diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/appframework | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/appframework')
| -rw-r--r-- | mp/src/public/appframework/AppFramework.h | 158 | ||||
| -rw-r--r-- | mp/src/public/appframework/IAppSystem.h | 122 | ||||
| -rw-r--r-- | mp/src/public/appframework/IAppSystemGroup.h | 265 | ||||
| -rw-r--r-- | mp/src/public/appframework/VguiMatSysApp.h | 71 | ||||
| -rw-r--r-- | mp/src/public/appframework/ilaunchermgr.h | 168 | ||||
| -rw-r--r-- | mp/src/public/appframework/tier2app.h | 85 | ||||
| -rw-r--r-- | mp/src/public/appframework/tier3app.h | 121 |
7 files changed, 990 insertions, 0 deletions
diff --git a/mp/src/public/appframework/AppFramework.h b/mp/src/public/appframework/AppFramework.h new file mode 100644 index 00000000..ec260299 --- /dev/null +++ b/mp/src/public/appframework/AppFramework.h @@ -0,0 +1,158 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: An application framework
+//
+// $Revision: $
+// $NoKeywords: $
+//===========================================================================//
+
+#ifndef APPFRAMEWORK_H
+#define APPFRAMEWORK_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "appframework/IAppSystemGroup.h"
+
+
+//-----------------------------------------------------------------------------
+// Gets the application instance..
+//-----------------------------------------------------------------------------
+void *GetAppInstance();
+
+
+//-----------------------------------------------------------------------------
+// Sets the application instance, should only be used if you're not calling AppMain.
+//-----------------------------------------------------------------------------
+void SetAppInstance( void* hInstance );
+
+
+//-----------------------------------------------------------------------------
+// Main entry point for the application
+//-----------------------------------------------------------------------------
+int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup );
+int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup );
+
+
+//-----------------------------------------------------------------------------
+// Used to startup/shutdown the application
+//-----------------------------------------------------------------------------
+int AppStartup( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup );
+int AppStartup( int argc, char **argv, CAppSystemGroup *pAppSystemGroup );
+void AppShutdown( CAppSystemGroup *pAppSystemGroup );
+
+
+//-----------------------------------------------------------------------------
+// Macros to create singleton application objects for windowed + console apps
+//-----------------------------------------------------------------------------
+#if !defined( _X360 )
+
+#ifdef WIN32
+#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
+ int __stdcall WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) \
+ { \
+ return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &_globalVarName ); \
+ }
+#elif defined( OSX )
+#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
+ int main( int argc, char **argv ) \
+ { \
+ extern int ValveCocoaMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); \
+ return ValveCocoaMain( argc, argv, &_globalVarName ); \
+ }
+#elif defined( LINUX )
+#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
+ int main( int argc, char **argv ) \
+ { \
+ extern int ValveLinuxWindowedMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); \
+ return ValveLinuxWindowedMain( argc, argv, &_globalVarName ); \
+ }
+#else
+#error
+#endif
+
+#else
+#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
+ void __cdecl main() \
+ { \
+ AppMain( (HINSTANCE)1, (HINSTANCE)0, NULL, 0, &_globalVarName ); \
+ }
+#endif
+
+#if !defined( _X360 )
+#define DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
+ int main( int argc, char **argv ) \
+ { \
+ return AppMain( argc, argv, &_globalVarName ); \
+ }
+#else
+#define DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
+ void __cdecl main() \
+ { \
+ AppMain( 0, (char**)NULL, &_globalVarName ); \
+ }
+#endif
+
+#define DEFINE_WINDOWED_APPLICATION_OBJECT( _className ) \
+ static _className __s_ApplicationObject; \
+ DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject )
+
+#define DEFINE_CONSOLE_APPLICATION_OBJECT( _className ) \
+ static _className __s_ApplicationObject; \
+ DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject )
+
+
+//-----------------------------------------------------------------------------
+// This class is a helper class used for steam-based applications.
+// It loads up the file system in preparation for using it to load other
+// required modules from steam.
