fxc";
}
else
{
die;
}
return $shadertype;
}
sub GetShaderSrc
{
my $shadername = shift;
if ( $shadername =~ m/^(.*)-----/i )
{
return $1;
}
else
{
return $shadername;
}
}
sub GetShaderType
{
my $shadername = shift;
my $shadertype;
if( $shadername =~ m/\.vsh/i )
{
$shadertype = "vsh";
}
elsif( $shadername =~ m/\.psh/i )
{
$shadertype = "psh";
}
elsif( $shadername =~ m/\.fxc/i )
{
$shadertype = "fxc";
}
else
{
die;
}
return $shadertype;
}
sub GetShaderBase
{
my $shadername = shift;
if ( $shadername =~ m/-----(.*)$/i )
{
return $1;
}
else
{
my $shadertype = &GetShaderType( $shadername );
$shadername =~ s/\.$shadertype//i;
return $shadername;
}
}
$g_x360 = 0;
$g_vcsext = ".vcs";
while( 1 )
{
$inputbase = shift;
if( $inputbase =~ m/-x360/ )
{
$g_x360 = 1;
$g_vcsext = ".360.vcs";
}
else
{
last;
}
}
# rip the txt off the end if it's there.
$inputbase =~ s/\.txt//i;
my @srcfiles = &LoadShaderListFile( $inputbase );
foreach $srcfile ( @srcfiles )
{
my $shadertype = &GetShaderType( $srcfile );
my $shaderbase = &GetShaderBase( $srcfile );
my $shadersrc = &GetShaderSrc( $srcfile );
my $vcsFileName = "..\\..\\..\\game\\hl2\\shaders\\$shadertype\\$shaderbase" . $g_vcsext;
# print "shadersrc: $shadersrc vcsFileName: $vcsFileName\n";
if( $g_x360 && ( $shaderbase =~ m/_ps20$/i ) )
{
next; # skip _ps20 files for 360
}
&CheckCRCAgainstTarget( $shadersrc, $vcsFileName, 1 );
}

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@ -1,75 +1,75 @@
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
use Cwd;
use String::CRC32;
my $txtfilename = shift;
my $arg = shift;
my $is360 = 0;
my $platformextension = "";
if( $arg =~ m/-x360/i )
{
$is360 = 1;
$platformextension = ".360";
}
open TXTFILE, "<$txtfilename";
my $src;
my $dst;
while( $src = <TXTFILE> )
{
# get rid of comments
$src =~ s,//.*,,g;
# skip blank lines
if( $src =~ m/^\s*$/ )
{
next;
}
# Get rid of newlines.
$src =~ s/\n//g;
# Save off the shader source filename.
my $dst = $src;
$dst =~ s/_tmp//gi;
# Does the dst exist?
my $dstexists = -e $dst;
my $srcexists = -e $src;
# What are the time stamps for the src and dst?
my $srcmodtime = ( stat $src )[9];
my $dstmodtime = ( stat $dst )[9];
# Open for edit or add if different than what is in perforce already.
if( !$dstexists || ( $srcmodtime != $dstmodtime ) )
{
# Make the target writable if it exists
if( $dstexists )
{
MakeFileWritable( $dst );
}
my $dir = $dst;
$dir =~ s,([^/\\]*$),,; # rip the filename off the end
my $filename = $1;
# create the target directory if it doesn't exist
if( !$dstexists )
{
&MakeDirHier( $dir, 0777 );
}
# copy the file to its targets. . . we want to see STDERR here if there is an error.
my $cmd = "copy $src $dst > nul";
# print STDERR "$cmd\n";
system $cmd;
MakeFileReadOnly( $dst );
}
}
close TXTFILE;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
use Cwd;
use String::CRC32;
my $txtfilename = shift;
my $arg = shift;
my $is360 = 0;
my $platformextension = "";
if( $arg =~ m/-x360/i )
{
$is360 = 1;
$platformextension = ".360";
}
open TXTFILE, "<$txtfilename";
my $src;
my $dst;
while( $src = <TXTFILE> )
{
# get rid of comments
$src =~ s,//.*,,g;
# skip blank lines
if( $src =~ m/^\s*$/ )
{
next;
}
# Get rid of newlines.
$src =~ s/\n//g;
# Save off the shader source filename.
my $dst = $src;
$dst =~ s/_tmp//gi;
# Does the dst exist?
my $dstexists = -e $dst;
my $srcexists = -e $src;
# What are the time stamps for the src and dst?
my $srcmodtime = ( stat $src )[9];
my $dstmodtime = ( stat $dst )[9];
# Open for edit or add if different than what is in perforce already.
if( !$dstexists || ( $srcmodtime != $dstmodtime ) )
{
# Make the target writable if it exists
if( $dstexists )
{
MakeFileWritable( $dst );
}
my $dir = $dst;
$dir =~ s,([^/\\]*$),,; # rip the filename off the end
my $filename = $1;
# create the target directory if it doesn't exist
if( !$dstexists )
{
&MakeDirHier( $dir, 0777 );
}
# copy the file to its targets. . . we want to see STDERR here if there is an error.
my $cmd = "copy $src $dst > nul";
# print STDERR "$cmd\n";
system $cmd;
MakeFileReadOnly( $dst );
}
}
close TXTFILE;

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@ -1,172 +1,172 @@
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
use Cwd;
use String::CRC32;
sub ReadInputFileWithIncludes
{
local( $filename ) = shift;
local( *INPUT );
local( $output );
open INPUT, "<$filename" || die;
local( $line );
local( $linenum ) = 1;
while( $line = <INPUT> )
{
if( $line =~ m/\#include\s+\"(.*)\"/i )
{
$output.= ReadInputFileWithIncludes( $1 );
}
else
{
$output .= $line;
}
}
close INPUT;
return $output;
}
sub PatchCRC
{
my $filename = shift;
my $crc = shift;
# print STDERR "PatchCRC( $filename, $crc )\n";
local( *FP );
open FP, "+<$filename" || die;
binmode( FP );
seek FP, 6 * 4, 0;
my $uInt = "I";
if( $filename =~ m/360/ )
{
$uInt = "N";
}
print FP pack $uInt, $crc;
close FP;
}
my $txtfilename = shift;
my $arg = shift;
my $is360 = 0;
my $platformextension = "";
if( $arg =~ m/-x360/i )
{
$is360 = 1;
$platformextension = ".360";
}
# Get the changelist number for the Shader Auto Checkout changelist. Will create the changelist if it doesn't exist.
my $changelistnumber = `valve_p4_create_changelist.cmd ..\\..\\..\\game\\hl2\\shaders \"Shader Auto Checkout VCS\"`;
# Get rid of the newline
$changelistnumber =~ s/\n//g;
my $changelistarg = "";
if( $changelistnumber != 0 )
{
$changelistarg = "-c $changelistnumber"
}
open TXTFILE, "<$txtfilename";
my $src;
my $dst;
while( $src = <TXTFILE> )
{
# get rid of comments
$src =~ s,//.*,,g;
# skip blank lines
if( $src =~ m/^\s*$/ )
{
next;
}
# Get rid of newlines.
$src =~ s/\n//g;
# Save off the shader source filename.
my $shadersrcfilename = $src;
$shadersrcfilename =~ s/-----.*$//;
# use only target basename.
$src =~ s/^.*-----//;
# where the binary vcs file is
my $spath = "";
if ( $shadersrcfilename =~ m@\.fxc@i )
{
$spath = "shaders\\fxc\\";
}
if ( $shadersrcfilename =~ m@\.vsh@i )
{
$spath = "shaders\\vsh\\";
}
if ( $shadersrcfilename =~ m@\.psh@i )
{
$spath = "shaders\\psh\\";
}
# make the source have path and extension
$src = $spath . $src . $platformextension . ".vcs";
# build the dest filename.
$dst = $src;
$dst =~ s/shaders\\/..\\..\\..\\game\\hl2\\shaders\\/i;
# Does the dst exist?
my $dstexists = -e $dst;
my $srcexists = -e $src;
# What are the time stamps for the src and dst?
my $srcmodtime = ( stat $src )[9];
my $dstmodtime = ( stat $dst )[9];
# Write $dst to a file so that we can do perforce stuff to it later.
local( *VCSLIST );
open VCSLIST, ">>vcslist.txt" || die;
print VCSLIST $dst . "\n";
close VCSLIST;
# Open for edit or add if different than what is in perforce already.
if( !$dstexists || ( $srcmodtime != $dstmodtime ) )
{
if ( $srcexists && $shadersrcfilename =~ m@\.fxc@i )
{
# Get the CRC for the source file.
my $srccode = ReadInputFileWithIncludes( $shadersrcfilename );
my $crc = crc32( $srccode );
# Patch the source VCS file with the CRC32 of the source code used to build that file.
PatchCRC( $src, $crc );
}
# Make the target vcs writable if it exists
if( $dstexists )
{
MakeFileWritable( $dst );
}
my $dir = $dst;
$dir =~ s,([^/\\]*$),,; # rip the filename off the end
my $filename = $1;
# create the target directory if it doesn't exist
if( !$dstexists )
{
&MakeDirHier( $dir, 0777 );
}
# copy the file to its targets. . . we want to see STDERR here if there is an error.
my $cmd = "copy $src $dst > nul";
# print STDERR "$cmd\n";
system $cmd;
MakeFileReadOnly( $dst );
}
}
close TXTFILE;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
use Cwd;
use String::CRC32;
sub ReadInputFileWithIncludes
{
local( $filename ) = shift;
local( *INPUT );
local( $output );
open INPUT, "<$filename" || die;
local( $line );
local( $linenum ) = 1;
while( $line = <INPUT> )
{
if( $line =~ m/\#include\s+\"(.*)\"/i )
{
$output.= ReadInputFileWithIncludes( $1 );
}
else
{
$output .= $line;
}
}
close INPUT;
return $output;
}
sub PatchCRC
{
my $filename = shift;
my $crc = shift;
# print STDERR "PatchCRC( $filename, $crc )\n";
local( *FP );
open FP, "+<$filename" || die;
binmode( FP );
seek FP, 6 * 4, 0;
my $uInt = "I";
if( $filename =~ m/360/ )
{
$uInt = "N";
}
print FP pack $uInt, $crc;
close FP;
}
my $txtfilename = shift;
my $arg = shift;
my $is360 = 0;
my $platformextension = "";
if( $arg =~ m/-x360/i )
{
$is360 = 1;
$platformextension = ".360";
}
# Get the changelist number for the Shader Auto Checkout changelist. Will create the changelist if it doesn't exist.
my $changelistnumber = `valve_p4_create_changelist.cmd ..\\..\\..\\game\\hl2\\shaders \"Shader Auto Checkout VCS\"`;
# Get rid of the newline
$changelistnumber =~ s/\n//g;
my $changelistarg = "";
if( $changelistnumber != 0 )
{
$changelistarg = "-c $changelistnumber"
}
open TXTFILE, "<$txtfilename";
my $src;
my $dst;
while( $src = <TXTFILE> )
{
# get rid of comments
$src =~ s,//.*,,g;
# skip blank lines
if( $src =~ m/^\s*$/ )
{
next;
}
# Get rid of newlines.
$src =~ s/\n//g;
# Save off the shader source filename.
my $shadersrcfilename = $src;
$shadersrcfilename =~ s/-----.*$//;
# use only target basename.
$src =~ s/^.*-----//;
# where the binary vcs file is
my $spath = "";
if ( $shadersrcfilename =~ m@\.fxc@i )
{
$spath = "shaders\\fxc\\";
}
if ( $shadersrcfilename =~ m@\.vsh@i )
{
$spath = "shaders\\vsh\\";
}
if ( $shadersrcfilename =~ m@\.psh@i )
{
$spath = "shaders\\psh\\";
}
# make the source have path and extension
$src = $spath . $src . $platformextension . ".vcs";
# build the dest filename.
$dst = $src;
$dst =~ s/shaders\\/..\\..\\..\\game\\hl2\\shaders\\/i;
# Does the dst exist?
my $dstexists = -e $dst;
my $srcexists = -e $src;
# What are the time stamps for the src and dst?
my $srcmodtime = ( stat $src )[9];
my $dstmodtime = ( stat $dst )[9];
# Write $dst to a file so that we can do perforce stuff to it later.
local( *VCSLIST );
open VCSLIST, ">>vcslist.txt" || die;
print VCSLIST $dst . "\n";
close VCSLIST;
# Open for edit or add if different than what is in perforce already.
if( !$dstexists || ( $srcmodtime != $dstmodtime ) )
{
if ( $srcexists && $shadersrcfilename =~ m@\.fxc@i )
{
# Get the CRC for the source file.
my $srccode = ReadInputFileWithIncludes( $shadersrcfilename );
my $crc = crc32( $srccode );
# Patch the source VCS file with the CRC32 of the source code used to build that file.
PatchCRC( $src, $crc );
}
# Make the target vcs writable if it exists
if( $dstexists )
{
MakeFileWritable( $dst );
}
my $dir = $dst;
$dir =~ s,([^/\\]*$),,; # rip the filename off the end
my $filename = $1;
# create the target directory if it doesn't exist
if( !$dstexists )
{
&MakeDirHier( $dir, 0777 );
}
# copy the file to its targets. . . we want to see STDERR here if there is an error.
my $cmd = "copy $src $dst > nul";
# print STDERR "$cmd\n";
system $cmd;
MakeFileReadOnly( $dst );
}
}
close TXTFILE;

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@ -1,110 +1,110 @@
#!perl
use File::Find;
&BuildRemapTable;
find(\&convert, "." );
sub convert
{
return unless (/\.pcf$/i);
return if (/^tmp\.pcf$/i);
return if (/^tmp2\.pcf$/i);
return if (/360\.pcf$/i);
print STDERR "process ", $File::Find::name," ($_) dir=",`cd`," \n";
my $fname=$_;
print `p4 edit $fname`;
print `dmxconvert -i $_ -o tmp.pcf -oe keyvalues2`;
open(TMP, "tmp.pcf" ) || return;
open(OUT, ">tmp2.pcf" ) || die;
while(<TMP>)
{
s/[\n\r]//g;
if ( (/^(\s*\"functionName\"\s*\"string\"\s*\")(.*)\"(.*)$/) &&
length($map{$2}) )
{
$_=$1.$map{$2}.'"'.$3;
}
if ( (/^(\s*\"name\"\s*\"string\"\s*\")(.*)\"(.*)$/) &&
length($map{$2}) )
{
$_=$1.$map{$2}.'"'.$3;
}
print OUT "$_\n";
}
close OUT;
close TMP;
print `dmxconvert -i tmp2.pcf -o $fname -ie keyvalues2 -oe binary`;
unlink "tmp.pcf";
unlink "tmp2.pcf";
}
sub BuildRemapTable
{
$map{"alpha_fade"}= "Alpha Fade and Decay";
$map{"alpha_fade_in_random"}= "Alpha Fade In Random";
$map{"alpha_fade_out_random"}= "Alpha Fade Out Random";
$map{"basic_movement"}= "Movement Basic";
$map{"color_fade"}= "Color Fade";
$map{"controlpoint_light"}= "Color Light From Control Point";
$map{"Dampen Movement Relative to Control Point"}= "Movement Dampen Relative to Control Point";
$map{"Distance Between Control Points Scale"}= "Remap Distance Between Two Control Points to Scalar";
$map{"Distance to Control Points Scale"}= "Remap Distance to Control Point to Scalar";
$map{"lifespan_decay"}= "Lifespan Decay";
$map{"lock to bone"}= "Movement Lock to Bone";
$map{"postion_lock_to_controlpoint"}= "Movement Lock to Control Point";
$map{"maintain position along path"}= "Movement Maintain Position Along Path";
$map{"Match Particle Velocities"}= "Movement Match Particle Velocities";
$map{"Max Velocity"}= "Movement Max Velocity";
$map{"noise"}= "Noise Scalar";
$map{"vector noise"}= "Noise Vector";
$map{"oscillate_scalar"}= "Oscillate Scalar";
$map{"oscillate_vector"}= "Oscillate Vector";
$map{"Orient Rotation to 2D Direction"}= "Rotation Orient to 2D Direction";
$map{"radius_scale"}= "Radius Scale";
$map{"Random Cull"}= "Cull Random";
$map{"remap_scalar"}= "Remap Scalar";
$map{"rotation_movement"}= "Rotation Basic";
$map{"rotation_spin"}= "Rotation Spin Roll";
$map{"rotation_spin yaw"}= "Rotation Spin Yaw";
$map{"alpha_random"}= "Alpha Random";
$map{"color_random"}= "Color Random";
$map{"create from parent particles"}= "Position From Parent Particles";
$map{"Create In Hierarchy"}= "Position In CP Hierarchy";
$map{"random position along path"}= "Position Along Path Random";
$map{"random position on model"}= "Position on Model Random";
$map{"sequential position along path"}= "Position Along Path Sequential";
$map{"position_offset_random"}= "Position Modify Offset Random";
$map{"position_warp_random"}= "Position Modify Warp Random";
$map{"position_within_box"}= "Position Within Box Random";
$map{"position_within_sphere"}= "Position Within Sphere Random";
$map{"Inherit Velocity"}= "Velocity Inherit from Control Point";
$map{"Initial Repulsion Velocity"}= "Velocity Repulse from World";
$map{"Initial Velocity Noise"}= "Velocity Noise";
$map{"Initial Scalar Noise"}= "Remap Noise to Scalar";
$map{"Lifespan from distance to world"}= "Lifetime from Time to Impact";
$map{"Pre-Age Noise"}= "Lifetime Pre-Age Noise";
$map{"lifetime_random"}= "Lifetime Random";
$map{"radius_random"}= "Radius Random";
$map{"random yaw"}= "Rotation Yaw Random";
$map{"Randomly Flip Yaw"}= "Rotation Yaw Flip Random";
$map{"rotation_random"}= "Rotation Random";
$map{"rotation_speed_random"}= "Rotation Speed Random";
$map{"sequence_random"}= "Sequence Random";
$map{"second_sequence_random"}= "Sequence Two Random";
$map{"trail_length_random"}= "Trail Length Random";
$map{"velocity_random"}= "Velocity Random";
}
#!perl
use File::Find;
&BuildRemapTable;
find(\&convert, "." );
sub convert
{
return unless (/\.pcf$/i);
return if (/^tmp\.pcf$/i);
return if (/^tmp2\.pcf$/i);
return if (/360\.pcf$/i);
print STDERR "process ", $File::Find::name," ($_) dir=",`cd`," \n";
my $fname=$_;
print `p4 edit $fname`;
print `dmxconvert -i $_ -o tmp.pcf -oe keyvalues2`;
open(TMP, "tmp.pcf" ) || return;
open(OUT, ">tmp2.pcf" ) || die;
while(<TMP>)
{
s/[\n\r]//g;
if ( (/^(\s*\"functionName\"\s*\"string\"\s*\")(.*)\"(.*)$/) &&
length($map{$2}) )
{
$_=$1.$map{$2}.'"'.$3;
}
if ( (/^(\s*\"name\"\s*\"string\"\s*\")(.*)\"(.*)$/) &&
length($map{$2}) )
{
$_=$1.$map{$2}.'"'.$3;
}
print OUT "$_\n";
}
close OUT;
close TMP;
print `dmxconvert -i tmp2.pcf -o $fname -ie keyvalues2 -oe binary`;
unlink "tmp.pcf";
unlink "tmp2.pcf";
}
sub BuildRemapTable
{
$map{"alpha_fade"}= "Alpha Fade and Decay";
$map{"alpha_fade_in_random"}= "Alpha Fade In Random";
$map{"alpha_fade_out_random"}= "Alpha Fade Out Random";
$map{"basic_movement"}= "Movement Basic";
$map{"color_fade"}= "Color Fade";
$map{"controlpoint_light"}= "Color Light From Control Point";
$map{"Dampen Movement Relative to Control Point"}= "Movement Dampen Relative to Control Point";
$map{"Distance Between Control Points Scale"}= "Remap Distance Between Two Control Points to Scalar";
$map{"Distance to Control Points Scale"}= "Remap Distance to Control Point to Scalar";
$map{"lifespan_decay"}= "Lifespan Decay";
$map{"lock to bone"}= "Movement Lock to Bone";
$map{"postion_lock_to_controlpoint"}= "Movement Lock to Control Point";
$map{"maintain position along path"}= "Movement Maintain Position Along Path";
$map{"Match Particle Velocities"}= "Movement Match Particle Velocities";
$map{"Max Velocity"}= "Movement Max Velocity";
$map{"noise"}= "Noise Scalar";
$map{"vector noise"}= "Noise Vector";
$map{"oscillate_scalar"}= "Oscillate Scalar";
$map{"oscillate_vector"}= "Oscillate Vector";
$map{"Orient Rotation to 2D Direction"}= "Rotation Orient to 2D Direction";
$map{"radius_scale"}= "Radius Scale";
$map{"Random Cull"}= "Cull Random";
$map{"remap_scalar"}= "Remap Scalar";
$map{"rotation_movement"}= "Rotation Basic";
$map{"rotation_spin"}= "Rotation Spin Roll";
$map{"rotation_spin yaw"}= "Rotation Spin Yaw";
$map{"alpha_random"}= "Alpha Random";
$map{"color_random"}= "Color Random";
$map{"create from parent particles"}= "Position From Parent Particles";
$map{"Create In Hierarchy"}= "Position In CP Hierarchy";
$map{"random position along path"}= "Position Along Path Random";
$map{"random position on model"}= "Position on Model Random";
$map{"sequential position along path"}= "Position Along Path Sequential";
$map{"position_offset_random"}= "Position Modify Offset Random";
$map{"position_warp_random"}= "Position Modify Warp Random";
$map{"position_within_box"}= "Position Within Box Random";
$map{"position_within_sphere"}= "Position Within Sphere Random";
$map{"Inherit Velocity"}= "Velocity Inherit from Control Point";
$map{"Initial Repulsion Velocity"}= "Velocity Repulse from World";
$map{"Initial Velocity Noise"}= "Velocity Noise";
$map{"Initial Scalar Noise"}= "Remap Noise to Scalar";
$map{"Lifespan from distance to world"}= "Lifetime from Time to Impact";
$map{"Pre-Age Noise"}= "Lifetime Pre-Age Noise";
$map{"lifetime_random"}= "Lifetime Random";
$map{"radius_random"}= "Radius Random";
$map{"random yaw"}= "Rotation Yaw Random";
$map{"Randomly Flip Yaw"}= "Rotation Yaw Flip Random";
$map{"rotation_random"}= "Rotation Random";
$map{"rotation_speed_random"}= "Rotation Speed Random";
$map{"sequence_random"}= "Sequence Random";
$map{"second_sequence_random"}= "Sequence Two Random";
$map{"trail_length_random"}= "Trail Length Random";
$map{"velocity_random"}= "Velocity Random";
}

