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62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
//===== Copyright <20> 1996-2005, 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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// $NoKeywords: $
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//===========================================================================//
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#if !defined( IENGINE_H )
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#define IENGINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//#include "tier1/interface.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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abstract_class IEngine
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{
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public:
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enum QuitState_t
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{
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QUIT_NOTQUITTING = 0,
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QUIT_TODESKTOP,
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QUIT_RESTART
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};
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// Engine State Flags
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enum EngineState_t
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{
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DLL_INACTIVE = 0, // no dll
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DLL_ACTIVE, // engine is focused
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DLL_CLOSE, // closing down dll
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DLL_RESTART, // engine is shutting down but will restart right away
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DLL_PAUSED, // engine is paused, can become active from this state
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};
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virtual ~IEngine(void) { }
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virtual bool Load(bool dedicated, const char* rootdir) = 0;
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virtual void Unload(void) = 0;
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virtual void SetNextState(EngineState_t iNextState) = 0;
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virtual EngineState_t GetState(void) = 0;
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virtual void Frame(void) = 0;
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virtual float GetFrameTime(void) = 0;
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virtual float GetPreviousTime(void) = 0;
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virtual __m128 GetCurTime(void) = 0;
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virtual void SetQuitting(int quittype) = 0;
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virtual int GetPlaylistCount(void) = 0;
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virtual const char* sub_1401FE2B0(int a2) = 0; // Playlists KeyValues stuff.
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virtual bool sub_1401FE3B0(__int64 a2) = 0; // Playlists KeyValues stuff.
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};
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#endif // IENGINE_H
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