Counter Strike : Global Offensive Source Code
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//===== Copyright © 2005-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#ifndef INTERFACES_H
#define INTERFACES_H
#if defined( COMPILER_MSVC )
#pragma once
#endif
//-----------------------------------------------------------------------------
// Interface creation function
//-----------------------------------------------------------------------------
typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
//-----------------------------------------------------------------------------
// Macros to declare interfaces appropriate for various tiers
//-----------------------------------------------------------------------------
#if 1 || defined( TIER1_LIBRARY ) || defined( TIER2_LIBRARY ) || defined( TIER3_LIBRARY ) || defined( TIER4_LIBRARY ) || defined( APPLICATION )
#define DECLARE_TIER1_INTERFACE( _Interface, _Global ) extern _Interface * _Global;
#else
#define DECLARE_TIER1_INTERFACE( _Interface, _Global )
#endif
#if 1 || defined( TIER2_LIBRARY ) || defined( TIER3_LIBRARY ) || defined( TIER4_LIBRARY ) || defined( APPLICATION )
#define DECLARE_TIER2_INTERFACE( _Interface, _Global ) extern _Interface * _Global;
#else
#define DECLARE_TIER2_INTERFACE( _Interface, _Global )
#endif
#if 1 || defined( TIER3_LIBRARY ) || defined( TIER4_LIBRARY ) || defined( APPLICATION )
#define DECLARE_TIER3_INTERFACE( _Interface, _Global ) extern _Interface * _Global;
#else
#define DECLARE_TIER3_INTERFACE( _Interface, _Global )
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ICvar;
class IProcessUtils;
class ILocalize;
class IPhysics2;
class IPhysics2ActorManager;
class IPhysics2ResourceManager;
class IEventSystem;
class IAsyncFileSystem;
class IColorCorrectionSystem;
class IDebugTextureInfo;
class IFileSystem;
class IRenderHardwareConfig;
class IInputSystem;
class IInputStackSystem;
class IMaterialSystem;
class IMaterialSystem2;
class IMaterialSystemHardwareConfig;
class IMdlLib;
class INetworkSystem;
class IP4;
class IQueuedLoader;
class IResourceAccessControl;
class IPrecacheSystem;
class IRenderDevice;
class IRenderDeviceMgr;
class IResourceSystem;
class IVBAllocTracker;
class IXboxInstaller;
class IMatchFramework;
class ISoundSystem;
class IStudioRender;
class IMatSystemSurface;
class IGameUISystemMgr;
class IDataCache;
class IMDLCache;
class IAvi;
class IBik;
class IDmeMakefileUtils;
class IPhysicsCollision;
class ISoundEmitterSystemBase;
class IMeshSystem;
class IWorldRendererMgr;
class ISceneSystem;
class IVGuiRenderSurface;
class IScaleformUISystemMgr;
class IScaleformUI;
namespace vgui
{
class ISurface;
class IVGui;
class IInput;
class IPanel;
class ILocalize;
class ISchemeManager;
class ISystem;
}
//-----------------------------------------------------------------------------
// Fills out global DLL exported interface pointers
//-----------------------------------------------------------------------------
#define CVAR_INTERFACE_VERSION "VEngineCvar007"
DECLARE_TIER1_INTERFACE( ICvar, cvar );
DECLARE_TIER1_INTERFACE( ICvar, g_pCVar )
#define PROCESS_UTILS_INTERFACE_VERSION "VProcessUtils002"
DECLARE_TIER1_INTERFACE( IProcessUtils, g_pProcessUtils );
#define VPHYSICS2_INTERFACE_VERSION "Physics2 Interface v0.3"
DECLARE_TIER1_INTERFACE( IPhysics2, g_pPhysics2 );
#define VPHYSICS2_ACTOR_MGR_INTERFACE_VERSION "Physics2 Interface ActorMgr v0.1"
DECLARE_TIER1_INTERFACE( IPhysics2ActorManager, g_pPhysics2ActorManager );
