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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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef MATSYSWIN_H
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#define MATSYSWIN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <mxtk/mxMatSysWindow.h>
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#include "materialsystem/imaterialsystem.h"
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#include "interface.h"
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class ITexture;
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class MatSysWindow : public mxMatSysWindow
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{
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public:
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// CREATORS
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MatSysWindow( mxWindow *parent, int x, int y, int w, int h, const char *label, int style );
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~MatSysWindow( );
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// MANIPULATORS
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void dumpViewport (const char *filename);
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virtual int handleEvent( mxEvent *event );
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virtual void draw( );
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void *m_hWnd;
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// void *m_hDC;
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CSysModule *m_hMaterialSystemInst;
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ITexture *m_pCubemapTexture;
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};
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extern MatSysWindow *g_MatSysWindow;
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extern IMaterial *g_materialBackground;
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extern IMaterial *g_materialWireframe;
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extern IMaterial *g_materialWireframeVertexColor;
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extern IMaterial *g_materialWireframeVertexColorNoCull;
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extern IMaterial *g_materialDebugCopyBaseTexture;
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extern IMaterial *g_materialFlatshaded;
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extern IMaterial *g_materialSmoothshaded;
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extern IMaterial *g_materialBones;
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extern IMaterial *g_materialLines;
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extern IMaterial *g_materialFloor;
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extern IMaterial *g_materialVertexColor;
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extern IMaterial *g_materialShadow;
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#if 0
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typedef struct
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{
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int width;
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int height;
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int bpp;
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int flags;
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int frequency;
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} screen_res_t;
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typedef struct
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{
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int width;
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int height;
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int bpp;
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} devinfo_t;
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class MaterialSystemApp
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{
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public:
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MaterialSystemApp();
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~MaterialSystemApp();
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void Term();
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// Post a message to shutdown the app.
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void AppShutdown();
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int WinMain(void *hInstance, void *hPrevInstance, char *szCmdLine, int iCmdShow);
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long WndProc(void *hwnd, long iMsg, long wParam, long lParam);
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int FindNumParameter(const char *s, int defaultVal=-1);
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bool FindParameter(const char *s);
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const char* FindParameterArg(const char *s);
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void SetTitleText(PRINTF_FORMAT_STRING const char *fmt, ...);
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private:
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bool InitMaterialSystem();
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void Clear();
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bool CreateMainWindow(int width, int height, int bpp, bool fullscreen);
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void RenderScene();
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void MouseCapture();
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void MouseRelease();
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void GetParameters();
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public:
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IMaterialSystem *m_pMaterialSystem;
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void *m_hMaterialSystemInst;
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devinfo_t m_DevInfo;
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void *m_hInstance;
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int m_iCmdShow;
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void *m_hWnd;
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void *m_hDC;
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bool m_bActive;
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bool m_bFullScreen;
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int m_width;
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int m_height;
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int m_centerx; // for mouse offset calculations
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int m_centery;
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int m_bpp;
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BOOL m_bChangeBPP;
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BOOL m_bAllowSoft;
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BOOL m_bPaused;
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int m_glnWidth;
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int m_glnHeight;
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float m_gldAspect;
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float m_NearClip;
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float m_FarClip;
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float m_fov;
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screen_res_t *m_pResolutions;
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int m_iResCount;
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int m_iVidMode;
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};
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// ---------------------------------------------------------------------------------------- //
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// Global functions
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// ---------------------------------------------------------------------------------------- //
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// Show an error dialog and quit.
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bool Sys_Error(PRINTF_FORMAT_STRING const char *pMsg, ...);
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// Print to the trace window.
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void con_Printf(PRINTF_FORMAT_STRING const char *pMsg, ...);
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// Returns true if the key is down.
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bool IsKeyDown(char key);
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extern MaterialSystemApp g_MaterialSystemApp;
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extern unsigned int g_Time;
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#endif
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#endif // GLAPP_H
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