70 lines
2.2 KiB
C
70 lines
2.2 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The application object.
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//
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//=============================================================================//
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#ifndef IHAMMER_H
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#define IHAMMER_H
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#include "appframework/IAppSystem.h"
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typedef struct tagMSG MSG;
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class IStudioDataCache;
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//-----------------------------------------------------------------------------
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// Return values for RequestNewConfig
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//-----------------------------------------------------------------------------
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enum RequestRetval_t
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{
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REQUEST_OK = 0,
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REQUEST_QUIT
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};
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//-----------------------------------------------------------------------------
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// Interface used to drive hammer
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//-----------------------------------------------------------------------------
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#define INTERFACEVERSION_HAMMER "Hammer001"
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class IHammer : public IAppSystem
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{
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public:
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virtual bool HammerPreTranslateMessage( MSG * pMsg ) = 0;
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virtual bool HammerIsIdleMessage( MSG * pMsg ) = 0;
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virtual bool HammerOnIdle( long count ) = 0;
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virtual void RunFrame() = 0;
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// Returns the mod and the game to initially start up
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virtual const char *GetDefaultMod() = 0;
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virtual const char *GetDefaultGame() = 0;
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virtual bool InitSessionGameConfig( const char *szGameDir ) = 0;
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// Request a new config from hammer's config system
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virtual RequestRetval_t RequestNewConfig() = 0;
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// Returns the full path to the mod and the game to initially start up
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virtual const char *GetDefaultModFullPath() = 0;
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virtual int MainLoop() = 0;
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// When Foundry is using Hammer:
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// - Hammer doesn't create its main window.
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// - Select windows (like the object properties dialog) are parented to the game's window and share its message pump
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// - A CMapView3D is created and renders only entities on top of the game's 3D window
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virtual void InitFoundryMode( CreateInterfaceFn factory, void *hGameWnd, const char *szGameDir ) = 0;
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// Called when the engine's window took the focus.
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virtual void NoteEngineGotFocus() = 0;
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// Used in Foundry to show and hide the full Hammer UI.
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virtual bool IsHammerVisible() = 0;
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virtual void ToggleHammerVisible() = 0;
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};
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#endif // IHAMMER_H
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