File diff suppressed because it is too large Load Diff

View File

@ -1,3 +1,3 @@
#!/bin/bash
exec $(dirname $0)/ccache "${DT_TOOLCHAIN_DIR}"/usr/bin/clang -Qunused-arguments "$@"
#!/bin/bash
exec $(dirname $0)/ccache "${DT_TOOLCHAIN_DIR}"/usr/bin/clang -Qunused-arguments "$@"

View File

@ -1,333 +1,333 @@
use String::CRC32;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
sub BuildDefineOptions
{
local( $output );
local( $combo ) = shift;
local( $i );
for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
{
local( $val ) = ( $combo % ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) ) + $dynamicDefineMin[$i];
$output .= "/D$dynamicDefineNames[$i]=$val ";
$combo = $combo / ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 );
}
for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
{
local( $val ) = ( $combo % ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) ) + $staticDefineMin[$i];
$output .= "/D$staticDefineNames[$i]=$val ";
$combo = $combo / ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 );
}
return $output;
}
sub CalcNumCombos
{
local( $i, $numCombos );
$numCombos = 1;
for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
{
$numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
}
for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
{
$numCombos *= $staticDefineMax[$i] - $staticDefineMin[$i] + 1;
}
return $numCombos;
}
sub CalcNumDynamicCombos
{
local( $i, $numCombos );
$numCombos = 1;
for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
{
$numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
}
return $numCombos;
}
$g_dx9 = 1;
while( 1 )
{
$psh_filename = shift;
if( $psh_filename =~ m/-source/ )
{
$g_SourceDir = shift;
}
elsif( $psh_filename =~ m/-x360/ )
{
$g_x360 = 1;
}
else
{
last;
}
}
$psh_filename =~ s/-----.*$//;
# Get the shader binary version number from a header file.
open FILE, "<$g_SourceDir\\public\\materialsystem\\shader_vcs_version.h" || die;
while( $line = <FILE> )
{
if( $line =~ m/^\#define\s+SHADER_VCS_VERSION_NUMBER\s+(\d+)\s*$/ )
{
$shaderVersion = $1;
last;
}
}
if( !defined $shaderVersion )
{
die "couldn't get shader version from shader_vcs_version.h";
}
close FILE;
local( @staticDefineNames );
local( @staticDefineMin );
local( @staticDefineMax );
local( @dynamicDefineNames );
local( @dynamicDefineMin );
local( @dynamicDefineMax );
# Parse the combos.
open PSH, "<$psh_filename";
while( <PSH> )
{
last if( !m,^;, );
s,^;\s*,,;
if( m/\s*STATIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
{
local( $name, $min, $max );
$name = $1;
$min = $2;
$max = $3;
# print "\"STATIC: $name\" \"$min..$max\"\n";
if (/\[(.*)\]/)
{
$platforms=$1;
next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
}
push @staticDefineNames, $name;
push @staticDefineMin, $min;
push @staticDefineMax, $max;
}
elsif( m/\s*DYNAMIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
{
local( $name, $min, $max );
$name = $1;
$min = $2;
$max = $3;
# print "\"DYNAMIC: $name\" \"$min..$max\"\n";
if (/\[(.*)\]/)
{
$platforms=$1;
next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
}
push @dynamicDefineNames, $name;
push @dynamicDefineMin, $min;
push @dynamicDefineMax, $max;
}
}
close PSH;
$numCombos = &CalcNumCombos();
$numDynamicCombos = &CalcNumDynamicCombos();
print "$psh_filename\n";
#print "$numCombos combos\n";
#print "$numDynamicCombos dynamic combos\n";
if( $g_x360 )
{
$pshtmp = "pshtmp9_360";
}
elsif( $g_dx9 )
{
$pshtmp = "pshtmp9";
}
else
{
$pshtmp = "pshtmp8";
}
$basename = $psh_filename;
$basename =~ s/\.psh$//i;
for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
{
my $tempFilename = "shader$shaderCombo.o";
unlink $tempFilename;
if( $g_x360 )
{
$cmd = "$g_SourceDir\\x360xdk\\bin\\win32\\psa /D_X360=1 /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
}
else
{
$cmd = "$g_SourceDir\\dx9sdk\\utilities\\psa /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
}
if( !stat $pshtmp )
{
mkdir $pshtmp, 0777 || die $!;
}
# print $cmd . "\n";
system $cmd || die $!;
# Make sure a file got generated because sometimes the die above won't happen on compile errors.
my $filesize = (stat $tempFilename)[7];
if ( !$filesize )
{
die "Error compiling shader$shaderCombo.o";
}
push @outputHeader, @hdr;
}
$basename =~ s/\.fxc//gi;
push @outputHeader, "static PrecompiledShaderByteCode_t " . $basename . "_pixel_shaders[" . $numCombos . "] = \n";
push @outputHeader, "{\n";
local( $j );
for( $j = 0; $j < $numCombos; $j++ )
{
local( $thing ) = "pixelShader_" . $basename . "_" . $j;
push @outputHeader, "\t{ " . "$thing, sizeof( $thing ) },\n";
}
push @outputHeader, "};\n";
push @outputHeader, "struct $basename" . "PixelShader_t : public PrecompiledShader_t\n";
push @outputHeader, "{\n";
push @outputHeader, "\t$basename" . "PixelShader_t()\n";
push @outputHeader, "\t{\n";
push @outputHeader, "\t\tm_nFlags = 0;\n";
push @outputHeader, "\t\tm_pByteCode = " . $basename . "_pixel_shaders;\n";
push @outputHeader, "\t\tm_nShaderCount = $numCombos;\n";
#push @outputHeader, "\t\tm_nDynamicCombos = m_nShaderCount;\n";
push @outputHeader, "\t\t// NOTE!!! psh_prep.pl shaders are always static combos!\n";
push @outputHeader, "\t\tm_nDynamicCombos = 1;\n";
push @outputHeader, "\t\tm_pName = \"$basename\";\n";
if( $basename =~ /vs\d\d/ ) # hack
{
push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_VERTEX_SHADER, this );\n";
}
else
{
push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_PIXEL_SHADER, this );\n";
}
push @outputHeader, "\t}\n";
push @outputHeader, "\tvirtual const PrecompiledShaderByteCode_t &GetByteCode( int shaderID )\n";
push @outputHeader, "\t{\n";
push @outputHeader, "\t\treturn m_pByteCode[shaderID];\n";
push @outputHeader, "\t}\n";
push @outputHeader, "};\n";
push @outputHeader, "static $basename" . "PixelShader_t $basename" . "_PixelShaderInstance;\n";
&MakeDirHier( "shaders/psh" );
my $vcsName = "";
if( $g_x360 )
{
$vcsName = $basename . ".360.vcs";
}
else
{
$vcsName = $basename . ".vcs";
}
open COMPILEDSHADER, ">shaders/psh/$vcsName" || die;
binmode( COMPILEDSHADER );
#
# Write out the part of the header that we know. . we'll write the rest after writing the object code.
#
#print $numCombos . "\n";
# Pack arguments
my $sInt = "i";
my $uInt = "I";
if ( $g_x360 )
{
# Change arguments to "big endian long"
$sInt = "N";
$uInt = "N";
}
open PSH, "<$psh_filename";
my $crc = crc32( *PSH );
close PSH;
#print STDERR "crc for $psh_filename: $crc\n";
# version
print COMPILEDSHADER pack $sInt, 4;
# totalCombos
print COMPILEDSHADER pack $sInt, $numCombos;
# dynamic combos
print COMPILEDSHADER pack $sInt, $numDynamicCombos;
# flags
print COMPILEDSHADER pack $uInt, 0x0; # nothing here for now.
# centroid mask
print COMPILEDSHADER pack $uInt, 0;
# reference size for diffs
print COMPILEDSHADER pack $uInt, 0;
# crc32 of the source code
print COMPILEDSHADER pack $uInt, $crc;
my $beginningOfDir = tell COMPILEDSHADER;
# Write out a blank directionary. . we'll fill it in later.
for( $i = 0; $i < $numCombos; $i++ )
{
# offset from beginning of file.
print COMPILEDSHADER pack $sInt, 0;
# size
print COMPILEDSHADER pack $sInt, 0;
}
my $startByteCode = tell COMPILEDSHADER;
my @byteCodeStart;
my @byteCodeSize;
# Write out the shader object code.
for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
{
my $filename = "shader$shaderCombo\.o";
my $filesize = (stat $filename)[7];
$byteCodeStart[$shaderCombo] = tell COMPILEDSHADER;
$byteCodeSize[$shaderCombo] = $filesize;
open SHADERBYTECODE, "<$filename";
binmode SHADERBYTECODE;
my $bin;
my $numread = read SHADERBYTECODE, $bin, $filesize;
# print "filename: $filename numread: $numread filesize: $filesize\n";
close SHADERBYTECODE;
unlink $filename;
print COMPILEDSHADER $bin;
}
# Seek back to the directory and write it out.
seek COMPILEDSHADER, $beginningOfDir, 0;
for( $i = 0; $i < $numCombos; $i++ )
{
# offset from beginning of file.
print COMPILEDSHADER pack $sInt, $byteCodeStart[$i];
# size
print COMPILEDSHADER pack $sInt, $byteCodeSize[$i];
}
close COMPILEDSHADER;
use String::CRC32;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
sub BuildDefineOptions
{
local( $output );
local( $combo ) = shift;
local( $i );
for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
{
local( $val ) = ( $combo % ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) ) + $dynamicDefineMin[$i];
$output .= "/D$dynamicDefineNames[$i]=$val ";
$combo = $combo / ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 );
}
for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
{
local( $val ) = ( $combo % ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) ) + $staticDefineMin[$i];
$output .= "/D$staticDefineNames[$i]=$val ";
$combo = $combo / ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 );
}
return $output;
}
sub CalcNumCombos
{
local( $i, $numCombos );
$numCombos = 1;
for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
{
$numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
}
for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
{
$numCombos *= $staticDefineMax[$i] - $staticDefineMin[$i] + 1;
}
return $numCombos;
}
sub CalcNumDynamicCombos
{
local( $i, $numCombos );
$numCombos = 1;
for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
{
$numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
}
return $numCombos;
}
$g_dx9 = 1;
while( 1 )
{
$psh_filename = shift;
if( $psh_filename =~ m/-source/ )
{
$g_SourceDir = shift;
}
elsif( $psh_filename =~ m/-x360/ )
{
$g_x360 = 1;
}
else
{
last;
}
}
$psh_filename =~ s/-----.*$//;
# Get the shader binary version number from a header file.
open FILE, "<$g_SourceDir\\public\\materialsystem\\shader_vcs_version.h" || die;
while( $line = <FILE> )
{
if( $line =~ m/^\#define\s+SHADER_VCS_VERSION_NUMBER\s+(\d+)\s*$/ )
{
$shaderVersion = $1;
last;
}
}
if( !defined $shaderVersion )
{
die "couldn't get shader version from shader_vcs_version.h";
}
close FILE;
local( @staticDefineNames );
local( @staticDefineMin );
local( @staticDefineMax );
local( @dynamicDefineNames );
local( @dynamicDefineMin );
local( @dynamicDefineMax );
# Parse the combos.
open PSH, "<$psh_filename";
while( <PSH> )
{
last if( !m,^;, );
s,^;\s*,,;
if( m/\s*STATIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
{
local( $name, $min, $max );
$name = $1;
$min = $2;
$max = $3;
# print "\"STATIC: $name\" \"$min..$max\"\n";
if (/\[(.*)\]/)
{
$platforms=$1;
next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
}
push @staticDefineNames, $name;
push @staticDefineMin, $min;
push @staticDefineMax, $max;
}
elsif( m/\s*DYNAMIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
{
local( $name, $min, $max );
$name = $1;
$min = $2;
$max = $3;
# print "\"DYNAMIC: $name\" \"$min..$max\"\n";
if (/\[(.*)\]/)
{
$platforms=$1;
next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
}
push @dynamicDefineNames, $name;
push @dynamicDefineMin, $min;
push @dynamicDefineMax, $max;
}
}
close PSH;
$numCombos = &CalcNumCombos();
$numDynamicCombos = &CalcNumDynamicCombos();
print "$psh_filename\n";
#print "$numCombos combos\n";
#print "$numDynamicCombos dynamic combos\n";
if( $g_x360 )
{
$pshtmp = "pshtmp9_360";
}
elsif( $g_dx9 )
{
$pshtmp = "pshtmp9";
}
else
{
$pshtmp = "pshtmp8";
}
$basename = $psh_filename;
$basename =~ s/\.psh$//i;
for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
{
my $tempFilename = "shader$shaderCombo.o";
unlink $tempFilename;
if( $g_x360 )
{
$cmd = "$g_SourceDir\\x360xdk\\bin\\win32\\psa /D_X360=1 /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
}
else
{
$cmd = "$g_SourceDir\\dx9sdk\\utilities\\psa /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
}
if( !stat $pshtmp )
{
mkdir $pshtmp, 0777 || die $!;
}
# print $cmd . "\n";
system $cmd || die $!;
# Make sure a file got generated because sometimes the die above won't happen on compile errors.
my $filesize = (stat $tempFilename)[7];
if ( !$filesize )
{
die "Error compiling shader$shaderCombo.o";
}
push @outputHeader, @hdr;
}
$basename =~ s/\.fxc//gi;
push @outputHeader, "static PrecompiledShaderByteCode_t " . $basename . "_pixel_shaders[" . $numCombos . "] = \n";
push @outputHeader, "{\n";
local( $j );
for( $j = 0; $j < $numCombos; $j++ )
{
local( $thing ) = "pixelShader_" . $basename . "_" . $j;
push @outputHeader, "\t{ " . "$thing, sizeof( $thing ) },\n";
}
push @outputHeader, "};\n";
push @outputHeader, "struct $basename" . "PixelShader_t : public PrecompiledShader_t\n";
push @outputHeader, "{\n";
push @outputHeader, "\t$basename" . "PixelShader_t()\n";
push @outputHeader, "\t{\n";
push @outputHeader, "\t\tm_nFlags = 0;\n";
push @outputHeader, "\t\tm_pByteCode = " . $basename . "_pixel_shaders;\n";
push @outputHeader, "\t\tm_nShaderCount = $numCombos;\n";
#push @outputHeader, "\t\tm_nDynamicCombos = m_nShaderCount;\n";
push @outputHeader, "\t\t// NOTE!!! psh_prep.pl shaders are always static combos!\n";
push @outputHeader, "\t\tm_nDynamicCombos = 1;\n";
push @outputHeader, "\t\tm_pName = \"$basename\";\n";
if( $basename =~ /vs\d\d/ ) # hack
{
push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_VERTEX_SHADER, this );\n";
}
else
{
push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_PIXEL_SHADER, this );\n";
}
push @outputHeader, "\t}\n";
push @outputHeader, "\tvirtual const PrecompiledShaderByteCode_t &GetByteCode( int shaderID )\n";
push @outputHeader, "\t{\n";
push @outputHeader, "\t\treturn m_pByteCode[shaderID];\n";
push @outputHeader, "\t}\n";
push @outputHeader, "};\n";
push @outputHeader, "static $basename" . "PixelShader_t $basename" . "_PixelShaderInstance;\n";
&MakeDirHier( "shaders/psh" );
my $vcsName = "";
if( $g_x360 )
{
$vcsName = $basename . ".360.vcs";
}
else
{
$vcsName = $basename . ".vcs";
}
open COMPILEDSHADER, ">shaders/psh/$vcsName" || die;
binmode( COMPILEDSHADER );
#
# Write out the part of the header that we know. . we'll write the rest after writing the object code.
#
#print $numCombos . "\n";
# Pack arguments
my $sInt = "i";
my $uInt = "I";
if ( $g_x360 )
{
# Change arguments to "big endian long"
$sInt = "N";
$uInt = "N";
}
open PSH, "<$psh_filename";
my $crc = crc32( *PSH );
close PSH;
#print STDERR "crc for $psh_filename: $crc\n";
# version
print COMPILEDSHADER pack $sInt, 4;
# totalCombos
print COMPILEDSHADER pack $sInt, $numCombos;
# dynamic combos
print COMPILEDSHADER pack $sInt, $numDynamicCombos;
# flags
print COMPILEDSHADER pack $uInt, 0x0; # nothing here for now.
# centroid mask
print COMPILEDSHADER pack $uInt, 0;
# reference size for diffs
print COMPILEDSHADER pack $uInt, 0;
# crc32 of the source code
print COMPILEDSHADER pack $uInt, $crc;
my $beginningOfDir = tell COMPILEDSHADER;
# Write out a blank directionary. . we'll fill it in later.
for( $i = 0; $i < $numCombos; $i++ )
{
# offset from beginning of file.
print COMPILEDSHADER pack $sInt, 0;
# size
print COMPILEDSHADER pack $sInt, 0;
}
my $startByteCode = tell COMPILEDSHADER;
my @byteCodeStart;
my @byteCodeSize;
# Write out the shader object code.
for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
{
my $filename = "shader$shaderCombo\.o";
my $filesize = (stat $filename)[7];
$byteCodeStart[$shaderCombo] = tell COMPILEDSHADER;
$byteCodeSize[$shaderCombo] = $filesize;
open SHADERBYTECODE, "<$filename";
binmode SHADERBYTECODE;
my $bin;
my $numread = read SHADERBYTECODE, $bin, $filesize;
# print "filename: $filename numread: $numread filesize: $filesize\n";
close SHADERBYTECODE;
unlink $filename;
print COMPILEDSHADER $bin;
}
# Seek back to the directory and write it out.
seek COMPILEDSHADER, $beginningOfDir, 0;
for( $i = 0; $i < $numCombos; $i++ )
{
# offset from beginning of file.
print COMPILEDSHADER pack $sInt, $byteCodeStart[$i];
# size
print COMPILEDSHADER pack $sInt, $byteCodeSize[$i];
}
close COMPILEDSHADER;

View File

@ -1,36 +1,36 @@
#! perl
my $fname=shift || die "format is shaderinfo blah.vcs";
open(SHADER, $fname) || die "can't open $fname";
binmode SHADER;
read(SHADER,$header,20);
($ver,$ntotal,$ndynamic,$flags,$centroidmask)=unpack("LLLLL",$header);
#print "Version $ver total combos=$ntotal, num dynamic combos=$ndynamic,\n flags=$flags, centroid mask=$centroidmask\n";
read(SHADER,$refsize,4);
$refsize=unpack("L",$refsize);
#print "Size of reference shader for diffing=$refsize\n";
seek(SHADER,$refsize,1);
$nskipped_combos=0;
for(1..$ntotal)
{
read(SHADER,$combodata,8);
($ofs,$combosize)=unpack("LL",$combodata);
if ( $ofs == 0xffffffff)
{
$nskipped_combos++;
}
else
{
}
}
#print "$nskipped_combos skipped, for an actual total of ",$ntotal-$nskipped_combos,"\n";
#print "Real to skipped ratio = ",($ntotal-$nskipped_combos)/$ntotal,"\n";
# csv output - name, real combos, virtual combos, dynamic combos
my $real_combos=$ntotal-$nskipped_combos;
print "$fname,$real_combos,$ntotal,$ndynamic\n";
#! perl
my $fname=shift || die "format is shaderinfo blah.vcs";
open(SHADER, $fname) || die "can't open $fname";
binmode SHADER;
read(SHADER,$header,20);
($ver,$ntotal,$ndynamic,$flags,$centroidmask)=unpack("LLLLL",$header);
#print "Version $ver total combos=$ntotal, num dynamic combos=$ndynamic,\n flags=$flags, centroid mask=$centroidmask\n";
read(SHADER,$refsize,4);
$refsize=unpack("L",$refsize);
#print "Size of reference shader for diffing=$refsize\n";
seek(SHADER,$refsize,1);
$nskipped_combos=0;
for(1..$ntotal)
{
read(SHADER,$combodata,8);
($ofs,$combosize)=unpack("LL",$combodata);
if ( $ofs == 0xffffffff)
{
$nskipped_combos++;
}
else
{
}
}
#print "$nskipped_combos skipped, for an actual total of ",$ntotal-$nskipped_combos,"\n";
#print "Real to skipped ratio = ",($ntotal-$nskipped_combos)/$ntotal,"\n";
# csv output - name, real combos, virtual combos, dynamic combos
my $real_combos=$ntotal-$nskipped_combos;
print "$fname,$real_combos,$ntotal,$ndynamic\n";

