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rehlds/rehlds/engine/sys_engine.h
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C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "maintypes.h"
#include "igame.h"
#include "iengine.h"
const int MINIMIZED_SLEEP = 20;
const int NOT_FOCUS_SLEEP = 50; // sleep time when not focus
extern IGame* game;
extern IEngine* eng;
class CEngine: public IEngine
{
private:
int m_nQuitting;
int m_nDLLState;
int m_nSubState;
double m_fCurTime;
double m_fFrameTime;
double m_fOldTime;
bool m_bTrapMode;
bool m_bDoneTrapping;
int m_nTrapKey;
int m_nTrapButtons;
public:
CEngine();
virtual ~CEngine();
virtual bool Load(bool dedicated, const char *rootDir, const char *cmdLine);
virtual void Unload();
virtual void SetState(int iState);
virtual int GetState();
virtual void SetSubState(int iSubstate);
virtual int GetSubState();
virtual int Frame();
virtual double GetFrameTime();
virtual double GetCurTime();
virtual void TrapKey_Event(int key, bool down);
virtual void TrapMouse_Event(int buttons, bool down);
virtual void StartTrapMode();
virtual bool IsTrapping();
virtual bool CheckDoneTrapping(int& buttons, int& keys);
virtual int GetQuitting();
virtual void SetQuitting(int quittype);
};