Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// engine/launcher interface
#ifndef ENGINE_LAUNCHER_APIH
#define ENGINE_LAUNCHER_APIH
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystem.h"
class CAppSystemGroup;
struct StartupInfo_t
{
void *m_pInstance;
const char *m_pBaseDirectory; // Executable directory ("c:/program files/half-life 2", for example)
const char *m_pInitialMod; // Mod name ("cstrike", for example)
const char *m_pInitialGame; // Root game name ("hl2", for example, in the case of cstrike)
CAppSystemGroup *m_pParentAppSystemGroup;
bool m_bTextMode;
};
//-----------------------------------------------------------------------------
// Return values from the initialization stage of the application framework
//-----------------------------------------------------------------------------
enum
{
INIT_RESTART = INIT_LAST_VAL,
RUN_FIRST_VAL,
};
//-----------------------------------------------------------------------------
// Return values from IEngineAPI::Run.
//-----------------------------------------------------------------------------
enum
{
RUN_OK = RUN_FIRST_VAL,
RUN_RESTART,
};
//-----------------------------------------------------------------------------
// Main engine interface to launcher + tools
//-----------------------------------------------------------------------------
#define VENGINE_LAUNCHER_API_VERSION "VENGINE_LAUNCHER_API_VERSION004"
abstract_class IEngineAPI : public IAppSystem
{
// Functions
public:
// This function must be called before init
virtual void SetStartupInfo( StartupInfo_t &info ) = 0;
// Run the engine
virtual int Run( ) = 0;
// Sets the engine to run in a particular editor window
virtual void SetEngineWindow( void *hWnd ) = 0;
// Sets the engine to run in a particular editor window
virtual void PostConsoleCommand( const char *pConsoleCommand ) = 0;
// Are we running the simulation?
virtual bool IsRunningSimulation( ) const = 0;
// Start/stop running the simulation
virtual void ActivateSimulation( bool bActive ) = 0;
// Reset the map we're on
virtual void SetMap( const char *pMapName ) = 0;
};
#endif // ENGINE_LAUNCHER_APIH