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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Contains the IClientVirtualReality interface, which is implemented in
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// client.dll and called by engine.dll
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef ICLIENTVIRTUALREALITY_H
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#define ICLIENTVIRTUALREALITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "tier1/refcount.h"
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#include "appframework/IAppSystem.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// important enumeration
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//-----------------------------------------------------------------------------
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// NOTE NOTE NOTE!!!! If you up this, grep for "NEW_INTERFACE" to see if there is anything
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// waiting to be enabled during an interface revision.
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#define CLIENTVIRTUALREALITY_INTERFACE_VERSION "ClientVirtualReality001"
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//-----------------------------------------------------------------------------
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// The ISourceVirtualReality interface
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//-----------------------------------------------------------------------------
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abstract_class IClientVirtualReality : public IAppSystem
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{
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public:
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virtual ~IClientVirtualReality() {}
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// Placeholder for API revision
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virtual bool Connect( CreateInterfaceFn factory ) = 0;
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virtual void Disconnect() = 0;
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virtual void *QueryInterface( const char *pInterfaceName ) = 0;
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virtual InitReturnVal_t Init() = 0;
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virtual void Shutdown() = 0;
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// the interface
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// Draw the main menu in VR mode
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virtual void DrawMainMenu() = 0;
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};
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//-----------------------------------------------------------------------------
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extern IClientVirtualReality *g_pClientVR;
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#endif // ICLIENTVIRTUALREALITY_H
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