//===== 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 "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 GetCurTime( void ) = 0; virtual int GetQuitting( void ) = 0; virtual void SetQuitting( int quittype ) = 0; }; extern IEngine *eng; #endif // IENGINE_H