//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ENGINE_HLDS_API_H #define ENGINE_HLDS_API_H #ifdef _WIN32 #pragma once #endif #include "interface.h" #include "appframework/IAppSystem.h" #define VENGINE_HLDS_API_VERSION "VENGINE_HLDS_API_VERSION002" struct ModInfo_t { void *m_pInstance; const char *m_pBaseDirectory; // Executable directory ("c:/program files/half-life 2", for example) const char *m_pInitialMod; // Mod name ("cstrike", for example) const char *m_pInitialGame; // Root game name ("hl2", for example, in the case of cstrike) CAppSystemGroup *m_pParentAppSystemGroup; bool m_bTextMode; }; //----------------------------------------------------------------------------- // Purpose: This is the interface exported by the engine.dll to allow a dedicated server front end // application to host it. //----------------------------------------------------------------------------- class IDedicatedServerAPI : public IAppSystem { // Functions public: // Initialize the engine with the specified base directory and interface factories virtual bool ModInit( ModInfo_t &info ) = 0; // Shutdown the engine virtual void ModShutdown( void ) = 0; // Run a frame virtual bool RunFrame( void ) = 0; // Insert text into console virtual void AddConsoleText( char *text ) = 0; // Get current status to display in the hlds UI (console window title bar, e.g. ) virtual void UpdateStatus(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen ) = 0; // Get current Hostname to display in the hlds UI (console window title bar, e.g. ) virtual void UpdateHostname(char *pszHostname, int maxlen) = 0; }; #endif // ENGINE_HLDS_API_H