//====== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. =======// // // Purpose: An application framework // //=============================================================================// #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 "vstdlib/cvar.h" #include "tier2/tier2.h" #ifdef _X360 #include "xbox/xbox_win32stubs.h" #include "xbox/xbox_console.h" #include "xbox/xbox_launch.h" #endif // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Globals... //----------------------------------------------------------------------------- void* s_HInstance; static CSimpleWindowsLoggingListener s_SimpleWindowsLoggingListener; 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; } //----------------------------------------------------------------------------- // Version of AppMain used by windows applications //----------------------------------------------------------------------------- int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup ) { Assert( pAppSystemGroup ); g_pDefaultLoggingListener = &s_SimpleWindowsLoggingListener; s_HInstance = hInstance; #ifdef WIN32 // Prepend the module filename since most apps expect arg 0 to be that. char szModuleFilename[MAX_PATH]; Plat_GetModuleFilename( szModuleFilename, sizeof( szModuleFilename ) ); int nAllocLen = strlen( lpCmdLine ) + strlen( szModuleFilename ) + 4; char *pNewCmdLine = new char[nAllocLen]; // 2 for quotes, 1 for a space, and 1 for a null-terminator. _snprintf( pNewCmdLine, nAllocLen, "\"%s\" %s", szModuleFilename, lpCmdLine ); // Setup ICommandLine. CommandLine()->CreateCmdLine( pNewCmdLine ); delete [] pNewCmdLine; #else CommandLine()->CreateCmdLine( lpCmdLine ); #endif return pAppSystemGroup->Run(); } //----------------------------------------------------------------------------- // Version of AppMain used by console applications //----------------------------------------------------------------------------- int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ) { Assert( pAppSystemGroup ); g_pDefaultLoggingListener = &s_SimpleLoggingListener; s_HInstance = NULL; CommandLine()->CreateCmdLine( argc, argv ); return pAppSystemGroup->Run(); } //----------------------------------------------------------------------------- // Used to startup/shutdown the application //----------------------------------------------------------------------------- int AppStartup( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup ) { Assert( pAppSystemGroup ); g_pDefaultLoggingListener = &s_SimpleWindowsLoggingListener; s_HInstance = hInstance; CommandLine()->CreateCmdLine( lpCmdLine ); return pAppSystemGroup->Startup(); } int AppStartup( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ) { Assert( pAppSystemGroup ); g_pDefaultLoggingListener = &s_SimpleLoggingListener; s_HInstance = NULL; CommandLine()->CreateCmdLine( argc, argv ); return pAppSystemGroup->Startup(); } void AppShutdown( CAppSystemGroup *pAppSystemGroup ) { Assert( pAppSystemGroup ); pAppSystemGroup->Shutdown(); } //----------------------------------------------------------------------------- // // Default implementation of an application meant to be run using Steam // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CSteamApplication::CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup ) { m_pChildAppSystemGroup = pAppSystemGroup; m_pFileSystem = NULL; m_bSteam = false; } //----------------------------------------------------------------------------- // Create necessary interfaces //----------------------------------------------------------------------------- bool CSteamApplication::Create() { FileSystem_SetErrorMode( FS_ERRORMODE_AUTO ); char pFileSystemDLL[MAX_PATH]; if ( !GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, m_bSteam ) ) return false; FileSystem_SetupSteamInstallPath(); // 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 ) { if( !IsPS3() ) 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 if ( FileSystem_SetBasePaths( m_pFileSystem ) != FS_OK ) return 0; m_pChildAppSystemGroup->Setup( m_pFileSystem, this ); return m_pChildAppSystemGroup->Run(); } //----------------------------------------------------------------------------- // Use this version in cases where you can't control the main loop and // expect to be ticked //----------------------------------------------------------------------------- int CSteamApplication::Startup() { int nRetVal = BaseClass::Startup(); if ( GetCurrentStage() != RUNNING ) 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(); }