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//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose: Pieces of the application framework, shared between POSIX systems (Mac OS X, Linux, etc)
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "appframework/AppFramework.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "interface.h"
#include "filesystem.h"
#include "appframework/IAppSystemGroup.h"
#include "filesystem_init.h"
#include "tier1/convar.h"
#include "vstdlib/cvar.h"
#include "togl/rendermechanism.h"
// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals...
//-----------------------------------------------------------------------------
HINSTANCE s_HInstance;
static CSimpleLoggingListener s_SimpleLoggingListener; ILoggingListener *g_pDefaultLoggingListener = &s_SimpleLoggingListener;
//-----------------------------------------------------------------------------
// HACK: Since I don't want to refit vgui yet...
//-----------------------------------------------------------------------------
void *GetAppInstance() { return s_HInstance; }
//-----------------------------------------------------------------------------
// Sets the application instance, should only be used if you're not calling AppMain.
//-----------------------------------------------------------------------------
void SetAppInstance( void* hInstance ) { s_HInstance = (HINSTANCE)hInstance; }
//-----------------------------------------------------------------------------
// Version of AppMain used by windows applications
//-----------------------------------------------------------------------------
int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup ) { Assert( 0 ); return -1; }
static CNonFatalLoggingResponsePolicy s_NonFatalLoggingResponsePolicy;
//-----------------------------------------------------------------------------
// Version of AppMain used by console applications
//-----------------------------------------------------------------------------
int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ) { Assert( pAppSystemGroup );
LoggingSystem_SetLoggingResponsePolicy( &s_NonFatalLoggingResponsePolicy ); s_HInstance = NULL; CommandLine()->CreateCmdLine( argc, argv );
return pAppSystemGroup->Run( ); }
//-----------------------------------------------------------------------------
//
// Default implementation of an application meant to be run using Steam
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CSteamApplication::CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup ) { m_pChildAppSystemGroup = pAppSystemGroup; m_pFileSystem = NULL; }
//-----------------------------------------------------------------------------
// Create necessary interfaces
//-----------------------------------------------------------------------------
bool CSteamApplication::Create( ) { FileSystem_SetErrorMode( FS_ERRORMODE_NONE );
char pFileSystemDLL[MAX_PATH]; if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, m_bSteam ) != FS_OK ) return false;
// Add in the cvar factory
AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() ); AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
AppModule_t fileSystemModule = LoadModule( pFileSystemDLL ); m_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION ); if ( !m_pFileSystem ) { Error( "Unable to load %s", pFileSystemDLL ); return false; }
return true; }
bool CSteamApplication::GetFileSystemDLLName( char *pOut, int nMaxBytes, bool &bIsSteam ) { return FileSystem_GetFileSystemDLLName( pOut, nMaxBytes, bIsSteam ) == FS_OK; }
//-----------------------------------------------------------------------------
// The file system pointer is invalid at this point
//-----------------------------------------------------------------------------
void CSteamApplication::Destroy() { m_pFileSystem = NULL; }
//-----------------------------------------------------------------------------
// Pre-init, shutdown
//-----------------------------------------------------------------------------
bool CSteamApplication::PreInit( ) { return true; }
void CSteamApplication::PostShutdown( ) { }
//-----------------------------------------------------------------------------
// Run steam main loop
//-----------------------------------------------------------------------------
int CSteamApplication::Main( ) { // Now that Steam is loaded, we can load up main libraries through steam
m_pChildAppSystemGroup->Setup( m_pFileSystem, this ); return m_pChildAppSystemGroup->Run( ); }
int CSteamApplication::Startup() { int nRetVal = BaseClass::Startup(); if ( GetCurrentStage() != NONE ) return nRetVal; if ( FileSystem_SetBasePaths( m_pFileSystem ) != FS_OK ) return 0; // Now that Steam is loaded, we can load up main libraries through steam
m_pChildAppSystemGroup->Setup( m_pFileSystem, this ); return m_pChildAppSystemGroup->Startup(); }
void CSteamApplication::Shutdown() { m_pChildAppSystemGroup->Shutdown(); BaseClass::Shutdown(); }
// Turn off memdbg macros (turned on up top) since this is included like a header
#include "tier0/memdbgoff.h"
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