Counter Strike : Global Offensive Source Code
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Used for material system apps
//=============================================================================
#ifndef MATERIALSYSTEM2APP_H
#define MATERIALSYSTEM2APP_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/tier2app.h"
#include "tier0/platwindow.h"
#include "rendersystem/irenderdevice.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
FORWARD_DECLARE_HANDLE( SwapChainHandle_t );
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CMaterialSystem2App : public CTier2SteamApp, public IRenderDeviceSetup
{
typedef CTier2SteamApp BaseClass;
public:
enum RenderSystemDLL_t
{
RENDER_SYSTEM_DX9 = 0,
RENDER_SYSTEM_DX11,
RENDER_SYSTEM_GL,
RENDER_SYSTEM_X360,
};
public:
CMaterialSystem2App();
// Methods of IApplication
virtual bool Create();
virtual bool PreInit();
virtual bool PostInit();
virtual void PreShutdown();
virtual void Destroy();
// Returns the window handle
PlatWindow_t GetAppWindow();
// Gets the render system we're running on
RenderSystemDLL_t GetRenderSystem() const;
// Returns the number of threads our thread pool is using
int GetThreadCount() const;
// Creates a 3D-capable window
SwapChainHandle_t Create3DWindow( const char *pTitle, int nWidth, int nHeight, bool bResizing, bool bFullscreen, bool bAcceptsInput );
protected:
void AppPumpMessages();
// Sets up the game path
bool SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool );
private:
// Inherited from IRenderDeviceSetup
virtual bool CreateRenderDevice();
private:
// Returns the app name
virtual const char *GetAppName() = 0;
virtual bool IsConsoleApp() { return false; }
bool AddRenderSystem();
void ApplyModSettings( );
bool CreateMainWindow( bool bResizing );
bool CreateMainConsoleWindow();
SwapChainHandle_t m_hSwapChain;
int m_nThreadCount;
RenderSystemDLL_t m_nRenderSystem;
CreateInterfaceFn m_RenderFactory;
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Gets the render system we're running on
//-----------------------------------------------------------------------------
inline CMaterialSystem2App::RenderSystemDLL_t CMaterialSystem2App::GetRenderSystem() const
{
return m_nRenderSystem;
}
//-----------------------------------------------------------------------------
// Returns the number of threads our thread pool is using
//-----------------------------------------------------------------------------
inline int CMaterialSystem2App::GetThreadCount() const
{
return m_nThreadCount;
}
#endif // MATERIALSYSTEM2APP_H