sqwarmed/sdk_src/public/IHammer.h

70 lines
2.2 KiB
C++

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