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