r5sdk/r5dev/common/engine_launcher_api.h

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ========//
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//
// Purpose: engine/launcher interface
//
// $NoKeywords: $
//=============================================================================//
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#ifndef ENGINE_LAUNCHER_APIH
#define ENGINE_LAUNCHER_APIH
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#include "public/appframework/IAppSystem.h"
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struct StartupInfo_t
{
void* m_pInstance;
const char m_szBaseDirectory[260];
const char m_szInitialMod[260];
const char m_szInitialGame[260];
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uint8_t m_pParentAppSystemGroup[236];
bool m_bTextMode;
};
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//-----------------------------------------------------------------------------
// Return values from the initialization stage of the application framework
//-----------------------------------------------------------------------------
enum
{
INIT_RESTART = INIT_LAST_VAL,
RUN_FIRST_VAL,
};
//-----------------------------------------------------------------------------
// Return values from IEngineAPI::Run.
//-----------------------------------------------------------------------------
enum
{
RUN_OK = RUN_FIRST_VAL,
RUN_RESTART,
};
//-----------------------------------------------------------------------------
// Main engine interface to launcher + tools
//-----------------------------------------------------------------------------
#define VENGINE_LAUNCHER_API_VERSION "VENGINE_LAUNCHER_API_VERSION004"
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abstract_class IEngineAPI : public IAppSystem
{
// Functions
public:
// This function must be called before init
virtual bool SetStartupInfo(StartupInfo_t & info) = 0;
// Run the engine
virtual int Run() = 0;
// Sets the engine to run in a particular editor window
virtual void PostConsoleCommand(const char* pConsoleCommand) = 0;
// Are we running the simulation?
virtual bool IsRunningSimulation() const = 0;
// Start/stop running the simulation
virtual void ActivateSimulation(bool bActive) = 0;
// Reset the map we're on
virtual void SetMap(const char* pMapName) = 0;
};
#endif // ENGINE_LAUNCHER_APIH