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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
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| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/tier1/interface.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'public/tier1/interface.h')
| -rw-r--r-- | public/tier1/interface.h | 230 |
1 files changed, 230 insertions, 0 deletions
diff --git a/public/tier1/interface.h b/public/tier1/interface.h new file mode 100644 index 0000000..5453f67 --- /dev/null +++ b/public/tier1/interface.h @@ -0,0 +1,230 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +// This header defines the interface convention used in the valve engine. +// To make an interface and expose it: +// 1. The interface must be ALL pure virtuals, and have no data members. +// 2. Define a name for it. +// 3. In its implementation file, use EXPOSE_INTERFACE or EXPOSE_SINGLE_INTERFACE. + +// Versioning +// There are two versioning cases that are handled by this: +// 1. You add functions to the end of an interface, so it is binary compatible with the previous interface. In this case, +// you need two EXPOSE_INTERFACEs: one to expose your class as the old interface and one to expose it as the new interface. +// 2. You update an interface so it's not compatible anymore (but you still want to be able to expose the old interface +// for legacy code). In this case, you need to make a new version name for your new interface, and make a wrapper interface and +// expose it for the old interface. + +// Static Linking: +// Must mimic unique seperate class 'InterfaceReg' constructors per subsystem. +// Each subsystem can then import and export interfaces as expected. +// This is achieved through unique namespacing 'InterfaceReg' via symbol _SUBSYSTEM. +// Static Linking also needs to generate unique symbols per interface so as to +// provide a 'stitching' method whereby these interface symbols can be referenced +// via the lib's primary module (usually the lib's interface exposure) +// therby stitching all of that lib's code/data together for eventual final exe link inclusion. + +#ifndef INTERFACE_H +#define INTERFACE_H + +#ifdef _WIN32 +#pragma once +#endif + +#ifdef _LINUX +#include <dlfcn.h> // dlopen,dlclose, et al +#include <unistd.h> + +#define GetProcAddress dlsym + +#ifdef _snprintf +#undef _snprintf +#endif +#define _snprintf snprintf +#endif + +// TODO: move interface.cpp into tier0 library. +#include "tier0/platform.h" + +// All interfaces derive from this. +class IBaseInterface +{ +public: + virtual ~IBaseInterface() {} +}; + +#if !defined( _X360 ) +#define CREATEINTERFACE_PROCNAME "CreateInterface" +#else +// x360 only allows ordinal exports, .def files export "CreateInterface" at 1 +#define CREATEINTERFACE_PROCNAME ((const char*)1) +#endif + +typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode); +typedef void* (*InstantiateInterfaceFn)(); + +// Used internally to register classes. +class InterfaceReg +{ +public: + InterfaceReg(InstantiateInterfaceFn fn, const char *pName); + +public: + InstantiateInterfaceFn m_CreateFn; + const char *m_pName; + + InterfaceReg *m_pNext; // For the global list. + static InterfaceReg *s_pInterfaceRegs; +}; + +// Use this to expose an interface that can have multiple instances. +// e.g.: +// EXPOSE_INTERFACE( CInterfaceImp, IInterface, "MyInterface001" ) +// This will expose a class called CInterfaceImp that implements IInterface (a pure class) +// clients can receive a pointer to this class by calling CreateInterface( "MyInterface001" ) +// +// In practice, the shared header file defines the interface (IInterface) and version name ("MyInterface001") +// so that each component can use these names/vtables to communicate +// +// A single class can support multiple interfaces through multiple inheritance +// +// Use this if you want to write the factory function. +#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM) +#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \ + static InterfaceReg __g_Create##interfaceName##_reg(functionName, versionName); +#else +#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \ + namespace _SUBSYSTEM \ + { \ + static InterfaceReg __g_Create##interfaceName##_reg(functionName, versionName); \ + } +#endif + +#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM) +#define EXPOSE_INTERFACE(className, interfaceName, versionName) \ + static void* __Create##className##_interface() {return static_cast<interfaceName *>( new className );} \ + static InterfaceReg __g_Create##className##_reg(__Create##className##_interface, versionName ); +#else +#define EXPOSE_INTERFACE(className, interfaceName, versionName) \ + namespace _SUBSYSTEM \ + { \ + static void* __Create##className##_interface() {return