forked from valve/halflife-sdk
147 lines
No EOL
3 KiB
C++
147 lines
No EOL
3 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// cdll_int.c
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//
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// this implementation handles the linking of the engine to the DLL
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//
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#include "hud.h"
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#include "util.h"
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#include <string.h>
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#define DLLEXPORT __declspec( dllexport )
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cl_enginefunc_t gEngfuncs;
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CHud gHUD;
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/*
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==========================
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Initialize
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Called when the DLL is first loaded.
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==========================
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*/
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extern "C"
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{
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int DLLEXPORT HUD_VidInit( void );
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int DLLEXPORT HUD_Init( void );
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int DLLEXPORT HUD_Redraw( float flTime, int intermission );
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int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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int DLLEXPORT HUD_Reset ( void );
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}
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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{
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gEngfuncs = *pEnginefuncs;
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//!!! mwh UNDONE We need to think about our versioning strategy. Do we want to try to be compatible
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// with previous versions, especially when we're only 'bonus' functionality? Should it be the engine
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// that decides if the DLL is compliant?
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if (iVersion != CLDLL_INTERFACE_VERSION)
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return 0;
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memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
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return 1;
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}
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/*
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==========================
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HUD_VidInit
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Called when the game initializes
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and whenever the vid_mode is changed
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so the HUD can reinitialize itself.
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==========================
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*/
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int DLLEXPORT HUD_VidInit( void )
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{
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gHUD.VidInit();
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return 1;
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}
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/*
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==========================
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HUD_Init
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Called whenever the client connects
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to a server. Reinitializes all
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the hud variables.
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==========================
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*/
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int DLLEXPORT HUD_Init( void )
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{
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gHUD.Init();
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return 1;
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}
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/*
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==========================
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HUD_Redraw
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called every screen frame to
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redraw the HUD.
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===========================
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*/
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int DLLEXPORT HUD_Redraw( float time, int intermission )
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{
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gHUD.Redraw( time, intermission );
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return 1;
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}
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/*
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==========================
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HUD_UpdateClientData
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called every time shared client
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dll/engine data gets changed,
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and gives the cdll a chance
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to modify the data.
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returns 1 if anything has been changed, 0 otherwise.
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==========================
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*/
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int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
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{
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return gHUD.UpdateClientData(pcldata, flTime );
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}
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/*
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==========================
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HUD_Reset
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Called at start and end of demos to restore to "non"HUD state.
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==========================
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*/
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int DLLEXPORT HUD_Reset( void )
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{
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gHUD.VidInit();
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return 1;
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} |