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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: An application framework
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef IAPPSYSTEM_H
#define IAPPSYSTEM_H
#ifdef COMPILER_MSVC
#pragma once
#endif
#include "tier1/interface.h"
#include "interfaces/interfaces.h"
//-----------------------------------------------------------------------------
// Specifies a module + interface name for initialization
//-----------------------------------------------------------------------------
struct AppSystemInfo_t { const char *m_pModuleName; const char *m_pInterfaceName; };
//-----------------------------------------------------------------------------
// 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, };
enum AppSystemTier_t { APP_SYSTEM_TIER0 = 0, APP_SYSTEM_TIER1, APP_SYSTEM_TIER2, APP_SYSTEM_TIER3,
APP_SYSTEM_TIER_OTHER, };
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;
// Returns all dependent libraries
virtual const AppSystemInfo_t* GetDependencies() {return NULL;}
// Returns the tier
virtual AppSystemTier_t GetTier() {return APP_SYSTEM_TIER_OTHER;}
// Reconnect to a particular interface
virtual void Reconnect( CreateInterfaceFn factory, const char *pInterfaceName ) {} // Is this appsystem a singleton? (returns false if there can be multiple instances of this interface)
virtual bool IsSingleton() { return true; } };
//-----------------------------------------------------------------------------
// 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() {}
virtual const AppSystemInfo_t* GetDependencies() { return NULL; } virtual AppSystemTier_t GetTier() { return APP_SYSTEM_TIER_OTHER; }
virtual void Reconnect( CreateInterfaceFn factory, const char *pInterfaceName ) { ReconnectInterface( factory, pInterfaceName ); } };
//-----------------------------------------------------------------------------
// Helper implementation of an IAppSystem for tier0
//-----------------------------------------------------------------------------
template< class IInterface > class CTier0AppSystem : public CBaseAppSystem< IInterface > { };
#endif // IAPPSYSTEM_H
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