static_cast<interfaceName *>( new className );} \ + static InterfaceReg __g_Create##className##_reg(__Create##className##_interface, versionName ); \ + } +#endif + +// Use this to expose a singleton interface with a global variable you've created. +#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM) +#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR_WITH_NAMESPACE(className, interfaceNamespace, interfaceName, versionName, globalVarName) \ + static void* __Create##className##interfaceName##_interface() {return static_cast<interfaceNamespace interfaceName *>( &globalVarName );} \ + static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName); +#else +#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR_WITH_NAMESPACE(className, interfaceNamespace, interfaceName, versionName, globalVarName) \ + namespace _SUBSYSTEM \ + { \ + static void* __Create##className##interfaceName##_interface() {return static_cast<interfaceNamespace interfaceName *>( &globalVarName );} \ + static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName); \ + } +#endif + +#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, globalVarName) \ + EXPOSE_SINGLE_INTERFACE_GLOBALVAR_WITH_NAMESPACE(className, , interfaceName, versionName, globalVarName) + +// Use this to expose a singleton interface. This creates the global variable for you automatically. +#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM) +#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \ + static className __g_##className##_singleton; \ + EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton) +#else +#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \ + namespace _SUBSYSTEM \ + { \ + static className __g_##className##_singleton; \ + } \ + EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton) +#endif + +// load/unload components +class CSysModule; + +// interface return status +enum +{ + IFACE_OK = 0, + IFACE_FAILED +}; + +//----------------------------------------------------------------------------- +// This function is automatically exported and allows you to access any interfaces exposed with the above macros. +// if pReturnCode is set, it will return one of the following values (IFACE_OK, IFACE_FAILED) +// extend this for other error conditions/code +//----------------------------------------------------------------------------- +DLL_EXPORT void* CreateInterface(const char *pName, int *pReturnCode); + +#if defined( _X360 ) +DLL_EXPORT void *CreateInterfaceThunk( const char *pName, int *pReturnCode ); +#endif + +//----------------------------------------------------------------------------- +// UNDONE: This is obsolete, use the module load/unload/get instead!!! +//----------------------------------------------------------------------------- +extern CreateInterfaceFn Sys_GetFactory( CSysModule *pModule ); +extern CreateInterfaceFn Sys_GetFactory( const char *pModuleName ); +extern CreateInterfaceFn Sys_GetFactoryThis( void ); + +enum Sys_Flags +{ + SYS_NOFLAGS = 0x00, + SYS_NOLOAD = 0x01 // no loading, no ref-counting, only returns handle if lib is loaded. +}; + +//----------------------------------------------------------------------------- +// Load & Unload should be called in exactly one place for each module +// The factory for that module should be passed on to dependent components for +// proper versioning. +//----------------------------------------------------------------------------- +extern CSysModule *Sys_LoadModule( const char *pModuleName, Sys_Flags flags = SYS_NOFLAGS ); +extern void Sys_UnloadModule( CSysModule *pModule ); + +// This is a helper function to load a module, get its factory, and get a specific interface. +// You are expected to free all of these things. +// Returns false and cleans up if any of the steps fail. +bool Sys_LoadInterface( + const char *pModuleName, + const char *pInterfaceVersionName, + CSysModule **pOutModule, + void **pOutInterface ); + +bool Sys_IsDebuggerPresent(); + +//----------------------------------------------------------------------------- +// Purpose: Place this as a singleton at module scope (e.g.) and use it to get the factory from the specified module name. +// +// When the singleton goes out of scope (.dll unload if at module scope), +// then it'll call Sys_UnloadModule on the module so that the refcount is decremented +// and the .dll actually can unload from memory. +//----------------------------------------------------------------------------- +class CDllDemandLoader +{ +public: + CDllDemandLoader( char const *pchModuleName ); + virtual ~CDllDemandLoader(); + CreateInterfaceFn GetFactory(); + void Unload(); + +private: + + char const *m_pchModuleName; + CSysModule *m_hModule; + bool m_bLoadAttempted; +}; + +#endif + + + |