mirror of
https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
48 lines
1.4 KiB
Modula-2
48 lines
1.4 KiB
Modula-2
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native struct RenderViewport_t is NativeEngine.RenderViewport
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delegate SboxProceduralLayerCallback;
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native class ISceneView as NativeEngine.ISceneView
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{
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RenderViewport GetMainViewport();
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void* GetSwapChain();
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void AddDependentView( ISceneView pView, int nSlot );
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CRenderAttributes GetRenderAttributesPtr();
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ISceneLayer AddRenderLayer( string pszDebugName, RenderViewport viewport, StringToken eShaderMode, ISceneLayer pAddBefore );
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ISceneLayer AddManagedProceduralLayer( string pszDebugName, RenderViewport viewport, SboxProceduralLayerCallback renderCallback, ISceneLayer pAddBefore, bool bDeleteWhenDone );
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void SetDefaultLayerObjectRequiredFlags( ESceneObjectFlags nFlags );
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void SetDefaultLayerObjectExcludedFlags( ESceneObjectFlags nFlags );
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ESceneObjectFlags GetDefaultLayerObjectRequiredFlags();
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ESceneObjectFlags GetDefaultLayerObjectExcludedFlags();
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void AddWorldToRenderList( ISceneWorld pWorld );
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HSceneViewRenderTarget FindOrCreateRenderTarget( string pName, ITexture hTexture, int nFlags );
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void SetParent( ISceneView pParent );
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ISceneView GetParent();
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int GetPriority();
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void SetPriority( int nPriority );
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inline CFrustum GetFrustum()
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{
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return &this->GetFrustum();
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}
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int m_ViewUniqueId;
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int m_ManagedCameraId;
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bool GetPostProcessEnabled();
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inline int GetToolsVisMode()
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{
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auto attrs = this->GetRenderAttributesPtr();
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if ( !attrs )
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return 0;
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return attrs->GetIntValue( StringTokenFromHashCode( 3329653539u ), 0 );
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}
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}
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