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cl_demoactionmanager.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CL_DEMOACTIONMANAGER_H
#define CL_DEMOACTIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
class CUtlBuffer;
namespace vgui
{
class Panel;
};
class CBaseDemoAction;
struct democmdinfo_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
abstract_class IDemoActionManager
{
public:
virtual ~IDemoActionManager( void ) {}
virtual void Init( void ) = 0;
virtual void Shutdown( void ) = 0;
virtual void StartPlaying( char const *demfilename ) = 0;
virtual void StopPlaying() = 0;
virtual void Update( bool newframe, int demoframe, float demotime ) = 0;
virtual void SaveToBuffer( CUtlBuffer& buf ) = 0;
virtual void SaveToFile( void ) = 0;
virtual char const *GetCurrentDemoFile( void ) = 0;
virtual int GetActionCount( void ) = 0;
virtual CBaseDemoAction *GetAction( int index ) = 0;
virtual void AddAction( CBaseDemoAction *action ) = 0;
virtual void RemoveAction( CBaseDemoAction *action ) = 0;
virtual bool IsDirty( void ) const = 0;
virtual void SetDirty( bool dirty ) = 0;
virtual void ReloadFromDisk( void ) = 0;
virtual void DispatchEvents() = 0;
virtual void InsertFireEvent( CBaseDemoAction *action ) = 0;
virtual bool OverrideView( democmdinfo_t& info, int tick ) = 0;
};
extern IDemoActionManager *demoaction;
#endif // CL_DEMOACTIONMANAGER_H