View File

@ -1,54 +1,54 @@
$infilename = shift;
$outfilename1 = shift;
$outfilename2 = shift;
open INPUT, $infilename || die;
@input = <INPUT>;
close INPUT;
open MERGEDMINE, ">$outfilename1" || die;
open MERGEDTHEIRS, ">$outfilename2" || die;
for( $i = 0; $i < scalar( @input ); $i++ )
{
$line = $input[$i];
if( $line =~ m/^(.*)<<<<<<</ )
{
$first = 1;
$second = 0;
print MERGEDMINE $1;
print MERGEDTHEIRS $1;
next;
}
# Make sure that we are in a split block so that comments with ======= don't mess us up.
if( $line =~ m/^(.*)=======$/ && $first == 1 )
{
$first = 0;
$second = 1;
print MERGEDMINE $1;
next;
}
if( $line =~ m/^(.*)>>>>>>>/ )
{
$first = $second = 0;
print MERGEDTHEIRS $1;
next;
}
if( $first )
{
print MERGEDMINE $line;
}
elsif( $second )
{
print MERGEDTHEIRS $line;
}
else
{
print MERGEDMINE $line;
print MERGEDTHEIRS $line;
}
}
close MERGEDMINE;
close MERGEDTHEIRS;
$infilename = shift;
$outfilename1 = shift;
$outfilename2 = shift;
open INPUT, $infilename || die;
@input = <INPUT>;
close INPUT;
open MERGEDMINE, ">$outfilename1" || die;
open MERGEDTHEIRS, ">$outfilename2" || die;
for( $i = 0; $i < scalar( @input ); $i++ )
{
$line = $input[$i];
if( $line =~ m/^(.*)<<<<<<</ )
{
$first = 1;
$second = 0;
print MERGEDMINE $1;
print MERGEDTHEIRS $1;
next;
}
# Make sure that we are in a split block so that comments with ======= don't mess us up.
if( $line =~ m/^(.*)=======$/ && $first == 1 )
{
$first = 0;
$second = 1;
print MERGEDMINE $1;
next;
}
if( $line =~ m/^(.*)>>>>>>>/ )
{
$first = $second = 0;
print MERGEDTHEIRS $1;
next;
}
if( $first )
{
print MERGEDMINE $line;
}
elsif( $second )
{
print MERGEDTHEIRS $line;
}
else
{
print MERGEDMINE $line;
print MERGEDTHEIRS $line;
}
}
close MERGEDMINE;
close MERGEDTHEIRS;

View File

@ -1,6 +1,6 @@
foreach $_ (sort <> )
{
next if( defined( $prevline ) && $_ eq $prevline );
$prevline = $_;
print;
}
foreach $_ (sort <> )
{
next if( defined( $prevline ) && $_ eq $prevline );
$prevline = $_;
print;
}

View File

@ -1,305 +1,305 @@
use String::CRC32;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
$dynamic_compile = defined $ENV{"dynamic_shaders"} && $ENV{"dynamic_shaders"} != 0;
$depnum = 0;
$baseSourceDir = ".";
my %dep;
sub GetAsmShaderDependencies_R
{
local( $shadername ) = shift;
local( *SHADER );
open SHADER, "<$shadername";
while( <SHADER> )
{
if( m/^\s*\#\s*include\s+\"(.*)\"/ )
{
# make sure it isn't in there already.
if( !defined( $dep{$1} ) )
{
$dep{$1} = 1;
GetAsmShaderDependencies_R( $1 );
}
}
}
close SHADER;
}
sub GetAsmShaderDependencies
{
local( $shadername ) = shift;
undef %dep;
GetAsmShaderDependencies_R( $shadername );
# local( $i );
# foreach $i ( keys( %dep ) )
# {
# print "$shadername depends on $i\n";
# }
return keys( %dep );
}
sub GetShaderType
{
my $shadername = shift;
my $shadertype;
if( $shadername =~ m/\.vsh/i )
{
$shadertype = "vsh";
}
elsif( $shadername =~ m/\.psh/i )
{
$shadertype = "psh";
}
elsif( $shadername =~ m/\.fxc/i )
{
$shadertype = "fxc";
}
else
{
die;
}
return $shadertype;
}
sub GetShaderSrc
{
my $shadername = shift;
if ( $shadername =~ m/^(.*)-----/i )
{
return $1;
}
else
{
return $shadername;
}
}
sub GetShaderBase
{
my $shadername = shift;
if ( $shadername =~ m/-----(.*)$/i )
{
return $1;
}
else
{
my $shadertype = &GetShaderType( $shadername );
$shadername =~ s/\.$shadertype//i;
return $shadername;
}
}
sub DoAsmShader
{
my $argstring = shift;
my $shadername = &GetShaderSrc( $argstring );
my $shaderbase = &GetShaderBase( $argstring );
my $shadertype = &GetShaderType( $argstring );
my $incfile = "";
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
$incfile = $shadertype . "tmp9" . $g_tmpfolder . "\\$shaderbase.inc ";
}
my $vcsfile = $shaderbase . $g_vcsext;
my $bWillCompileVcs = 1;
if( ( $shadertype eq "fxc") && $dynamic_compile )
{
$bWillCompileVcs = 0;
}
if( $shadercrcpass{$argstring} )
{
$bWillCompileVcs = 0;
}
if( $bWillCompileVcs )
{
&output_makefile_line( $incfile . "shaders\\$shadertype\\$vcsfile: $shadername @dep\n") ;
}
else
{
# psh files don't need a rule at this point since they don't have inc files and we aren't compiling a vcs.
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
&output_makefile_line( $incfile . ": $shadername @dep\n") ;
}
}
my $x360switch = "";
my $moreswitches = "";
if( !$bWillCompileVcs && $shadertype eq "fxc" )
{
$moreswitches .= "-novcs ";
}
if( $g_x360 )
{
$x360switch = "-x360";
if( $bWillCompileVcs && ( $shaderbase =~ m/_ps20$/i ) )
{
$moreswitches .= "-novcs ";
$bWillCompileVcs = 0;
}
}
# if we are psh and we are compiling the vcs, we don't need this rule.
if( !( $shadertype eq "psh" && !$bWillCompileVcs ) )
{
&output_makefile_line( "\tperl $g_SourceDir\\devtools\\bin\\" . $shadertype . "_prep.pl $moreswitches $x360switch -source \"$g_SourceDir\" $argstring\n") ;
}
if( $bWillCompileVcs )
{
&output_makefile_line( "\techo $shadername>> filestocopy.txt\n") ;
my $dep;
foreach $dep( @dep )
{
&output_makefile_line( "\techo $dep>> filestocopy.txt\n") ;
}
}
&output_makefile_line( "\n") ;
}
if( scalar( @ARGV ) == 0 )
{
die "Usage updateshaders.pl shaderprojectbasename\n\tie: updateshaders.pl stdshaders_dx6\n";
}
$g_x360 = 0;
$g_tmpfolder = "_tmp";
$g_vcsext = ".vcs";
while( 1 )
{
$inputbase = shift;
if( $inputbase =~ m/-source/ )
{
$g_SourceDir = shift;
}
elsif( $inputbase =~ m/-x360/ )
{
$g_x360 = 1;
$g_tmpfolder = "_360_tmp";
$g_vcsext = ".360.vcs";
}
elsif( $inputbase =~ m/-execute/ )
{
$g_execute = 1;
}
elsif( $inputbase =~ m/-nv3x/ )
{
$nv3x = 1;
}
else
{
last;
}
}
my @srcfiles = &LoadShaderListFile( $inputbase );
open MAKEFILE, ">makefile\.$inputbase";
open COPYFILE, ">makefile\.$inputbase\.copy";
open INCLIST, ">inclist.txt";
open VCSLIST, ">vcslist.txt";
# make a default dependency that depends on all of the shaders.
&output_makefile_line( "default: ") ;
foreach $shader ( @srcfiles )
{
my $shadertype = &GetShaderType( $shader );
my $shaderbase = &GetShaderBase( $shader );
my $shadersrc = &GetShaderSrc( $shader );
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
# We only generate inc files for fxc and vsh files.
my $incFileName = "$shadertype" . "tmp9" . $g_tmpfolder . "\\" . $shaderbase . "\.inc";
&output_makefile_line( " $incFileName" );
&output_inclist_line( "$incFileName\n" );
}
my $vcsfile = $shaderbase . $g_vcsext;
my $compilevcs = 1;
if( $shadertype eq "fxc" && $dynamic_compile )
{
$compilevcs = 0;
}
if( $g_x360 && ( $shaderbase =~ m/_ps20$/i ) )
{
$compilevcs = 0;
}
if( $compilevcs )
{
my $vcsFileName = "..\\..\\..\\game\\hl2\\shaders\\$shadertype\\$shaderbase" . $g_vcsext;
# We want to check for perforce operations even if the crc matches in the event that a file has been manually reverted and needs to be checked out again.
&output_vcslist_line( "$vcsFileName\n" );
$shadercrcpass{$shader} = &CheckCRCAgainstTarget( $shadersrc, $vcsFileName, 0 );
if( $shadercrcpass{$shader} )
{
$compilevcs = 0;
}
}
if( $compilevcs )
{
&output_makefile_line( " shaders\\$shadertype\\$vcsfile" );
# emit a list of vcs files to copy to the target since we want to build them.
&output_copyfile_line( GetShaderSrc($shader) . "-----" . GetShaderBase($shader) . "\n" );
}
}
&output_makefile_line( "\n\n") ;
# Insert all of our vertex shaders and depencencies
$lastshader = "";
foreach $shader ( @srcfiles )
{
my $currentshader = &GetShaderSrc( $shader );
if ( $lastshader ne $currentshader )
{
$lastshader = $currentshader;
@dep = &GetAsmShaderDependencies( $lastshader );
}
&DoAsmShader( $shader );
}
close VCSLIST;
close INCLIST;
close COPYFILE;
close MAKEFILE;
# nuke the copyfile if it is zero length
if( ( stat "makefile\.$inputbase\.copy" )[7] == 0 )
{
unlink "makefile\.$inputbase\.copy";
}
sub output_makefile_line
{
local ($_)=@_;
print MAKEFILE $_;
}
sub output_copyfile_line
{
local ($_)=@_;
print COPYFILE $_;
}
sub output_vcslist_line
{
local ($_)=@_;
print VCSLIST $_;
}
sub output_inclist_line
{
local ($_)=@_;
print INCLIST $_;
}
use String::CRC32;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
$dynamic_compile = defined $ENV{"dynamic_shaders"} && $ENV{"dynamic_shaders"} != 0;
$depnum = 0;
$baseSourceDir = ".";
my %dep;
sub GetAsmShaderDependencies_R
{
local( $shadername ) = shift;
local( *SHADER );
open SHADER, "<$shadername";
while( <SHADER> )
{
if( m/^\s*\#\s*include\s+\"(.*)\"/ )
{
# make sure it isn't in there already.
if( !defined( $dep{$1} ) )
{
$dep{$1} = 1;
GetAsmShaderDependencies_R( $1 );
}
}
}
close SHADER;
}
sub GetAsmShaderDependencies
{
local( $shadername ) = shift;
undef %dep;
GetAsmShaderDependencies_R( $shadername );
# local( $i );
# foreach $i ( keys( %dep ) )
# {
# print "$shadername depends on $i\n";
# }
return keys( %dep );
}
sub GetShaderType
{
my $shadername = shift;
my $shadertype;
if( $shadername =~ m/\.vsh/i )
{
$shadertype = "vsh";
}
elsif( $shadername =~ m/\.psh/i )
{
$shadertype = "psh";
}
elsif( $shadername =~ m/\.fxc/i )
{
$shadertype = "fxc";
}
else
{
die;
}
return $shadertype;
}
sub GetShaderSrc
{
my $shadername = shift;
if ( $shadername =~ m/^(.*)-----/i )
{
return $1;
}
else
{
return $shadername;
}
}
sub GetShaderBase
{
my $shadername = shift;
if ( $shadername =~ m/-----(.*)$/i )
{
return $1;
}
else
{
my $shadertype = &GetShaderType( $shadername );
$shadername =~ s/\.$shadertype//i;
return $shadername;
}
}
sub DoAsmShader
{
my $argstring = shift;
my $shadername = &GetShaderSrc( $argstring );
my $shaderbase = &GetShaderBase( $argstring );
my $shadertype = &GetShaderType( $argstring );
my $incfile = "";
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
$incfile = $shadertype . "tmp9" . $g_tmpfolder . "\\$shaderbase.inc ";
}
my $vcsfile = $shaderbase . $g_vcsext;
my $bWillCompileVcs = 1;
if( ( $shadertype eq "fxc") && $dynamic_compile )
{
$bWillCompileVcs = 0;
}
if( $shadercrcpass{$argstring} )
{
$bWillCompileVcs = 0;
}
if( $bWillCompileVcs )
{
&output_makefile_line( $incfile . "shaders\\$shadertype\\$vcsfile: $shadername @dep\n") ;
}
else
{
# psh files don't need a rule at this point since they don't have inc files and we aren't compiling a vcs.
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
&output_makefile_line( $incfile . ": $shadername @dep\n") ;
}
}
my $x360switch = "";
my $moreswitches = "";
if( !$bWillCompileVcs && $shadertype eq "fxc" )
{
$moreswitches .= "-novcs ";
}
if( $g_x360 )
{
$x360switch = "-x360";
if( $bWillCompileVcs && ( $shaderbase =~ m/_ps20$/i ) )
{
$moreswitches .= "-novcs ";
$bWillCompileVcs = 0;
}
}
# if we are psh and we are compiling the vcs, we don't need this rule.
if( !( $shadertype eq "psh" && !$bWillCompileVcs ) )
{
&output_makefile_line( "\tperl $g_SourceDir\\devtools\\bin\\" . $shadertype . "_prep.pl $moreswitches $x360switch -source \"$g_SourceDir\" $argstring\n") ;
}
if( $bWillCompileVcs )
{
&output_makefile_line( "\techo $shadername>> filestocopy.txt\n") ;
my $dep;
foreach $dep( @dep )
{
&output_makefile_line( "\techo $dep>> filestocopy.txt\n") ;
}
}
&output_makefile_line( "\n") ;
}
if( scalar( @ARGV ) == 0 )
{
die "Usage updateshaders.pl shaderprojectbasename\n\tie: updateshaders.pl stdshaders_dx6\n";
}
$g_x360 = 0;
$g_tmpfolder = "_tmp";
$g_vcsext = ".vcs";
while( 1 )
{
$inputbase = shift;
if( $inputbase =~ m/-source/ )
{
$g_SourceDir = shift;
}
elsif( $inputbase =~ m/-x360/ )
{
$g_x360 = 1;
$g_tmpfolder = "_360_tmp";
$g_vcsext = ".360.vcs";
}
elsif( $inputbase =~ m/-execute/ )
{
$g_execute = 1;
}
elsif( $inputbase =~ m/-nv3x/ )
{
$nv3x = 1;
}
else
{
last;
}
}
my @srcfiles = &LoadShaderListFile( $inputbase );
open MAKEFILE, ">makefile\.$inputbase";
open COPYFILE, ">makefile\.$inputbase\.copy";
open INCLIST, ">inclist.txt";
open VCSLIST, ">vcslist.txt";
# make a default dependency that depends on all of the shaders.
&output_makefile_line( "default: ") ;
foreach $shader ( @srcfiles )
{
my $shadertype = &GetShaderType( $shader );
my $shaderbase = &GetShaderBase( $shader );
my $shadersrc = &GetShaderSrc( $shader );
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
# We only generate inc files for fxc and vsh files.
my $incFileName = "$shadertype" . "tmp9" . $g_tmpfolder . "\\" . $shaderbase . "\.inc";
&output_makefile_line( " $incFileName" );
&output_inclist_line( "$incFileName\n" );
}
my $vcsfile = $shaderbase . $g_vcsext;
my $compilevcs = 1;
if( $shadertype eq "fxc" && $dynamic_compile )
{
$compilevcs = 0;
}
if( $g_x360 && ( $shaderbase =~ m/_ps20$/i ) )
{
$compilevcs = 0;
}
if( $compilevcs )
{
my $vcsFileName = "..\\..\\..\\game\\hl2\\shaders\\$shadertype\\$shaderbase" . $g_vcsext;
# We want to check for perforce operations even if the crc matches in the event that a file has been manually reverted and needs to be checked out again.
&output_vcslist_line( "$vcsFileName\n" );
$shadercrcpass{$shader} = &CheckCRCAgainstTarget( $shadersrc, $vcsFileName, 0 );
if( $shadercrcpass{$shader} )
{
$compilevcs = 0;
}
}
if( $compilevcs )
{
&output_makefile_line( " shaders\\$shadertype\\$vcsfile" );
# emit a list of vcs files to copy to the target since we want to build them.
&output_copyfile_line( GetShaderSrc($shader) . "-----" . GetShaderBase($shader) . "\n" );
}
}
&output_makefile_line( "\n\n") ;
# Insert all of our vertex shaders and depencencies
$lastshader = "";
foreach $shader ( @srcfiles )
{
my $currentshader = &GetShaderSrc( $shader );
if ( $lastshader ne $currentshader )
{
$lastshader = $currentshader;
@dep = &GetAsmShaderDependencies( $lastshader );
}
&DoAsmShader( $shader );
}
close VCSLIST;
close INCLIST;
close COPYFILE;
close MAKEFILE;
# nuke the copyfile if it is zero length
if( ( stat "makefile\.$inputbase\.copy" )[7] == 0 )
{
unlink "makefile\.$inputbase\.copy";
}
sub output_makefile_line
{
local ($_)=@_;
print MAKEFILE $_;
}
sub output_copyfile_line
{
local ($_)=@_;
print COPYFILE $_;
}
sub output_vcslist_line
{
local ($_)=@_;
print VCSLIST $_;
}
sub output_inclist_line
{
local ($_)=@_;
print INCLIST $_;
}

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@ -1,40 +1,40 @@
//-----------------------------------------------------------------------------
// FGDLIB.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Include "$SRCDIR\vpc_scripts\source_lib_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE,$SRCDIR\utils\common"
}
}
$Project "Fgdlib"
{
$Folder "Source Files"
{
$File "gamedata.cpp"
$File "gdclass.cpp"
$File "gdvar.cpp"
$File "inputoutput.cpp"
$File "wckeyvalues.cpp"
}
$Folder "Header Files"
{
$File "$SRCDIR\public\fgdlib\fgdlib.h"
$File "$SRCDIR\public\fgdlib\gamedata.h"
$File "$SRCDIR\public\fgdlib\gdclass.h"
$File "$SRCDIR\public\fgdlib\gdvar.h"
$File "$SRCDIR\public\fgdlib\helperinfo.h"
$File "$SRCDIR\public\fgdlib\ieditortexture.h"
$File "$SRCDIR\public\fgdlib\inputoutput.h"
$File "$SRCDIR\public\fgdlib\wckeyvalues.h"
}
}
//-----------------------------------------------------------------------------
// FGDLIB.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Include "$SRCDIR\vpc_scripts\source_lib_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE,$SRCDIR\utils\common"
}
}
$Project "Fgdlib"
{
$Folder "Source Files"
{
$File "gamedata.cpp"
$File "gdclass.cpp"
$File "gdvar.cpp"
$File "inputoutput.cpp"
$File "wckeyvalues.cpp"
}
$Folder "Header Files"
{
$File "$SRCDIR\public\fgdlib\fgdlib.h"
$File "$SRCDIR\public\fgdlib\gamedata.h"
$File "$SRCDIR\public\fgdlib\gdclass.h"
$File "$SRCDIR\public\fgdlib\gdvar.h"
$File "$SRCDIR\public\fgdlib\helperinfo.h"
$File "$SRCDIR\public\fgdlib\ieditortexture.h"
$File "$SRCDIR\public\fgdlib\inputoutput.h"
$File "$SRCDIR\public\fgdlib\wckeyvalues.h"
}
}

