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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/appframework/IAppSystem.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/appframework/IAppSystem.h')
-rw-r--r--sp/src/public/appframework/IAppSystem.h244
1 files changed, 122 insertions, 122 deletions
diff --git a/sp/src/public/appframework/IAppSystem.h b/sp/src/public/appframework/IAppSystem.h
index 16da0710..33bcbb2e 100644
--- a/sp/src/public/appframework/IAppSystem.h
+++ b/sp/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
+