Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include <stdio.h>
#include "VGuiSystemModuleLoader.h"
#include "Sys_Utils.h"
#include "IVguiModule.h"
#include "ServerBrowser/IServerBrowser.h"
#include <vgui/IPanel.h>
#include <vgui/ISystem.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <KeyValues.h>
#include <vgui_controls/Controls.h>
#include <vgui_controls/Panel.h>
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// instance of class
CVGuiSystemModuleLoader g_VModuleLoader;
#ifdef GAMEUI_EXPORTS
extern vgui::VPANEL GetGameUIBasePanel();
#else
#include "../SteamUI/PlatformMainPanel.h"
extern CPlatformMainPanel *g_pMainPanel;
#endif
bool bSteamCommunityFriendsVersion = false;
#include <tier0/dbg.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CVGuiSystemModuleLoader, IVGuiModuleLoader, VGUIMODULELOADER_INTERFACE_VERSION, g_VModuleLoader);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CVGuiSystemModuleLoader::CVGuiSystemModuleLoader()
{
m_bModulesInitialized = false;
m_bPlatformShouldRestartAfterExit = false;
m_pPlatformModuleData = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CVGuiSystemModuleLoader::~CVGuiSystemModuleLoader()
{
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the module loader has acquired the platform mutex and loaded the modules
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::IsPlatformReady()
{
return m_bModulesInitialized;
}
//-----------------------------------------------------------------------------
// Purpose: sets up all the modules for use
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::InitializeAllModules(CreateInterfaceFn *factorylist, int factorycount)
{
if ( IsX360() )
{
// not valid for 360
return false;
}
bool bSuccess = true;
// Init vgui in the modules
int i;
for ( i = 0; i < m_Modules.Count(); i++ )
{
if (!m_Modules[i].moduleInterface->Initialize(factorylist, factorycount))
{
bSuccess = false;
Error("Platform Error: module failed to initialize\n");
}
}
// create a table of all the loaded modules
CreateInterfaceFn *moduleFactories = (CreateInterfaceFn *)_alloca(sizeof(CreateInterfaceFn) * m_Modules.Count());
for ( i = 0; i < m_Modules.Count(); i++ )
{
moduleFactories[i] = Sys_GetFactory(m_Modules[i].module);
}
// give the modules a chance to link themselves together
for (i = 0; i < m_Modules.Count(); i++)
{
if (!m_Modules[i].moduleInterface->PostInitialize(moduleFactories, m_Modules.Count()))
{
bSuccess = false;
Error("Platform Error: module failed to initialize\n");
}
#ifdef GAMEUI_EXPORTS
m_Modules[i].moduleInterface->SetParent(GetGameUIBasePanel());
#else
m_Modules[i].moduleInterface->SetParent(g_pMainPanel->GetVPanel());
#endif
}
m_bModulesInitialized = true;
return bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose: Loads and initializes all the modules specified in the platform file
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::LoadPlatformModules(CreateInterfaceFn *factorylist, int factorycount, bool useSteamModules)
{
if ( IsX360() )
{
// not valid for 360
return false;
}
bool bSuccess = true;
// load platform menu
KeyValues *kv = new KeyValues("Platform");
if (!kv->LoadFromFile(g_pFullFileSystem, "steam/games/PlatformMenu.vdf", "PLATFORM"))
{
kv->deleteThis();
return false;
}
// walk the platform menu loading all the interfaces
KeyValues *menuKeys = kv->FindKey("Menu", true);
for (KeyValues *it = menuKeys->GetFirstSubKey(); it != NULL; it = it->GetNextKey())
{
// see if we should skip steam modules
if (!useSteamModules && it->GetInt("SteamApp"))
continue;
const char *pchInterface = it->GetString("interface");
// don't load friends if we are using Steam Community
if ( !Q_stricmp( pchInterface, "VGuiModuleTracker001" ) && bSteamCommunityFriendsVersion )
continue;
// get copy out of steam cache
const char *dllPath = NULL;
if ( IsOSX() )
{
dllPath = it->GetString("dll_osx");
}
else if ( IsLinux() )
{
dllPath = it->GetString("dll_linux");
}
else
{
dllPath = it->GetString("dll");
}
// load the module (LoadModule calls GetLocalCopy() under steam)
CSysModule *mod = g_pFullFileSystem->LoadModule(dllPath, "EXECUTABLE_PATH");
if (!mod)
{
Error("Platform Error: bad module '%s', not loading\n", it->GetString("dll"));
bSuccess = false;
continue;
}
// make sure we get the right version
IVGuiModule *moduleInterface = (IVGuiModule *)Sys_GetFactory(mod)(pchInterface, NULL);
if (!moduleInterface)
{
Warning("Platform Error: module version ('%s, %s) invalid, not loading\n", it->GetString("dll"), it->GetString("interface"));
bSuccess = false;
continue;
}
// store off the module
int newIndex = m_Modules.AddToTail();
m_Modules[newIndex].module = mod;
m_Modules[newIndex].moduleInterface = moduleInterface;
m_Modules[newIndex].data = it;
}
m_pPlatformModuleData = kv;
