//===== 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