Counter Strike : Global Offensive Source Code
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//===== Copyright � 2005-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#ifndef TIER2_H
#define TIER2_H
#if defined( _WIN32 )
#pragma once
#endif
#include "tier1/tier1.h"
//-----------------------------------------------------------------------------
// Call this to connect to/disconnect from all tier 2 libraries.
// It's up to the caller to check the globals it cares about to see if ones are missing
//-----------------------------------------------------------------------------
void ConnectTier2Libraries( CreateInterfaceFn *pFactoryList, int nFactoryCount ); void DisconnectTier2Libraries();
//-----------------------------------------------------------------------------
// Call this to get the file system set up to stdio for utilities, etc:
//-----------------------------------------------------------------------------
void InitDefaultFileSystem(void); void ShutdownDefaultFileSystem(void);
//-----------------------------------------------------------------------------
// for simple utilities using valve libraries, call the entry point below in main(). It will
// init a filesystem for you, init mathlib, and create the command line. Note that this function
// may modify argc/argv because it filters out arguments (like -allowdebug).
//-----------------------------------------------------------------------------
void InitCommandLineProgram( int &argc, char ** &argv );
//-----------------------------------------------------------------------------
// Helper empty implementation of an IAppSystem for tier2 libraries
//-----------------------------------------------------------------------------
template< class IInterface, int ConVarFlag = 0 > class CTier2AppSystem : public CTier1AppSystem< IInterface, ConVarFlag > { typedef CTier1AppSystem< IInterface, ConVarFlag > BaseClass;
public: virtual bool Connect( CreateInterfaceFn factory ) { if ( !BaseClass::Connect( factory ) ) return false;
ConnectTier2Libraries( &factory, 1 ); return true; }
virtual InitReturnVal_t Init() { InitReturnVal_t nRetVal = BaseClass::Init(); if ( nRetVal != INIT_OK ) return nRetVal;
return INIT_OK; }
virtual AppSystemTier_t GetTier() { return APP_SYSTEM_TIER2; }
virtual void Shutdown() { BaseClass::Shutdown(); }
virtual void Disconnect() { DisconnectTier2Libraries(); BaseClass::Disconnect(); } };
//-----------------------------------------------------------------------------
// Distance fade information
//-----------------------------------------------------------------------------
enum FadeMode_t { // These map directly to cpu_level, and g_aFadeData contains settings for each given cpu_level (see videocfg.h CPULevel_t).
// The exception is 'FADE_MODE_LEVEL', which refers to level-specific values in the map entity.
FADE_MODE_NONE = 0, FADE_MODE_LOW, FADE_MODE_MED, FADE_MODE_HIGH, FADE_MODE_360, FADE_MODE_PS3, FADE_MODE_LEVEL,
FADE_MODE_COUNT, };
struct FadeData_t { float m_flPixelMin; // Size (height in pixels) above which objects start to fade in
float m_flPixelMax; // Size (height in pixels) above which objects are fully faded in
float m_flWidth; // Reference screen res w.r.t which the above pixel values were chosen
float m_flFadeDistScale; // Scale factor applied before entity distance-based fade is calculated
};
// see tier2.cpp for data!
extern FadeData_t g_aFadeData[FADE_MODE_COUNT];
//-----------------------------------------------------------------------------
// Used by the resource system for fast resource frame counter
//-----------------------------------------------------------------------------
extern uint32 g_nResourceFrameCount;
#endif // TIER2_H
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