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Initial check in of the engine recreation effort.
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/*
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===========================================================================
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Quake 4 Reconstructed GPL Source Code
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Copyright (C) 2026 Justin Marshall(IceColdDuke).
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This file is part of the Quake 4 Reconstructed GPL Source Code (?Quake 4 Reconstructed Source Code?).
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Quake 4 Reconstructed Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Quake 4 Reconstructed Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 4 Reconstructed Source Code. If not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef __CONSOLE_H__
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#define __CONSOLE_H__
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/*
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===============================================================================
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The console is strictly for development and advanced users. It should
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never be used to convey actual game information to the user, which should
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always be done through a GUI.
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The force options are for the editor console display window, which
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doesn't respond to pull up / pull down
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===============================================================================
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*/
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class idConsole {
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public:
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virtual ~idConsole( void ) {}
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virtual void Init( void ) = 0;
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virtual void Shutdown( void ) = 0;
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// can't be combined with Init, because Init happens before renderer is started
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virtual void LoadGraphics() = 0;
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virtual bool ProcessEvent( const struct sysEvent_s *event, bool forceAccept ) = 0;
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// the system code can release the mouse pointer when the console is active
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virtual bool Active( void ) = 0;
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// clear the timers on any recent prints that are displayed in the notify lines
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virtual void ClearNotifyLines( void ) = 0;
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// some console commands, like timeDemo, will force the console closed before they start
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virtual void Close( void ) = 0;
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virtual void Draw( bool forceFullScreen ) = 0;
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virtual void Print( const char *text ) = 0;
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};
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extern idConsole * console; // statically initialized to an idConsoleLocal
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#endif /* !__CONSOLE_H__ */
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