+//-----------------------------------------------------------------------------
+class CSteamApplication : public CAppSystemGroup
+{
+ typedef CAppSystemGroup BaseClass;
+
+public:
+ CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup );
+
+ // Implementation of IAppSystemGroup
+ virtual bool Create( );
+ virtual bool PreInit( );
+ virtual int Main( );
+ virtual void PostShutdown();
+ virtual void Destroy();
+
+ // Use this version in cases where you can't control the main loop and
+ // expect to be ticked
+ virtual int Startup();
+ virtual void Shutdown();
+
+protected:
+ IFileSystem *m_pFileSystem;
+ CSteamAppSystemGroup *m_pChildAppSystemGroup;
+ bool m_bSteam;
+};
+
+
+//-----------------------------------------------------------------------------
+// Macros to help create singleton application objects for windowed + console steam apps
+//-----------------------------------------------------------------------------
+#define DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \
+ static CSteamApplication __s_SteamApplicationObject( &_varName ); \
+ DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
+
+#define DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( _className ) \
+ static _className __s_ApplicationObject; \
+ static CSteamApplication __s_SteamApplicationObject( &__s_ApplicationObject ); \
+ DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
+
+#define DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \
+ static CSteamApplication __s_SteamApplicationObject( &_varName ); \
+ DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
+
+#define DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT( _className ) \
+ static _className __s_ApplicationObject; \
+ static CSteamApplication __s_SteamApplicationObject( &__s_ApplicationObject ); \
+ DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
+
+#endif // APPFRAMEWORK_H
diff --git a/mp/src/public/appframework/IAppSystem.h b/mp/src/public/appframework/IAppSystem.h new file mode 100644 index 00000000..16da0710 --- /dev/null +++ b/mp/src/public/appframework/IAppSystem.h @@ -0,0 +1,122 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: An application framework
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef IAPPSYSTEM_H
+#define IAPPSYSTEM_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tier1/interface.h"
+
+
+//-----------------------------------------------------------------------------
+// Client systems are singleton objects in the client codebase responsible for
+// various tasks
+// The order in which the client systems appear in this list are the
+// order in which they are initialized and updated. They are shut down in
+// reverse order from which they are initialized.
+//-----------------------------------------------------------------------------
+
+enum InitReturnVal_t
+{
+ INIT_FAILED = 0,
+ INIT_OK,
+
+ INIT_LAST_VAL,
+};
+
+
+abstract_class IAppSystem
+{
+public:
+ // Here's where the app systems get to learn about each other
+ virtual bool Connect( CreateInterfaceFn factory ) = 0;
+ virtual void Disconnect() = 0;
+
+ // Here's where systems can access other interfaces implemented by this object
+ // Returns NULL if it doesn't implement the requested interface
+ virtual void *QueryInterface( const char *pInterfaceName ) = 0;
+
+ // Init, shutdown
+ virtual InitReturnVal_t Init() = 0;
+ virtual void Shutdown() = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Helper empty implementation of an IAppSystem
+//-----------------------------------------------------------------------------
+template< class IInterface >
+class CBaseAppSystem : public IInterface
+{
+public:
+ // Here's where the app systems get to learn about each other
+ virtual bool Connect( CreateInterfaceFn factory ) { return true; }
+ virtual void Disconnect() {}
+
+ // Here's where systems can access other interfaces implemented by this object
+ // Returns NULL if it doesn't implement the requested interface
+ virtual void *QueryInterface( const char *pInterfaceName ) { return NULL; }
+
+ // Init, shutdown
+ virtual InitReturnVal_t Init() { return INIT_OK; }
+ virtual void Shutdown() {}
+};
+
+
+//-----------------------------------------------------------------------------
+// Helper implementation of an IAppSystem for tier0
+//-----------------------------------------------------------------------------
+template< class IInterface >
+class CTier0AppSystem : public CBaseAppSystem< IInterface >
+{
+public:
+ CTier0AppSystem( bool bIsPrimaryAppSystem = true )
+ {
+ m_bIsPrimaryAppSystem = bIsPrimaryAppSystem;
+ }
+
+protected:
+ // NOTE: a single DLL may have multiple AppSystems it's trying to
+ // expose. If this is true, you must return true from only
+ // one of those AppSystems; not doing so will cause all static
+ // libraries connected to it to connect/disconnect multiple times
+
+ // NOTE: We don't do this as a virtual function to avoid
+ // having to up the version on all interfaces
+ bool IsPrimaryAppSystem() { return m_bIsPrimaryAppSystem; }
+
+private:
+ bool m_bIsPrimaryAppSystem;
+};
+
+
+//-----------------------------------------------------------------------------
+// This is the version of IAppSystem shipped 10/15/04
+// NOTE: Never change this!!!
