Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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