diff options
| author | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
|---|---|---|
| committer | Narendra Umate <[email protected]> | 2013-12-02 23:36:05 -0800 |
| commit | 8737f191f3b59f001a77bf6c08091109211c1c9f (patch) | |
| tree | dbbf05c004d9b026f2c1f23f06600fe0add82c36 /mp/src/public/appframework | |
| parent | Update .gitignore. (diff) | |
| parent | Make .xcconfigs text files too. (diff) | |
| download | source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.tar.xz source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.zip | |
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'mp/src/public/appframework')
| -rw-r--r-- | mp/src/public/appframework/AppFramework.h | 316 | ||||
| -rw-r--r-- | mp/src/public/appframework/IAppSystem.h | 244 | ||||
| -rw-r--r-- | mp/src/public/appframework/IAppSystemGroup.h | 530 | ||||
| -rw-r--r-- | mp/src/public/appframework/VguiMatSysApp.h | 142 | ||||
| -rw-r--r-- | mp/src/public/appframework/ilaunchermgr.h | 320 | ||||
| -rw-r--r-- | mp/src/public/appframework/tier2app.h | 170 | ||||
| -rw-r--r-- | mp/src/public/appframework/tier3app.h | 242 |
7 files changed, 982 insertions, 982 deletions
diff --git a/mp/src/public/appframework/AppFramework.h b/mp/src/public/appframework/AppFramework.h index ec260299..185d2f33 100644 --- a/mp/src/public/appframework/AppFramework.h +++ b/mp/src/public/appframework/AppFramework.h @@ -1,158 +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
+//========= 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 index 16da0710..33bcbb2e 100644 --- a/mp/src/public/appframework/IAppSystem.h +++ b/mp/src/public/appframework/IAppSystem.h @@ -1,122 +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
-
+//========= 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 index 24387c34..5cc32aa8 100644 --- a/mp/src/public/appframework/IAppSystemGroup.h +++ b/mp/src/public/appframework/IAppSystemGroup.h @@ -1,265 +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
-
-
+//========= 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 index 7158c230..e40793ea 100644 --- a/mp/src/public/appframework/VguiMatSysApp.h +++ b/mp/src/public/appframework/VguiMatSysApp.h @@ -1,71 +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
+//========= 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 index 7fa5dc76..2498ab36 100644 --- a/mp/src/public/appframework/ilaunchermgr.h +++ b/mp/src/public/appframework/ilaunchermgr.h @@ -1,160 +1,160 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// ilaunchermgr.h
-//
-//==================================================================================================
-#ifndef ILAUNCHERMGR_H
-#define ILAUNCHERMGR_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#if defined( USE_SDL )
-
-#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
-#define SDLMGR_INTERFACE_VERSION "SDLMgrInterface001"
-
-class CCocoaEvent;
-class CStackCrawlParams;
-
-typedef struct SDL_Cursor SDL_Cursor;
-
-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;
- virtual void SetMouseCursor( SDL_Cursor *hCursor ) = 0;
- virtual void SetForbidMouseGrab( bool bForbidMouseGrab ) = 0;
- virtual void OnFrameRendered() = 0;
-
- 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 // defined( USE_SDL )
-
-#endif // ILAUNCHERMGR_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// ilaunchermgr.h +// +//================================================================================================== +#ifndef ILAUNCHERMGR_H +#define ILAUNCHERMGR_H + +#ifdef _WIN32 +#pragma once +#endif + +#if defined( USE_SDL ) + +#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 +#define SDLMGR_INTERFACE_VERSION "SDLMgrInterface001" + +class CCocoaEvent; +class CStackCrawlParams; + +typedef struct SDL_Cursor SDL_Cursor; + +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; + virtual void SetMouseCursor( SDL_Cursor *hCursor ) = 0; + virtual void SetForbidMouseGrab( bool bForbidMouseGrab ) = 0; + virtual void OnFrameRendered() = 0; + + 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 // defined( USE_SDL ) + +#endif // ILAUNCHERMGR_H diff --git a/mp/src/public/appframework/tier2app.h b/mp/src/public/appframework/tier2app.h index 54268974..266fc104 100644 --- a/mp/src/public/appframework/tier2app.h +++ b/mp/src/public/appframework/tier2app.h @@ -1,85 +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
+//========= 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 index 60df8b74..d1806472 100644 --- a/mp/src/public/appframework/tier3app.h +++ b/mp/src/public/appframework/tier3app.h @@ -1,121 +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
+//========= 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 |