+//-----------------------------------------------------------------------------
+abstract_class IAppSystemV0
+{
+public:
+ // Here's where the app systems get to learn about each other
+ virtual bool Connect( CreateInterfaceFn factory ) = 0;
+ virtual void Disconnect() = 0;
+
+ // Here's where systems can access other interfaces implemented by this object
+ // Returns NULL if it doesn't implement the requested interface
+ virtual void *QueryInterface( const char *pInterfaceName ) = 0;
+
+ // Init, shutdown
+ virtual InitReturnVal_t Init() = 0;
+ virtual void Shutdown() = 0;
+};
+
+#endif // IAPPSYSTEM_H
+
diff --git a/mp/src/public/appframework/IAppSystemGroup.h b/mp/src/public/appframework/IAppSystemGroup.h new file mode 100644 index 00000000..24387c34 --- /dev/null +++ b/mp/src/public/appframework/IAppSystemGroup.h @@ -0,0 +1,265 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// The copyright to the contents herein is the property of Valve, L.L.C.
+// The contents may be used and/or copied only with the written permission of
+// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
+// the agreement/contract under which the contents have been supplied.
+//
+// Purpose: Defines a group of app systems that all have the same lifetime
+// that need to be connected/initialized, etc. in a well-defined order
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================
+
+#ifndef IAPPSYSTEMGROUP_H
+#define IAPPSYSTEMGROUP_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "tier1/interface.h"
+#include "tier1/utlvector.h"
+#include "tier1/utldict.h"
+#include "IAppSystem.h"
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+class IAppSystem;
+class CSysModule;
+class IBaseInterface;
+class IFileSystem;
+
+//-----------------------------------------------------------------------------
+// Handle to a DLL
+//-----------------------------------------------------------------------------
+typedef int AppModule_t;
+
+enum
+{
+ APP_MODULE_INVALID = (AppModule_t)~0
+};
+
+
+//-----------------------------------------------------------------------------
+// NOTE: The following methods must be implemented in your application
+// although they can be empty implementations if you like...
+//-----------------------------------------------------------------------------
+abstract_class IAppSystemGroup
+{
+public:
+ // An installed application creation function, you should tell the group
+ // the DLLs and the singleton interfaces you want to instantiate.
+ // Return false if there's any problems and the app will abort
+ virtual bool Create( ) = 0;
+
+ // Allow the application to do some work after AppSystems are connected but
+ // they are all Initialized.
+ // Return false if there's any problems and the app will abort
+ virtual bool PreInit() = 0;
+
+ // Main loop implemented by the application
+ virtual int Main( ) = 0;
+
+ // Allow the application to do some work after all AppSystems are shut down
+ virtual void PostShutdown() = 0;
+
+ // Call an installed application destroy function, occurring after all modules
+ // are unloaded
+ virtual void Destroy() = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Specifies a module + interface name for initialization
+//-----------------------------------------------------------------------------
+struct AppSystemInfo_t
+{
+ const char *m_pModuleName;
+ const char *m_pInterfaceName;
+};
+
+
+//-----------------------------------------------------------------------------
+// This class represents a group of app systems that all have the same lifetime
+// that need to be connected/initialized, etc. in a well-defined order
+//-----------------------------------------------------------------------------
+class CAppSystemGroup : public IAppSystemGroup
+{
+public:
+ // Used to determine where we exited out from the system
+ enum AppSystemGroupStage_t
+ {
+ CREATION = 0,
+ CONNECTION,
+ PREINITIALIZATION,
+ INITIALIZATION,
+ SHUTDOWN,
+ POSTSHUTDOWN,
+ DISCONNECTION,
+ DESTRUCTION,
+
+ NONE, // This means no error
+ };
+
+public:
+ // constructor
+ CAppSystemGroup( CAppSystemGroup *pParentAppSystem = NULL );
+
+ // Runs the app system group.
