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302 lines
10 KiB
302 lines
10 KiB
//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Defines a group of app systems that all have the same lifetime
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// that need to be connected/initialized, etc. in a well-defined order
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================
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#ifndef IAPPSYSTEMGROUP_H
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#define IAPPSYSTEMGROUP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "tier1/utlvector.h"
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#include "tier1/utldict.h"
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#include "tier1/UtlStringMap.h"
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#include "iappsystem.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IAppSystem;
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class CSysModule;
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class IBaseInterface;
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class IFileSystem;
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//-----------------------------------------------------------------------------
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// Handle to a DLL
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//-----------------------------------------------------------------------------
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typedef int AppModule_t;
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enum
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{
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APP_MODULE_INVALID = (AppModule_t)~0
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};
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//-----------------------------------------------------------------------------
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// NOTE: The following methods must be implemented in your application
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// although they can be empty implementations if you like...
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//-----------------------------------------------------------------------------
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abstract_class IAppSystemGroup
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{
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public:
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// An installed application creation function, you should tell the group
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// the DLLs and the singleton interfaces you want to instantiate.
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// Return false if there's any problems and the app will abort
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virtual bool Create( ) = 0;
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// Allow the application to do some work after AppSystems are connected but
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// they are all Initialized.
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// Return false if there's any problems and the app will abort
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virtual bool PreInit() = 0;
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// Allow the application to do some work after AppSystems are initialized but
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// before main is run
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// Return false if there's any problems and the app will abort
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virtual bool PostInit() = 0;
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// Main loop implemented by the application
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virtual int Main( ) = 0;
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// Allow the application to do some work after all AppSystems are shut down
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virtual void PreShutdown() = 0;
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// Allow the application to do some work after all AppSystems are shut down
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virtual void PostShutdown() = 0;
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// Call an installed application destroy function, occurring after all modules
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// are unloaded
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virtual void Destroy() = 0;
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};
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//-----------------------------------------------------------------------------
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// This class represents a group of app systems that all have the same lifetime
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// that need to be connected/initialized, etc. in a well-defined order
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//-----------------------------------------------------------------------------
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class CAppSystemGroup : public IAppSystemGroup
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{
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public:
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// Used to determine where we exited out from the system
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enum AppSystemGroupStage_t
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{
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CREATION = 0,
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DEPENDENCIES,
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CONNECTION,
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PREINITIALIZATION,
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INITIALIZATION,
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POSTINITIALIZATION,
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RUNNING,
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PRESHUTDOWN,
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SHUTDOWN,
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POSTSHUTDOWN,
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DISCONNECTION,
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DESTRUCTION,
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APPSYSTEM_GROUP_STAGE_COUNT,
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NONE, // This means no error
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};
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public:
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// constructor
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CAppSystemGroup( CAppSystemGroup *pParentAppSystem = NULL );
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// Runs the app system group.
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// First, modules are loaded, next they are connected, followed by initialization
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// Then Main() is run
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// Then modules are shut down, disconnected, and unloaded
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int Run( );
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// Use this version in cases where you can't control the main loop and
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// expect to be ticked
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virtual int Startup();
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virtual void Shutdown();
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// Default implementations...
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virtual bool PostInit() { return true; }
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virtual void PreShutdown() { }
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// Returns the stage at which the app system group ran into an error
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AppSystemGroupStage_t GetCurrentStage() const;
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int ReloadModule( const char * pDLLName );
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protected:
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// These methods are meant to be called by derived classes of CAppSystemGroup
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// Methods to load + unload DLLs
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AppModule_t LoadModule( const char *pDLLName );
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AppModule_t LoadModule( CreateInterfaceFn factory );
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// Method to add various global singleton systems
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IAppSystem *AddSystem( AppModule_t module, const char *pInterfaceName );
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void AddSystem( IAppSystem *pAppSystem, const char *pInterfaceName );
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// Simpler method of doing the LoadModule/AddSystem thing.
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// Make sure the last AppSystemInfo has a NULL module name
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bool AddSystems( AppSystemInfo_t *pSystems );
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// Adds a factory to the system so other stuff can query it. Triggers a connect systems
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void AddNonAppSystemFactory( CreateInterfaceFn fn );
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// Removes a factory, triggers a disconnect call if it succeeds
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void RemoveNonAppSystemFactory( CreateInterfaceFn fn );
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// Causes the systems to reconnect to an interface
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void ReconnectSystems( const char *pInterfaceName );
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// Method to look up a particular named system...
