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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// engine/launcher interface
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#ifndef ENGINE_LAUNCHER_APIH
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#define ENGINE_LAUNCHER_APIH
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#ifdef _WIN32
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#pragma once
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#endif
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#include "appframework/IAppSystem.h"
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class CAppSystemGroup;
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struct StartupInfo_t
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{
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void *m_pInstance;
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const char *m_pBaseDirectory; // Executable directory ("c:/program files/half-life 2", for example)
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const char *m_pInitialMod; // Mod name ("cstrike", for example)
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const char *m_pInitialGame; // Root game name ("hl2", for example, in the case of cstrike)
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CAppSystemGroup *m_pParentAppSystemGroup;
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bool m_bTextMode;
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};
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//-----------------------------------------------------------------------------
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// Return values from the initialization stage of the application framework
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//-----------------------------------------------------------------------------
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enum
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{
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INIT_RESTART = INIT_LAST_VAL,
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RUN_FIRST_VAL,
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};
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//-----------------------------------------------------------------------------
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// Return values from IEngineAPI::Run.
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//-----------------------------------------------------------------------------
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enum
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{
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RUN_OK = RUN_FIRST_VAL,
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RUN_RESTART,
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};
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//-----------------------------------------------------------------------------
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// Main engine interface to launcher + tools
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//-----------------------------------------------------------------------------
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#define VENGINE_LAUNCHER_API_VERSION "VENGINE_LAUNCHER_API_VERSION004"
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abstract_class IEngineAPI : public IAppSystem
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{
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// Functions
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public:
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// This function must be called before init
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virtual void SetStartupInfo( StartupInfo_t &info ) = 0;
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// Run the engine
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virtual int Run( ) = 0;
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// Sets the engine to run in a particular editor window
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virtual void SetEngineWindow( void *hWnd ) = 0;
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// Sets the engine to run in a particular editor window
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virtual void PostConsoleCommand( const char *pConsoleCommand ) = 0;
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// Are we running the simulation?
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virtual bool IsRunningSimulation( ) const = 0;
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// Start/stop running the simulation
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virtual void ActivateSimulation( bool bActive ) = 0;
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// Reset the map we're on
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virtual void SetMap( const char *pMapName ) = 0;
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};
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#endif // ENGINE_LAUNCHER_APIH
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