Files
sbox-public/engine/Definitions/common/SceneSystem/ISceneView.def
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

48 lines
1.4 KiB
Modula-2

native struct RenderViewport_t is NativeEngine.RenderViewport
delegate SboxProceduralLayerCallback;
native class ISceneView as NativeEngine.ISceneView
{
RenderViewport GetMainViewport();
void* GetSwapChain();
void AddDependentView( ISceneView pView, int nSlot );
CRenderAttributes GetRenderAttributesPtr();
ISceneLayer AddRenderLayer( string pszDebugName, RenderViewport viewport, StringToken eShaderMode, ISceneLayer pAddBefore );
ISceneLayer AddManagedProceduralLayer( string pszDebugName, RenderViewport viewport, SboxProceduralLayerCallback renderCallback, ISceneLayer pAddBefore, bool bDeleteWhenDone );
void SetDefaultLayerObjectRequiredFlags( ESceneObjectFlags nFlags );
void SetDefaultLayerObjectExcludedFlags( ESceneObjectFlags nFlags );
ESceneObjectFlags GetDefaultLayerObjectRequiredFlags();
ESceneObjectFlags GetDefaultLayerObjectExcludedFlags();
void AddWorldToRenderList( ISceneWorld pWorld );
HSceneViewRenderTarget FindOrCreateRenderTarget( string pName, ITexture hTexture, int nFlags );
void SetParent( ISceneView pParent );
ISceneView GetParent();
int GetPriority();
void SetPriority( int nPriority );
inline CFrustum GetFrustum()
{
return &this->GetFrustum();
}
int m_ViewUniqueId;
int m_ManagedCameraId;
bool GetPostProcessEnabled();
inline int GetToolsVisMode()
{
auto attrs = this->GetRenderAttributesPtr();
if ( !attrs )
return 0;
return attrs->GetIntValue( StringTokenFromHashCode( 3329653539u ), 0 );
}
}