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