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@ -1,171 +1,171 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include <tier0/dbg.h>
#include "fgdlib/InputOutput.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
typedef struct
{
InputOutputType_t eType; // The enumeration of this type.
char *pszName; // The name of this type.
} TypeMap_t;
char *CClassInputOutputBase::g_pszEmpty = "";
//-----------------------------------------------------------------------------
// Maps type names to type enums for inputs and outputs.
//-----------------------------------------------------------------------------
static TypeMap_t TypeMap[] =
{
{ iotVoid, "void" },
{ iotInt, "integer" },
{ iotBool, "bool" },
{ iotString, "string" },
{ iotFloat, "float" },
{ iotVector, "vector" },
{ iotEHandle, "target_destination" },
{ iotColor, "color255" },
{ iotEHandle, "ehandle" }, // for backwards compatibility
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CClassInputOutputBase::CClassInputOutputBase(void)
{
m_eType = iotInvalid;
m_pszDescription = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// eType -
//-----------------------------------------------------------------------------
CClassInputOutputBase::CClassInputOutputBase(const char *pszName, InputOutputType_t eType)
{
m_pszDescription = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CClassInputOutputBase::~CClassInputOutputBase(void)
{
delete m_pszDescription;
m_pszDescription = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a string representing the type of this I/O, eg. "integer".
//-----------------------------------------------------------------------------
const char *CClassInputOutputBase::GetTypeText(void)
{
for (int i = 0; i < sizeof(TypeMap) / sizeof(TypeMap[0]); i++)
{
if (TypeMap[i].eType == m_eType)
{
return(TypeMap[i].pszName);
}
}
return("unknown");
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : szType -
// Output : InputOutputType_t
//-----------------------------------------------------------------------------
InputOutputType_t CClassInputOutputBase::SetType(const char *szType)
{
for (int i = 0; i < sizeof(TypeMap) / sizeof(TypeMap[0]); i++)
{
if (!stricmp(TypeMap[i].pszName, szType))
{
m_eType = TypeMap[i].eType;
return(m_eType);
}
}
return(iotInvalid);
}
//-----------------------------------------------------------------------------
// Purpose: Assignment operator.
//-----------------------------------------------------------------------------
CClassInputOutputBase &CClassInputOutputBase::operator =(CClassInputOutputBase &Other)
{
strcpy(m_szName, Other.m_szName);
m_eType = Other.m_eType;
//
// Copy the description.
//
delete m_pszDescription;
if (Other.m_pszDescription != NULL)
{
m_pszDescription = new char[strlen(Other.m_pszDescription) + 1];
strcpy(m_pszDescription, Other.m_pszDescription);
}
else
{
m_pszDescription = NULL;
}
return(*this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CClassInput::CClassInput(void)
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// eType -
//-----------------------------------------------------------------------------
CClassInput::CClassInput(const char *pszName, InputOutputType_t eType)
: CClassInputOutputBase(pszName, eType)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CClassOutput::CClassOutput(void)
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// eType -
//-----------------------------------------------------------------------------
CClassOutput::CClassOutput(const char *pszName, InputOutputType_t eType)
: CClassInputOutputBase(pszName, eType)
{
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include <tier0/dbg.h>
#include "fgdlib/InputOutput.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
typedef struct
{
InputOutputType_t eType; // The enumeration of this type.
char *pszName; // The name of this type.
} TypeMap_t;
char *CClassInputOutputBase::g_pszEmpty = "";
//-----------------------------------------------------------------------------
// Maps type names to type enums for inputs and outputs.
//-----------------------------------------------------------------------------
static TypeMap_t TypeMap[] =
{
{ iotVoid, "void" },
{ iotInt, "integer" },
{ iotBool, "bool" },
{ iotString, "string" },
{ iotFloat, "float" },
{ iotVector, "vector" },
{ iotEHandle, "target_destination" },
{ iotColor, "color255" },
{ iotEHandle, "ehandle" }, // for backwards compatibility
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CClassInputOutputBase::CClassInputOutputBase(void)
{
m_eType = iotInvalid;
m_pszDescription = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// eType -
//-----------------------------------------------------------------------------
CClassInputOutputBase::CClassInputOutputBase(const char *pszName, InputOutputType_t eType)
{
m_pszDescription = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CClassInputOutputBase::~CClassInputOutputBase(void)
{
delete m_pszDescription;
m_pszDescription = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a string representing the type of this I/O, eg. "integer".
//-----------------------------------------------------------------------------
const char *CClassInputOutputBase::GetTypeText(void)
{
for (int i = 0; i < sizeof(TypeMap) / sizeof(TypeMap[0]); i++)
{
if (TypeMap[i].eType == m_eType)
{
return(TypeMap[i].pszName);
}
}
return("unknown");
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : szType -
// Output : InputOutputType_t
//-----------------------------------------------------------------------------
InputOutputType_t CClassInputOutputBase::SetType(const char *szType)
{
for (int i = 0; i < sizeof(TypeMap) / sizeof(TypeMap[0]); i++)
{
if (!stricmp(TypeMap[i].pszName, szType))
{
m_eType = TypeMap[i].eType;
return(m_eType);
}
}
return(iotInvalid);
}
//-----------------------------------------------------------------------------
// Purpose: Assignment operator.
//-----------------------------------------------------------------------------
CClassInputOutputBase &CClassInputOutputBase::operator =(CClassInputOutputBase &Other)
{
strcpy(m_szName, Other.m_szName);
m_eType = Other.m_eType;
//
// Copy the description.
//
delete m_pszDescription;
if (Other.m_pszDescription != NULL)
{
m_pszDescription = new char[strlen(Other.m_pszDescription) + 1];
strcpy(m_pszDescription, Other.m_pszDescription);
}
else
{
m_pszDescription = NULL;
}
return(*this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CClassInput::CClassInput(void)
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// eType -
//-----------------------------------------------------------------------------
CClassInput::CClassInput(const char *pszName, InputOutputType_t eType)
: CClassInputOutputBase(pszName, eType)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CClassOutput::CClassOutput(void)
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// eType -
//-----------------------------------------------------------------------------
CClassOutput::CClassOutput(const char *pszName, InputOutputType_t eType)
: CClassInputOutputBase(pszName, eType)
{
}

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@ -1,282 +1,282 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "fgdlib/WCKeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
MDkeyvalue::~MDkeyvalue(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: Assignment operator.
//-----------------------------------------------------------------------------
MDkeyvalue &MDkeyvalue::operator =(const MDkeyvalue &other)
{
V_strcpy_safe(szKey, other.szKey);
V_strcpy_safe(szValue, other.szValue);
return(*this);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void WCKVBase_Vector::RemoveKeyAt(int nIndex)
{
Assert(nIndex >= 0);
Assert(nIndex < (int)m_KeyValues.Count());
if ((nIndex >= 0) && (nIndex < (int)m_KeyValues.Count()))
{
m_KeyValues.Remove(nIndex);
}
}
//-----------------------------------------------------------------------------
// Purpose: Adds the key to the keyvalue array. Allows duplicate keys.
//
// NOTE: This should only be used for keyvalue lists that do not require
// unique key names! If you use this function then you should use GetCount
// and GetKey/Value by index rather than GetValue by key name.
//-----------------------------------------------------------------------------
void WCKVBase_Vector::AddKeyValue(const char *pszKey, const char *pszValue)
{
if (!pszKey || !pszValue)
{
return;
}
char szTmpKey[KEYVALUE_MAX_KEY_LENGTH];
char szTmpValue[KEYVALUE_MAX_VALUE_LENGTH];
V_strcpy_safe(szTmpKey, pszKey);
V_strcpy_safe(szTmpValue, pszValue);
StripEdgeWhiteSpace(szTmpKey);
StripEdgeWhiteSpace(szTmpValue);
//
// Add the keyvalue to our list.
//
MDkeyvalue newkv;
V_strcpy_safe(newkv.szKey, szTmpKey);
V_strcpy_safe(newkv.szValue, szTmpValue);
m_KeyValues.AddToTail(newkv);
}
int WCKVBase_Vector::FindByKeyName( const char *pKeyName ) const
{
for ( int i=0; i < m_KeyValues.Count(); i++ )
{
if ( V_stricmp( m_KeyValues[i].szKey, pKeyName ) == 0 )
return i;
}
return GetInvalidIndex();
}
void WCKVBase_Vector::InsertKeyValue( const MDkeyvalue &kv )
{
m_KeyValues.AddToTail( kv );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void WCKVBase_Dict::RemoveKeyAt(int nIndex)
{
m_KeyValues.RemoveAt(nIndex);
}
int WCKVBase_Dict::FindByKeyName( const char *pKeyName ) const
{
return m_KeyValues.Find( pKeyName );
}
void WCKVBase_Dict::InsertKeyValue( const MDkeyvalue &kv )
{
m_KeyValues.Insert( kv.szKey, kv );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor. Sets the initial size of the keyvalue array.
//-----------------------------------------------------------------------------
template<class Base>
WCKeyValuesT<Base>::WCKeyValuesT(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: Destructor. Deletes the contents of this keyvalue array.
//-----------------------------------------------------------------------------
template<class Base>
WCKeyValuesT<Base>::~WCKeyValuesT(void)
{
//int i = 0;
//while (i < m_KeyValues.GetSize())
//{
// delete m_KeyValues.GetAt(i++);
//}
RemoveAll();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template<class Base>
const char *WCKeyValuesT<Base>::GetValue(const char *pszKey, int *piIndex) const
{
int i = FindByKeyName( pszKey );
if ( i == GetInvalidIndex() )
{
return NULL;
}
else
{
if(piIndex)
piIndex[0] = i;
return m_KeyValues[i].szValue;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::RemoveKey(const char *pszKey)
{
SetValue(pszKey, (const char *)NULL);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::SetValue(const char *pszKey, int iValue)
{
char szValue[100];
itoa(iValue, szValue, 10);
SetValue(pszKey, szValue);
}
//-----------------------------------------------------------------------------
// Purpose: Strips leading and trailing whitespace from the string.
// Input : psz -
//-----------------------------------------------------------------------------
void StripEdgeWhiteSpace(char *psz)
{
if (!psz || !*psz)
return;
char *pszBase = psz;
while (V_isspace(*psz))
{
psz++;
}
int iLen = strlen(psz) - 1;
if ( iLen >= 0 )
{
while (V_isspace(psz[iLen]))
{
psz[iLen--] = 0;
}
}
if (psz != pszBase)
{
memmove(pszBase, psz, iLen + 2);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszKey -
// pszValue -
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::SetValue(const char *pszKey, const char *pszValue)
{
char szTmpKey[KEYVALUE_MAX_KEY_LENGTH];
char szTmpValue[KEYVALUE_MAX_VALUE_LENGTH];
V_strcpy_safe(szTmpKey, pszKey);
if (pszValue != NULL)
{
V_strcpy_safe(szTmpValue, pszValue);
}
else
{
szTmpValue[0] = 0;
}
StripEdgeWhiteSpace(szTmpKey);
StripEdgeWhiteSpace(szTmpValue);
int i = FindByKeyName( szTmpKey );
if ( i == GetInvalidIndex() )
{
if ( pszValue )
{
//
// Add the keyvalue to our list.
//
MDkeyvalue newkv;
Q_strncpy( newkv.szKey, szTmpKey, sizeof( newkv.szKey ) );
Q_strncpy( newkv.szValue, szTmpValue, sizeof( newkv.szValue ) );
InsertKeyValue( newkv );
}
}
else
{
if (pszValue != NULL)
{
V_strncpy(m_KeyValues[i].szValue, szTmpValue, sizeof(m_KeyValues[i].szValue));
}
//
// If we are setting to a NULL value, delete the key.
//
else
{
RemoveKeyAt( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::RemoveAll(void)
{
m_KeyValues.RemoveAll();
}
// Explicit instantiations.
template class WCKeyValuesT<WCKVBase_Dict>;
template class WCKeyValuesT<WCKVBase_Vector>;
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "fgdlib/WCKeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
MDkeyvalue::~MDkeyvalue(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: Assignment operator.
//-----------------------------------------------------------------------------
MDkeyvalue &MDkeyvalue::operator =(const MDkeyvalue &other)
{
V_strcpy_safe(szKey, other.szKey);
V_strcpy_safe(szValue, other.szValue);
return(*this);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void WCKVBase_Vector::RemoveKeyAt(int nIndex)
{
Assert(nIndex >= 0);
Assert(nIndex < (int)m_KeyValues.Count());
if ((nIndex >= 0) && (nIndex < (int)m_KeyValues.Count()))
{
m_KeyValues.Remove(nIndex);
}
}
//-----------------------------------------------------------------------------
// Purpose: Adds the key to the keyvalue array. Allows duplicate keys.
//
// NOTE: This should only be used for keyvalue lists that do not require
// unique key names! If you use this function then you should use GetCount
// and GetKey/Value by index rather than GetValue by key name.
//-----------------------------------------------------------------------------
void WCKVBase_Vector::AddKeyValue(const char *pszKey, const char *pszValue)
{
if (!pszKey || !pszValue)
{
return;
}
char szTmpKey[KEYVALUE_MAX_KEY_LENGTH];
char szTmpValue[KEYVALUE_MAX_VALUE_LENGTH];
V_strcpy_safe(szTmpKey, pszKey);
V_strcpy_safe(szTmpValue, pszValue);
StripEdgeWhiteSpace(szTmpKey);
StripEdgeWhiteSpace(szTmpValue);
//
// Add the keyvalue to our list.
//
MDkeyvalue newkv;
V_strcpy_safe(newkv.szKey, szTmpKey);
V_strcpy_safe(newkv.szValue, szTmpValue);
m_KeyValues.AddToTail(newkv);
}
int WCKVBase_Vector::FindByKeyName( const char *pKeyName ) const
{
for ( int i=0; i < m_KeyValues.Count(); i++ )
{
if ( V_stricmp( m_KeyValues[i].szKey, pKeyName ) == 0 )
return i;
}
return GetInvalidIndex();
}
void WCKVBase_Vector::InsertKeyValue( const MDkeyvalue &kv )
{
m_KeyValues.AddToTail( kv );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void WCKVBase_Dict::RemoveKeyAt(int nIndex)
{
m_KeyValues.RemoveAt(nIndex);
}
int WCKVBase_Dict::FindByKeyName( const char *pKeyName ) const
{
return m_KeyValues.Find( pKeyName );
}
void WCKVBase_Dict::InsertKeyValue( const MDkeyvalue &kv )
{
m_KeyValues.Insert( kv.szKey, kv );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor. Sets the initial size of the keyvalue array.
//-----------------------------------------------------------------------------
template<class Base>
WCKeyValuesT<Base>::WCKeyValuesT(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: Destructor. Deletes the contents of this keyvalue array.
//-----------------------------------------------------------------------------
template<class Base>
WCKeyValuesT<Base>::~WCKeyValuesT(void)
{
//int i = 0;
//while (i < m_KeyValues.GetSize())
//{
// delete m_KeyValues.GetAt(i++);
//}
RemoveAll();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template<class Base>
const char *WCKeyValuesT<Base>::GetValue(const char *pszKey, int *piIndex) const
{
int i = FindByKeyName( pszKey );
if ( i == GetInvalidIndex() )
{
return NULL;
}
else
{
if(piIndex)
piIndex[0] = i;
return m_KeyValues[i].szValue;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::RemoveKey(const char *pszKey)
{
SetValue(pszKey, (const char *)NULL);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::SetValue(const char *pszKey, int iValue)
{
char szValue[100];
itoa(iValue, szValue, 10);
SetValue(pszKey, szValue);
}
//-----------------------------------------------------------------------------
// Purpose: Strips leading and trailing whitespace from the string.
// Input : psz -
//-----------------------------------------------------------------------------
void StripEdgeWhiteSpace(char *psz)
{
if (!psz || !*psz)
return;
char *pszBase = psz;
while (V_isspace(*psz))
{
psz++;
}
int iLen = strlen(psz) - 1;
if ( iLen >= 0 )
{
while (V_isspace(psz[iLen]))
{
psz[iLen--] = 0;
}
}
if (psz != pszBase)
{
memmove(pszBase, psz, iLen + 2);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszKey -
// pszValue -
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::SetValue(const char *pszKey, const char *pszValue)
{
char szTmpKey[KEYVALUE_MAX_KEY_LENGTH];
char szTmpValue[KEYVALUE_MAX_VALUE_LENGTH];
V_strcpy_safe(szTmpKey, pszKey);
if (pszValue != NULL)
{
V_strcpy_safe(szTmpValue, pszValue);
}
else
{
szTmpValue[0] = 0;
}
StripEdgeWhiteSpace(szTmpKey);
StripEdgeWhiteSpace(szTmpValue);
int i = FindByKeyName( szTmpKey );
if ( i == GetInvalidIndex() )
{
if ( pszValue )
{
//
// Add the keyvalue to our list.
//
MDkeyvalue newkv;
Q_strncpy( newkv.szKey, szTmpKey, sizeof( newkv.szKey ) );
Q_strncpy( newkv.szValue, szTmpValue, sizeof( newkv.szValue ) );
InsertKeyValue( newkv );
}
}
else
{
if (pszValue != NULL)
{
V_strncpy(m_KeyValues[i].szValue, szTmpValue, sizeof(m_KeyValues[i].szValue));
}
//
// If we are setting to a NULL value, delete the key.
//
else
{
RemoveKeyAt( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
template<class Base>
void WCKeyValuesT<Base>::RemoveAll(void)
{
m_KeyValues.RemoveAll();
}
// Explicit instantiations.
template class WCKeyValuesT<WCKVBase_Dict>;
template class WCKeyValuesT<WCKVBase_Vector>;

View File

@ -1,53 +1,53 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Acts exactly like "AnimatedTexture", but ONLY if the texture
// it's working on matches the desired texture to work on.
//
// This assumes that some other proxy will be switching out the textures.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "baseanimatedtextureproxy.h"
#include "utlstring.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimateSpecificTexture : public CBaseAnimatedTextureProxy
{
private:
CUtlString m_OnlyAnimateOnTexture;
public:
virtual float GetAnimationStartTime( void* pBaseEntity ) { return 0; }
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
};
bool CAnimateSpecificTexture::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pszAnimateOnTexture = pKeyValues->GetString( "onlyAnimateOnTexture" );
if( !pszAnimateOnTexture )
return false;
m_OnlyAnimateOnTexture.Set( pszAnimateOnTexture );
return CBaseAnimatedTextureProxy::Init( pMaterial, pKeyValues );
}
void CAnimateSpecificTexture::OnBind( void *pC_BaseEntity )
{
if( FStrEq( m_AnimatedTextureVar->GetTextureValue()->GetName(), m_OnlyAnimateOnTexture ) )
{
CBaseAnimatedTextureProxy::OnBind( pC_BaseEntity );
}
//else do nothing
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Acts exactly like "AnimatedTexture", but ONLY if the texture
// it's working on matches the desired texture to work on.
//
// This assumes that some other proxy will be switching out the textures.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "baseanimatedtextureproxy.h"
#include "utlstring.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimateSpecificTexture : public CBaseAnimatedTextureProxy
{
private:
CUtlString m_OnlyAnimateOnTexture;
public:
virtual float GetAnimationStartTime( void* pBaseEntity ) { return 0; }
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
};
bool CAnimateSpecificTexture::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pszAnimateOnTexture = pKeyValues->GetString( "onlyAnimateOnTexture" );
if( !pszAnimateOnTexture )
return false;
m_OnlyAnimateOnTexture.Set( pszAnimateOnTexture );
return CBaseAnimatedTextureProxy::Init( pMaterial, pKeyValues );
}
void CAnimateSpecificTexture::OnBind( void *pC_BaseEntity )
{
if( FStrEq( m_AnimatedTextureVar->GetTextureValue()->GetName(), m_OnlyAnimateOnTexture ) )
{
CBaseAnimatedTextureProxy::OnBind( pC_BaseEntity );
}
//else do nothing
}
EXPOSE_INTERFACE( CAnimateSpecificTexture, IMaterialProxy, "AnimateSpecificTexture" IMATERIAL_PROXY_INTERFACE_VERSION );

View File

@ -1,65 +1,65 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENVPROJECTEDTEXTURE_H
#define C_ENVPROJECTEDTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "basetypes.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
virtual void Simulate();
void UpdateLight( bool bForceUpdate );
bool ShadowsEnabled();
float GetFOV();
private:
ClientShadowHandle_t m_LightHandle;
EHANDLE m_hTargetEntity;
bool m_bState;
float m_flLightFOV;
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
color32 m_cLightColor;
float m_flAmbient;
char m_SpotlightTextureName[ MAX_PATH ];
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
bool m_bCurrentShadow;
public:
C_EnvProjectedTexture *m_pNext;
};
C_EnvProjectedTexture* GetEnvProjectedTextureList();
#endif // C_ENVPROJECTEDTEXTURE_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENVPROJECTEDTEXTURE_H
#define C_ENVPROJECTEDTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "basetypes.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
virtual void Simulate();
void UpdateLight( bool bForceUpdate );
bool ShadowsEnabled();
float GetFOV();
private:
ClientShadowHandle_t m_LightHandle;
EHANDLE m_hTargetEntity;
bool m_bState;
float m_flLightFOV;
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
color32 m_cLightColor;
float m_flAmbient;
char m_SpotlightTextureName[ MAX_PATH ];
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
bool m_bCurrentShadow;
public:
C_EnvProjectedTexture *m_pNext;
};
C_EnvProjectedTexture* GetEnvProjectedTextureList();
#endif // C_ENVPROJECTEDTEXTURE_H

