Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef MATSYSWIN_H
#define MATSYSWIN_H
#ifdef _WIN32
#pragma once
#endif
#include <mxtk/mxMatSysWindow.h>
#include "materialsystem/imaterialsystem.h"
#include "interface.h"
class ITexture; class MatSysWindow : public mxMatSysWindow { public:
// CREATORS
MatSysWindow( mxWindow *parent, int x, int y, int w, int h, const char *label, int style ); ~MatSysWindow( );
// MANIPULATORS
void dumpViewport (const char *filename); virtual int handleEvent( mxEvent *event ); virtual void draw( );
void *m_hWnd; // void *m_hDC;
CSysModule *m_hMaterialSystemInst; ITexture *m_pCubemapTexture;
};
extern MatSysWindow *g_MatSysWindow; extern IMaterial *g_materialBackground; extern IMaterial *g_materialWireframe; extern IMaterial *g_materialWireframeVertexColor; extern IMaterial *g_materialWireframeVertexColorNoCull; extern IMaterial *g_materialDebugCopyBaseTexture; extern IMaterial *g_materialFlatshaded; extern IMaterial *g_materialSmoothshaded; extern IMaterial *g_materialBones; extern IMaterial *g_materialLines; extern IMaterial *g_materialFloor; extern IMaterial *g_materialVertexColor; extern IMaterial *g_materialShadow;
#if 0
typedef struct { int width; int height; int bpp; int flags; int frequency; } screen_res_t;
typedef struct { int width; int height; int bpp; } devinfo_t;
class MaterialSystemApp { public:
MaterialSystemApp(); ~MaterialSystemApp();
void Term();
// Post a message to shutdown the app.
void AppShutdown();
int WinMain(void *hInstance, void *hPrevInstance, char *szCmdLine, int iCmdShow); long WndProc(void *hwnd, long iMsg, long wParam, long lParam);
int FindNumParameter(const char *s, int defaultVal=-1); bool FindParameter(const char *s); const char* FindParameterArg(const char *s);
void SetTitleText(PRINTF_FORMAT_STRING const char *fmt, ...);
private:
bool InitMaterialSystem(); void Clear();
bool CreateMainWindow(int width, int height, int bpp, bool fullscreen);
void RenderScene();
void MouseCapture(); void MouseRelease();
void GetParameters();
public: IMaterialSystem *m_pMaterialSystem; void *m_hMaterialSystemInst;
devinfo_t m_DevInfo;
void *m_hInstance; int m_iCmdShow; void *m_hWnd; void *m_hDC; bool m_bActive; bool m_bFullScreen; int m_width; int m_height; int m_centerx; // for mouse offset calculations
int m_centery; int m_bpp; BOOL m_bChangeBPP; BOOL m_bAllowSoft; BOOL m_bPaused; int m_glnWidth; int m_glnHeight; float m_gldAspect; float m_NearClip; float m_FarClip; float m_fov; screen_res_t *m_pResolutions; int m_iResCount;
int m_iVidMode; };
// ---------------------------------------------------------------------------------------- //
// Global functions
// ---------------------------------------------------------------------------------------- //
// Show an error dialog and quit.
bool Sys_Error(PRINTF_FORMAT_STRING const char *pMsg, ...);
// Print to the trace window.
void con_Printf(PRINTF_FORMAT_STRING const char *pMsg, ...);
// Returns true if the key is down.
bool IsKeyDown(char key);
extern MaterialSystemApp g_MaterialSystemApp;
extern unsigned int g_Time;
#endif
#endif // GLAPP_H
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