/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : (Interface) Checks the player and other game specific objects' states and communicate them to the TestManager #ifndef CRYINCLUDE_CRYACTION_TESTSYSTEM_IGAMESTATERECORDER_H #define CRYINCLUDE_CRYACTION_TESTSYSTEM_IGAMESTATERECORDER_H #pragma once typedef enum { GPM_Disabled, GPM_SingleActor, GPM_AllActors } EGameProfileMode; struct IGameplayListener; struct IEntity; struct GameplayEvent; struct IGameStateRecorder { virtual ~IGameStateRecorder(){} virtual void Enable(bool bEnable, bool bRecording) = 0; virtual void OnRecordedGameplayEvent(IEntity* pEntity, const GameplayEvent& event, int currentFrame = 0, bool bRecording = false) = 0; virtual void RegisterListener(IGameplayListener* pL) = 0; virtual void UnRegisterListener(IGameplayListener* pL) = 0; virtual float RenderInfo(float y, bool bRecording) = 0; virtual void GetMemoryStatistics(ICrySizer* s) = 0; virtual void Release() = 0; virtual bool IsEnabled() = 0; virtual void Update() = 0; }; #endif // CRYINCLUDE_CRYACTION_TESTSYSTEM_IGAMESTATERECORDER_H