//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #if !defined( IENGINE_H ) #define IENGINE_H #ifdef _WIN32 #pragma once #endif //#include "tier1/interface.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- abstract_class IEngine { public: enum { QUIT_NOTQUITTING = 0, QUIT_TODESKTOP, QUIT_RESTART }; // Engine State Flags enum EngineState_t { DLL_INACTIVE = 0, // no dll DLL_ACTIVE, // engine is focused DLL_CLOSE, // closing down dll DLL_RESTART, // engine is shutting down but will restart right away DLL_PAUSED, // engine is paused, can become active from this state }; virtual ~IEngine(void) { } virtual bool Load(bool dedicated, const char* rootdir) = 0; virtual void Unload(void) = 0; virtual void SetNextState(EngineState_t iNextState) = 0; virtual EngineState_t GetState(void) = 0; virtual void Frame(void) = 0; virtual float GetFrameTime(void) = 0; virtual float GetPreviousTime(void) = 0; virtual __m128 GetCurTime(void) = 0; virtual void SetQuitting(int quittype) = 0; virtual int GetPlaylistCount(void) = 0; virtual const char* sub_1401FE2B0(int a2) = 0; // Playlists KeyValues stuff. virtual bool sub_1401FE3B0(__int64 a2) = 0; // Playlists KeyValues stuff. }; #endif // IENGINE_H