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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Linux support for the IGame interface
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "iengine.h"
#include <stdlib.h>
#include "engine_launcher_api.h"
#include "basetypes.h"
#include "ivideomode.h"
#include "igame.h"
#define UINT unsigned int
#define WPARAM int
#define LPARAM int
#include "profile.h"
#include "server.h"
#include "cdll_int.h"
#ifdef SWDS
void ForceReloadProfile( void );
void ClearIOStates( void ); //-----------------------------------------------------------------------------
// Purpose: Main game interface, including message pump and window creation
//-----------------------------------------------------------------------------
class CGame : public IGame { public: CGame( void ); virtual ~CGame( void );
bool Init( void *pvInstance ); bool Shutdown( void );
bool CreateGameWindow( void ); virtual void DestroyGameWindow( void ); virtual void SetGameWindow( void *hWnd );
virtual bool InputAttachToGameWindow(); virtual void InputDetachFromGameWindow();
void* GetMainWindow( void ); void* GetMainDeviceWindow( void ); void** GetMainWindowAddress( void );
void SetWindowXY( int x, int y ); void SetWindowSize( int w, int h ); void GetWindowRect( int *x, int *y, int *w, int *h );
bool IsActiveApp( void ); virtual void DispatchAllStoredGameMessages(); virtual void PlayStartupVideos() {} virtual void GetDesktopInfo( int &width, int &height, int &refreshRate ); private: void SetActiveApp( bool fActive );
private: bool m_bActiveApp; static const char CLASSNAME[];
};
static CGame g_Game; IGame *game = ( IGame * )&g_Game;
const char CGame::CLASSNAME[] = "Valve001";
// In VCR playback mode, it sleeps this amount each frame.
int g_iVCRPlaybackSleepInterval = 0;
// During VCR playback, if this is true, then it'll pause at the end of each frame.
bool g_bVCRSingleStep = false;
void VCR_EnterPausedState() { // Turn this off in case they're in single-step mode.
g_bVCRSingleStep = false;
// This is cheesy, but GetAsyncKeyState is blocked (in protected_things. h)
// from being accidentally used, so we get it through it by getting its pointer directly.
// In this mode, we enter a wait state where we only pay attention to R and Q.
/* while ( 1 )
{ if ( pfn( 'R' ) & 0x8000 ) break;
if ( pfn( 'Q' ) & 0x8000 ) kill( getpid(), SIGKILL );
if ( pfn( 'S' ) & 0x8000 ) { // Do a single step.
g_bVCRSingleStep = true; break; }
Sleep( 2 ); } */ }
bool CGame::CreateGameWindow( void ) { return true; }
void CGame::DestroyGameWindow( void ) { }
// This is used in edit mode to override the default wnd proc associated w/
bool CGame::InputAttachToGameWindow() { return true; }
void CGame::InputDetachFromGameWindow() { }
void CGame::SetGameWindow( void *hWnd ) { return; }
CGame::CGame( void ) { m_bActiveApp = true; }
CGame::~CGame( void ) { }
bool CGame::Init( void *pvInstance ) { return true; }
bool CGame::Shutdown( void ) { return true; }
void *CGame::GetMainWindow( void ) { return 0; }
void *CGame::GetMainDeviceWindow( void ) { return 0; }
void **CGame::GetMainWindowAddress( void ) { return NULL; }
void CGame::SetWindowXY( int x, int y ) { }
void CGame::SetWindowSize( int w, int h ) { }
void CGame::GetWindowRect( int *x, int *y, int *w, int *h ) { if ( x ) { *x = 0; } if ( y ) { *y = 0; } if ( w ) { *w = 0; } if ( h ) { *h = 0; } }
bool CGame::IsActiveApp( void ) { return m_bActiveApp; }
void CGame::SetActiveApp( bool active ) { m_bActiveApp = active; }
void CGame::DispatchAllStoredGameMessages() { }
void CGame::GetDesktopInfo( int &width, int &height, int &refreshRate ) { width = 0; height = 0; refreshRate = 0; }
#endif
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