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@ -1,60 +1,60 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Water LOD control entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------
// FIXME: This really should inherit from something more lightweight
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Purpose : Water LOD control entity
//------------------------------------------------------------------------------
class C_WaterLODControl : public C_BaseEntity
{
public:
DECLARE_CLASS( C_WaterLODControl, C_BaseEntity );
DECLARE_CLIENTCLASS();
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
private:
float m_flCheapWaterStartDistance;
float m_flCheapWaterEndDistance;
};
IMPLEMENT_CLIENTCLASS_DT(C_WaterLODControl, DT_WaterLODControl, CWaterLODControl)
RecvPropFloat(RECVINFO(m_flCheapWaterStartDistance)),
RecvPropFloat(RECVINFO(m_flCheapWaterEndDistance)),
END_RECV_TABLE()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_WaterLODControl::OnDataChanged(DataUpdateType_t updateType)
{
view->SetCheapWaterStartDistance( m_flCheapWaterStartDistance );
view->SetCheapWaterEndDistance( m_flCheapWaterEndDistance );
}
//------------------------------------------------------------------------------
// We don't draw...
//------------------------------------------------------------------------------
bool C_WaterLODControl::ShouldDraw()
{
return false;
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Water LOD control entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------
// FIXME: This really should inherit from something more lightweight
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Purpose : Water LOD control entity
//------------------------------------------------------------------------------
class C_WaterLODControl : public C_BaseEntity
{
public:
DECLARE_CLASS( C_WaterLODControl, C_BaseEntity );
DECLARE_CLIENTCLASS();
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
private:
float m_flCheapWaterStartDistance;
float m_flCheapWaterEndDistance;
};
IMPLEMENT_CLIENTCLASS_DT(C_WaterLODControl, DT_WaterLODControl, CWaterLODControl)
RecvPropFloat(RECVINFO(m_flCheapWaterStartDistance)),
RecvPropFloat(RECVINFO(m_flCheapWaterEndDistance)),
END_RECV_TABLE()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_WaterLODControl::OnDataChanged(DataUpdateType_t updateType)
{
view->SetCheapWaterStartDistance( m_flCheapWaterStartDistance );
view->SetCheapWaterEndDistance( m_flCheapWaterEndDistance );
}
//------------------------------------------------------------------------------
// We don't draw...
//------------------------------------------------------------------------------
bool C_WaterLODControl::ShouldDraw()
{
return false;
}

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@ -1,231 +1,231 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Utility code.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "IEffects.h"
#include "fx.h"
#include "c_te_legacytempents.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Client-server neutral effects interface
//-----------------------------------------------------------------------------
class CEffectsClient : public IEffects
{
public:
CEffectsClient();
virtual ~CEffectsClient();
// Members of the IEffect interface
virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
unsigned char noise, unsigned char red, unsigned char green,
unsigned char blue, unsigned char brightness, unsigned char speed);
virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate );
virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL );
virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed );
virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float fScale, int type );
virtual void MetalSparks( const Vector &position, const Vector &direction );
virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false );
virtual void Ricochet( const Vector &position, const Vector &direction );
// FIXME: Should these methods remain in this interface? Or go in some
// other client-server neutral interface?
virtual float Time();
virtual bool IsServer();
virtual void SuppressEffectsSounds( bool bSuppress );
private:
//-----------------------------------------------------------------------------
// Purpose: Returning true means don't even call TE func
// Input : filter -
// *suppress_host -
// Output : static bool
//-----------------------------------------------------------------------------
bool SuppressTE( C_RecipientFilter& filter )
{
if ( !CanPredict() )
return true;
if ( !filter.GetRecipientCount() )
{
// Suppress it
return true;
}
// There's at least one recipient
return false;
}
bool m_bSuppressSound;
};
//-----------------------------------------------------------------------------
// Client-server neutral effects interface accessor
//-----------------------------------------------------------------------------
static CEffectsClient s_EffectClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsClient, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectClient);
IEffects *g_pEffects = &s_EffectClient;
ConVar r_decals( "r_decals", "2048" );
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CEffectsClient::CEffectsClient()
{
m_bSuppressSound = false;
}
CEffectsClient::~CEffectsClient()
{
}
//-----------------------------------------------------------------------------
// Suppress sound on effects
//-----------------------------------------------------------------------------
void CEffectsClient::SuppressEffectsSounds( bool bSuppress )
{
m_bSuppressSound = bSuppress;
}
//-----------------------------------------------------------------------------
// Generates a beam
//-----------------------------------------------------------------------------
void CEffectsClient::Beam( const Vector &vecStartPoint, const Vector &vecEndPoint,
int nModelIndex, int nHaloIndex, unsigned char frameStart, unsigned char nFrameRate,
float flLife, unsigned char nWidth, unsigned char nEndWidth, unsigned char nFadeLength,
unsigned char noise, unsigned char r, unsigned char g,
unsigned char b, unsigned char brightness, unsigned char nSpeed)
{
Assert(0);
// CBroadcastRecipientFilter filter;
// if ( !SuppressTE( filter ) )
// {
// beams->CreateBeamPoints( vecStartPoint, vecEndPoint, nModelIndex, nHaloIndex,
// m_fHaloScale,
// flLife, 0.1 * nWidth, 0.1 * nEndWidth, nFadeLength, 0.01 * nAmplitude, a, 0.1 * nSpeed,
// m_nStartFrame, 0.1 * nFrameRate, r, g, b );
// }
}
//-----------------------------------------------------------------------------
// Generates various tempent effects
//-----------------------------------------------------------------------------
void CEffectsClient::Smoke( const Vector &vecOrigin, int modelIndex, float scale, float framerate )
{
CPVSFilter filter( vecOrigin );
if ( !SuppressTE( filter ) )
{
int iColor = random->RandomInt(20,35);
color32 color;
color.r = iColor;
color.g = iColor;
color.b = iColor;
color.a = iColor;
QAngle angles;
VectorAngles( Vector(0,0,1), angles );
FX_Smoke( vecOrigin, angles, scale * 0.1f, 4, (unsigned char *)&color, 255 );
}
}
void CEffectsClient::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pVecDir )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_ElectricSpark( position, nMagnitude, nTrailLength, pVecDir );
}
}
void CEffectsClient::Dust( const Vector &pos, const Vector &dir, float size, float speed )
{
CPVSFilter filter( pos );
if ( !SuppressTE( filter ) )
{
FX_Dust( pos, dir, size, speed );
}
}
void CEffectsClient::MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType )
{
CPVSFilter filter( vecOrigin );
if ( !SuppressTE( filter ) )
{
switch( iType )
{
case MUZZLEFLASH_TYPE_DEFAULT:
FX_MuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
break;
case MUZZLEFLASH_TYPE_GUNSHIP:
FX_GunshipMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
break;
case MUZZLEFLASH_TYPE_STRIDER:
FX_StriderMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
break;
default:
Msg("No case for Muzzleflash type: %d\n", iType );
break;
}
}
}
void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_MetalSpark( position, direction, direction );
}
}
void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_EnergySplash( position, direction, bExplosive );
}
}
void CEffectsClient::Ricochet( const Vector &position, const Vector &direction )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_MetalSpark( position, direction, direction );
if ( !m_bSuppressSound )
{
FX_RicochetSound( position );
}
}
}
// FIXME: Should these methods remain in this interface? Or go in some
// other client-server neutral interface?
float CEffectsClient::Time()
{
return gpGlobals->curtime;
}
bool CEffectsClient::IsServer()
{
return false;
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Utility code.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "IEffects.h"
#include "fx.h"
#include "c_te_legacytempents.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Client-server neutral effects interface
//-----------------------------------------------------------------------------
class CEffectsClient : public IEffects
{
public:
CEffectsClient();
virtual ~CEffectsClient();
// Members of the IEffect interface
virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
unsigned char noise, unsigned char red, unsigned char green,
unsigned char blue, unsigned char brightness, unsigned char speed);
virtual void Smoke( const Vector &origin, int modelIndex, float scale, float framerate );
virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL );
virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed );
virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float fScale, int type );
virtual void MetalSparks( const Vector &position, const Vector &direction );
virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false );
virtual void Ricochet( const Vector &position, const Vector &direction );
// FIXME: Should these methods remain in this interface? Or go in some
// other client-server neutral interface?
virtual float Time();
virtual bool IsServer();
virtual void SuppressEffectsSounds( bool bSuppress );
private:
//-----------------------------------------------------------------------------
// Purpose: Returning true means don't even call TE func
// Input : filter -
// *suppress_host -
// Output : static bool
//-----------------------------------------------------------------------------
bool SuppressTE( C_RecipientFilter& filter )
{
if ( !CanPredict() )
return true;
if ( !filter.GetRecipientCount() )
{
// Suppress it
return true;
}
// There's at least one recipient
return false;
}
bool m_bSuppressSound;
};
//-----------------------------------------------------------------------------
// Client-server neutral effects interface accessor
//-----------------------------------------------------------------------------
static CEffectsClient s_EffectClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsClient, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectClient);
IEffects *g_pEffects = &s_EffectClient;
ConVar r_decals( "r_decals", "2048" );
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CEffectsClient::CEffectsClient()
{
m_bSuppressSound = false;
}
CEffectsClient::~CEffectsClient()
{
}
//-----------------------------------------------------------------------------
// Suppress sound on effects
//-----------------------------------------------------------------------------
void CEffectsClient::SuppressEffectsSounds( bool bSuppress )
{
m_bSuppressSound = bSuppress;
}
//-----------------------------------------------------------------------------
// Generates a beam
//-----------------------------------------------------------------------------
void CEffectsClient::Beam( const Vector &vecStartPoint, const Vector &vecEndPoint,
int nModelIndex, int nHaloIndex, unsigned char frameStart, unsigned char nFrameRate,
float flLife, unsigned char nWidth, unsigned char nEndWidth, unsigned char nFadeLength,
unsigned char noise, unsigned char r, unsigned char g,
unsigned char b, unsigned char brightness, unsigned char nSpeed)
{
Assert(0);
// CBroadcastRecipientFilter filter;
// if ( !SuppressTE( filter ) )
// {
// beams->CreateBeamPoints( vecStartPoint, vecEndPoint, nModelIndex, nHaloIndex,
// m_fHaloScale,
// flLife, 0.1 * nWidth, 0.1 * nEndWidth, nFadeLength, 0.01 * nAmplitude, a, 0.1 * nSpeed,
// m_nStartFrame, 0.1 * nFrameRate, r, g, b );
// }
}
//-----------------------------------------------------------------------------
// Generates various tempent effects
//-----------------------------------------------------------------------------
void CEffectsClient::Smoke( const Vector &vecOrigin, int modelIndex, float scale, float framerate )
{
CPVSFilter filter( vecOrigin );
if ( !SuppressTE( filter ) )
{
int iColor = random->RandomInt(20,35);
color32 color;
color.r = iColor;
color.g = iColor;
color.b = iColor;
color.a = iColor;
QAngle angles;
VectorAngles( Vector(0,0,1), angles );
FX_Smoke( vecOrigin, angles, scale * 0.1f, 4, (unsigned char *)&color, 255 );
}
}
void CEffectsClient::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pVecDir )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_ElectricSpark( position, nMagnitude, nTrailLength, pVecDir );
}
}
void CEffectsClient::Dust( const Vector &pos, const Vector &dir, float size, float speed )
{
CPVSFilter filter( pos );
if ( !SuppressTE( filter ) )
{
FX_Dust( pos, dir, size, speed );
}
}
void CEffectsClient::MuzzleFlash( const Vector &vecOrigin, const QAngle &vecAngles, float flScale, int iType )
{
CPVSFilter filter( vecOrigin );
if ( !SuppressTE( filter ) )
{
switch( iType )
{
case MUZZLEFLASH_TYPE_DEFAULT:
FX_MuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
break;
case MUZZLEFLASH_TYPE_GUNSHIP:
FX_GunshipMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
break;
case MUZZLEFLASH_TYPE_STRIDER:
FX_StriderMuzzleEffect( vecOrigin, vecAngles, flScale, INVALID_EHANDLE_INDEX );
break;
default:
Msg("No case for Muzzleflash type: %d\n", iType );
break;
}
}
}
void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_MetalSpark( position, direction, direction );
}
}
void CEffectsClient::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_EnergySplash( position, direction, bExplosive );
}
}
void CEffectsClient::Ricochet( const Vector &position, const Vector &direction )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_MetalSpark( position, direction, direction );
if ( !m_bSuppressSound )
{
FX_RicochetSound( position );
}
}
}
// FIXME: Should these methods remain in this interface? Or go in some
// other client-server neutral interface?
float CEffectsClient::Time()
{
return gpGlobals->curtime;
}
bool CEffectsClient::IsServer()
{
return false;
}

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@ -1,63 +1,63 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
class CProxyIsNPC : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CProxyIsNPC::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CProxyIsNPC::OnBind( void *pC_BaseEntity )
{
if ( !pC_BaseEntity )
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
if ( pEntity && pEntity->IsNPC() )
{
SetFloatResult( m_Factor.GetFloat() );
}
else
{
SetFloatResult( 0.0f );
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxyIsNPC, IMaterialProxy, "IsNPC" IMATERIAL_PROXY_INTERFACE_VERSION );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
class CProxyIsNPC : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CProxyIsNPC::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CProxyIsNPC::OnBind( void *pC_BaseEntity )
{
if ( !pC_BaseEntity )
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
if ( pEntity && pEntity->IsNPC() )
{
SetFloatResult( m_Factor.GetFloat() );
}
else
{
SetFloatResult( 0.0f );
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxyIsNPC, IMaterialProxy, "IsNPC" IMATERIAL_PROXY_INTERFACE_VERSION );

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@ -1,60 +1,60 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
// $monitorTextureVar
class CMonitorMaterialProxy : public IMaterialProxy
{
public:
CMonitorMaterialProxy();
virtual ~CMonitorMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
private:
IMaterialVar *m_pMonitorTextureVar;
};
CMonitorMaterialProxy::CMonitorMaterialProxy()
{
m_pMonitorTextureVar = NULL;
}
CMonitorMaterialProxy::~CMonitorMaterialProxy()
{
m_pMonitorTextureVar = NULL;
}
bool CMonitorMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pMonitorTextureVarName = pKeyValues->getString( "$monitorTextureVar" );
if( !pMonitorTextureVarName )
return false;
bool foundVar;
m_pMonitorTextureVar = pMaterial->FindVar( pMonitorTextureVarName, &foundVar, false );
if( !foundVar )
{
m_pMonitorTextureVar = NULL;
return false;
}
return true;
}
void CMonitorMaterialProxy::OnBind( void *pC_BaseEntity )
{
if( !m_pMonitorTextureVar )
{
return;
}
}
EXPOSE_INTERFACE( CMonitorMaterialProxy, IMaterialProxy, "Monitor" IMATERIAL_PROXY_INTERFACE_VERSION );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
// $monitorTextureVar
class CMonitorMaterialProxy : public IMaterialProxy
{
public:
CMonitorMaterialProxy();
virtual ~CMonitorMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
private:
IMaterialVar *m_pMonitorTextureVar;
};
CMonitorMaterialProxy::CMonitorMaterialProxy()
{
m_pMonitorTextureVar = NULL;
}
CMonitorMaterialProxy::~CMonitorMaterialProxy()
{
m_pMonitorTextureVar = NULL;
}
bool CMonitorMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pMonitorTextureVarName = pKeyValues->getString( "$monitorTextureVar" );
if( !pMonitorTextureVarName )
return false;
bool foundVar;
m_pMonitorTextureVar = pMaterial->FindVar( pMonitorTextureVarName, &foundVar, false );
if( !foundVar )
{
m_pMonitorTextureVar = NULL;
return false;
}
return true;
}
void CMonitorMaterialProxy::OnBind( void *pC_BaseEntity )
{
if( !m_pMonitorTextureVar )
{
return;
}
}
EXPOSE_INTERFACE( CMonitorMaterialProxy, IMaterialProxy, "Monitor" IMATERIAL_PROXY_INTERFACE_VERSION );

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@ -1,59 +1,59 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
class CProxyHealth : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CProxyHealth::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CProxyHealth::OnBind( void *pC_BaseEntity )
{
if (!pC_BaseEntity)
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
Assert( m_pResult );
SetFloatResult( pEntity->HealthFraction() * m_Factor.GetFloat() );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxyHealth, IMaterialProxy, "Health" IMATERIAL_PROXY_INTERFACE_VERSION );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
class CProxyHealth : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CProxyHealth::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CProxyHealth::OnBind( void *pC_BaseEntity )
{
if (!pC_BaseEntity)
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
Assert( m_pResult );
SetFloatResult( pEntity->HealthFraction() * m_Factor.GetFloat() );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxyHealth, IMaterialProxy, "Health" IMATERIAL_PROXY_INTERFACE_VERSION );

