Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef IG15_H
#define IG15_H
#ifdef _WIN32
#pragma once
#endif
typedef void * G15_HANDLE;
typedef enum
{
G15_BUTTON_1, G15_BUTTON_2, G15_BUTTON_3, G15_BUTTON_4
} G15SoftButton;
typedef enum
{
G15_SMALL, G15_MEDIUM, G15_BIG
} G15TextSize;
typedef enum
{
G15_SCROLLING_TEXT, G15_STATIC_TEXT, G15_ICON, G15_PROGRESS_BAR, G15_UNKNOWN
} G15ObjectType;
class IG15
{
public:
virtual void GetLCDSize( int &w, int &h ) = 0;
// w, h should match the return value from GetLCDSize!!!
// Creates the underlying object
virtual bool Init( char const *name ) = 0;
// Destroys the underlying object
virtual void Shutdown() = 0;
virtual bool IsConnected() = 0;
// Add/remove
virtual G15_HANDLE AddText(G15ObjectType type, G15TextSize size, int alignment, int maxLengthPixels) = 0;
virtual G15_HANDLE AddIcon( void *icon, int sizeX, int sizeY) = 0;
virtual void RemoveAndDestroyObject( G15_HANDLE hObject ) = 0;
// Change
virtual int SetText(G15_HANDLE handle, char const * text) = 0;
virtual int SetOrigin(G15_HANDLE handle, int x, int y) = 0;
virtual int SetVisible(G15_HANDLE handle, bool visible) = 0;
virtual bool ButtonTriggered(int button) = 0;
virtual void UpdateLCD( unsigned int dwTimestamp) = 0;
};
#define G15_INTERFACE_VERSION "G15_INTERFACE_VERSION001"
#endif // IG15_H