mirror of
https://github.com/rehlds/rehlds.git
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195 lines
3.4 KiB
C++
195 lines
3.4 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_ENGINE
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CGame g_Game;
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IGame *game = &g_Game;
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#else //HOOK_ENGINE
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IGame *game;
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#endif //HOOK_ENGINE
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CGame::CGame()
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{
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m_bActiveApp = true;
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}
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CGame::~CGame()
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{
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}
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bool CGame::Init(void *pvInstance)
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{
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return Init_noVirt(pvInstance);
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}
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bool CGame::Init_noVirt(void *pvInstance)
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{
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return true;
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}
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bool CGame::Shutdown()
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{
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return Shutdown_noVirt();
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}
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bool CGame::Shutdown_noVirt()
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{
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return true;
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}
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bool CGame::CreateGameWindow()
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{
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return CreateGameWindow_noVirt();
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}
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bool CGame::CreateGameWindow_noVirt()
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{
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return true;
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}
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void CGame::SleepUntilInput(int time)
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{
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SleepUntilInput_noVirt(time);
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}
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void CGame::SleepUntilInput_noVirt(int time)
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{
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#ifdef _WIN32
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Sleep(time * 1000);
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#else // _WIN32
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sleep(time);
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#endif // _WIN32
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}
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HWND CGame::GetMainWindow()
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{
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return GetMainWindow_noVirt();
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}
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HWND CGame::GetMainWindow_noVirt()
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{
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return NULL;
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}
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HWND * CGame::GetMainWindowAddress()
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{
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return GetMainWindowAddress_noVirt();
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}
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HWND * CGame::GetMainWindowAddress_noVirt()
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{
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return NULL;
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}
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void CGame::SetWindowXY(int x, int y)
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{
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SetWindowXY_noVirt(x, y);
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}
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void CGame::SetWindowXY_noVirt(int x, int y)
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{
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}
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void CGame::SetWindowSize(int w, int h)
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{
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SetWindowSize_noVirt(w, h);
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}
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void CGame::SetWindowSize_noVirt(int w, int h)
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{
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}
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void CGame::GetWindowRect(int *x, int *y, int *w, int *h)
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{
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GetWindowRect_noVirt(x, y, w, h);
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}
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void CGame::GetWindowRect_noVirt(int *x, int *y, int *w, int *h)
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{
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if (x) *x = 0;
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if (y) *y = 0;
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if (w) *w = 0;
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if (h) *h = 0;
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}
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bool CGame::IsActiveApp()
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{
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return IsActiveApp_noVirt();
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}
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bool CGame::IsActiveApp_noVirt()
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{
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return m_bActiveApp;
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}
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bool CGame::IsMultiplayer()
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{
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return IsMultiplayer_noVirt();
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}
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bool CGame::IsMultiplayer_noVirt()
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{
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return true;
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}
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void CGame::PlayStartupVideos()
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{
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return PlayStartupVideos_noVirt();
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}
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void CGame::PlayStartupVideos_noVirt()
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{
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}
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void CGame::PlayAVIAndWait(const char *aviFile)
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{
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PlayAVIAndWait_noVirt(aviFile);
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}
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void CGame::PlayAVIAndWait_noVirt(const char *aviFile)
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{
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}
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void CGame::SetCursorVisible(bool vis)
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{
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SetCursorVisible_noVirt(vis);
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}
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void CGame::SetCursorVisible_noVirt(bool vis)
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{
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}
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