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@ -1,317 +1,317 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "KeyValues.h"
#include "cdll_client_int.h"
#include "view_scene.h"
#include "viewrender.h"
#include "tier0/icommandline.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "ScreenSpaceEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------
// CScreenSpaceEffectRegistration code
// Used to register and effect with the IScreenSpaceEffectManager
//------------------------------------------------------------------------------
CScreenSpaceEffectRegistration *CScreenSpaceEffectRegistration::s_pHead = NULL;
CScreenSpaceEffectRegistration::CScreenSpaceEffectRegistration( const char *pName, IScreenSpaceEffect *pEffect )
{
m_pEffectName = pName;
m_pEffect = pEffect;
m_pNext = s_pHead;
s_pHead = this;
}
//------------------------------------------------------------------------------
// CScreenSpaceEffectManager - Implementation of IScreenSpaceEffectManager
//------------------------------------------------------------------------------
class CScreenSpaceEffectManager : public IScreenSpaceEffectManager
{
public:
virtual void InitScreenSpaceEffects( );
virtual void ShutdownScreenSpaceEffects( );
virtual IScreenSpaceEffect *GetScreenSpaceEffect( const char *pEffectName );
virtual void SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params );
virtual void SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params );
virtual void EnableScreenSpaceEffect( const char *pEffectName );
virtual void EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect );
virtual void DisableScreenSpaceEffect( const char *pEffectName );
virtual void DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect );
virtual void DisableAllScreenSpaceEffects( );
virtual void RenderEffects( int x, int y, int w, int h );
};
CScreenSpaceEffectManager g_ScreenSpaceEffectManager;
IScreenSpaceEffectManager *g_pScreenSpaceEffects = &g_ScreenSpaceEffectManager;
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::InitScreenSpaceEffects - Initialise all registered effects
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::InitScreenSpaceEffects( )
{
if ( CommandLine()->FindParm( "-filmgrain" ) )
{
GetScreenSpaceEffect( "filmgrain" )->Enable( true );
}
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
bool bIsEnabled = pEffect->IsEnabled( );
pEffect->Init( );
pEffect->Enable( bIsEnabled );
}
}
}
//----------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::ShutdownScreenSpaceEffects - Shutdown all registered effects
//----------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::ShutdownScreenSpaceEffects( )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
pEffect->Shutdown( );
}
}
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::GetScreenSpaceEffect - Returns a point to the named effect
//---------------------------------------------------------------------------------------
IScreenSpaceEffect *CScreenSpaceEffectManager::GetScreenSpaceEffect( const char *pEffectName )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
if( !Q_stricmp( pReg->m_pEffectName, pEffectName ) )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
return pEffect;
}
}
Warning( "Could not find screen space effect %s\n", pEffectName );
return NULL;
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::SetScreenSpaceEffectParams
// - Assign parameters to the specified effect
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params )
{
IScreenSpaceEffect *pEffect = GetScreenSpaceEffect( pEffectName );
if( pEffect )
SetScreenSpaceEffectParams( pEffect, params );
}
void CScreenSpaceEffectManager::SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params )
{
if( pEffect )
pEffect->SetParameters( params );
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::EnableScreenSpaceEffect
// - Enables the specified effect
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::EnableScreenSpaceEffect( const char *pEffectName )
{
IScreenSpaceEffect *pEffect = GetScreenSpaceEffect( pEffectName );
if( pEffect )
EnableScreenSpaceEffect( pEffect );
}
void CScreenSpaceEffectManager::EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect )
{
if( pEffect )
pEffect->Enable( true );
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::DisableScreenSpaceEffect
// - Disables the specified effect
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::DisableScreenSpaceEffect( const char *pEffectName )
{
IScreenSpaceEffect *pEffect = GetScreenSpaceEffect( pEffectName );
if( pEffect )
DisableScreenSpaceEffect( pEffect );
}
void CScreenSpaceEffectManager::DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect )
{
if( pEffect )
pEffect->Enable( false );
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::DisableAllScreenSpaceEffects
// - Disables all registered screen space effects
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::DisableAllScreenSpaceEffects( )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
pEffect->Enable( false );
}
}
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::RenderEffects
// - Renders all registered screen space effects
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::RenderEffects( int x, int y, int w, int h )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
pEffect->Render( x, y, w, h );
}
}
}
//------------------------------------------------------------------------------
// Example post-processing effect
//------------------------------------------------------------------------------
class CExampleEffect : public IScreenSpaceEffect
{
public:
CExampleEffect( );
~CExampleEffect( );
void Init( );
void Shutdown( );
void SetParameters( KeyValues *params );
void Render( int x, int y, int w, int h );
void Enable( bool bEnable );
bool IsEnabled( );
private:
bool m_bEnable;
CMaterialReference m_Material;
};
ADD_SCREENSPACE_EFFECT( CExampleEffect, exampleeffect );
//------------------------------------------------------------------------------
// CExampleEffect constructor
//------------------------------------------------------------------------------
CExampleEffect::CExampleEffect( )
{
m_bEnable = false;
}
//------------------------------------------------------------------------------
// CExampleEffect destructor
//------------------------------------------------------------------------------
CExampleEffect::~CExampleEffect( )
{
}
//------------------------------------------------------------------------------
// CExampleEffect init
//------------------------------------------------------------------------------
void CExampleEffect::Init( )
{
// This is just example code, init your effect material here
//m_Material.Init( "engine/exampleeffect", TEXTURE_GROUP_OTHER );
m_bEnable = false;
}
//------------------------------------------------------------------------------
// CExampleEffect shutdown
//------------------------------------------------------------------------------
void CExampleEffect::Shutdown( )
{
m_Material.Shutdown();
}
//------------------------------------------------------------------------------
// CExampleEffect enable
//------------------------------------------------------------------------------
void CExampleEffect::Enable( bool bEnable )
{
// This is just example code, don't enable it
// m_bEnable = bEnable;
}
bool CExampleEffect::IsEnabled( )
{
return m_bEnable;
}
//------------------------------------------------------------------------------
// CExampleEffect SetParameters
//------------------------------------------------------------------------------
void CExampleEffect::SetParameters( KeyValues *params )
{
if( params->GetDataType( "example_param" ) == KeyValues::TYPE_STRING )
{
// ...
}
}
//------------------------------------------------------------------------------
// CExampleEffect render
//------------------------------------------------------------------------------
void CExampleEffect::Render( int x, int y, int w, int h )
{
if ( !IsEnabled() )
return;
// Render Effect
Rect_t actualRect;
UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->DrawScreenSpaceRectangle( m_Material, x, y, w, h,
actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1,
pTexture->GetActualWidth(), pTexture->GetActualHeight() );
}
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "KeyValues.h"
#include "cdll_client_int.h"
#include "view_scene.h"
#include "viewrender.h"
#include "tier0/icommandline.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialvar.h"
#include "ScreenSpaceEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------
// CScreenSpaceEffectRegistration code
// Used to register and effect with the IScreenSpaceEffectManager
//------------------------------------------------------------------------------
CScreenSpaceEffectRegistration *CScreenSpaceEffectRegistration::s_pHead = NULL;
CScreenSpaceEffectRegistration::CScreenSpaceEffectRegistration( const char *pName, IScreenSpaceEffect *pEffect )
{
m_pEffectName = pName;
m_pEffect = pEffect;
m_pNext = s_pHead;
s_pHead = this;
}
//------------------------------------------------------------------------------
// CScreenSpaceEffectManager - Implementation of IScreenSpaceEffectManager
//------------------------------------------------------------------------------
class CScreenSpaceEffectManager : public IScreenSpaceEffectManager
{
public:
virtual void InitScreenSpaceEffects( );
virtual void ShutdownScreenSpaceEffects( );
virtual IScreenSpaceEffect *GetScreenSpaceEffect( const char *pEffectName );
virtual void SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params );
virtual void SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params );
virtual void EnableScreenSpaceEffect( const char *pEffectName );
virtual void EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect );
virtual void DisableScreenSpaceEffect( const char *pEffectName );
virtual void DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect );
virtual void DisableAllScreenSpaceEffects( );
virtual void RenderEffects( int x, int y, int w, int h );
};
CScreenSpaceEffectManager g_ScreenSpaceEffectManager;
IScreenSpaceEffectManager *g_pScreenSpaceEffects = &g_ScreenSpaceEffectManager;
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::InitScreenSpaceEffects - Initialise all registered effects
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::InitScreenSpaceEffects( )
{
if ( CommandLine()->FindParm( "-filmgrain" ) )
{
GetScreenSpaceEffect( "filmgrain" )->Enable( true );
}
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
bool bIsEnabled = pEffect->IsEnabled( );
pEffect->Init( );
pEffect->Enable( bIsEnabled );
}
}
}
//----------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::ShutdownScreenSpaceEffects - Shutdown all registered effects
//----------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::ShutdownScreenSpaceEffects( )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
pEffect->Shutdown( );
}
}
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::GetScreenSpaceEffect - Returns a point to the named effect
//---------------------------------------------------------------------------------------
IScreenSpaceEffect *CScreenSpaceEffectManager::GetScreenSpaceEffect( const char *pEffectName )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
if( !Q_stricmp( pReg->m_pEffectName, pEffectName ) )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
return pEffect;
}
}
Warning( "Could not find screen space effect %s\n", pEffectName );
return NULL;
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::SetScreenSpaceEffectParams
// - Assign parameters to the specified effect
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params )
{
IScreenSpaceEffect *pEffect = GetScreenSpaceEffect( pEffectName );
if( pEffect )
SetScreenSpaceEffectParams( pEffect, params );
}
void CScreenSpaceEffectManager::SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params )
{
if( pEffect )
pEffect->SetParameters( params );
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::EnableScreenSpaceEffect
// - Enables the specified effect
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::EnableScreenSpaceEffect( const char *pEffectName )
{
IScreenSpaceEffect *pEffect = GetScreenSpaceEffect( pEffectName );
if( pEffect )
EnableScreenSpaceEffect( pEffect );
}
void CScreenSpaceEffectManager::EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect )
{
if( pEffect )
pEffect->Enable( true );
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::DisableScreenSpaceEffect
// - Disables the specified effect
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::DisableScreenSpaceEffect( const char *pEffectName )
{
IScreenSpaceEffect *pEffect = GetScreenSpaceEffect( pEffectName );
if( pEffect )
DisableScreenSpaceEffect( pEffect );
}
void CScreenSpaceEffectManager::DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect )
{
if( pEffect )
pEffect->Enable( false );
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::DisableAllScreenSpaceEffects
// - Disables all registered screen space effects
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::DisableAllScreenSpaceEffects( )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
pEffect->Enable( false );
}
}
}
//---------------------------------------------------------------------------------------
// CScreenSpaceEffectManager::RenderEffects
// - Renders all registered screen space effects
//---------------------------------------------------------------------------------------
void CScreenSpaceEffectManager::RenderEffects( int x, int y, int w, int h )
{
for( CScreenSpaceEffectRegistration *pReg=CScreenSpaceEffectRegistration::s_pHead; pReg!=NULL; pReg=pReg->m_pNext )
{
IScreenSpaceEffect *pEffect = pReg->m_pEffect;
if( pEffect )
{
pEffect->Render( x, y, w, h );
}
}
}
//------------------------------------------------------------------------------
// Example post-processing effect
//------------------------------------------------------------------------------
class CExampleEffect : public IScreenSpaceEffect
{
public:
CExampleEffect( );
~CExampleEffect( );
void Init( );
void Shutdown( );
void SetParameters( KeyValues *params );
void Render( int x, int y, int w, int h );
void Enable( bool bEnable );
bool IsEnabled( );
private:
bool m_bEnable;
CMaterialReference m_Material;
};
ADD_SCREENSPACE_EFFECT( CExampleEffect, exampleeffect );
//------------------------------------------------------------------------------
// CExampleEffect constructor
//------------------------------------------------------------------------------
CExampleEffect::CExampleEffect( )
{
m_bEnable = false;
}
//------------------------------------------------------------------------------
// CExampleEffect destructor
//------------------------------------------------------------------------------
CExampleEffect::~CExampleEffect( )
{
}
//------------------------------------------------------------------------------
// CExampleEffect init
//------------------------------------------------------------------------------
void CExampleEffect::Init( )
{
// This is just example code, init your effect material here
//m_Material.Init( "engine/exampleeffect", TEXTURE_GROUP_OTHER );
m_bEnable = false;
}
//------------------------------------------------------------------------------
// CExampleEffect shutdown
//------------------------------------------------------------------------------
void CExampleEffect::Shutdown( )
{
m_Material.Shutdown();
}
//------------------------------------------------------------------------------
// CExampleEffect enable
//------------------------------------------------------------------------------
void CExampleEffect::Enable( bool bEnable )
{
// This is just example code, don't enable it
// m_bEnable = bEnable;
}
bool CExampleEffect::IsEnabled( )
{
return m_bEnable;
}
//------------------------------------------------------------------------------
// CExampleEffect SetParameters
//------------------------------------------------------------------------------
void CExampleEffect::SetParameters( KeyValues *params )
{
if( params->GetDataType( "example_param" ) == KeyValues::TYPE_STRING )
{
// ...
}
}
//------------------------------------------------------------------------------
// CExampleEffect render
//------------------------------------------------------------------------------
void CExampleEffect::Render( int x, int y, int w, int h )
{
if ( !IsEnabled() )
return;
// Render Effect
Rect_t actualRect;
UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->DrawScreenSpaceRectangle( m_Material, x, y, w, h,
actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1,
pTexture->GetActualWidth(), pTexture->GetActualHeight() );
}

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@ -1,88 +1,88 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=====================================================================================//
#ifndef SCREENSPACEEFFECTS_H
#define SCREENSPACEEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class KeyValues;
//------------------------------------------------------------------------------
// Simple base class for screen space post-processing effects
//------------------------------------------------------------------------------
abstract_class IScreenSpaceEffect
{
public:
virtual void Init( ) = 0;
virtual void Shutdown( ) = 0;
virtual void SetParameters( KeyValues *params ) = 0;
virtual void Render( int x, int y, int w, int h ) = 0;
virtual void Enable( bool bEnable ) = 0;
virtual bool IsEnabled( ) = 0;
};
//------------------------------------------------------------------------------
// Interface class for managing screen space post-processing effects
//------------------------------------------------------------------------------
abstract_class IScreenSpaceEffectManager
{
public:
virtual void InitScreenSpaceEffects( ) = 0;
virtual void ShutdownScreenSpaceEffects( ) = 0;
virtual IScreenSpaceEffect *GetScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params ) = 0;
virtual void SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params ) = 0;
virtual void EnableScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect ) = 0;
virtual void DisableScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect ) = 0;
virtual void DisableAllScreenSpaceEffects( ) = 0;
virtual void RenderEffects( int x, int y, int w, int h ) = 0;
};
extern IScreenSpaceEffectManager *g_pScreenSpaceEffects;
//-------------------------------------------------------------------------------------
// Registration class for adding screen space effects to the IScreenSpaceEffectManager
//-------------------------------------------------------------------------------------
class CScreenSpaceEffectRegistration
{
public:
CScreenSpaceEffectRegistration( const char *pName, IScreenSpaceEffect *pEffect );
const char *m_pEffectName;
IScreenSpaceEffect *m_pEffect;
CScreenSpaceEffectRegistration *m_pNext;
static CScreenSpaceEffectRegistration *s_pHead;
};
#define ADD_SCREENSPACE_EFFECT( CEffect, pEffectName ) CEffect pEffectName##_effect; \
CScreenSpaceEffectRegistration pEffectName##_reg( #pEffectName, &pEffectName##_effect );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=====================================================================================//
#ifndef SCREENSPACEEFFECTS_H
#define SCREENSPACEEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class KeyValues;
//------------------------------------------------------------------------------
// Simple base class for screen space post-processing effects
//------------------------------------------------------------------------------
abstract_class IScreenSpaceEffect
{
public:
virtual void Init( ) = 0;
virtual void Shutdown( ) = 0;
virtual void SetParameters( KeyValues *params ) = 0;
virtual void Render( int x, int y, int w, int h ) = 0;
virtual void Enable( bool bEnable ) = 0;
virtual bool IsEnabled( ) = 0;
};
//------------------------------------------------------------------------------
// Interface class for managing screen space post-processing effects
//------------------------------------------------------------------------------
abstract_class IScreenSpaceEffectManager
{
public:
virtual void InitScreenSpaceEffects( ) = 0;
virtual void ShutdownScreenSpaceEffects( ) = 0;
virtual IScreenSpaceEffect *GetScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params ) = 0;
virtual void SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params ) = 0;
virtual void EnableScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect ) = 0;
virtual void DisableScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect ) = 0;
virtual void DisableAllScreenSpaceEffects( ) = 0;
virtual void RenderEffects( int x, int y, int w, int h ) = 0;
};
extern IScreenSpaceEffectManager *g_pScreenSpaceEffects;
//-------------------------------------------------------------------------------------
// Registration class for adding screen space effects to the IScreenSpaceEffectManager
//-------------------------------------------------------------------------------------
class CScreenSpaceEffectRegistration
{
public:
CScreenSpaceEffectRegistration( const char *pName, IScreenSpaceEffect *pEffect );
const char *m_pEffectName;
IScreenSpaceEffect *m_pEffect;
CScreenSpaceEffectRegistration *m_pNext;
static CScreenSpaceEffectRegistration *s_pHead;
};
#define ADD_SCREENSPACE_EFFECT( CEffect, pEffectName ) CEffect pEffectName##_effect; \
CScreenSpaceEffectRegistration pEffectName##_reg( #pEffectName, &pEffectName##_effect );
#endif

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@ -1,172 +1,172 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "TeamBitmapImage.h"
#include <KeyValues.h>
#include "vgui_bitmapimage.h"
#include "panelmetaclassmgr.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include <vgui_controls/Panel.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// A multiplexer bitmap that chooses a bitmap based on team
//-----------------------------------------------------------------------------
CTeamBitmapImage::CTeamBitmapImage() : m_Alpha(1.0f)
{
memset( m_ppImage, 0, BITMAP_COUNT * sizeof(BitmapImage*) );
m_pEntity = NULL;
m_bRelativeTeams = 0;
}
CTeamBitmapImage::~CTeamBitmapImage()
{
int i;
for ( i = 0; i < BITMAP_COUNT; ++i )
{
if (m_ppImage[i])
delete m_ppImage[i];
}
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CTeamBitmapImage::Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity )
{
static const char *pRelativeTeamNames[BITMAP_COUNT] =
{
"NoTeam",
"MyTeam",
"EnemyTeam",
};
static const char *pAbsoluteTeamNames[BITMAP_COUNT] =
{
"Team0",
"Team1",
"Team2",
};
m_pEntity = pEntity;
m_bRelativeTeams = (pInitData->GetInt( "relativeteam" ) != 0);
const char **ppTeamNames = m_bRelativeTeams ? pRelativeTeamNames : pAbsoluteTeamNames;
int i;
for ( i = 0 ; i < BITMAP_COUNT; ++i )
{
// Default to null
m_ppImage[i] = NULL;
// Look for team section
KeyValues *pTeamKV = pInitData->FindKey( ppTeamNames[i] );
if ( !pTeamKV )
continue;
char const* pClassImage = pTeamKV->GetString( "material" );
if ( !pClassImage || !pClassImage[ 0 ] )
return false;
// modulation color
Color color;
if (!ParseRGBA( pTeamKV, "color", color ))
color.SetColor( 255, 255, 255, 255 );
// hook in the bitmap
m_ppImage[i] = new BitmapImage( pParent->GetVPanel(), pClassImage );
m_ppImage[i]->SetColor( color );
}
return true;
}
//-----------------------------------------------------------------------------
// Alpha modulate...
//-----------------------------------------------------------------------------
void CTeamBitmapImage::SetAlpha( float alpha )
{
m_Alpha = clamp( alpha, 0.0f, 1.0f );
}
//-----------------------------------------------------------------------------
// draw
//-----------------------------------------------------------------------------
void CTeamBitmapImage::Paint( float yaw /*= 0.0f*/ )
{
if (m_Alpha == 0.0f)
return;
int team = 0;
if (m_bRelativeTeams)
{
if (GetEntity())
{
if (GetEntity()->GetTeamNumber() != 0)
{
team = GetEntity()->InLocalTeam() ? 1 : 2;
}
}
}
else
{
if (GetEntity())
team = GetEntity()->GetTeamNumber();
}
// Paint the image for the current team
if (m_ppImage[team])
{
// Modulate the color based on the alpha....
Color color = m_ppImage[team]->GetColor();
int alpha = color[3];
color[3] = (alpha * m_Alpha);
m_ppImage[team]->SetColor( color );
if ( yaw != 0.0f )
{
g_pMatSystemSurface->DisableClipping( true );
m_ppImage[team]->DoPaint( m_ppImage[team]->GetRenderSizePanel(), yaw );
g_pMatSystemSurface->DisableClipping( false );
}
else
{
// Paint
m_ppImage[team]->Paint();
}
// restore previous color
color[3] = alpha;
m_ppImage[team]->SetColor( color );
}
}
//-----------------------------------------------------------------------------
// Helper method to initialize a team image from KeyValues data..
//-----------------------------------------------------------------------------
bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName, vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pTeamImage )
{
KeyValues *pTeamImageSection = pInitData;
if (pSectionName)
{
pTeamImageSection = pInitData->FindKey( pSectionName );
if ( !pTeamImageSection )
return false;
}
return pTeamImage->Init( pParent, pTeamImageSection, pEntity );
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "TeamBitmapImage.h"
#include <KeyValues.h>
#include "vgui_bitmapimage.h"
#include "panelmetaclassmgr.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include <vgui_controls/Panel.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// A multiplexer bitmap that chooses a bitmap based on team
//-----------------------------------------------------------------------------
CTeamBitmapImage::CTeamBitmapImage() : m_Alpha(1.0f)
{
memset( m_ppImage, 0, BITMAP_COUNT * sizeof(BitmapImage*) );
m_pEntity = NULL;
m_bRelativeTeams = 0;
}
CTeamBitmapImage::~CTeamBitmapImage()
{
int i;
for ( i = 0; i < BITMAP_COUNT; ++i )
{
if (m_ppImage[i])
delete m_ppImage[i];
}
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CTeamBitmapImage::Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity )
{
static const char *pRelativeTeamNames[BITMAP_COUNT] =
{
"NoTeam",
"MyTeam",
"EnemyTeam",
};
static const char *pAbsoluteTeamNames[BITMAP_COUNT] =
{
"Team0",
"Team1",
"Team2",
};
m_pEntity = pEntity;
m_bRelativeTeams = (pInitData->GetInt( "relativeteam" ) != 0);
const char **ppTeamNames = m_bRelativeTeams ? pRelativeTeamNames : pAbsoluteTeamNames;
int i;
for ( i = 0 ; i < BITMAP_COUNT; ++i )
{
// Default to null
m_ppImage[i] = NULL;
// Look for team section
KeyValues *pTeamKV = pInitData->FindKey( ppTeamNames[i] );
if ( !pTeamKV )
continue;
char const* pClassImage = pTeamKV->GetString( "material" );
if ( !pClassImage || !pClassImage[ 0 ] )
return false;
// modulation color
Color color;
if (!ParseRGBA( pTeamKV, "color", color ))
color.SetColor( 255, 255, 255, 255 );
// hook in the bitmap
m_ppImage[i] = new BitmapImage( pParent->GetVPanel(), pClassImage );
m_ppImage[i]->SetColor( color );
}
return true;
}
//-----------------------------------------------------------------------------
// Alpha modulate...
//-----------------------------------------------------------------------------
void CTeamBitmapImage::SetAlpha( float alpha )
{
m_Alpha = clamp( alpha, 0.0f, 1.0f );
}
//-----------------------------------------------------------------------------
// draw
//-----------------------------------------------------------------------------
void CTeamBitmapImage::Paint( float yaw /*= 0.0f*/ )
{
if (m_Alpha == 0.0f)
return;
int team = 0;
if (m_bRelativeTeams)
{
if (GetEntity())
{
if (GetEntity()->GetTeamNumber() != 0)
{
team = GetEntity()->InLocalTeam() ? 1 : 2;
}
}
}
else
{
if (GetEntity())
team = GetEntity()->GetTeamNumber();
}
// Paint the image for the current team
if (m_ppImage[team])
{
// Modulate the color based on the alpha....
Color color = m_ppImage[team]->GetColor();
int alpha = color[3];
color[3] = (alpha * m_Alpha);
m_ppImage[team]->SetColor( color );
if ( yaw != 0.0f )
{
g_pMatSystemSurface->DisableClipping( true );
m_ppImage[team]->DoPaint( m_ppImage[team]->GetRenderSizePanel(), yaw );
g_pMatSystemSurface->DisableClipping( false );
}
else
{
// Paint
m_ppImage[team]->Paint();
}
// restore previous color
color[3] = alpha;
m_ppImage[team]->SetColor( color );
}
}
//-----------------------------------------------------------------------------
// Helper method to initialize a team image from KeyValues data..
//-----------------------------------------------------------------------------
bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName, vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pTeamImage )
{
KeyValues *pTeamImageSection = pInitData;
if (pSectionName)
{
pTeamImageSection = pInitData->FindKey( pSectionName );
if ( !pTeamImageSection )
return false;
}
return pTeamImage->Init( pParent, pTeamImageSection, pEntity );
}

