Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// An RTS!
//=============================================================================
#include "legion.h"
#include <windows.h>
#include "inputsystem/iinputsystem.h"
#include "networksystem/inetworksystem.h"
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vgui_controls/controls.h"
#include "vgui/ILocalize.h"
#include "vgui_controls/AnimationController.h"
#include "gamemanager.h"
#include "menumanager.h"
#include "physicsmanager.h"
#include "rendermanager.h"
#include "uimanager.h"
#include "inputmanager.h"
#include "networkmanager.h"
#include "worldmanager.h"
#include "tier3/tier3.h"
//-----------------------------------------------------------------------------
// Purpose: Warning/Msg call back through this API
// Input : type -
// *pMsg -
// Output : SpewRetval_t
//-----------------------------------------------------------------------------
SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg )
{
OutputDebugString( pMsg );
if ( type == SPEW_ASSERT )
{
DebuggerBreak();
}
return SPEW_CONTINUE;
}
static CLegionApp s_LegionApp;
extern CLegionApp *g_pApp = &s_LegionApp;
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( CLegionApp, s_LegionApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CLegionApp::Create()
{
SpewOutputFunc( SpewFunc );
// FIXME: Put this into tier1librariesconnect
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false );
if ( !BaseClass::Create() )
return false;
AppSystemInfo_t appSystems[] =
{
{ "networksystem.dll", NETWORKSYSTEM_INTERFACE_VERSION },
{ "", "" } // Required to terminate the list
};
return AddSystems( appSystems );
}
bool CLegionApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if ( !g_pInputSystem || !g_pFullFileSystem || !g_pNetworkSystem || !g_pMaterialSystem || !g_pVGui || !g_pVGuiSurface || !g_pMatSystemSurface )
{
Warning( "Legion is missing a required interface!\n" );
return false;
}
return true;
}
void CLegionApp::PostShutdown()
{
BaseClass::PostShutdown();
}
bool CLegionApp::RegisterConCommandBase( ConCommandBase *pCommand )
{
// Mark for easy removal
pCommand->AddFlags( FCVAR_CLIENTDLL );
pCommand->SetNext( 0 );
// Link to variable list
g_pCVar->RegisterConCommandBase( pCommand );
return true;
}
void CLegionApp::UnregisterConCommandBase( ConCommandBase *pCommand )
{
// Unlink from variable list
g_pCVar->UnlinkVariable( pCommand );
}
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CLegionApp::Main()
{
if (!SetVideoMode())
return 0;
ConCommandBaseMgr::OneTimeInit( this );
g_pMaterialSystem->ModInit();
// World database
IGameManager::Add( g_pWorldManager );
// Output
IGameManager::Add( g_pRenderManager );
// Input
IGameManager::Add( g_pNetworkManager );
IGameManager::Add( g_pInputManager );
IGameManager::Add( g_pMenuManager );
IGameManager::Add( g_pUIManager );
// Simulation
IGameManager::Add( g_pPhysicsManager );
// Init the game managers
if ( !IGameManager::InitAllManagers() )
return 0;
// First menu to start on
g_pMenuManager->PushMenu( "MainMenu" );
// This is the main game loop
IGameManager::Start();
// Shut down game systems
IGameManager::ShutdownAllManagers();
g_pMaterialSystem->ModShutdown();
g_pCVar->UnlinkVariables( FCVAR_CLIENTDLL );
return 1;
}