//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include #include "VGuiSystemModuleLoader.h" #include "Sys_Utils.h" #include "IVGuiModule.h" #include "ServerBrowser/IServerBrowser.h" #include #include #include #include #include #include #include #include "FileSystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // instance of class CVGuiSystemModuleLoader g_VModuleLoader; #ifdef GAMEUI_EXPORTS extern vgui::VPANEL GetGameUIBasePanel(); #else #include "../SteamUI/PlatformMainPanel.h" extern CPlatformMainPanel *g_pMainPanel; #endif bool bSteamCommunityFriendsVersion = false; #include // memdbgon must be the last include file in a .cpp file!!! #include EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CVGuiSystemModuleLoader, IVGuiModuleLoader, VGUIMODULELOADER_INTERFACE_VERSION, g_VModuleLoader); //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CVGuiSystemModuleLoader::CVGuiSystemModuleLoader() { m_bModulesInitialized = false; m_bPlatformShouldRestartAfterExit = false; m_pPlatformModuleData = NULL; } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CVGuiSystemModuleLoader::~CVGuiSystemModuleLoader() { } //----------------------------------------------------------------------------- // Purpose: returns true if the module loader has acquired the platform mutex and loaded the modules //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::IsPlatformReady() { return m_bModulesInitialized; } //----------------------------------------------------------------------------- // Purpose: sets up all the modules for use //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::InitializeAllModules(CreateInterfaceFn *factorylist, int factorycount) { if ( IsGameConsole() ) { // not valid for 360 return false; } bool bSuccess = true; // Init vgui in the modules int i; for ( i = 0; i < m_Modules.Count(); i++ ) { if (!m_Modules[i].moduleInterface->Initialize(factorylist, factorycount)) { bSuccess = false; Error("Platform Error: module failed to initialize\n"); } } // create a table of all the loaded modules CreateInterfaceFn *moduleFactories = (CreateInterfaceFn *)_alloca(sizeof(CreateInterfaceFn) * m_Modules.Count()); for ( i = 0; i < m_Modules.Count(); i++ ) { moduleFactories[i] = Sys_GetFactory(m_Modules[i].module); } // give the modules a chance to link themselves together for (i = 0; i < m_Modules.Count(); i++) { if (!m_Modules[i].moduleInterface->PostInitialize(moduleFactories, m_Modules.Count())) { bSuccess = false; Error("Platform Error: module failed to initialize\n"); } #ifdef GAMEUI_EXPORTS m_Modules[i].moduleInterface->SetParent(GetGameUIBasePanel()); #else m_Modules[i].moduleInterface->SetParent(g_pMainPanel->GetVPanel()); #endif } m_bModulesInitialized = true; return bSuccess; } //----------------------------------------------------------------------------- // Purpose: Loads and initializes all the modules specified in the platform file //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::LoadPlatformModules(CreateInterfaceFn *factorylist, int factorycount, bool useSteamModules) { if ( IsGameConsole() ) { // not valid for 360 return false; } bool bSuccess = true; // load platform menu KeyValues *kv = new KeyValues("Platform"); if (!kv->LoadFromFile(g_pFullFileSystem, "steam/games/PlatformMenu.vdf", "PLATFORM")) { kv->deleteThis(); return false; } // walk the platform menu loading all the interfaces KeyValues *menuKeys = kv->FindKey("Menu", true); for (KeyValues *it = menuKeys->GetFirstSubKey(); it != NULL; it = it->GetNextKey()) { // see if we should skip steam modules if (!useSteamModules && it->GetInt("SteamApp")) continue; const char *pchInterface = it->GetString("interface"); // don't load friends if we are using Steam Community if ( !Q_stricmp( pchInterface, "VGuiModuleTracker001" ) && bSteamCommunityFriendsVersion ) continue; // get copy out of steam cache const char *dllPath = NULL; if ( IsOSX() ) { dllPath = it->GetString("dll_osx"); } else if ( IsLinux() ) { dllPath = it->GetString("dll_linux"); } else { dllPath = it->GetString("dll"); } // load the module (LoadModule calls GetLocalCopy() under steam) CSysModule *mod = g_pFullFileSystem->LoadModule(dllPath, "EXECUTABLE_PATH"); if (!mod) { Error("Platform Error: bad module '%s', not loading\n", it->GetString("dll")); bSuccess = false; continue; } // make sure we get the right version IVGuiModule *moduleInterface = (IVGuiModule *)Sys_GetFactory(mod)(pchInterface, NULL); if (!moduleInterface) { Warning("Platform Error: module version ('%s, %s) invalid, not loading\n", it->GetString("dll"), it->GetString("interface")); bSuccess = false; continue; } // store off the module int newIndex = m_Modules.AddToTail(); m_Modules[newIndex].module = mod; m_Modules[newIndex].moduleInterface = moduleInterface; m_Modules[newIndex].data = it; } m_pPlatformModuleData = kv; return InitializeAllModules(factorylist, factorycount) && bSuccess; } //----------------------------------------------------------------------------- // Purpose: gives all platform modules a chance to Shutdown gracefully //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::ShutdownPlatformModules() { if ( IsGameConsole() ) { // not valid for 360 return; } // static include guard to prevent recursive calls static bool runningFunction = false; if (runningFunction) return; runningFunction = true; // deactivate all the modules first DeactivatePlatformModules(); // give all the modules notice of quit int i; for ( i = 0; i < m_Modules.Count(); i++ ) { vgui::ivgui()->PostMessage(m_Modules[i].moduleInterface->GetPanel(), new KeyValues("Command", "command", "Quit"), NULL); } for ( i = 0; i < m_Modules.Count(); i++ ) { m_Modules[i].moduleInterface->Shutdown(); } runningFunction = false; } //----------------------------------------------------------------------------- // Purpose: Deactivates all the modules (puts them into in inactive but recoverable state) //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::DeactivatePlatformModules() { for (int i = 0; i < m_Modules.Count(); i++) { m_Modules[i].moduleInterface->Deactivate(); } } //----------------------------------------------------------------------------- // Purpose: Reenables all the deactivated platform modules //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::ReactivatePlatformModules() { for (int i = 0; i < m_Modules.Count(); i++) { m_Modules[i].moduleInterface->Reactivate(); } } //----------------------------------------------------------------------------- // Purpose: Disables and unloads platform //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::UnloadPlatformModules() { for (int i = 0; i < m_Modules.Count(); i++) { g_pFullFileSystem->UnloadModule(m_Modules[i].module); } m_Modules.RemoveAll(); if (m_pPlatformModuleData) { m_pPlatformModuleData->deleteThis(); m_pPlatformModuleData = NULL; } } //----------------------------------------------------------------------------- // Purpose: Called every frame //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::RunFrame() { } //----------------------------------------------------------------------------- // Purpose: returns number of modules loaded //----------------------------------------------------------------------------- int CVGuiSystemModuleLoader::GetModuleCount() { return m_Modules.Count(); } //----------------------------------------------------------------------------- // Purpose: returns the string menu name (unlocalized) of a module // moduleIndex is of the range [0, GetModuleCount()) //----------------------------------------------------------------------------- const char *CVGuiSystemModuleLoader::GetModuleLabel(int moduleIndex) { return m_Modules[moduleIndex].data->GetString("MenuName", "< unknown >"); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::IsModuleVisible(int moduleIndex) { return vgui::ipanel()->IsVisible( m_Modules[moduleIndex].moduleInterface->GetPanel() ); } //----------------------------------------------------------------------------- // Purpose: brings the specified module to the foreground //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::IsModuleHidden(int moduleIndex) { return m_Modules[moduleIndex].data->GetBool("Hidden", false); } //----------------------------------------------------------------------------- // Purpose: brings the specified module to the foreground //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::ActivateModule(int moduleIndex) { if (!m_Modules.IsValidIndex(moduleIndex)) return false; m_Modules[moduleIndex].moduleInterface->Activate(); return true; } //----------------------------------------------------------------------------- // Purpose: activates a module by name //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::ActivateModule(const char *moduleName) { for (int i = 0; i < GetModuleCount(); i++) { if (!stricmp(GetModuleLabel(i), moduleName) || !stricmp(m_Modules[i].data->GetName(), moduleName)) { ActivateModule(i); return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: returns a modules interface factory //----------------------------------------------------------------------------- CreateInterfaceFn CVGuiSystemModuleLoader::GetModuleFactory(int moduleIndex) { return Sys_GetFactory(m_Modules[moduleIndex].module); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::PostMessageToAllModules(KeyValues *message) { for (int i = 0; i < m_Modules.Count(); i++) { vgui::ivgui()->PostMessage(m_Modules[i].moduleInterface->GetPanel(), message->MakeCopy(), NULL); } message->deleteThis(); } //----------------------------------------------------------------------------- // Purpose: sets the the platform should update and restart when it quits //----------------------------------------------------------------------------- void CVGuiSystemModuleLoader::SetPlatformToRestart() { m_bPlatformShouldRestartAfterExit = true; } //----------------------------------------------------------------------------- // Purpose: data accessor //----------------------------------------------------------------------------- bool CVGuiSystemModuleLoader::ShouldPlatformRestart() { return m_bPlatformShouldRestartAfterExit; }