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@ -1,80 +1,80 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef TEAMBITMAPIMAGE_H
#define TEAMBITMAPIMAGE_H
#ifdef _WIN32
#pragma once
#endif
//#include "tf_shareddefs.h"
#include <vgui/VGUI.h>
namespace vgui
{
class Panel;
}
class BitmapImage;
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// A multiplexer bitmap that chooses a bitmap based on team
//-----------------------------------------------------------------------------
class CTeamBitmapImage
{
public:
// construction, destruction
CTeamBitmapImage();
~CTeamBitmapImage();
// initialization
bool Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity );
// Alpha override...
void SetAlpha( float alpha );
// Paint the sucka. Paint it the size of the parent panel
void Paint( float yaw = 0.0f );
protected:
// Wrapper so we can implement this with EHANDLES some day
C_BaseEntity *GetEntity() { return m_pEntity; }
private:
enum
{
// NOTE: Was MAX_TF_TEAMS not 4, but I don't like the dependency here.
BITMAP_COUNT = 4 + 1
};
BitmapImage *m_ppImage[ BITMAP_COUNT ];
C_BaseEntity *m_pEntity;
float m_Alpha;
bool m_bRelativeTeams;
};
//-----------------------------------------------------------------------------
// Helper method to initialize a team image from KeyValues data..
// KeyValues contains the bitmap data. pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pBitmapImage );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef TEAMBITMAPIMAGE_H
#define TEAMBITMAPIMAGE_H
#ifdef _WIN32
#pragma once
#endif
//#include "tf_shareddefs.h"
#include <vgui/VGUI.h>
namespace vgui
{
class Panel;
}
class BitmapImage;
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// A multiplexer bitmap that chooses a bitmap based on team
//-----------------------------------------------------------------------------
class CTeamBitmapImage
{
public:
// construction, destruction
CTeamBitmapImage();
~CTeamBitmapImage();
// initialization
bool Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity );
// Alpha override...
void SetAlpha( float alpha );
// Paint the sucka. Paint it the size of the parent panel
void Paint( float yaw = 0.0f );
protected:
// Wrapper so we can implement this with EHANDLES some day
C_BaseEntity *GetEntity() { return m_pEntity; }
private:
enum
{
// NOTE: Was MAX_TF_TEAMS not 4, but I don't like the dependency here.
BITMAP_COUNT = 4 + 1
};
BitmapImage *m_ppImage[ BITMAP_COUNT ];
C_BaseEntity *m_pEntity;
float m_Alpha;
bool m_bRelativeTeams;
};
//-----------------------------------------------------------------------------
// Helper method to initialize a team image from KeyValues data..
// KeyValues contains the bitmap data. pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pBitmapImage );
#endif // TEAMBITMAPIMAGE_H

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@ -1,83 +1,83 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ViewConeImage.h"
#include <KeyValues.h>
#include <vgui_controls/Panel.h>
#include "VGuiMatSurface/IMatSystemSurface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CViewConeImage::Init( vgui::Panel *pParent, KeyValues* pInitData )
{
Assert( pParent );
// Load viewcone material
if (!m_Image.Init( pParent->GetVPanel(), pInitData ))
return false;
// Position the view cone...
int viewconesize = pInitData->GetInt( "size", 32 );
m_Image.SetRenderSize( viewconesize, viewconesize );
int cx, cy;
pParent->GetSize( cx, cy );
m_Image.SetPos( (cx - viewconesize) / 2, (cy - viewconesize) / 2 );
return true;
}
//-----------------------------------------------------------------------------
// Paint the sucka
//-----------------------------------------------------------------------------
void CViewConeImage::Paint( float yaw )
{
g_pMatSystemSurface->DisableClipping( true );
m_Image.DoPaint( NULL, yaw );
g_pMatSystemSurface->DisableClipping( false );
}
void CViewConeImage::SetColor( int r, int g, int b )
{
m_Image.SetColor( Color( r, g, b, 255 ) );
}
//-----------------------------------------------------------------------------
// Helper method to initialize a view cone image from KeyValues data..
// KeyValues contains the bitmap data, pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeViewConeImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, CViewConeImage* pViewConeImage )
{
KeyValues *pViewConeImageSection;
if (pSectionName)
{
pViewConeImageSection = pInitData->FindKey( pSectionName );
if ( !pViewConeImageSection )
return false;
}
else
{
pViewConeImageSection = pInitData;
}
return pViewConeImage->Init( pParent, pViewConeImageSection );
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ViewConeImage.h"
#include <KeyValues.h>
#include <vgui_controls/Panel.h>
#include "VGuiMatSurface/IMatSystemSurface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CViewConeImage::Init( vgui::Panel *pParent, KeyValues* pInitData )
{
Assert( pParent );
// Load viewcone material
if (!m_Image.Init( pParent->GetVPanel(), pInitData ))
return false;
// Position the view cone...
int viewconesize = pInitData->GetInt( "size", 32 );
m_Image.SetRenderSize( viewconesize, viewconesize );
int cx, cy;
pParent->GetSize( cx, cy );
m_Image.SetPos( (cx - viewconesize) / 2, (cy - viewconesize) / 2 );
return true;
}
//-----------------------------------------------------------------------------
// Paint the sucka
//-----------------------------------------------------------------------------
void CViewConeImage::Paint( float yaw )
{
g_pMatSystemSurface->DisableClipping( true );
m_Image.DoPaint( NULL, yaw );
g_pMatSystemSurface->DisableClipping( false );
}
void CViewConeImage::SetColor( int r, int g, int b )
{
m_Image.SetColor( Color( r, g, b, 255 ) );
}
//-----------------------------------------------------------------------------
// Helper method to initialize a view cone image from KeyValues data..
// KeyValues contains the bitmap data, pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeViewConeImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, CViewConeImage* pViewConeImage )
{
KeyValues *pViewConeImageSection;
if (pSectionName)
{
pViewConeImageSection = pInitData->FindKey( pSectionName );
if ( !pViewConeImageSection )
return false;
}
else
{
pViewConeImageSection = pInitData;
}
return pViewConeImage->Init( pParent, pViewConeImageSection );
}

View File

@ -1,56 +1,56 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which draws a viewcone
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VIEWCONEIMAGE_H
#define VIEWCONEIMAGE_H
#include "shareddefs.h"
#include "vgui_bitmapimage.h"
namespace vgui
{
class Panel;
}
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// A bitmap that renders a view cone based on angles
//-----------------------------------------------------------------------------
class CViewConeImage
{
public:
// initialization
bool Init( vgui::Panel *pParent, KeyValues* pInitData );
// Paint the sucka
void Paint( float yaw );
void SetColor( int r, int g, int b );
private:
BitmapImage m_Image;
};
//-----------------------------------------------------------------------------
// Helper method to initialize a view cone image from KeyValues data..
// KeyValues contains the bitmap data, pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeViewConeImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, CViewConeImage* pViewConeImage );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which draws a viewcone
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VIEWCONEIMAGE_H
#define VIEWCONEIMAGE_H
#include "shareddefs.h"
#include "vgui_bitmapimage.h"
namespace vgui
{
class Panel;
}
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// A bitmap that renders a view cone based on angles
//-----------------------------------------------------------------------------
class CViewConeImage
{
public:
// initialization
bool Init( vgui::Panel *pParent, KeyValues* pInitData );
// Paint the sucka
void Paint( float yaw );
void SetColor( int r, int g, int b );
private:
BitmapImage m_Image;
};
//-----------------------------------------------------------------------------
// Helper method to initialize a view cone image from KeyValues data..
// KeyValues contains the bitmap data, pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeViewConeImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, CViewConeImage* pViewConeImage );
#endif // VIEWCONEIMAGE_H

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@ -1,83 +1,83 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "iviewrender.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
// no inputs, assumes that the results go into $CHEAPWATERSTARTDISTANCE and $CHEAPWATERENDDISTANCE
class CWaterLODMaterialProxy : public IMaterialProxy
{
public:
CWaterLODMaterialProxy();
virtual ~CWaterLODMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial();
private:
IMaterialVar *m_pCheapWaterStartDistanceVar;
IMaterialVar *m_pCheapWaterEndDistanceVar;
};
CWaterLODMaterialProxy::CWaterLODMaterialProxy()
{
m_pCheapWaterStartDistanceVar = NULL;
m_pCheapWaterEndDistanceVar = NULL;
}
CWaterLODMaterialProxy::~CWaterLODMaterialProxy()
{
}
bool CWaterLODMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_pCheapWaterStartDistanceVar = pMaterial->FindVar( "$CHEAPWATERSTARTDISTANCE", &foundVar, false );
if( !foundVar )
return false;
m_pCheapWaterEndDistanceVar = pMaterial->FindVar( "$CHEAPWATERENDDISTANCE", &foundVar, false );
if( !foundVar )
return false;
return true;
}
void CWaterLODMaterialProxy::OnBind( void *pC_BaseEntity )
{
if( !m_pCheapWaterStartDistanceVar || !m_pCheapWaterEndDistanceVar )
{
return;
}
float start, end;
view->GetWaterLODParams( start, end );
m_pCheapWaterStartDistanceVar->SetFloatValue( start );
m_pCheapWaterEndDistanceVar->SetFloatValue( end );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CWaterLODMaterialProxy::GetMaterial()
{
return m_pCheapWaterStartDistanceVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CWaterLODMaterialProxy, IMaterialProxy, "WaterLOD" IMATERIAL_PROXY_INTERFACE_VERSION );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "iviewrender.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
// no inputs, assumes that the results go into $CHEAPWATERSTARTDISTANCE and $CHEAPWATERENDDISTANCE
class CWaterLODMaterialProxy : public IMaterialProxy
{
public:
CWaterLODMaterialProxy();
virtual ~CWaterLODMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial();
private:
IMaterialVar *m_pCheapWaterStartDistanceVar;
IMaterialVar *m_pCheapWaterEndDistanceVar;
};
CWaterLODMaterialProxy::CWaterLODMaterialProxy()
{
m_pCheapWaterStartDistanceVar = NULL;
m_pCheapWaterEndDistanceVar = NULL;
}
CWaterLODMaterialProxy::~CWaterLODMaterialProxy()
{
}
bool CWaterLODMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_pCheapWaterStartDistanceVar = pMaterial->FindVar( "$CHEAPWATERSTARTDISTANCE", &foundVar, false );
if( !foundVar )
return false;
m_pCheapWaterEndDistanceVar = pMaterial->FindVar( "$CHEAPWATERENDDISTANCE", &foundVar, false );
if( !foundVar )
return false;
return true;
}
void CWaterLODMaterialProxy::OnBind( void *pC_BaseEntity )
{
if( !m_pCheapWaterStartDistanceVar || !m_pCheapWaterEndDistanceVar )
{
return;
}
float start, end;
view->GetWaterLODParams( start, end );
m_pCheapWaterStartDistanceVar->SetFloatValue( start );
m_pCheapWaterEndDistanceVar->SetFloatValue( end );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CWaterLODMaterialProxy::GetMaterial()
{
return m_pCheapWaterStartDistanceVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CWaterLODMaterialProxy, IMaterialProxy, "WaterLOD" IMATERIAL_PROXY_INTERFACE_VERSION );

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@ -1,78 +1,78 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "c_world.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
class CWorldDimsProxy : public IMaterialProxy
{
public:
CWorldDimsProxy();
virtual ~CWorldDimsProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial();
public:
IMaterialVar *m_pMinsVar;
IMaterialVar *m_pMaxsVar;
};
CWorldDimsProxy::CWorldDimsProxy()
{
m_pMinsVar = m_pMaxsVar = NULL;
}
CWorldDimsProxy::~CWorldDimsProxy()
{
}
bool CWorldDimsProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
m_pMinsVar = pMaterial->FindVar( "$world_mins", NULL, false );
m_pMaxsVar = pMaterial->FindVar( "$world_maxs", NULL, false );
return true;
}
void CWorldDimsProxy::OnBind( void *pC_BaseEntity )
{
if ( m_pMinsVar && m_pMaxsVar )
{
C_World *pWorld = GetClientWorldEntity();
if ( pWorld )
{
m_pMinsVar->SetVecValue( (const float*)&pWorld->m_WorldMins, 3 );
m_pMaxsVar->SetVecValue( (const float*)&pWorld->m_WorldMaxs, 3 );
}
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CWorldDimsProxy::GetMaterial()
{
return m_pMinsVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CWorldDimsProxy, IMaterialProxy, "WorldDims" IMATERIAL_PROXY_INTERFACE_VERSION );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "c_world.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
class CWorldDimsProxy : public IMaterialProxy
{
public:
CWorldDimsProxy();
virtual ~CWorldDimsProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial();
public:
IMaterialVar *m_pMinsVar;
IMaterialVar *m_pMaxsVar;
};
CWorldDimsProxy::CWorldDimsProxy()
{
m_pMinsVar = m_pMaxsVar = NULL;
}
CWorldDimsProxy::~CWorldDimsProxy()
{
}
bool CWorldDimsProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
m_pMinsVar = pMaterial->FindVar( "$world_mins", NULL, false );
m_pMaxsVar = pMaterial->FindVar( "$world_maxs", NULL, false );
return true;
}
void CWorldDimsProxy::OnBind( void *pC_BaseEntity )
{
if ( m_pMinsVar && m_pMaxsVar )
{
C_World *pWorld = GetClientWorldEntity();
if ( pWorld )
{
m_pMinsVar->SetVecValue( (const float*)&pWorld->m_WorldMins, 3 );
m_pMaxsVar->SetVecValue( (const float*)&pWorld->m_WorldMaxs, 3 );
}
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
IMaterial *CWorldDimsProxy::GetMaterial()
{
return m_pMinsVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CWorldDimsProxy, IMaterialProxy, "WorldDims" IMATERIAL_PROXY_INTERFACE_VERSION );

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@ -1,272 +1,272 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "ienginevgui.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
#include "achievement_notification_panel.h"
#include "steam/steam_api.h"
#include "iachievementmgr.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#define ACHIEVEMENT_NOTIFICATION_DURATION 10.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
DECLARE_HUDELEMENT_DEPTH( CAchievementNotificationPanel, 100 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAchievementNotificationPanel::CAchievementNotificationPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "AchievementNotificationPanel" )
{
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_flHideTime = 0;
m_pPanelBackground = new EditablePanel( this, "Notification_Background" );
m_pIcon = new ImagePanel( this, "Notification_Icon" );
m_pLabelHeading = new Label( this, "HeadingLabel", "" );
m_pLabelTitle = new Label( this, "TitleLabel", "" );
m_pIcon->SetShouldScaleImage( true );
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::Init()
{
ListenForGameEvent( "achievement_event" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::ApplySchemeSettings( IScheme *pScheme )
{
// load control settings...
LoadControlSettings( "resource/UI/AchievementNotification.res" );
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
// Set background color of various elements. Need to do this in code, if we do it in res file it gets slammed by the
// scheme. (Incl. label background: some products don't have label background colors set in their scheme and helpfully slam it to white.)
SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelHeading->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelTitle->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pPanelBackground->SetBgColor( Color( 62,70,55, 200 ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
{
const char *name = event->GetName();
if ( 0 == Q_strcmp( name, "achievement_event" ) )
{
const char *pchName = event->GetString( "achievement_name" );
int iCur = event->GetInt( "cur_val" );
int iMax = event->GetInt( "max_val" );
wchar_t szLocalizedName[256]=L"";
if ( IsPC() )
{
// shouldn't ever get achievement progress if steam not running and user logged in, but check just in case
if ( !steamapicontext->SteamUserStats() )
{
Msg( "Steam not running, achievement progress notification not displayed\n" );
}
else
{
// use Steam to show achievement progress UI
steamapicontext->SteamUserStats()->IndicateAchievementProgress( pchName, iCur, iMax );
}
}
else
{
// on X360 we need to show our own achievement progress UI
const wchar_t *pchLocalizedName = ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( pchName );
Assert( pchLocalizedName );
if ( !pchLocalizedName || !pchLocalizedName[0] )
return;
Q_wcsncpy( szLocalizedName, pchLocalizedName, sizeof( szLocalizedName ) );
// this is achievement progress, compose the message of form: "<name> (<#>/<max>)"
wchar_t szFmt[128]=L"";
wchar_t szText[512]=L"";
wchar_t szNumFound[16]=L"";
wchar_t szNumTotal[16]=L"";
_snwprintf( szNumFound, ARRAYSIZE( szNumFound ), L"%i", iCur );
_snwprintf( szNumTotal, ARRAYSIZE( szNumTotal ), L"%i", iMax );
const wchar_t *pchFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress_Fmt" );
if ( !pchFmt || !pchFmt[0] )
return;
Q_wcsncpy( szFmt, pchFmt, sizeof( szFmt ) );
g_pVGuiLocalize->ConstructString( szText, sizeof( szText ), szFmt, 3, szLocalizedName, szNumFound, szNumTotal );
AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress" ), szText );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called on each tick
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::OnTick( void )
{
if ( ( m_flHideTime > 0 ) && ( m_flHideTime < gpGlobals->curtime ) )
{
m_flHideTime = 0;
ShowNextNotification();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAchievementNotificationPanel::ShouldDraw( void )
{
return ( ( m_flHideTime > 0 ) && ( m_flHideTime > gpGlobals->curtime ) && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle )
{
// put this notification in our queue
int iQueueItem = m_queueNotification.AddToTail();
Notification_t &notification = m_queueNotification[iQueueItem];
Q_strncpy( notification.szIconBaseName, szIconBaseName, ARRAYSIZE( notification.szIconBaseName ) );
Q_wcsncpy( notification.szHeading, pHeading, sizeof( notification.szHeading ) );
Q_wcsncpy( notification.szTitle, pTitle, sizeof( notification.szTitle ) );
// if we are not currently displaying a notification, go ahead and show this one
if ( 0 == m_flHideTime )
{
ShowNextNotification();
}
}
//-----------------------------------------------------------------------------
// Purpose: Shows next notification in queue if there is one
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::ShowNextNotification()
{
// see if we have anything to do
if ( 0 == m_queueNotification.Count() )
{
m_flHideTime = 0;
return;
}
Notification_t &notification = m_queueNotification[ m_queueNotification.Head() ];
m_flHideTime = gpGlobals->curtime + ACHIEVEMENT_NOTIFICATION_DURATION;
// set the text and icon in the dialog
SetDialogVariable( "heading", notification.szHeading );
SetDialogVariable( "title", notification.szTitle );
const char *pchIconBaseName = notification.szIconBaseName;
if ( pchIconBaseName && pchIconBaseName[0] )
{
m_pIcon->SetImage( CFmtStr( "achievements/%s.vmt", pchIconBaseName ) );
}
// resize the panel so it always looks good
// get fonts
HFont hFontHeading = m_pLabelHeading->GetFont();
HFont hFontTitle = m_pLabelTitle->GetFont();
// determine how wide the text strings are
int iHeadingWidth = UTIL_ComputeStringWidth( hFontHeading, notification.szHeading );
int iTitleWidth = UTIL_ComputeStringWidth( hFontTitle, notification.szTitle );
// use the widest string
int iTextWidth = MAX( iHeadingWidth, iTitleWidth );
// don't let it be insanely wide
iTextWidth = MIN( iTextWidth, XRES( 300 ) );
int iIconWidth = m_pIcon->GetWide();
int iSpacing = XRES( 10 );
int iPanelWidth = iSpacing + iIconWidth + iSpacing + iTextWidth + iSpacing;
int iPanelX = GetWide() - iPanelWidth;
int iIconX = iPanelX + iSpacing;
int iTextX = iIconX + iIconWidth + iSpacing;
// resize all the elements
SetXAndWide( m_pPanelBackground, iPanelX, iPanelWidth );
SetXAndWide( m_pIcon, iIconX, iIconWidth );
SetXAndWide( m_pLabelHeading, iTextX, iTextWidth );
SetXAndWide( m_pLabelTitle, iTextX, iTextWidth );
m_queueNotification.Remove( m_queueNotification.Head() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::SetXAndWide( Panel *pPanel, int x, int wide )
{
int xCur, yCur;
pPanel->GetPos( xCur, yCur );
pPanel->SetPos( x, yCur );
pPanel->SetWide( wide );
}
CON_COMMAND_F( achievement_notification_test, "Test the hud notification UI", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY )
{
static int iCount=0;
CAchievementNotificationPanel *pPanel = GET_HUDELEMENT( CAchievementNotificationPanel );
if ( pPanel )
{
pPanel->AddNotification( "HL2_KILL_ODESSAGUNSHIP", L"Achievement Progress", ( 0 == ( iCount % 2 ) ? L"Test Notification Message A (1/10)" :
L"Test Message B" ) );
}
#if 0
IGameEvent *event = gameeventmanager->CreateEvent( "achievement_event" );
if ( event )
{
const char *szTestStr[] = { "TF_GET_HEADSHOTS", "TF_PLAY_GAME_EVERYMAP", "TF_PLAY_GAME_EVERYCLASS", "TF_GET_HEALPOINTS" };
event->SetString( "achievement_name", szTestStr[iCount%ARRAYSIZE(szTestStr)] );
event->SetInt( "cur_val", ( iCount%9 ) + 1 );
event->SetInt( "max_val", 10 );
gameeventmanager->FireEvent( event );
}
#endif
iCount++;
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "ienginevgui.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
#include "achievement_notification_panel.h"
#include "steam/steam_api.h"
#include "iachievementmgr.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#define ACHIEVEMENT_NOTIFICATION_DURATION 10.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
DECLARE_HUDELEMENT_DEPTH( CAchievementNotificationPanel, 100 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAchievementNotificationPanel::CAchievementNotificationPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "AchievementNotificationPanel" )
{
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_flHideTime = 0;
m_pPanelBackground = new EditablePanel( this, "Notification_Background" );
m_pIcon = new ImagePanel( this, "Notification_Icon" );
m_pLabelHeading = new Label( this, "HeadingLabel", "" );
m_pLabelTitle = new Label( this, "TitleLabel", "" );
m_pIcon->SetShouldScaleImage( true );
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::Init()
{
ListenForGameEvent( "achievement_event" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::ApplySchemeSettings( IScheme *pScheme )
{
// load control settings...
LoadControlSettings( "resource/UI/AchievementNotification.res" );
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
// Set background color of various elements. Need to do this in code, if we do it in res file it gets slammed by the
// scheme. (Incl. label background: some products don't have label background colors set in their scheme and helpfully slam it to white.)
SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelHeading->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelTitle->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pPanelBackground->SetBgColor( Color( 62,70,55, 200 ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
{
const char *name = event->GetName();
if ( 0 == Q_strcmp( name, "achievement_event" ) )
{
const char *pchName = event->GetString( "achievement_name" );
int iCur = event->GetInt( "cur_val" );
int iMax = event->GetInt( "max_val" );
wchar_t szLocalizedName[256]=L"";
if ( IsPC() )
{
// shouldn't ever get achievement progress if steam not running and user logged in, but check just in case
if ( !steamapicontext->SteamUserStats() )
{
Msg( "Steam not running, achievement progress notification not displayed\n" );
}
else
{
// use Steam to show achievement progress UI
steamapicontext->SteamUserStats()->IndicateAchievementProgress( pchName, iCur, iMax );
}
}
else
{
// on X360 we need to show our own achievement progress UI
const wchar_t *pchLocalizedName = ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( pchName );
Assert( pchLocalizedName );
if ( !pchLocalizedName || !pchLocalizedName[0] )
return;
Q_wcsncpy( szLocalizedName, pchLocalizedName, sizeof( szLocalizedName ) );
// this is achievement progress, compose the message of form: "<name> (<#>/<max>)"
wchar_t szFmt[128]=L"";
wchar_t szText[512]=L"";
wchar_t szNumFound[16]=L"";
wchar_t szNumTotal[16]=L"";
_snwprintf( szNumFound, ARRAYSIZE( szNumFound ), L"%i", iCur );
_snwprintf( szNumTotal, ARRAYSIZE( szNumTotal ), L"%i", iMax );
const wchar_t *pchFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress_Fmt" );
if ( !pchFmt || !pchFmt[0] )
return;
Q_wcsncpy( szFmt, pchFmt, sizeof( szFmt ) );
g_pVGuiLocalize->ConstructString( szText, sizeof( szText ), szFmt, 3, szLocalizedName, szNumFound, szNumTotal );
AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress" ), szText );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called on each tick
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::OnTick( void )
{
if ( ( m_flHideTime > 0 ) && ( m_flHideTime < gpGlobals->curtime ) )
{
m_flHideTime = 0;
ShowNextNotification();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAchievementNotificationPanel::ShouldDraw( void )
{
return ( ( m_flHideTime > 0 ) && ( m_flHideTime > gpGlobals->curtime ) && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle )
{
// put this notification in our queue
int iQueueItem = m_queueNotification.AddToTail();
Notification_t &notification = m_queueNotification[iQueueItem];
Q_strncpy( notification.szIconBaseName, szIconBaseName, ARRAYSIZE( notification.szIconBaseName ) );
Q_wcsncpy( notification.szHeading, pHeading, sizeof( notification.szHeading ) );
Q_wcsncpy( notification.szTitle, pTitle, sizeof( notification.szTitle ) );
// if we are not currently displaying a notification, go ahead and show this one
if ( 0 == m_flHideTime )
{
ShowNextNotification();
}
}
//-----------------------------------------------------------------------------
// Purpose: Shows next notification in queue if there is one
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::ShowNextNotification()
{
// see if we have anything to do
if ( 0 == m_queueNotification.Count() )
{
m_flHideTime = 0;
return;
}
Notification_t &notification = m_queueNotification[ m_queueNotification.Head() ];
m_flHideTime = gpGlobals->curtime + ACHIEVEMENT_NOTIFICATION_DURATION;
// set the text and icon in the dialog
SetDialogVariable( "heading", notification.szHeading );
SetDialogVariable( "title", notification.szTitle );
const char *pchIconBaseName = notification.szIconBaseName;
if ( pchIconBaseName && pchIconBaseName[0] )
{
m_pIcon->SetImage( CFmtStr( "achievements/%s.vmt", pchIconBaseName ) );
}
// resize the panel so it always looks good
// get fonts
HFont hFontHeading = m_pLabelHeading->GetFont();
HFont hFontTitle = m_pLabelTitle->GetFont();
// determine how wide the text strings are
int iHeadingWidth = UTIL_ComputeStringWidth( hFontHeading, notification.szHeading );
int iTitleWidth = UTIL_ComputeStringWidth( hFontTitle, notification.szTitle );
// use the widest string
int iTextWidth = MAX( iHeadingWidth, iTitleWidth );
// don't let it be insanely wide
iTextWidth = MIN( iTextWidth, XRES( 300 ) );
int iIconWidth = m_pIcon->GetWide();
int iSpacing = XRES( 10 );
int iPanelWidth = iSpacing + iIconWidth + iSpacing + iTextWidth + iSpacing;
int iPanelX = GetWide() - iPanelWidth;
int iIconX = iPanelX + iSpacing;
int iTextX = iIconX + iIconWidth + iSpacing;
// resize all the elements
SetXAndWide( m_pPanelBackground, iPanelX, iPanelWidth );
SetXAndWide( m_pIcon, iIconX, iIconWidth );
SetXAndWide( m_pLabelHeading, iTextX, iTextWidth );
SetXAndWide( m_pLabelTitle, iTextX, iTextWidth );
m_queueNotification.Remove( m_queueNotification.Head() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::SetXAndWide( Panel *pPanel, int x, int wide )
{
int xCur, yCur;
pPanel->GetPos( xCur, yCur );
pPanel->SetPos( x, yCur );
pPanel->SetWide( wide );
}
CON_COMMAND_F( achievement_notification_test, "Test the hud notification UI", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY )
{
static int iCount=0;
CAchievementNotificationPanel *pPanel = GET_HUDELEMENT( CAchievementNotificationPanel );
if ( pPanel )
{
pPanel->AddNotification( "HL2_KILL_ODESSAGUNSHIP", L"Achievement Progress", ( 0 == ( iCount % 2 ) ? L"Test Notification Message A (1/10)" :
L"Test Message B" ) );
}
#if 0
IGameEvent *event = gameeventmanager->CreateEvent( "achievement_event" );
if ( event )
{
const char *szTestStr[] = { "TF_GET_HEADSHOTS", "TF_PLAY_GAME_EVERYMAP", "TF_PLAY_GAME_EVERYCLASS", "TF_GET_HEALPOINTS" };
event->SetString( "achievement_name", szTestStr[iCount%ARRAYSIZE(szTestStr)] );
event->SetInt( "cur_val", ( iCount%9 ) + 1 );
event->SetInt( "max_val", 10 );
gameeventmanager->FireEvent( event );
}
#endif
iCount++;
}

