303 lines
11 KiB
C++
303 lines
11 KiB
C++
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//===== Copyright <20> 2005-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: A higher level link library for general use in the game and tools.
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//
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//===========================================================================//
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#include "tier0/platform.h"
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#include "tier0/dbg.h"
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#include "interfaces/interfaces.h"
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//-----------------------------------------------------------------------------
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// Tier 1 libraries
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//-----------------------------------------------------------------------------
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ICvar *cvar = 0;
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ICvar *g_pCVar = 0;
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IProcessUtils *g_pProcessUtils = 0;
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static bool s_bConnected = false;
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IPhysics2 *g_pPhysics2 = 0;
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IPhysics2ActorManager *g_pPhysics2ActorManager = 0;
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IPhysics2ResourceManager *g_pPhysics2ResourceManager = 0;
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IEventSystem *g_pEventSystem = 0;
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ILocalize *g_pLocalize = 0;
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// for utlsortvector.h
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#ifndef _WIN32
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void *g_pUtlSortVectorQSortContext = NULL;
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#endif
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//-----------------------------------------------------------------------------
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// Tier 2 libraries
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//-----------------------------------------------------------------------------
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IResourceSystem *g_pResourceSystem = 0;
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IRenderDeviceMgr *g_pRenderDeviceMgr = 0;
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IFileSystem *g_pFullFileSystem = 0;
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IAsyncFileSystem *g_pAsyncFileSystem = 0;
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IMaterialSystem *materials = 0;
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IMaterialSystem *g_pMaterialSystem = 0;
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IMaterialSystem2 *g_pMaterialSystem2 = 0;
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IInputSystem *g_pInputSystem = 0;
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IInputStackSystem *g_pInputStackSystem = 0;
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INetworkSystem *g_pNetworkSystem = 0;
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ISoundSystem *g_pSoundSystem = 0;
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IMaterialSystemHardwareConfig *g_pMaterialSystemHardwareConfig = 0;
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IDebugTextureInfo *g_pMaterialSystemDebugTextureInfo = 0;
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IVBAllocTracker *g_VBAllocTracker = 0;
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IColorCorrectionSystem *colorcorrection = 0;
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IP4 *p4 = 0;
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IMdlLib *mdllib = 0;
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IQueuedLoader *g_pQueuedLoader = 0;
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IResourceAccessControl *g_pResourceAccessControl = 0;
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IPrecacheSystem *g_pPrecacheSystem = 0;
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ISceneSystem *g_pSceneSystem = 0;
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#if defined( PLATFORM_X360 )
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IXboxInstaller *g_pXboxInstaller = 0;
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#endif
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IMatchFramework *g_pMatchFramework = 0;
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IGameUISystemMgr *g_pGameUISystemMgr = 0;
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#if defined( INCLUDE_SCALEFORM )
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IScaleformUI *g_pScaleformUI = 0;
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#endif
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//-----------------------------------------------------------------------------
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// Not exactly a global, but we're going to keep track of these here anyways
