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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.
//
// 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 "IAppSystem.h"
#include "tier1/interface.h"
#include "tier1/utldict.h"
#include "tier1/utlvector.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