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233 lines
7.1 KiB
233 lines
7.1 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Launcher for hammer, which is sitting in its own DLL
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//
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//===========================================================================//
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#include <windows.h>
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#include <eh.h>
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#include "appframework/AppFramework.h"
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#include "ihammer.h"
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#include "tier0/dbg.h"
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#include "vstdlib/cvar.h"
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#include "filesystem.h"
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#include "materialsystem/imaterialsystem.h"
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#include "istudiorender.h"
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#include "filesystem_init.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "vphysics_interface.h"
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#include "vgui/ivgui.h"
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#include "vgui/isurface.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier0/icommandline.h"
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#include "SteamWriteMinidump.h"
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#include "p4lib/ip4.h"
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//-----------------------------------------------------------------------------
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// Global systems
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//-----------------------------------------------------------------------------
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IHammer *g_pHammer;
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IFileSystem *g_pFileSystem;
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extern "C" void WriteMiniDumpUsingExceptionInfo
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(
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unsigned int uStructuredExceptionCode,
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struct _EXCEPTION_POINTERS * pExceptionInfo
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)
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{
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// TODO: dynamically set the minidump comment from contextual info about the crash (i.e current VPROF node)?
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SteamWriteMiniDumpUsingExceptionInfoWithBuildId( uStructuredExceptionCode, pExceptionInfo, 0 );
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CHammerApp : public CAppSystemGroup
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{
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public:
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// Methods of IApplication
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virtual bool Create( );
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virtual bool PreInit( );
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virtual int Main( );
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virtual void PostShutdown();
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virtual void Destroy();
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private:
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int MainLoop();
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};
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//-----------------------------------------------------------------------------
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// Define the application object
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//-----------------------------------------------------------------------------
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CHammerApp g_ApplicationObject;
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DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( g_ApplicationObject );
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static CSimpleWindowsLoggingListener s_SimpleWindowsLoggingListener;
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//-----------------------------------------------------------------------------
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// Create all singleton systems
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//-----------------------------------------------------------------------------
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bool CHammerApp::Create()
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{
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LoggingSystem_PushLoggingState();
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LoggingSystem_RegisterLoggingListener( &s_SimpleWindowsLoggingListener );
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// Save some memory so engine/hammer isn't so painful
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CommandLine()->AppendParm( "-disallowhwmorph", NULL );
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IAppSystem *pSystem;
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// Add in the cvar factory
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AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
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pSystem = AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
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if ( !pSystem )
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return false;
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bool bSteam;
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char pFileSystemDLL[MAX_PATH];
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if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, bSteam ) != FS_OK )
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return false;
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FileSystem_SetupSteamInstallPath();
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AppModule_t fileSystemModule = LoadModule( pFileSystemDLL );
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g_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION );
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AppSystemInfo_t appSystems[] =
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{
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{ "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
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{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
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{ "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION },
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{ "vphysics.dll", VPHYSICS_INTERFACE_VERSION },
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{ "datacache.dll", DATACACHE_INTERFACE_VERSION },
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{ "datacache.dll", MDLCACHE_INTERFACE_VERSION },
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{ "datacache.dll", STUDIO_DATA_CACHE_INTERFACE_VERSION },
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{ "vguimatsurface.dll", VGUI_SURFACE_INTERFACE_VERSION },
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{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
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{ "p4lib.dll", P4_INTERFACE_VERSION },
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{ "hammer_dll.dll", INTERFACEVERSION_HAMMER },
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{ "", "" } // Required to terminate the list
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};
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AppSystemInfo_t appSystemsNoP4[] =
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{
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{ "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
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{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
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{ "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION },
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{ "vphysics.dll", VPHYSICS_INTERFACE_VERSION },
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{ "datacache.dll", DATACACHE_INTERFACE_VERSION },
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{ "datacache.dll", MDLCACHE_INTERFACE_VERSION },
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{ "datacache.dll", STUDIO_DATA_CACHE_INTERFACE_VERSION },
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{ "vguimatsurface.dll", VGUI_SURFACE_INTERFACE_VERSION },
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{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
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{ "hammer_dll.dll", INTERFACEVERSION_HAMMER },
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{ "", "" } // Required to terminate the list
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};
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if ( !AddSystems( CommandLine()->FindParm( "-nop4" ) ? appSystemsNoP4 : appSystems ) )
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return false;
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// Connect to interfaces loaded in AddSystems that we need locally
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g_pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
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g_pHammer = (IHammer*)FindSystem( INTERFACEVERSION_HAMMER );
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g_pDataCache = (IDataCache*)FindSystem( DATACACHE_INTERFACE_VERSION );
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g_pInputSystem = (IInputSystem*)FindSystem( INPUTSYSTEM_INTERFACE_VERSION );
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p4 = ( IP4 * )FindSystem( P4_INTERFACE_VERSION );
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// This has to be done before connection.
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g_pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" );
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return true;
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}
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void CHammerApp::Destroy()
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{
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LoggingSystem_PopLoggingState();
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g_pFileSystem = NULL;
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g_pMaterialSystem = NULL;
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g_pDataCache = NULL;
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g_pHammer = NULL;
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g_pInputSystem = NULL;
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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bool CHammerApp::PreInit( )
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{
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if ( !g_pHammer->InitSessionGameConfig( GetVProjectCmdLineValue() ) )
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return false;
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bool bDone = false;
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do
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{
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CFSSteamSetupInfo steamInfo;
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steamInfo.m_pDirectoryName = g_pHammer->GetDefaultModFullPath();
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steamInfo.m_bOnlyUseDirectoryName = true;
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steamInfo.m_bToolsMode = true;
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steamInfo.m_bSetSteamDLLPath = true;
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steamInfo.m_bSteam = g_pFileSystem->IsSteam();
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if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
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{
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MessageBox( NULL, "Failed to setup steam environment.", "Error", MB_OK );
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return false;
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}
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CFSMountContentInfo fsInfo;
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fsInfo.m_pFileSystem = g_pFileSystem;
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fsInfo.m_bToolsMode = true;
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fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
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if ( !fsInfo.m_pDirectoryName )
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{
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Error( "FileSystem_LoadFileSystemModule: no -defaultgamedir or -game specified." );
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}
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if ( FileSystem_MountContent( fsInfo ) == FS_OK )
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{
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bDone = true;
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}
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else
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{
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char str[512];
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Q_snprintf( str, sizeof( str ), "%s", FileSystem_GetLastErrorString() );
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MessageBox( NULL, str, "Warning", MB_OK );
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if ( g_pHammer->RequestNewConfig() == REQUEST_QUIT )
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return false;
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}
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FileSystem_AddSearchPath_Platform( fsInfo.m_pFileSystem, steamInfo.m_GameInfoPath );
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} while (!bDone);
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// Required to run through the editor
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g_pMaterialSystem->EnableEditorMaterials();
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// needed for VGUI model rendering
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g_pMaterialSystem->SetAdapter( 0, MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE );
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return true;
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}
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void CHammerApp::PostShutdown()
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{
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}
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//-----------------------------------------------------------------------------
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// main application
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//-----------------------------------------------------------------------------
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int CHammerApp::Main( )
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{
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return g_pHammer->MainLoop();
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}
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