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