Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Handles loading/unloading of different vgui modules into a shared context
//
//=============================================================================//
#ifndef VGUISYSTEMMODULELOADER_H
#define VGUISYSTEMMODULELOADER_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/PHandle.h"
#include "utlvector.h"
#include "IVGuiModuleLoader.h"
class IVGuiModule;
class KeyValues;
//-----------------------------------------------------------------------------
// Purpose: Handles loading/unloading of different vgui modules into a shared context
//-----------------------------------------------------------------------------
class CVGuiSystemModuleLoader : public IVGuiModuleLoader
{
public:
CVGuiSystemModuleLoader();
~CVGuiSystemModuleLoader();
// loads all the modules in the platform
bool LoadPlatformModules(CreateInterfaceFn *factorylist, int factorycount, bool useSteamModules);
// returns true if the module loader has loaded the modules
bool IsPlatformReady();
// needs to be called every frame - updates all the modules states
void RunFrame();
// returns number of modules loaded
int GetModuleCount();
// returns the string menu name (unlocalized) of a module
// moduleIndex is of the range [0, GetModuleCount())
const char *GetModuleLabel(int moduleIndex);
bool IsModuleHidden(int moduleIndex);
bool IsModuleVisible(int moduleIndex);
// returns a modules interface factory
CreateInterfaceFn GetModuleFactory(int moduleIndex);
// brings the specified module to the foreground
bool ActivateModule(int moduleIndex);
bool ActivateModule(const char *moduleName);
// Deactivates all the modules (puts them into in inactive but recoverable state)
void DeactivatePlatformModules();
// Reenables all the deactivated platform modules
void ReactivatePlatformModules();
// shuts down all the platform modules
void ShutdownPlatformModules();
// unload all active platform modules/dlls from memory
void UnloadPlatformModules();
// posts a message to all active modules
void PostMessageToAllModules(KeyValues *message);
// posts a message to a single module
bool PostMessageToModule( int moduleIndex, KeyValues *message );
bool PostMessageToModule( const char *moduleName, KeyValues *message );
// sets the the platform should update and restart when it quits
void SetPlatformToRestart();
// returns true if the platform should restart after exit
bool ShouldPlatformRestart();
private:
// sets up all the modules for use
bool InitializeAllModules(CreateInterfaceFn *factorylist, int factorycount);
int GetModuleIndexFromName( const char* name );
bool m_bModulesInitialized;
bool m_bPlatformShouldRestartAfterExit;
struct module_t
{
CSysModule *module;
IVGuiModule *moduleInterface;
KeyValues *data;
};
CUtlVector<module_t> m_Modules;
KeyValues *m_pPlatformModuleData;
};
extern CVGuiSystemModuleLoader g_VModuleLoader;
#endif // VGUISYSTEMMODULELOADER_H