+ // First, modules are loaded, next they are connected, followed by initialization
+ // Then Main() is run
+ // Then modules are shut down, disconnected, and unloaded
+ int Run( );
+
+ // Use this version in cases where you can't control the main loop and
+ // expect to be ticked
+ virtual int Startup();
+ virtual void Shutdown();
+
+ // Returns the stage at which the app system group ran into an error
+ AppSystemGroupStage_t GetErrorStage() const;
+
+protected:
+ // These methods are meant to be called by derived classes of CAppSystemGroup
+
+ // Methods to load + unload DLLs
+ AppModule_t LoadModule( const char *pDLLName );
+ AppModule_t LoadModule( CreateInterfaceFn factory );
+
+ // Method to add various global singleton systems
+ IAppSystem *AddSystem( AppModule_t module, const char *pInterfaceName );
+ void AddSystem( IAppSystem *pAppSystem, const char *pInterfaceName );
+
+ // Simpler method of doing the LoadModule/AddSystem thing.
+ // Make sure the last AppSystemInfo has a NULL module name
+ bool AddSystems( AppSystemInfo_t *pSystems );
+
+ // Method to look up a particular named system...
+ void *FindSystem( const char *pInterfaceName );
+
+ // Gets at a class factory for the topmost appsystem group in an appsystem stack
+ static CreateInterfaceFn GetFactory();
+
+private:
+ int OnStartup();
+ void OnShutdown();
+
+ void UnloadAllModules( );
+ void RemoveAllSystems();
+
+ // Method to connect/disconnect all systems
+ bool ConnectSystems( );
+ void DisconnectSystems();
+
+ // Method to initialize/shutdown all systems
+ InitReturnVal_t InitSystems();
+ void ShutdownSystems();
+
+ // Gets at the parent appsystem group
+ CAppSystemGroup *GetParent();
+
+ // Loads a module the standard way
+ virtual CSysModule *LoadModuleDLL( const char *pDLLName );
+
+ void ReportStartupFailure( int nErrorStage, int nSysIndex );
+
+ struct Module_t
+ {
+ CSysModule *m_pModule;
+ CreateInterfaceFn m_Factory;
+ char *m_pModuleName;
+ };
+
+ CUtlVector<Module_t> m_Modules;
+ CUtlVector<IAppSystem*> m_Systems;
+ CUtlDict<int, unsigned short> m_SystemDict;
+ CAppSystemGroup *m_pParentAppSystem;
+ AppSystemGroupStage_t m_nErrorStage;
+
+ friend void *AppSystemCreateInterfaceFn(const char *pName, int *pReturnCode);
+ friend class CSteamAppSystemGroup;
+};
+
+
+//-----------------------------------------------------------------------------
+// This class represents a group of app systems that are loaded through steam
+//-----------------------------------------------------------------------------
+class CSteamAppSystemGroup : public CAppSystemGroup
+{
+public:
+ CSteamAppSystemGroup( IFileSystem *pFileSystem = NULL, CAppSystemGroup *pParentAppSystem = NULL );
+
+ // Used by CSteamApplication to set up necessary pointers if we can't do it in the constructor
+ void Setup( IFileSystem *pFileSystem, CAppSystemGroup *pParentAppSystem );
+
+protected:
+ // Sets up the search paths
+ bool SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool );
+
+ // Returns the game info path. Only works if you've called SetupSearchPaths first
+ const char *GetGameInfoPath() const;
+
+private:
+ virtual CSysModule *LoadModuleDLL( const char *pDLLName );
+
+ IFileSystem *m_pFileSystem;
+ char m_pGameInfoPath[ MAX_PATH ];
+};
+
+
+//-----------------------------------------------------------------------------
+// Helper empty decorator implementation of an IAppSystemGroup
+//-----------------------------------------------------------------------------
+template< class CBaseClass >
+class CDefaultAppSystemGroup : public CBaseClass
+{
+public:
+ virtual bool Create( ) { return true; }
+ virtual bool PreInit() { return true; }
+ virtual void PostShutdown() {}
+ virtual void Destroy() {}
+};
+
+
+//-----------------------------------------------------------------------------
+// Special helper for game info directory suggestion
+//-----------------------------------------------------------------------------
+
+class CFSSteamSetupInfo; // Forward declaration
+
+//
+// SuggestGameInfoDirFn_t
+// Game info suggestion function.