#define VPHYSICS2_RESOURCE_MGR_INTERFACE_VERSION "Physics2 Interface ResourceMgr v0.1"
DECLARE_TIER1_INTERFACE( IPhysics2ResourceManager, g_pPhysics2ResourceManager );
#define EVENTSYSTEM_INTERFACE_VERSION "EventSystem001"
DECLARE_TIER1_INTERFACE( IEventSystem, g_pEventSystem );
#define LOCALIZE_INTERFACE_VERSION "Localize_001"
DECLARE_TIER2_INTERFACE( ILocalize, g_pLocalize );
DECLARE_TIER3_INTERFACE( vgui::ILocalize, g_pVGuiLocalize );
#define RENDER_DEVICE_MGR_INTERFACE_VERSION "RenderDeviceMgr001"
DECLARE_TIER2_INTERFACE( IRenderDeviceMgr, g_pRenderDeviceMgr );
#define FILESYSTEM_INTERFACE_VERSION "VFileSystem017"
DECLARE_TIER2_INTERFACE( IFileSystem, g_pFullFileSystem );
#define ASYNCFILESYSTEM_INTERFACE_VERSION "VNewAsyncFileSystem001"
DECLARE_TIER2_INTERFACE( IAsyncFileSystem, g_pAsyncFileSystem );
#define RESOURCESYSTEM_INTERFACE_VERSION "ResourceSystem004"
DECLARE_TIER2_INTERFACE( IResourceSystem, g_pResourceSystem );
#define MATERIAL_SYSTEM_INTERFACE_VERSION "VMaterialSystem080"
DECLARE_TIER2_INTERFACE( IMaterialSystem, materials );
DECLARE_TIER2_INTERFACE( IMaterialSystem, g_pMaterialSystem );
#define MATERIAL_SYSTEM2_INTERFACE_VERSION "VMaterialSystem2_001"
DECLARE_TIER2_INTERFACE( IMaterialSystem2, g_pMaterialSystem2 );
#define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001"
DECLARE_TIER2_INTERFACE( IInputSystem, g_pInputSystem );
#define INPUTSTACKSYSTEM_INTERFACE_VERSION "InputStackSystemVersion001"
DECLARE_TIER2_INTERFACE( IInputStackSystem, g_pInputStackSystem );
#define MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION "MaterialSystemHardwareConfig013"
DECLARE_TIER2_INTERFACE( IMaterialSystemHardwareConfig, g_pMaterialSystemHardwareConfig );
#define DEBUG_TEXTURE_INFO_VERSION "DebugTextureInfo001"
DECLARE_TIER2_INTERFACE( IDebugTextureInfo, g_pMaterialSystemDebugTextureInfo );
#define VB_ALLOC_TRACKER_INTERFACE_VERSION "VBAllocTracker001"
DECLARE_TIER2_INTERFACE( IVBAllocTracker, g_VBAllocTracker );
#define COLORCORRECTION_INTERFACE_VERSION "COLORCORRECTION_VERSION_1"
DECLARE_TIER2_INTERFACE( IColorCorrectionSystem, colorcorrection );
#define P4_INTERFACE_VERSION "VP4002"
DECLARE_TIER2_INTERFACE( IP4, p4 );
#define MDLLIB_INTERFACE_VERSION "VMDLLIB001"
DECLARE_TIER2_INTERFACE( IMdlLib, mdllib );
#define QUEUEDLOADER_INTERFACE_VERSION "QueuedLoaderVersion001"
DECLARE_TIER2_INTERFACE( IQueuedLoader, g_pQueuedLoader );
#define RESOURCE_ACCESS_CONTROL_INTERFACE_VERSION "VResourceAccessControl001"
DECLARE_TIER2_INTERFACE( IResourceAccessControl, g_pResourceAccessControl );
#define PRECACHE_SYSTEM_INTERFACE_VERSION "VPrecacheSystem001"
DECLARE_TIER2_INTERFACE( IPrecacheSystem, g_pPrecacheSystem );
#if defined( _X360 )
#define XBOXINSTALLER_INTERFACE_VERSION "XboxInstallerVersion001"
DECLARE_TIER2_INTERFACE( IXboxInstaller, g_pXboxInstaller );
#endif
#define MATCHFRAMEWORK_INTERFACE_VERSION "MATCHFRAMEWORK_001"
DECLARE_TIER2_INTERFACE( IMatchFramework, g_pMatchFramework );
#define GAMEUISYSTEMMGR_INTERFACE_VERSION "GameUISystemMgr001"
DECLARE_TIER3_INTERFACE( IGameUISystemMgr, g_pGameUISystemMgr );
#if defined( INCLUDE_SCALEFORM )
#define SCALEFORMUI_INTERFACE_VERSION "ScaleformUI002"
DECLARE_TIER3_INTERFACE( IScaleformUI, g_pScaleformUI );
#endif
//-----------------------------------------------------------------------------
// Not exactly a global, but we're going to keep track of these here anyways
// NOTE: Appframework deals with connecting these bad boys. See materialsystem2app.cpp
//-----------------------------------------------------------------------------