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//-----------------------------------------------------------------------------
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IRenderDevice *g_pRenderDevice = 0;
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IRenderHardwareConfig *g_pRenderHardwareConfig = 0;
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//-----------------------------------------------------------------------------
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// Tier3 libraries
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//-----------------------------------------------------------------------------
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IMeshSystem *g_pMeshSystem = 0;
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IStudioRender *g_pStudioRender = 0;
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IStudioRender *studiorender = 0;
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IMatSystemSurface *g_pMatSystemSurface = 0;
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vgui::IInput *g_pVGuiInput = 0;
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vgui::ISurface *g_pVGuiSurface = 0;
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vgui::IPanel *g_pVGuiPanel = 0;
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vgui::IVGui *g_pVGui = 0;
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vgui::ILocalize *g_pVGuiLocalize = 0;
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vgui::ISchemeManager *g_pVGuiSchemeManager = 0;
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vgui::ISystem *g_pVGuiSystem = 0;
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IDataCache *g_pDataCache = 0;
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IMDLCache *g_pMDLCache = 0;
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IMDLCache *mdlcache = 0;
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IAvi *g_pAVI = 0;
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IBik *g_pBIK = 0;
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IDmeMakefileUtils *g_pDmeMakefileUtils = 0;
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IPhysicsCollision *g_pPhysicsCollision = 0;
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ISoundEmitterSystemBase *g_pSoundEmitterSystem = 0;
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IWorldRendererMgr *g_pWorldRendererMgr = 0;
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IVGuiRenderSurface *g_pVGuiRenderSurface = 0;
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//-----------------------------------------------------------------------------
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// Mapping of interface string to globals
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//-----------------------------------------------------------------------------
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struct InterfaceGlobals_t
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{
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const char *m_pInterfaceName;
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void *m_ppGlobal;
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};
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static InterfaceGlobals_t g_pInterfaceGlobals[] =
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{
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{ CVAR_INTERFACE_VERSION, &cvar },
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{ CVAR_INTERFACE_VERSION, &g_pCVar },
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{ EVENTSYSTEM_INTERFACE_VERSION, &g_pEventSystem },
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{ PROCESS_UTILS_INTERFACE_VERSION, &g_pProcessUtils },
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{ VPHYSICS2_INTERFACE_VERSION, &g_pPhysics2 },
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{ VPHYSICS2_ACTOR_MGR_INTERFACE_VERSION, &g_pPhysics2ActorManager },
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{ VPHYSICS2_RESOURCE_MGR_INTERFACE_VERSION, &g_pPhysics2ResourceManager },
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{ FILESYSTEM_INTERFACE_VERSION, &g_pFullFileSystem },
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{ ASYNCFILESYSTEM_INTERFACE_VERSION, &g_pAsyncFileSystem },
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{ RESOURCESYSTEM_INTERFACE_VERSION, &g_pResourceSystem },
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{ MATERIAL_SYSTEM_INTERFACE_VERSION, &g_pMaterialSystem },
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{ MATERIAL_SYSTEM_INTERFACE_VERSION, &materials },
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{ MATERIAL_SYSTEM2_INTERFACE_VERSION, &g_pMaterialSystem2 },
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{ INPUTSYSTEM_INTERFACE_VERSION, &g_pInputSystem },
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{ INPUTSTACKSYSTEM_INTERFACE_VERSION, &g_pInputStackSystem },
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{ NETWORKSYSTEM_INTERFACE_VERSION, &g_pNetworkSystem },
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{ RENDER_DEVICE_MGR_INTERFACE_VERSION, &g_pRenderDeviceMgr },
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{ MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, &g_pMaterialSystemHardwareConfig },