+// Provided by the application to possibly detect the suggested game info
+// directory and initialize all the game-info-related systems appropriately.
+// Parameters:
+// pFsSteamSetupInfo steam file system setup information if available.
+// pchPathBuffer buffer to hold game info directory path on return.
+// nBufferLength length of the provided buffer to hold game info directory path.
+// pbBubbleDirectories should contain "true" on return to bubble the directories up searching for game info file.
+// Return values:
+// Returns "true" if the game info directory path suggestion is available and
+// was successfully copied into the provided buffer.
+// Returns "false" otherwise, interpreted that no suggestion will be used.
+//
+typedef bool ( * SuggestGameInfoDirFn_t ) ( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories );
+
+//
+// SetSuggestGameInfoDirFn
+// Installs the supplied game info directory suggestion function.
+// Parameters:
+// pfnNewFn the new game info directory suggestion function.
+// Returns:
+// The previously installed suggestion function or NULL if none was installed before.
+// This function never fails.
+//
+SuggestGameInfoDirFn_t SetSuggestGameInfoDirFn( SuggestGameInfoDirFn_t pfnNewFn );
+
+
+#endif // APPSYSTEMGROUP_H
+
+
diff --git a/mp/src/public/appframework/VguiMatSysApp.h b/mp/src/public/appframework/VguiMatSysApp.h new file mode 100644 index 00000000..7158c230 --- /dev/null +++ b/mp/src/public/appframework/VguiMatSysApp.h @@ -0,0 +1,71 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// The copyright to the contents herein is the property of Valve, L.L.C.
+// The contents may be used and/or copied only with the written permission of
+// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
+// the agreement/contract under which the contents have been supplied.
+//
+// $Header: $
+// $NoKeywords: $
+//
+// Material editor
+//=============================================================================
+
+#ifndef VGUIMATSYSAPP_H
+#define VGUIMATSYSAPP_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "appframework/tier3app.h"
+
+
+//-----------------------------------------------------------------------------
+// The application object
+//-----------------------------------------------------------------------------
+class CVguiMatSysApp : public CVguiSteamApp
+{
+ typedef CVguiSteamApp BaseClass;
+
+public:
+ CVguiMatSysApp();
+
+ // Methods of IApplication
+ virtual bool Create();
+ virtual bool PreInit();
+ virtual void PostShutdown();
+ virtual void Destroy();
+
+ // Returns the window handle (HWND in Win32)
+ void* GetAppWindow();
+
+ // Gets the window size
+ int GetWindowWidth() const;
+ int GetWindowHeight() const;
+
+protected:
+ void AppPumpMessages();
+
+ // Sets the video mode
+ bool SetVideoMode( );
+
+ // Sets up the game path
+ bool SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool );
+
+private:
+ // Returns the app name
+ virtual const char *GetAppName() = 0;
+ virtual bool AppUsesReadPixels() { return false; }
+
+ // Creates the app window
+ virtual void *CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h );
