Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// Purpose: Defines a group of app systems that all have the same lifetime
// that need to be connected/initialized, etc. in a well-defined order
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef DEDICATED_H
#define DEDICATED_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/tier3app.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IDedicatedServerAPI;
//-----------------------------------------------------------------------------
// Singleton interfaces
//-----------------------------------------------------------------------------
extern IDedicatedServerAPI *engine;
extern char g_szEXEName[ MAX_PATH ];
//-----------------------------------------------------------------------------
// Inner loop: initialize, shutdown main systems, load steam to
//-----------------------------------------------------------------------------
#ifdef POSIX
#define DEDICATED_BASECLASS CTier2SteamApp
#else
#define DEDICATED_BASECLASS CVguiSteamApp
#endif
class CDedicatedAppSystemGroup : public DEDICATED_BASECLASS { typedef DEDICATED_BASECLASS BaseClass;
public: // Methods of IApplication
virtual bool Create( ); virtual bool PreInit( ); virtual int Main( ); virtual void PostShutdown(); virtual void Destroy();
// Used to chain to base class
AppModule_t LoadModule( CreateInterfaceFn factory ) { return CSteamAppSystemGroup::LoadModule( factory ); }
// Method to add various global singleton systems
bool AddSystems( AppSystemInfo_t *pSystems ) { return CSteamAppSystemGroup::AddSystems( pSystems ); }
void *FindSystem( const char *pInterfaceName ) { return CSteamAppSystemGroup::FindSystem( pInterfaceName ); } };
#endif // DEDICATED_H
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