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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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#ifndef D3DAPP_H
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#define D3DAPP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <d3d8.h>
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// Globals for the app to access. These are valid whenever the app is called.
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extern IDirect3D8 *g_pDirect3D;
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extern IDirect3DDevice8 *g_pDevice;
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// Special keys.
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#define APPKEY_LBUTTON -1
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#define APPKEY_RBUTTON -2
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#define APPKEY_SPACE -3
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// ------------------------------------------------------------------------------------ //
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// Functions for the app to provide.
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// ------------------------------------------------------------------------------------ //
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void AppInit();
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// Called to update or render the view as often as possible. If bInvalidRect is true,
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// then you should always render, so the window's contents are valid.
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void AppRender( float frametime, float mouseDeltaX, float mouseDeltaY, bool bInvalidRect );
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// Release any D3D objects you have here - a resize will happen.
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void AppPreResize();
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void AppPostResize();
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void AppExit( );
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void AppKey( int key, int down );
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void AppChar( int key );
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// ------------------------------------------------------------------------------------ //
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// Functions the app can call.
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// ------------------------------------------------------------------------------------ //
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// Show an error dialog and quit.
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bool Sys_Error(const char *pMsg, ...);
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// Shutdown the app. AppExit() will be called.
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void Sys_Quit();
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void Sys_SetWindowText( char const *pMsg, ... );
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// Key can be an ASCII key code or an APPKEY_ define.
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bool Sys_GetKeyState( int key );
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void Sys_Sleep( int ms );
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// Does the app have the focus?
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bool Sys_HasFocus();
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char const* Sys_FindArg( char const *pArg, char const *pDefault=NULL );
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int Sys_FindArgInt( char const *pArg, int defaultVal = -1 );
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int Sys_ScreenWidth();
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int Sys_ScreenHeight();
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#endif // D3DAPP_H
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