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{ SOUNDSYSTEM_INTERFACE_VERSION, &g_pSoundSystem },
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{ DEBUG_TEXTURE_INFO_VERSION, &g_pMaterialSystemDebugTextureInfo },
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{ VB_ALLOC_TRACKER_INTERFACE_VERSION, &g_VBAllocTracker },
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{ COLORCORRECTION_INTERFACE_VERSION, &colorcorrection },
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{ P4_INTERFACE_VERSION, &p4 },
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{ MDLLIB_INTERFACE_VERSION, &mdllib },
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{ QUEUEDLOADER_INTERFACE_VERSION, &g_pQueuedLoader },
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{ RESOURCE_ACCESS_CONTROL_INTERFACE_VERSION, &g_pResourceAccessControl },
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{ PRECACHE_SYSTEM_INTERFACE_VERSION, &g_pPrecacheSystem },
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{ STUDIO_RENDER_INTERFACE_VERSION, &g_pStudioRender },
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{ STUDIO_RENDER_INTERFACE_VERSION, &studiorender },
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{ VGUI_IVGUI_INTERFACE_VERSION, &g_pVGui },
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{ VGUI_INPUT_INTERFACE_VERSION, &g_pVGuiInput },
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{ VGUI_PANEL_INTERFACE_VERSION, &g_pVGuiPanel },
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{ VGUI_SURFACE_INTERFACE_VERSION, &g_pVGuiSurface },
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{ VGUI_SCHEME_INTERFACE_VERSION, &g_pVGuiSchemeManager },
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{ VGUI_SYSTEM_INTERFACE_VERSION, &g_pVGuiSystem },
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{ LOCALIZE_INTERFACE_VERSION, &g_pLocalize },
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{ LOCALIZE_INTERFACE_VERSION, &g_pVGuiLocalize },
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{ MAT_SYSTEM_SURFACE_INTERFACE_VERSION, &g_pMatSystemSurface },
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{ DATACACHE_INTERFACE_VERSION, &g_pDataCache },
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{ MDLCACHE_INTERFACE_VERSION, &g_pMDLCache },
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{ MDLCACHE_INTERFACE_VERSION, &mdlcache },
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{ AVI_INTERFACE_VERSION, &g_pAVI },
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{ BIK_INTERFACE_VERSION, &g_pBIK },
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{ DMEMAKEFILE_UTILS_INTERFACE_VERSION, &g_pDmeMakefileUtils },
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{ VPHYSICS_COLLISION_INTERFACE_VERSION, &g_pPhysicsCollision },
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{ SOUNDEMITTERSYSTEM_INTERFACE_VERSION, &g_pSoundEmitterSystem },
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{ MESHSYSTEM_INTERFACE_VERSION, &g_pMeshSystem },
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{ RENDER_DEVICE_INTERFACE_VERSION, &g_pRenderDevice },
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{ RENDER_HARDWARECONFIG_INTERFACE_VERSION, &g_pRenderHardwareConfig },
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{ SCENESYSTEM_INTERFACE_VERSION, &g_pSceneSystem },
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{ WORLD_RENDERER_MGR_INTERFACE_VERSION, &g_pWorldRendererMgr },
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{ RENDER_SYSTEM_SURFACE_INTERFACE_VERSION, &g_pVGuiRenderSurface },
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#if defined( _X360 )
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{ XBOXINSTALLER_INTERFACE_VERSION, &g_pXboxInstaller },
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#endif
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{ MATCHFRAMEWORK_INTERFACE_VERSION, &g_pMatchFramework },
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{ GAMEUISYSTEMMGR_INTERFACE_VERSION, &g_pGameUISystemMgr },
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#if defined( INCLUDE_SCALEFORM )
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{ SCALEFORMUI_INTERFACE_VERSION, &g_pScaleformUI },
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#endif
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};
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//-----------------------------------------------------------------------------
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// The # of times this DLL has been connected
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//-----------------------------------------------------------------------------
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static int s_nConnectionCount = 0;
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//-----------------------------------------------------------------------------
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// At each level of connection, we're going to keep track of which interfaces
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// we filled in. When we disconnect, we'll clear those interface pointers out.
