Counter Strike : Global Offensive Source Code
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
//=============================================================================
#ifdef _WIN32
#include "appframework/vguimaterialsystem2app.h"
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "vgui_controls/controls.h"
#include "vgui/IScheme.h"
#include "vgui/ILocalize.h"
#include "tier0/dbg.h"
#include "vguirendersurface/ivguirendersurface.h"
#include "tier3/tier3.h"
#include "interfaces/interfaces.h"
#include "inputsystem/iinputstacksystem.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CVGuiMaterialSystem2App::CVGuiMaterialSystem2App()
{
m_hAppInputContext = INPUT_CONTEXT_HANDLE_INVALID;
}
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CVGuiMaterialSystem2App::Create()
{
if ( !BaseClass::Create() )
return false;
AppSystemInfo_t appSystems[] =
{
{ "inputsystem.dll", INPUTSTACKSYSTEM_INTERFACE_VERSION },
// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation
{ "vguirendersurface.dll", VGUI_SURFACE_INTERFACE_VERSION },
{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
// Required to terminate the list
{ "", "" }
};
return AddSystems( appSystems );
}
void CVGuiMaterialSystem2App::Destroy()
{
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CVGuiMaterialSystem2App::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
CreateInterfaceFn factory = GetFactory();
ConnectTier3Libraries( &factory, 1 );
if ( !vgui::VGui_InitInterfacesList( "CVGuiMaterialSystem2App", &factory, 1 ) )
return false;
if ( !g_pVGuiRenderSurface )
{
Warning( "CVGuiMaterialSystem2App::PreInit: Unable to connect to necessary interface!\n" );
return false;
}
return true;
}
bool CVGuiMaterialSystem2App::PostInit()
{
if ( !BaseClass::PostInit() )
return false;
m_hAppInputContext = g_pInputStackSystem->PushInputContext();
InputContextHandle_t hVGuiInputContext = g_pInputStackSystem->PushInputContext();
g_pVGuiRenderSurface->SetInputContext( hVGuiInputContext );
g_pVGuiRenderSurface->EnableWindowsMessages( true );
return true;
}
void CVGuiMaterialSystem2App::PreShutdown()
{
g_pVGuiRenderSurface->EnableWindowsMessages( false );
g_pVGuiRenderSurface->SetInputContext( NULL );
if ( m_hAppInputContext != INPUT_CONTEXT_HANDLE_INVALID )
{
g_pInputStackSystem->PopInputContext(); // Vgui
g_pInputStackSystem->PopInputContext(); // App
}
BaseClass::PreShutdown();
}
void CVGuiMaterialSystem2App::PostShutdown()
{
DisconnectTier3Libraries();
BaseClass::PostShutdown();
}
InputContextHandle_t CVGuiMaterialSystem2App::GetAppInputContext()
{
return m_hAppInputContext;
}
#endif // _WIN32