Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "dme_controls/dmecontrols.h"
#include "soundemittersystem/isoundemittersystembase.h"
#include "matsys_controls/matsyscontrols.h"
#include "toolframework/ienginetool.h"
#include "vphysics_interface.h"
#include "dme_controls/inotifyui.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
namespace vgui {
ISoundEmitterSystemBase *g_pSoundEmitterSystem = NULL; ISoundEmitterSystemBase *SoundEmitterSystem() { return g_pSoundEmitterSystem; }
IEngineTool *enginetools = NULL; IEngineTool *EngineTool() { return enginetools; }
IPhysicsCollision *g_pPhysicsCollision = NULL; IPhysicsCollision *PhysicsCollision() { return g_pPhysicsCollision; }
class CDefaultElementPropertiesChoices : public CBaseElementPropertiesChoices { public: };
static CDefaultElementPropertiesChoices s_DefaultChoices; IElementPropertiesChoices *g_pElementPropertiesChoices = &s_DefaultChoices; IElementPropertiesChoices *ElementPropertiesChoices() { return g_pElementPropertiesChoices; }
void SetElementPropertiesChoices( IElementPropertiesChoices *pElementPropertiesChoices ) { g_pElementPropertiesChoices = pElementPropertiesChoices ? pElementPropertiesChoices : &s_DefaultChoices; }
//-----------------------------------------------------------------------------
// Purpose: finds a particular interface in the factory set
//-----------------------------------------------------------------------------
static void *InitializeInterface( char const *interfaceName, CreateInterfaceFn *factoryList, int numFactories ) { void *retval;
for ( int i = 0; i < numFactories; i++ ) { CreateInterfaceFn factory = factoryList[ i ]; if ( !factory ) continue;
retval = factory( interfaceName, NULL ); if ( retval ) return retval; }
// No provider for requested interface!!!
// Assert( !"No provider for requested interface!!!" );
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Initializes the controls
//-----------------------------------------------------------------------------
bool VGui_InitDmeInterfacesList( const char *moduleName, CreateInterfaceFn *factoryList, int numFactories ) { if ( !vgui::VGui_InitMatSysInterfacesList( moduleName, factoryList, numFactories ) ) return false;
g_pSoundEmitterSystem = (ISoundEmitterSystemBase*)InitializeInterface( SOUNDEMITTERSYSTEM_INTERFACE_VERSION, factoryList, numFactories ); enginetools = (IEngineTool*)InitializeInterface( VENGINETOOL_INTERFACE_VERSION, factoryList, numFactories ); g_pPhysicsCollision = (IPhysicsCollision*)InitializeInterface( VPHYSICS_COLLISION_INTERFACE_VERSION, factoryList, numFactories );
// Can function without either of these
return true; }
} // namespace vgui
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