+
+ void *m_HWnd;
+ int m_nWidth;
+ int m_nHeight;
+};
+
+
+#endif // VGUIMATSYSAPP_H
diff --git a/mp/src/public/appframework/ilaunchermgr.h b/mp/src/public/appframework/ilaunchermgr.h new file mode 100644 index 00000000..5d38b15a --- /dev/null +++ b/mp/src/public/appframework/ilaunchermgr.h @@ -0,0 +1,168 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// ilaunchermgr.h
+//
+//==================================================================================================
+#ifndef ILAUNCHERMGR_H
+#define ILAUNCHERMGR_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#if defined( USE_SDL ) || defined( OSX )
+
+#include "tier0/threadtools.h"
+#include "appframework/IAppSystem.h"
+
+#if defined( DX_TO_GL_ABSTRACTION )
+ #if defined( LINUX ) || defined( _WIN32 )
+ #include "togl/linuxwin/glmgrbasics.h"
+ #include "togl/linuxwin/glmdisplay.h"
+ #elif defined( OSX )
+ #include "togl/osx/glmgrbasics.h"
+ #include "togl/osx/glmdisplay.h"
+ #endif
+
+class GLMDisplayDB;
+class CShowPixelsParams;
+#endif
+
+// if you rev this version also update materialsystem/cmaterialsystem.cpp CMaterialSystem::Connect as it defines the string directly
+#if defined( USE_SDL )
+ #define SDLMGR_INTERFACE_VERSION "SDLMgrInterface001"
+#elif defined( OSX )
+ #define COCOAMGR_INTERFACE_VERSION "CocoaMgrInterface006"
+#endif
+
+class CCocoaEvent;
+class CStackCrawlParams;
+
+#if defined( USE_SDL )
+typedef struct SDL_Cursor SDL_Cursor;
+#endif
+
+class ILauncherMgr : public IAppSystem
+{
+public:
+ virtual bool Connect( CreateInterfaceFn factory ) = 0;
+ virtual void Disconnect() = 0;
+
+ virtual void *QueryInterface( const char *pInterfaceName ) = 0;
+
+ // Init, shutdown
+ virtual InitReturnVal_t Init() = 0;
+ virtual void Shutdown() = 0;
+
+ // Create the window.
+ virtual bool CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height ) = 0;
+
+ virtual void IncWindowRefCount() = 0;
+ virtual void DecWindowRefCount() = 0;
+
+ // Get the next N events. The function returns the number of events that were filled into your array.
+ virtual int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false ) = 0;
+#ifdef LINUX
+ virtual int PeekAndRemoveKeyboardEvents( bool *pbEsc, bool *pbReturn, bool *pbSpace, bool debugEvents = false ) = 0;
+#endif
+
+ // Set the mouse cursor position.
+ virtual void SetCursorPosition( int x, int y ) = 0;
+
+ virtual void SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight ) = 0;
+ virtual bool IsWindowFullScreen() = 0;
+ virtual void MoveWindow( int x, int y ) = 0;
+ virtual void SizeWindow( int width, int tall ) = 0;
+ virtual void PumpWindowsMessageLoop() = 0;
+
+ virtual void DestroyGameWindow() = 0;
+ virtual void SetApplicationIcon( const char *pchAppIconFile ) = 0;
+
+ virtual void GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta = false ) = 0;
+
+ virtual void GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz ) = 0; // Retrieve the size of the monitor (desktop)
+ virtual void RenderedSize( uint &width, uint &height, bool set ) = 0; // either set or retrieve rendered size value (from dxabstract)