#define RENDER_DEVICE_INTERFACE_VERSION "RenderDevice001"
DECLARE_TIER2_INTERFACE( IRenderDevice, g_pRenderDevice );
#define RENDER_HARDWARECONFIG_INTERFACE_VERSION "RenderHardwareConfig001"
DECLARE_TIER2_INTERFACE( IRenderHardwareConfig, g_pRenderHardwareConfig );
#define SOUNDSYSTEM_INTERFACE_VERSION "SoundSystem001"
DECLARE_TIER2_INTERFACE( ISoundSystem, g_pSoundSystem );
#define MESHSYSTEM_INTERFACE_VERSION "MeshSystem001"
DECLARE_TIER3_INTERFACE( IMeshSystem, g_pMeshSystem );
#define STUDIO_RENDER_INTERFACE_VERSION "VStudioRender026"
DECLARE_TIER3_INTERFACE( IStudioRender, g_pStudioRender );
DECLARE_TIER3_INTERFACE( IStudioRender, studiorender );
#define MAT_SYSTEM_SURFACE_INTERFACE_VERSION "MatSystemSurface006"
DECLARE_TIER3_INTERFACE( IMatSystemSurface, g_pMatSystemSurface );
#define RENDER_SYSTEM_SURFACE_INTERFACE_VERSION "RenderSystemSurface001"
DECLARE_TIER3_INTERFACE( IVGuiRenderSurface, g_pVGuiRenderSurface );
#define SCENESYSTEM_INTERFACE_VERSION "SceneSystem_001"
DECLARE_TIER3_INTERFACE( ISceneSystem, g_pSceneSystem );
#define VGUI_SURFACE_INTERFACE_VERSION "VGUI_Surface031"
DECLARE_TIER3_INTERFACE( vgui::ISurface, g_pVGuiSurface );
#define SCHEME_SURFACE_INTERFACE_VERSION "SchemeSurface001"
#define VGUI_INPUT_INTERFACE_VERSION "VGUI_Input005"
DECLARE_TIER3_INTERFACE( vgui::IInput, g_pVGuiInput );
#define VGUI_IVGUI_INTERFACE_VERSION "VGUI_ivgui008"
DECLARE_TIER3_INTERFACE( vgui::IVGui, g_pVGui );
#define VGUI_PANEL_INTERFACE_VERSION "VGUI_Panel009"
DECLARE_TIER3_INTERFACE( vgui::IPanel, g_pVGuiPanel );
#define VGUI_SCHEME_INTERFACE_VERSION "VGUI_Scheme010"
DECLARE_TIER3_INTERFACE( vgui::ISchemeManager, g_pVGuiSchemeManager );
#define VGUI_SYSTEM_INTERFACE_VERSION "VGUI_System010"
DECLARE_TIER3_INTERFACE( vgui::ISystem, g_pVGuiSystem );
#define DATACACHE_INTERFACE_VERSION "VDataCache003"
DECLARE_TIER3_INTERFACE( IDataCache, g_pDataCache ); // FIXME: Should IDataCache be in tier2?
#define MDLCACHE_INTERFACE_VERSION "MDLCache004"
DECLARE_TIER3_INTERFACE( IMDLCache, g_pMDLCache );
DECLARE_TIER3_INTERFACE( IMDLCache, mdlcache );
#define AVI_INTERFACE_VERSION "VAvi001"
DECLARE_TIER3_INTERFACE( IAvi, g_pAVI );
#define BIK_INTERFACE_VERSION "VBik001"
DECLARE_TIER3_INTERFACE( IBik, g_pBIK );
#define DMEMAKEFILE_UTILS_INTERFACE_VERSION "VDmeMakeFileUtils001"
DECLARE_TIER3_INTERFACE( IDmeMakefileUtils, g_pDmeMakefileUtils );
#define VPHYSICS_COLLISION_INTERFACE_VERSION "VPhysicsCollision007"
DECLARE_TIER3_INTERFACE( IPhysicsCollision, g_pPhysicsCollision );
#define SOUNDEMITTERSYSTEM_INTERFACE_VERSION "VSoundEmitter003"
DECLARE_TIER3_INTERFACE( ISoundEmitterSystemBase, g_pSoundEmitterSystem );
#define WORLD_RENDERER_MGR_INTERFACE_VERSION "WorldRendererMgr001"
DECLARE_TIER3_INTERFACE( IWorldRendererMgr, g_pWorldRendererMgr );
#define NETWORKSYSTEM_INTERFACE_VERSION "NetworkSystemVersion001"
DECLARE_TIER2_INTERFACE( INetworkSystem, g_pNetworkSystem );
//-----------------------------------------------------------------------------
// Fills out global DLL exported interface pointers
//-----------------------------------------------------------------------------
void ConnectInterfaces( CreateInterfaceFn *pFactoryList, int nFactoryCount );
void DisconnectInterfaces();
//-----------------------------------------------------------------------------
// Reconnects an interface
//-----------------------------------------------------------------------------
void ReconnectInterface( CreateInterfaceFn factory, const char *pInterfaceName );
#endif // INTERFACES_H