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 GLAPP_H
#define GLAPP_H
#pragma once
class CSysModule;
// Mouse button identifiers.
#define MSA_BUTTON_LEFT 0
#define MSA_BUTTON_RIGHT 1
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(); void QuitNextFrame();
// 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, ...);
// Make the matsysapp window the top window.
void MakeWindowTopmost();
void MouseCapture(); void MouseRelease();
private:
bool InitMaterialSystem(); void Clear();
bool CreateMainWindow(int width, int height, int bpp, bool fullscreen);
void RenderScene();
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; char *m_szCmdLine; int m_argc; char **m_argv; 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; };
// ---------------------------------------------------------------------------------------- //
// The app needs to define these symbols.
// ---------------------------------------------------------------------------------------- //
// g_szAppName[] -- char array applicaton name
// void AppInit( void ) -- Called at init time
// void AppRender( void ) -- Called each frame (as often as possible)
// void AppExit( void ) -- Called to shut down
// void AppKey( int key, int down ); -- called on each key up/down
// void AppChar( int key ); -- key was pressed & released
extern "C" char g_szAppName[]; extern "C" void AppInit( void ); extern "C" void AppRender( float frametime, float mouseDeltaX, float mouseDeltaY ); extern "C" void AppExit( void ); extern "C" void AppKey( int key, int down ); extern "C" void AppChar( int key ); extern bool g_bCaptureOnFocus; // The app needs to define this to control how matsysapp handles mouse cursor hiding.
// If it's set to true, the mouse is captured and hidden when the app gets focus.
// If false, the mouse is only captured and hidden while the left button is down.
// ---------------------------------------------------------------------------------------- //
// Global functions (MSA stands for Material System App)..
// ---------------------------------------------------------------------------------------- //
// 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 MSA_IsKeyDown(char key);
// Sleep for the specified number of milliseconds... passing 0 does nothing.
void MSA_Sleep(unsigned long countMS);
// Returns true if the specified button is down.
// button should be one of the MSA_BUTTON identifiers.
bool MSA_IsMouseButtonDown( int button );
extern MaterialSystemApp g_MaterialSystemApp;
extern unsigned int g_Time;
#endif // GLAPP_H
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