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void *FindSystem( const char *pInterfaceName );
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// Creates the app window (windowed app only)
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virtual void *CreateAppWindow( void *hInstance, const char *pTitle, bool bWindowed, int w, int h, bool bResizing );
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void SetAppWindowTitle( void* hWnd, const char *pTitle );
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// Gets at a class factory for the topmost appsystem group in an appsystem stack
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static CreateInterfaceFn GetFactory();
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private:
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struct Module_t
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{
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CSysModule *m_pModule;
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CreateInterfaceFn m_Factory;
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char *m_pModuleName;
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};
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typedef CUtlStringMap< CUtlSymbolTable > LibraryDependencies_t;
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int OnStartup();
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void OnShutdown();
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void UnloadAllModules( );
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void RemoveAllSystems();
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// Method to load all dependent systems
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bool LoadDependentSystems();
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// Method to connect/disconnect all systems
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bool ConnectSystems( );
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void DisconnectSystems();
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// Method to initialize/shutdown all systems
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InitReturnVal_t InitSystems();
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void ShutdownSystems();
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// Gets at the parent appsystem group
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CAppSystemGroup *GetParent();
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// Loads a module the standard way
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virtual CSysModule *LoadModuleDLL( const char *pDLLName );
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void ComputeDependencies( LibraryDependencies_t &depend );
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void SortDependentLibraries( LibraryDependencies_t &depend );
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const char *FindSystemName( int nIndex );
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static bool SortLessFunc( const int &left, const int &right );
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void ReportStartupFailure( int nErrorStage, int nSysIndex );
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CUtlVector<Module_t> m_Modules;
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CUtlVector<IAppSystem*> m_Systems;
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CUtlVector<CreateInterfaceFn> m_NonAppSystemFactories;
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CUtlDict<int, unsigned short> m_SystemDict;
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CAppSystemGroup *m_pParentAppSystem;
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AppSystemGroupStage_t m_nCurrentStage;
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static LibraryDependencies_t *sm_pSortDependencies;
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friend void *AppSystemCreateInterfaceFn(const char *pName, int *pReturnCode);
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friend class CSteamAppSystemGroup;
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};
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//-----------------------------------------------------------------------------
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// This class represents a group of app systems that are loaded through steam
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//-----------------------------------------------------------------------------
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class CSteamAppSystemGroup : public CAppSystemGroup
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{
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public:
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CSteamAppSystemGroup( IFileSystem *pFileSystem = NULL, CAppSystemGroup *pParentAppSystem = NULL );
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// Used by CSteamApplication to set up necessary pointers if we can't do it in the constructor
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void Setup( IFileSystem *pFileSystem, CAppSystemGroup *pParentAppSystem );
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protected:
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// Sets up the search paths
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bool SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool );
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// Returns the game info path. Only works if you've called SetupSearchPaths first
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const char *GetGameInfoPath() const;
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private:
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virtual CSysModule *LoadModuleDLL( const char *pDLLName );
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IFileSystem *m_pFileSystem;
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char m_pGameInfoPath[ MAX_PATH ];
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};
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//-----------------------------------------------------------------------------
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// Helper empty decorator implementation of an IAppSystemGroup
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//-----------------------------------------------------------------------------
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template< class CBaseClass >
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class CDefaultAppSystemGroup : public CBaseClass
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{
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public:
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virtual bool Create( ) { return true; }
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virtual bool PreInit() { return true; }
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virtual bool PostInit() { return true; }
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virtual void PreShutdown() { }
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virtual void PostShutdown() {}
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virtual void Destroy() {}
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};
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//-----------------------------------------------------------------------------
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// Special helper for game info directory suggestion
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//-----------------------------------------------------------------------------
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class CFSSteamSetupInfo; // Forward declaration
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//
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// SuggestGameInfoDirFn_t
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// Game info suggestion function.
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// Provided by the application to possibly detect the suggested game info
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// directory and initialize all the game-info-related systems appropriately.
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// Parameters:
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// pFsSteamSetupInfo steam file system setup information if available.
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// pchPathBuffer buffer to hold game info directory path on return.
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// nBufferLength length of the provided buffer to hold game info directory path.
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// pbBubbleDirectories should contain "true" on return to bubble the directories up searching for game info file.
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// Return values:
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// Returns "true" if the game info directory path suggestion is available and
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// was successfully copied into the provided buffer.
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// Returns "false" otherwise, interpreted that no suggestion will be used.
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//
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typedef bool ( * SuggestGameInfoDirFn_t ) ( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories );
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//
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// SetSuggestGameInfoDirFn
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// Installs the supplied game info directory suggestion function.
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// Parameters:
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// pfnNewFn the new game info directory suggestion function.
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// Returns:
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// The previously installed suggestion function or NULL if none was installed before.
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// This function never fails.
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//
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SuggestGameInfoDirFn_t SetSuggestGameInfoDirFn( SuggestGameInfoDirFn_t pfnNewFn );
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#endif // APPSYSTEMGROUP_H
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