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