📄 unengine.h
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/*=============================================================================
UnEngine.h: Unreal engine definition.
Copyright 1997-1999 Epic Games, Inc. All Rights Reserved.
Revision history:
* Created by Tim Sweeney
=============================================================================*/
/*-----------------------------------------------------------------------------
Unreal engine.
-----------------------------------------------------------------------------*/
class ENGINE_API UEngine : public USubsystem
{
DECLARE_ABSTRACT_CLASS(UEngine,USubsystem,CLASS_Config|CLASS_Transient)
// Subsystems.
UClass* GameRenderDeviceClass;
UClass* AudioDeviceClass;
UClass* ConsoleClass;
UClass* NetworkDriverClass;
UClass* LanguageClass;
// Variables.
class UPrimitive* Cylinder;
class UClient* Client;
class URenderBase* Render;
class UAudioSubsystem* Audio;
INT TickCycles, GameCycles, ClientCycles;
INT CacheSizeMegs;
BITFIELD UseSound;
// Constructors.
UEngine();
void StaticConstructor();
// UObject interface.
void Serialize( FArchive& Ar );
void Destroy();
// UEngine interface.
virtual void Init();
virtual UBOOL Exec( const TCHAR* Cmd, FOutputDevice& Out=*GLog );
virtual void Flush();
virtual UBOOL Key( UViewport* Viewport, EInputKey Key );
virtual UBOOL InputEvent( UViewport* Viewport, EInputKey iKey, EInputAction State, FLOAT Delta=0.0 );
virtual void Tick( FLOAT DeltaSeconds )=0;
virtual void Draw( UViewport* Viewport, UBOOL Blit=1, BYTE* HitData=NULL, INT* HitSize=NULL )=0;
virtual void MouseDelta( UViewport* Viewport, DWORD Buttons, FLOAT DX, FLOAT DY )=0;
virtual void MousePosition( UViewport* Viewport, DWORD Buttons, FLOAT X, FLOAT Y )=0;
virtual void Click( UViewport* Viewport, DWORD Buttons, FLOAT X, FLOAT Y )=0;
virtual void SetClientTravel( UPlayer* Viewport, const TCHAR* NextURL, UBOOL bItems, ETravelType TravelType )=0;
virtual INT ChallengeResponse( INT Challenge );
virtual FLOAT GetMaxTickRate();
virtual void SetProgress( const TCHAR* Str1, const TCHAR* Str2, FLOAT Seconds );
// Temporary!!
virtual int edcamMode( UViewport* Viewport ) {return 0;}
};
/*-----------------------------------------------------------------------------
The End.
-----------------------------------------------------------------------------*/
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