You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
265 lines
8.6 KiB
265 lines
8.6 KiB
//========= 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.
|
|
//
|
|
// 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
|
|
//
|
|
// $Revision: $
|
|
// $NoKeywords: $
|
|
//=============================================================================
|
|
|
|
#ifndef IAPPSYSTEMGROUP_H
|
|
#define IAPPSYSTEMGROUP_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "tier1/interface.h"
|
|
#include "tier1/utlvector.h"
|
|
#include "tier1/utldict.h"
|
|
#include "IAppSystem.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// forward declarations
|
|
//-----------------------------------------------------------------------------
|
|
class IAppSystem;
|
|
class CSysModule;
|
|
class IBaseInterface;
|
|
class IFileSystem;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Handle to a DLL
|
|
//-----------------------------------------------------------------------------
|
|
typedef int AppModule_t;
|
|
|
|
enum
|
|
{
|
|
APP_MODULE_INVALID = (AppModule_t)~0
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NOTE: The following methods must be implemented in your application
|
|
// although they can be empty implementations if you like...
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IAppSystemGroup
|
|
{
|
|
public:
|
|
// An installed application creation function, you should tell the group
|
|
// the DLLs and the singleton interfaces you want to instantiate.
|
|
// Return false if there's any problems and the app will abort
|
|
virtual bool Create( ) = 0;
|
|
|
|
// Allow the application to do some work after AppSystems are connected but
|
|
// they are all Initialized.
|
|
// Return false if there's any problems and the app will abort
|
|
virtual bool PreInit() = 0;
|
|
|
|
// Main loop implemented by the application
|
|
virtual int Main( ) = 0;
|
|
|
|
// Allow the application to do some work after all AppSystems are shut down
|
|
virtual void PostShutdown() = 0;
|
|
|
|
// Call an installed application destroy function, occurring after all modules
|
|
// are unloaded
|
|
virtual void Destroy() = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Specifies a module + interface name for initialization
|
|
//-----------------------------------------------------------------------------
|
|
struct AppSystemInfo_t
|
|
{
|
|
const char *m_pModuleName;
|
|
const char *m_pInterfaceName;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This class represents a group of app systems that all have the same lifetime
|
|
// that need to be connected/initialized, etc. in a well-defined order
|
|
//-----------------------------------------------------------------------------
|
|
class CAppSystemGroup : public IAppSystemGroup
|
|
{
|
|
public:
|
|
// Used to determine where we exited out from the system
|
|
enum AppSystemGroupStage_t
|
|
{
|
|
CREATION = 0,
|
|
CONNECTION,
|
|
PREINITIALIZATION,
|
|
INITIALIZATION,
|
|
SHUTDOWN,
|
|
POSTSHUTDOWN,
|
|
DISCONNECTION,
|
|
DESTRUCTION,
|
|
|
|
NONE, // This means no error
|
|
};
|
|
|
|
public:
|
|
// constructor
|
|
CAppSystemGroup( CAppSystemGroup *pParentAppSystem = NULL );
|
|
|
|
// Runs the app system group.
|
|
// First, modules are loaded, next they are connected, followed by initialization
|
|
// Then Main() is run
|
|
// Then modules are shut down, disconnected, and unloaded
|
|
int Run( );
|
|
|
|
// Use this version in cases where you can't control the main loop and
|
|
// expect to be ticked
|
|
virtual int Startup();
|
|
virtual void Shutdown();
|
|
|
|
// Returns the stage at which the app system group ran into an error
|
|
AppSystemGroupStage_t GetErrorStage() const;
|
|
|
|
protected:
|
|
// These methods are meant to be called by derived classes of CAppSystemGroup
|
|
|
|
// Methods to load + unload DLLs
|
|
AppModule_t LoadModule( const char *pDLLName );
|
|
AppModule_t LoadModule( CreateInterfaceFn factory );
|
|
|
|
// Method to add various global singleton systems
|
|
IAppSystem *AddSystem( AppModule_t module, const char *pInterfaceName );
|
|
void AddSystem( IAppSystem *pAppSystem, const char *pInterfaceName );
|
|
|
|
// Simpler method of doing the LoadModule/AddSystem thing.
|
|
// Make sure the last AppSystemInfo has a NULL module name
|
|
bool AddSystems( AppSystemInfo_t *pSystems );
|
|
|
|
// Method to look up a particular named system...