return InitializeAllModules(factorylist, factorycount) && bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose: gives all platform modules a chance to Shutdown gracefully
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::ShutdownPlatformModules()
{
if ( IsX360() )
{
// not valid for 360
return;
}
// static include guard to prevent recursive calls
static bool runningFunction = false;
if (runningFunction)
return;
runningFunction = true;
// deactivate all the modules first
DeactivatePlatformModules();
// give all the modules notice of quit
int i;
for ( i = 0; i < m_Modules.Count(); i++ )
{
vgui::ivgui()->PostMessage(m_Modules[i].moduleInterface->GetPanel(), new KeyValues("Command", "command", "Quit"), NULL);
}
for ( i = 0; i < m_Modules.Count(); i++ )
{
m_Modules[i].moduleInterface->Shutdown();
}
runningFunction = false;
}
//-----------------------------------------------------------------------------
// Purpose: Deactivates all the modules (puts them into in inactive but recoverable state)
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::DeactivatePlatformModules()
{
for (int i = 0; i < m_Modules.Count(); i++)
{
m_Modules[i].moduleInterface->Deactivate();
}
}
//-----------------------------------------------------------------------------
// Purpose: Reenables all the deactivated platform modules
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::ReactivatePlatformModules()
{
for (int i = 0; i < m_Modules.Count(); i++)
{
m_Modules[i].moduleInterface->Reactivate();
}
}
//-----------------------------------------------------------------------------
// Purpose: Disables and unloads platform
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::UnloadPlatformModules()
{
for (int i = 0; i < m_Modules.Count(); i++)
{
g_pFullFileSystem->UnloadModule(m_Modules[i].module);
}
m_Modules.RemoveAll();
if (m_pPlatformModuleData)
{
m_pPlatformModuleData->deleteThis();
m_pPlatformModuleData = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::RunFrame()
{
}
//-----------------------------------------------------------------------------
// Purpose: returns number of modules loaded
//-----------------------------------------------------------------------------
int CVGuiSystemModuleLoader::GetModuleCount()
{
return m_Modules.Count();
}
//-----------------------------------------------------------------------------
// Purpose: returns the string menu name (unlocalized) of a module
// moduleIndex is of the range [0, GetModuleCount())
//-----------------------------------------------------------------------------
const char *CVGuiSystemModuleLoader::GetModuleLabel(int moduleIndex)
{
return m_Modules[moduleIndex].data->GetString("MenuName", "< unknown >");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::IsModuleVisible(int moduleIndex)
{
return vgui::ipanel()->IsVisible( m_Modules[moduleIndex].moduleInterface->GetPanel() );
}
//-----------------------------------------------------------------------------
// Purpose: brings the specified module to the foreground
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::IsModuleHidden(int moduleIndex)
{
return m_Modules[moduleIndex].data->GetInt("Hidden", 0);
}
//-----------------------------------------------------------------------------
// Purpose: brings the specified module to the foreground
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::ActivateModule(int moduleIndex)
{
if (!m_Modules.IsValidIndex(moduleIndex))
return false;
m_Modules[moduleIndex].moduleInterface->Activate();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: activates a module by name
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::ActivateModule(const char *moduleName)
{
for (int i = 0; i < GetModuleCount(); i++)
{
if (!stricmp(GetModuleLabel(i), moduleName) || !stricmp(m_Modules[i].data->GetName(), moduleName))
{
ActivateModule(i);
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns a modules interface factory
//-----------------------------------------------------------------------------
CreateInterfaceFn CVGuiSystemModuleLoader::GetModuleFactory(int moduleIndex)
{
return Sys_GetFactory(m_Modules[moduleIndex].module);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::PostMessageToAllModules(KeyValues *message)
{
for (int i = 0; i < m_Modules.Count(); i++)
{
vgui::ivgui()->PostMessage(m_Modules[i].moduleInterface->GetPanel(), message->MakeCopy(), NULL);
}
message->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose: sets the the platform should update and restart when it quits
//-----------------------------------------------------------------------------
void CVGuiSystemModuleLoader::SetPlatformToRestart()
{
m_bPlatformShouldRestartAfterExit = true;
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
bool CVGuiSystemModuleLoader::ShouldPlatformRestart()
{
return m_bPlatformShouldRestartAfterExit;
}