+ virtual void DisplayedSize( uint &width, uint &height ) = 0; // query backbuffer size (window size whether FS or windowed)
+
+#if defined( DX_TO_GL_ABSTRACTION )
+ virtual PseudoGLContextPtr GetMainContext() = 0;
+ // Get the NSGLContext for a window's main view - note this is the carbon windowref as an argument
+ virtual PseudoGLContextPtr GetGLContextForWindow( void* windowref ) = 0;
+ virtual PseudoGLContextPtr CreateExtraContext() = 0;
+ virtual void DeleteContext( PseudoGLContextPtr hContext ) = 0;
+ virtual bool MakeContextCurrent( PseudoGLContextPtr hContext ) = 0;
+ virtual GLMDisplayDB *GetDisplayDB( void ) = 0;
+ virtual void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut ) = 0;
+ virtual void ShowPixels( CShowPixelsParams *params ) = 0;
+#endif
+
+ virtual void GetStackCrawl( CStackCrawlParams *params ) = 0;
+
+ virtual void WaitUntilUserInput( int msSleepTime ) = 0;
+
+ virtual void *GetWindowRef() = 0;
+
+ virtual void SetMouseVisible( bool bState ) = 0;
+#ifdef USE_SDL
+ virtual void SetMouseCursor( SDL_Cursor *hCursor ) = 0;
+ virtual void SetForbidMouseGrab( bool bForbidMouseGrab ) = 0;
+ virtual void OnFrameRendered() = 0;
+#endif
+
+ virtual void SetGammaRamp( const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue ) = 0;
+
+ virtual double GetPrevGLSwapWindowTime() = 0;
+};
+
+extern ILauncherMgr *g_pLauncherMgr;
+
+enum CocoaEventType_t
+{
+ CocoaEvent_KeyDown,
+ CocoaEvent_KeyUp,
+ CocoaEvent_MouseButtonDown,
+ CocoaEvent_MouseMove,
+ CocoaEvent_MouseButtonUp,
+ CocoaEvent_AppActivate,
+ CocoaEvent_MouseScroll,
+ CocoaEvent_AppQuit,
+ CocoaEvent_Deleted, // Event was one of the above, but has been handled and should be ignored now.
+};
+
+// enum values need to match bit-shifting logic in CInputSystem::UpdateMouseButtonState and
+// the codes from NSEvent pressedMouseButtons, turns out the two are in agreement right now
+enum CocoaMouseButton_t
+{
+ COCOABUTTON_LEFT = 1 << 0,
+ COCOABUTTON_RIGHT = 1 << 1,
+ COCOABUTTON_MIDDLE = 1 << 2,
+ COCOABUTTON_4 = 1 << 3,
+ COCOABUTTON_5 = 1 << 4,
+};
+
+enum ECocoaKeyModifier
+{
+ eCapsLockKey,
+ eShiftKey,
+ eControlKey,
+ eAltKey, // aka option
+ eCommandKey
+};
+
+class CCocoaEvent
+{
+public:
+ CocoaEventType_t m_EventType;
+ int m_VirtualKeyCode;
+ wchar_t m_UnicodeKey;
+ wchar_t m_UnicodeKeyUnmodified;
+ uint m_ModifierKeyMask; //
+ int m_MousePos[2];
+ int m_MouseButtonFlags; // Current state of the mouse buttons. See COCOABUTTON_xxxx.
+ uint m_nMouseClickCount;
+ int m_MouseButton; // which of the CocoaMouseButton_t buttons this is for from above
+};
+
+#endif // USE_SDL || OSX
+
+#endif // ILAUNCHERMGR_H
diff --git a/mp/src/public/appframework/tier2app.h b/mp/src/public/appframework/tier2app.h new file mode 100644 index 00000000..54268974 --- /dev/null +++ b/mp/src/public/appframework/tier2app.h @@ -0,0 +1,85 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// The copyright to the contents herein is the property of Valve, L.L.C.
+// The contents may be used and/or copied only with the written permission of
+// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
+// the agreement/contract under which the contents have been supplied.