|
|
void *FindSystem( const char *pInterfaceName );
|
|
|
|
// Gets at a class factory for the topmost appsystem group in an appsystem stack
|
|
static CreateInterfaceFn GetFactory();
|
|
|
|
private:
|
|
int OnStartup();
|
|
void OnShutdown();
|
|
|
|
void UnloadAllModules( );
|
|
void RemoveAllSystems();
|
|
|
|
// Method to connect/disconnect all systems
|
|
bool ConnectSystems( );
|
|
void DisconnectSystems();
|
|
|
|
// Method to initialize/shutdown all systems
|
|
InitReturnVal_t InitSystems();
|
|
void ShutdownSystems();
|
|
|
|
// Gets at the parent appsystem group
|
|
CAppSystemGroup *GetParent();
|
|
|
|
// Loads a module the standard way
|
|
virtual CSysModule *LoadModuleDLL( const char *pDLLName );
|
|
|
|
void ReportStartupFailure( int nErrorStage, int nSysIndex );
|
|
|
|
struct Module_t
|
|
{
|
|
CSysModule *m_pModule;
|
|
CreateInterfaceFn m_Factory;
|
|
char *m_pModuleName;
|
|
};
|
|
|
|
CUtlVector<Module_t> m_Modules;
|
|
CUtlVector<IAppSystem*> m_Systems;
|
|
CUtlDict<int, unsigned short> m_SystemDict;
|
|
CAppSystemGroup *m_pParentAppSystem;
|
|
AppSystemGroupStage_t m_nErrorStage;
|
|
|
|
friend void *AppSystemCreateInterfaceFn(const char *pName, int *pReturnCode);
|
|
friend class CSteamAppSystemGroup;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This class represents a group of app systems that are loaded through steam
|
|
//-----------------------------------------------------------------------------
|
|
class CSteamAppSystemGroup : public CAppSystemGroup
|
|
{
|
|
public:
|
|
CSteamAppSystemGroup( IFileSystem *pFileSystem = NULL, CAppSystemGroup *pParentAppSystem = NULL );
|
|
|
|
// Used by CSteamApplication to set up necessary pointers if we can't do it in the constructor
|
|
void Setup( IFileSystem *pFileSystem, CAppSystemGroup *pParentAppSystem );
|
|
|
|
protected:
|
|
// Sets up the search paths
|
|
bool SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool );
|
|
|
|
// Returns the game info path. Only works if you've called SetupSearchPaths first
|
|
const char *GetGameInfoPath() const;
|
|
|
|
private:
|
|
virtual CSysModule *LoadModuleDLL( const char *pDLLName );
|
|
|
|
IFileSystem *m_pFileSystem;
|
|
char m_pGameInfoPath[ MAX_PATH ];
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper empty decorator implementation of an IAppSystemGroup
|
|
//-----------------------------------------------------------------------------
|
|
template< class CBaseClass >
|
|
class CDefaultAppSystemGroup : public CBaseClass
|
|
{
|
|
public:
|
|
virtual bool Create( ) { return true; }
|
|
virtual bool PreInit() { return true; }
|
|
virtual void PostShutdown() {}
|
|
virtual void Destroy() {}
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Special helper for game info directory suggestion
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CFSSteamSetupInfo; // Forward declaration
|
|
|
|
//
|
|
// SuggestGameInfoDirFn_t
|
|
// Game info suggestion function.
|
|
// Provided by the application to possibly detect the suggested game info
|
|
// directory and initialize all the game-info-related systems appropriately.
|
|
// Parameters:
|
|
// pFsSteamSetupInfo steam file system setup information if available.
|
|
// pchPathBuffer buffer to hold game info directory path on return.
|
|
// nBufferLength length of the provided buffer to hold game info directory path.
|
|
// pbBubbleDirectories should contain "true" on return to bubble the directories up searching for game info file.
|
|
// Return values:
|
|
// Returns "true" if the game info directory path suggestion is available and
|
|
// was successfully copied into the provided buffer.
|
|
// Returns "false" otherwise, interpreted that no suggestion will be used.
|
|
//
|
|
typedef bool ( * SuggestGameInfoDirFn_t ) ( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories );
|
|
|
|
//
|
|
// SetSuggestGameInfoDirFn
|
|
// Installs the supplied game info directory suggestion function.
|
|
// Parameters:
|
|
// pfnNewFn the new game info directory suggestion function.
|
|
// Returns:
|
|
// The previously installed suggestion function or NULL if none was installed before.
|
|
// This function never fails.
|
|
//
|
|
SuggestGameInfoDirFn_t SetSuggestGameInfoDirFn( SuggestGameInfoDirFn_t pfnNewFn );
|
|
|
|
|
|
#endif // APPSYSTEMGROUP_H
|
|
|
|
|