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@ -1,57 +1,57 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ACHIEVEMENT_NOTIFICATION_PANEL_H
#define ACHIEVEMENT_NOTIFICATION_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include "hudelement.h"
using namespace vgui;
class CAchievementNotificationPanel : public CHudElement, public EditablePanel
{
DECLARE_CLASS_SIMPLE( CAchievementNotificationPanel, EditablePanel );
public:
CAchievementNotificationPanel( const char *pElementName );
virtual void Init();
virtual void ApplySchemeSettings( IScheme *scheme );
virtual bool ShouldDraw( void );
virtual void PerformLayout( void );
virtual void LevelInit( void ) { m_flHideTime = 0; }
virtual void FireGameEvent( IGameEvent * event );
virtual void OnTick( void );
void AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle );
private:
void ShowNextNotification();
void SetXAndWide( Panel *pPanel, int x, int wide );
float m_flHideTime;
Label *m_pLabelHeading;
Label *m_pLabelTitle;
EditablePanel *m_pPanelBackground;
ImagePanel *m_pIcon;
struct Notification_t
{
char szIconBaseName[255];
wchar_t szHeading[255];
wchar_t szTitle[255];
};
CUtlLinkedList<Notification_t> m_queueNotification;
};
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ACHIEVEMENT_NOTIFICATION_PANEL_H
#define ACHIEVEMENT_NOTIFICATION_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include "hudelement.h"
using namespace vgui;
class CAchievementNotificationPanel : public CHudElement, public EditablePanel
{
DECLARE_CLASS_SIMPLE( CAchievementNotificationPanel, EditablePanel );
public:
CAchievementNotificationPanel( const char *pElementName );
virtual void Init();
virtual void ApplySchemeSettings( IScheme *scheme );
virtual bool ShouldDraw( void );
virtual void PerformLayout( void );
virtual void LevelInit( void ) { m_flHideTime = 0; }
virtual void FireGameEvent( IGameEvent * event );
virtual void OnTick( void );
void AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle );
private:
void ShowNextNotification();
void SetXAndWide( Panel *pPanel, int x, int wide );
float m_flHideTime;
Label *m_pLabelHeading;
Label *m_pLabelTitle;
EditablePanel *m_pPanelBackground;
ImagePanel *m_pIcon;
struct Notification_t
{
char szIconBaseName[255];
wchar_t szHeading[255];
wchar_t szTitle[255];
};
CUtlLinkedList<Notification_t> m_queueNotification;
};
#endif // ACHIEVEMENT_NOTIFICATION_PANEL_H

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@ -1,62 +1,62 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// $sineVar : name of variable that controls the alpha level (float)
class CAlphaMaterialProxy : public CEntityMaterialProxy
{
public:
CAlphaMaterialProxy();
virtual ~CAlphaMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( C_BaseEntity *pEntity );
virtual IMaterial *GetMaterial();
private:
IMaterialVar *m_AlphaVar;
};
CAlphaMaterialProxy::CAlphaMaterialProxy()
{
m_AlphaVar = NULL;
}
CAlphaMaterialProxy::~CAlphaMaterialProxy()
{
}
bool CAlphaMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_AlphaVar = pMaterial->FindVar( "$alpha", &foundVar, false );
return foundVar;
}
void CAlphaMaterialProxy::OnBind( C_BaseEntity *pEnt )
{
if (m_AlphaVar)
{
m_AlphaVar->SetFloatValue( pEnt->m_clrRender->a );
}
}
IMaterial *CAlphaMaterialProxy::GetMaterial()
{
if ( !m_AlphaVar )
return NULL;
return m_AlphaVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CAlphaMaterialProxy, IMaterialProxy, "Alpha" IMATERIAL_PROXY_INTERFACE_VERSION );
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// $sineVar : name of variable that controls the alpha level (float)
class CAlphaMaterialProxy : public CEntityMaterialProxy
{
public:
CAlphaMaterialProxy();
virtual ~CAlphaMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( C_BaseEntity *pEntity );
virtual IMaterial *GetMaterial();
private:
IMaterialVar *m_AlphaVar;
};
CAlphaMaterialProxy::CAlphaMaterialProxy()
{
m_AlphaVar = NULL;
}
CAlphaMaterialProxy::~CAlphaMaterialProxy()
{
}
bool CAlphaMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_AlphaVar = pMaterial->FindVar( "$alpha", &foundVar, false );
return foundVar;
}
void CAlphaMaterialProxy::OnBind( C_BaseEntity *pEnt )
{
if (m_AlphaVar)
{
m_AlphaVar->SetFloatValue( pEnt->m_clrRender->a );
}
}
IMaterial *CAlphaMaterialProxy::GetMaterial()
{
if ( !m_AlphaVar )
return NULL;
return m_AlphaVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CAlphaMaterialProxy, IMaterialProxy, "Alpha" IMATERIAL_PROXY_INTERFACE_VERSION );

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@ -1,51 +1,51 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedEntityTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedEntityTextureProxy() {}
virtual ~CAnimatedEntityTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
virtual void AnimationWrapped( void* pC_BaseEntity );
};
EXPOSE_INTERFACE( CAnimatedEntityTextureProxy, IMaterialProxy, "AnimatedEntityTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
float CAnimatedEntityTextureProxy::GetAnimationStartTime( void* pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
if (!pRend)
return 0.0f;
C_BaseEntity* pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
if (pEntity)
{
return pEntity->GetTextureAnimationStartTime();
}
return 0.0f;
}
void CAnimatedEntityTextureProxy::AnimationWrapped( void* pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
if (!pRend)
return;
C_BaseEntity* pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
if (pEntity)
{
pEntity->TextureAnimationWrapped();
}
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedEntityTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedEntityTextureProxy() {}
virtual ~CAnimatedEntityTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
virtual void AnimationWrapped( void* pC_BaseEntity );
};
EXPOSE_INTERFACE( CAnimatedEntityTextureProxy, IMaterialProxy, "AnimatedEntityTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
float CAnimatedEntityTextureProxy::GetAnimationStartTime( void* pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
if (!pRend)
return 0.0f;
C_BaseEntity* pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
if (pEntity)
{
return pEntity->GetTextureAnimationStartTime();
}
return 0.0f;
}
void CAnimatedEntityTextureProxy::AnimationWrapped( void* pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
if (!pRend)
return;
C_BaseEntity* pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
if (pEntity)
{
pEntity->TextureAnimationWrapped();
}
}

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@ -1,56 +1,56 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedOffsetTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedOffsetTextureProxy() : m_flFrameOffset( 0.0f ) {}
virtual ~CAnimatedOffsetTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
virtual void OnBind( void *pBaseEntity );
protected:
float m_flFrameOffset;
};
EXPOSE_INTERFACE( CAnimatedOffsetTextureProxy, IMaterialProxy, "AnimatedOffsetTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Purpose:
// Input : pArg -
// Output : float
//-----------------------------------------------------------------------------
float CAnimatedOffsetTextureProxy::GetAnimationStartTime( void* pArg )
{
return m_flFrameOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pBaseEntity -
//-----------------------------------------------------------------------------
void CAnimatedOffsetTextureProxy::OnBind( void *pBaseEntity )
{
C_BaseEntity* pEntity = (C_BaseEntity*)pBaseEntity;
if ( pEntity )
{
m_flFrameOffset = pEntity->GetTextureAnimationStartTime();
}
// Call into the base class
CBaseAnimatedTextureProxy::OnBind( pBaseEntity );
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedOffsetTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedOffsetTextureProxy() : m_flFrameOffset( 0.0f ) {}
virtual ~CAnimatedOffsetTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
virtual void OnBind( void *pBaseEntity );
protected:
float m_flFrameOffset;
};
EXPOSE_INTERFACE( CAnimatedOffsetTextureProxy, IMaterialProxy, "AnimatedOffsetTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Purpose:
// Input : pArg -
// Output : float
//-----------------------------------------------------------------------------
float CAnimatedOffsetTextureProxy::GetAnimationStartTime( void* pArg )
{
return m_flFrameOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pBaseEntity -
//-----------------------------------------------------------------------------
void CAnimatedOffsetTextureProxy::OnBind( void *pBaseEntity )
{
C_BaseEntity* pEntity = (C_BaseEntity*)pBaseEntity;
if ( pEntity )
{
m_flFrameOffset = pEntity->GetTextureAnimationStartTime();
}
// Call into the base class
CBaseAnimatedTextureProxy::OnBind( pBaseEntity );
}

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@ -1,29 +1,29 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedTextureProxy() {}
virtual ~CAnimatedTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
};
EXPOSE_INTERFACE( CAnimatedTextureProxy, IMaterialProxy, "AnimatedTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
#pragma warning (disable : 4100)
float CAnimatedTextureProxy::GetAnimationStartTime( void* pBaseEntity )
{
return 0;
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedTextureProxy() {}
virtual ~CAnimatedTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
};
EXPOSE_INTERFACE( CAnimatedTextureProxy, IMaterialProxy, "AnimatedTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
#pragma warning (disable : 4100)
float CAnimatedTextureProxy::GetAnimationStartTime( void* pBaseEntity )
{
return 0;
}

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@ -1,213 +1,213 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "rangecheckedvar.h"
#include "lerp_functions.h"
#include "networkvar.h"
class C_AnimationLayer
{
public:
// This allows the datatables to access private members.
ALLOW_DATATABLES_PRIVATE_ACCESS();
C_AnimationLayer();
void Reset();
void SetOrder( int order );
public:
bool IsActive( void );
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
int m_nOrder;
// used for automatic crossfades between sequence changes
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float GetFadeout( float flCurTime );
void BlendWeight();
float m_flLayerAnimtime;
float m_flLayerFadeOuttime;
float m_flBlendIn;
float m_flBlendOut;
bool m_bClientBlend;
};
#ifdef CLIENT_DLL
#define CAnimationLayer C_AnimationLayer
#endif
inline C_AnimationLayer::C_AnimationLayer()
{
Reset();
}
inline void C_AnimationLayer::Reset()
{
m_nSequence = 0;
m_flPrevCycle = 0;
m_flWeight = 0;
m_flPlaybackRate = 0;
m_flCycle = 0;
m_flLayerAnimtime = 0;
m_flLayerFadeOuttime = 0;
m_flBlendIn = 0;
m_flBlendOut = 0;
m_bClientBlend = false;
}
inline void C_AnimationLayer::SetOrder( int order )
{
m_nOrder = order;
}
inline float C_AnimationLayer::GetFadeout( float flCurTime )
{
float s;
if (m_flLayerFadeOuttime <= 0.0f)
{
s = 0;
}
else
{
// blend in over 0.2 seconds
s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
if (s > 0 && s <= 1.0)
{
// do a nice spline curve
s = 3 * s * s - 2 * s * s * s;
}
else if ( s > 1.0f )
{
// Shouldn't happen, but maybe curtime is behind animtime?
s = 1.0f;
}
}
return s;
}
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp( flPercent, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp( flPercent, from.m_flCycle, to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
// YWB: Specialization for interpolating euler angles via quaternions...
inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline void Lerp_Clamp( C_AnimationLayer &val )
{
Lerp_Clamp( val.m_nSequence );
Lerp_Clamp( val.m_flCycle );
Lerp_Clamp( val.m_flPrevCycle );
Lerp_Clamp( val.m_flWeight );
Lerp_Clamp( val.m_nOrder );
Lerp_Clamp( val.m_flLayerAnimtime );
Lerp_Clamp( val.m_flLayerFadeOuttime );
}
inline void C_AnimationLayer::BlendWeight()
{
if ( !m_bClientBlend )
return;
m_flWeight = 1;
// blend in?
if ( m_flBlendIn != 0.0f )
{
if (m_flCycle < m_flBlendIn)
{
m_flWeight = m_flCycle / m_flBlendIn;
}
}
// blend out?
if ( m_flBlendOut != 0.0f )
{
if (m_flCycle > 1.0 - m_flBlendOut)
{
m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
}
}
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
if (m_nSequence == 0)
m_flWeight = 0;
}
#endif // ANIMATIONLAYER_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "rangecheckedvar.h"
#include "lerp_functions.h"
#include "networkvar.h"
class C_AnimationLayer
{
public:
// This allows the datatables to access private members.
ALLOW_DATATABLES_PRIVATE_ACCESS();
C_AnimationLayer();
void Reset();
void SetOrder( int order );
public:
bool IsActive( void );
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
int m_nOrder;
// used for automatic crossfades between sequence changes
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float GetFadeout( float flCurTime );
void BlendWeight();
float m_flLayerAnimtime;
float m_flLayerFadeOuttime;
float m_flBlendIn;
float m_flBlendOut;
bool m_bClientBlend;
};
#ifdef CLIENT_DLL
#define CAnimationLayer C_AnimationLayer
#endif
inline C_AnimationLayer::C_AnimationLayer()
{
Reset();
}
inline void C_AnimationLayer::Reset()
{
m_nSequence = 0;
m_flPrevCycle = 0;
m_flWeight = 0;
m_flPlaybackRate = 0;
m_flCycle = 0;
m_flLayerAnimtime = 0;
m_flLayerFadeOuttime = 0;
m_flBlendIn = 0;
m_flBlendOut = 0;
m_bClientBlend = false;
}
inline void C_AnimationLayer::SetOrder( int order )
{
m_nOrder = order;
}
inline float C_AnimationLayer::GetFadeout( float flCurTime )
{
float s;
if (m_flLayerFadeOuttime <= 0.0f)
{
s = 0;
}
else
{
// blend in over 0.2 seconds
s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
if (s > 0 && s <= 1.0)
{
// do a nice spline curve
s = 3 * s * s - 2 * s * s * s;
}
else if ( s > 1.0f )
{
// Shouldn't happen, but maybe curtime is behind animtime?
s = 1.0f;
}
}
return s;
}
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp( flPercent, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp( flPercent, from.m_flCycle, to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
// YWB: Specialization for interpolating euler angles via quaternions...
inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline void Lerp_Clamp( C_AnimationLayer &val )
{
Lerp_Clamp( val.m_nSequence );
Lerp_Clamp( val.m_flCycle );
Lerp_Clamp( val.m_flPrevCycle );
Lerp_Clamp( val.m_flWeight );
Lerp_Clamp( val.m_nOrder );
Lerp_Clamp( val.m_flLayerAnimtime );
Lerp_Clamp( val.m_flLayerFadeOuttime );
}
inline void C_AnimationLayer::BlendWeight()
{
if ( !m_bClientBlend )
return;
m_flWeight = 1;
// blend in?
if ( m_flBlendIn != 0.0f )
{
if (m_flCycle < m_flBlendIn)
{
m_flWeight = m_flCycle / m_flBlendIn;
}
}
// blend out?
if ( m_flBlendOut != 0.0f )
{
if (m_flCycle > 1.0 - m_flBlendOut)
{
m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
}
}
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
if (m_nSequence == 0)
m_flWeight = 0;
}
#endif // ANIMATIONLAYER_H

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