Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef IGAME_H
#define IGAME_H
#ifdef _WIN32
#pragma once
#endif
class IGame
{
public:
virtual ~IGame( void ) { }
virtual bool Init( void *pvInstance ) = 0;
virtual bool Shutdown( void ) = 0;
virtual bool CreateGameWindow( void ) = 0;
virtual void DestroyGameWindow( void ) = 0;
// This is used in edit mode to specify a particular game window (created by hammer)
virtual void SetGameWindow( void* hWnd ) = 0;
// This is used in edit mode to override the default wnd proc associated w/
// the game window specified in SetGameWindow.
virtual bool InputAttachToGameWindow() = 0;
virtual void InputDetachFromGameWindow() = 0;
virtual void PlayStartupVideos( void ) = 0;
// This will be the SDL_Window* under SDL, the WindowRef under Mac, and
// the HWND on Win32.
virtual void* GetMainWindow( void ) = 0;
// This will be the HWND under Direct3D, and the SDL_Window* or
// WindowRef under GL.
virtual void* GetMainDeviceWindow( void ) = 0;
virtual void** GetMainWindowAddress( void ) = 0;
virtual void GetDesktopInfo( int &width, int &height, int &refreshrate ) = 0;
virtual void SetWindowXY( int x, int y ) = 0;
virtual void SetWindowSize( int w, int h ) = 0;
virtual void GetWindowRect( int *x, int *y, int *w, int *h ) = 0;
// Not Alt-Tabbed away
virtual bool IsActiveApp( void ) = 0;
virtual void DispatchAllStoredGameMessages() = 0;
};
extern IGame *game;
#endif // IGAME_H