+//
+// $Header: $
+// $NoKeywords: $
+//
+// The application object for apps that use tier2
+//=============================================================================
+
+#ifndef TIER2APP_H
+#define TIER2APP_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "appframework/AppFramework.h"
+#include "tier2/tier2dm.h"
+#include "tier1/convar.h"
+
+
+//-----------------------------------------------------------------------------
+// The application object for apps that use tier2
+//-----------------------------------------------------------------------------
+class CTier2SteamApp : public CSteamAppSystemGroup
+{
+ typedef CSteamAppSystemGroup BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool PreInit()
+ {
+ CreateInterfaceFn factory = GetFactory();
+ ConnectTier1Libraries( &factory, 1 );
+ ConVar_Register( 0 );
+ ConnectTier2Libraries( &factory, 1 );
+ return true;
+ }
+
+ virtual void PostShutdown()
+ {
+ DisconnectTier2Libraries();
+ ConVar_Unregister();
+ DisconnectTier1Libraries();
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// The application object for apps that use tier2 and datamodel
+//-----------------------------------------------------------------------------
+class CTier2DmSteamApp : public CTier2SteamApp
+{
+ typedef CTier2SteamApp BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool PreInit()
+ {
+ if ( !BaseClass::PreInit() )
+ return false;
+
+ CreateInterfaceFn factory = GetFactory();
+ if ( !ConnectDataModel( factory ) )
+ return false;
+
+ InitReturnVal_t nRetVal = InitDataModel();
+ return ( nRetVal == INIT_OK );
+ }
+
+ virtual void PostShutdown()
+ {
+ ShutdownDataModel();
+ DisconnectDataModel();
+ BaseClass::PostShutdown();
+ }
+};
+
+
+#endif // TIER2APP_H
diff --git a/mp/src/public/appframework/tier3app.h b/mp/src/public/appframework/tier3app.h new file mode 100644 index 00000000..60df8b74 --- /dev/null +++ b/mp/src/public/appframework/tier3app.h @@ -0,0 +1,121 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// The copyright to the contents herein is the property of Valve, L.L.C.
+// The contents may be used and/or copied only with the written permission of
+// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
+// the agreement/contract under which the contents have been supplied.
+//
+// $Header: $
+// $NoKeywords: $
+//
+// The application objects for apps that use tier3
+//=============================================================================
+
+#ifndef TIER3APP_H
+#define TIER3APP_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "appframework/tier2app.h"
+#include "tier3/tier3.h"
+#include "vgui_controls/Controls.h"
+
+
+//-----------------------------------------------------------------------------
+// The application object for apps that use tier3
+//-----------------------------------------------------------------------------
+class CTier3SteamApp : public CTier2SteamApp
+{
+ typedef CTier2SteamApp BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool PreInit()
+ {
+ if ( !BaseClass::PreInit() )
+ return false;
+
+ CreateInterfaceFn factory = GetFactory();
+ ConnectTier3Libraries( &factory, 1 );
+ return true;
+ }
+
+ virtual void PostShutdown()
+ {
+ DisconnectTier3Libraries();
+ BaseClass::PostShutdown();
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// The application object for apps that use tier3
+//-----------------------------------------------------------------------------
+class CTier3DmSteamApp : public CTier2DmSteamApp
+{
+ typedef CTier2DmSteamApp BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool PreInit()
+ {
+ if ( !BaseClass::PreInit() )
+ return false;
+
+ CreateInterfaceFn factory = GetFactory();
+ ConnectTier3Libraries( &factory, 1 );
+ return true;
+ }
+
+ virtual void PostShutdown()
+ {
+ DisconnectTier3Libraries();
+ BaseClass::PostShutdown();
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// The application object for apps that use vgui
+//-----------------------------------------------------------------------------
+class CVguiSteamApp : public CTier3SteamApp
+{
+ typedef CTier3SteamApp BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool PreInit()
+ {
+ if ( !BaseClass::PreInit() )
+ return false;
+
+ CreateInterfaceFn factory = GetFactory();
+ return vgui::VGui_InitInterfacesList( "CVguiSteamApp", &factory, 1 );
+ }
+};
+
+
+//-----------------------------------------------------------------------------
+// The application object for apps that use vgui
+//-----------------------------------------------------------------------------
+class CVguiDmSteamApp : public CTier3DmSteamApp
+{
+ typedef CTier3DmSteamApp BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool PreInit()
+ {
+ if ( !BaseClass::PreInit() )
+ return false;
+
+ CreateInterfaceFn factory = GetFactory();
+ return vgui::VGui_InitInterfacesList( "CVguiSteamApp", &factory, 1 );
+ }
+};
+
+
+#endif // TIER3APP_H
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