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//-----------------------------------------------------------------------------
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struct ConnectionRegistration_t
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{
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void *m_ppGlobalStorage;
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int m_nConnectionPhase;
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};
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static int s_nRegistrationCount = 0;
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static ConnectionRegistration_t s_pConnectionRegistration[ ARRAYSIZE(g_pInterfaceGlobals) + 1 ];
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void RegisterInterface( CreateInterfaceFn factory, const char *pInterfaceName, void **ppGlobal )
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{
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if ( !(*ppGlobal) )
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{
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*ppGlobal = factory( pInterfaceName, NULL );
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if ( *ppGlobal )
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{
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Assert( s_nRegistrationCount < ARRAYSIZE(s_pConnectionRegistration) );
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ConnectionRegistration_t ® = s_pConnectionRegistration[s_nRegistrationCount++];
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reg.m_ppGlobalStorage = ppGlobal;
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reg.m_nConnectionPhase = s_nConnectionCount;
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}
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}
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}
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void ReconnectInterface( CreateInterfaceFn factory, const char *pInterfaceName, void **ppGlobal )
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{
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*ppGlobal = factory( pInterfaceName, NULL );
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bool bFound = false;
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Assert( s_nRegistrationCount < ARRAYSIZE(s_pConnectionRegistration) );
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for ( int i = 0; i < s_nRegistrationCount; ++i )
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{
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ConnectionRegistration_t ® = s_pConnectionRegistration[i];
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if ( reg.m_ppGlobalStorage != ppGlobal )
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continue;
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reg.m_ppGlobalStorage = ppGlobal;
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bFound = true;
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}
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if ( !bFound && *ppGlobal )
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{
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Assert( s_nRegistrationCount < ARRAYSIZE(s_pConnectionRegistration) );
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ConnectionRegistration_t ® = s_pConnectionRegistration[s_nRegistrationCount++];
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reg.m_ppGlobalStorage = ppGlobal;
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reg.m_nConnectionPhase = s_nConnectionCount;
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}
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}
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//-----------------------------------------------------------------------------
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// Call this to connect to all tier 1 libraries.
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// It's up to the caller to check the globals it cares about to see if ones are missing
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//-----------------------------------------------------------------------------
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void ConnectInterfaces( CreateInterfaceFn *pFactoryList, int nFactoryCount )
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{
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if ( s_nRegistrationCount < 0 )
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{
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Error( "APPSYSTEM: In ConnectInterfaces(), s_nRegistrationCount is %d!\n", s_nRegistrationCount );
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}
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else if ( s_nRegistrationCount == 0 )
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{
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for ( int i = 0; i < nFactoryCount; ++i )
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{
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for ( int j = 0; j < ARRAYSIZE( g_pInterfaceGlobals ); ++j )
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{
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RegisterInterface( pFactoryList[i], g_pInterfaceGlobals[j].m_pInterfaceName, (void**)g_pInterfaceGlobals[j].m_ppGlobal );
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}
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}
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}
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else
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{
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// This is no longer questionable: ConnectInterfaces() is expected to be called multiple times for a file that exports multiple interfaces.
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// Warning("APPSYSTEM: ConnectInterfaces() was called twice for the same DLL.\nThis is expected behavior in building reslists, but questionable otherwise.\n");
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for ( int i = 0; i < nFactoryCount; ++i )
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{
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for ( int j = 0; j < ARRAYSIZE( g_pInterfaceGlobals ); ++j )
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{
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ReconnectInterface( pFactoryList[i], g_pInterfaceGlobals[j].m_pInterfaceName, (void**)g_pInterfaceGlobals[j].m_ppGlobal );
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}
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}
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}
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++s_nConnectionCount;
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}
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void DisconnectInterfaces()
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{
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Assert( s_nConnectionCount > 0 );
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if ( --s_nConnectionCount < 0 )
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return;
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for ( int i = 0; i < s_nRegistrationCount; ++i )
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{
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if ( s_pConnectionRegistration[i].m_nConnectionPhase != s_nConnectionCount )
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continue;
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// Disconnect!
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*(void**)(s_pConnectionRegistration[i].m_ppGlobalStorage) = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Reloads an interface
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//-----------------------------------------------------------------------------
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void ReconnectInterface( CreateInterfaceFn factory, const char *pInterfaceName )
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{
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for ( int i = 0; i < ARRAYSIZE( g_pInterfaceGlobals ); ++i )
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{
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if ( strcmp( g_pInterfaceGlobals[i].m_pInterfaceName, pInterfaceName ) )
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continue;
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ReconnectInterface( factory, g_pInterfaceGlobals[i].m_pInterfaceName, (void**)g_pInterfaceGlobals[i].m_ppGlobal );
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}
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}
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