181 lines
5.5 KiB
C++
181 lines
5.5 KiB
C++
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//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose: Pieces of the application framework, shared between POSIX systems (Mac OS X, Linux, etc)
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "appframework/AppFramework.h"
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#include "tier0/dbg.h"
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#include "tier0/icommandline.h"
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#include "interface.h"
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#include "filesystem.h"
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#include "appframework/IAppSystemGroup.h"
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#include "filesystem_init.h"
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#include "tier1/convar.h"
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#include "vstdlib/cvar.h"
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#include "togl/rendermechanism.h"
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// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Globals...
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//-----------------------------------------------------------------------------
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HINSTANCE s_HInstance;
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static CSimpleLoggingListener s_SimpleLoggingListener;
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ILoggingListener *g_pDefaultLoggingListener = &s_SimpleLoggingListener;
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//-----------------------------------------------------------------------------
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// HACK: Since I don't want to refit vgui yet...
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//-----------------------------------------------------------------------------
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void *GetAppInstance()
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{
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return s_HInstance;
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}
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//-----------------------------------------------------------------------------
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// Sets the application instance, should only be used if you're not calling AppMain.
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//-----------------------------------------------------------------------------
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void SetAppInstance( void* hInstance )
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{
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s_HInstance = (HINSTANCE)hInstance;
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}
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//-----------------------------------------------------------------------------
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// Version of AppMain used by windows applications
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//-----------------------------------------------------------------------------
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int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup )
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{
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Assert( 0 );
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return -1;
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}
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static CNonFatalLoggingResponsePolicy s_NonFatalLoggingResponsePolicy;
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//-----------------------------------------------------------------------------
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// Version of AppMain used by console applications
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//-----------------------------------------------------------------------------
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int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup )
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{
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Assert( pAppSystemGroup );
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LoggingSystem_SetLoggingResponsePolicy( &s_NonFatalLoggingResponsePolicy );
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s_HInstance = NULL;
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CommandLine()->CreateCmdLine( argc, argv );
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return pAppSystemGroup->Run( );
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}
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//-----------------------------------------------------------------------------
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//
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// Default implementation of an application meant to be run using Steam
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CSteamApplication::CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup )
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{
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m_pChildAppSystemGroup = pAppSystemGroup;
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m_pFileSystem = NULL;
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}
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//-----------------------------------------------------------------------------
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// Create necessary interfaces
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//-----------------------------------------------------------------------------
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bool CSteamApplication::Create( )
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{
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FileSystem_SetErrorMode( FS_ERRORMODE_NONE );
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char pFileSystemDLL[MAX_PATH];
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if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, m_bSteam ) != FS_OK )
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return false;
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// Add in the cvar factory
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AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
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AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
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AppModule_t fileSystemModule = LoadModule( pFileSystemDLL );
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m_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION );
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if ( !m_pFileSystem )
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{
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Error( "Unable to load %s", pFileSystemDLL );
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return false;
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}
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return true;
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}
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bool CSteamApplication::GetFileSystemDLLName( char *pOut, int nMaxBytes, bool &bIsSteam )
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{
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return FileSystem_GetFileSystemDLLName( pOut, nMaxBytes, bIsSteam ) == FS_OK;
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}
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//-----------------------------------------------------------------------------
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// The file system pointer is invalid at this point
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//-----------------------------------------------------------------------------
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void CSteamApplication::Destroy()
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{
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m_pFileSystem = NULL;
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}
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//-----------------------------------------------------------------------------
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// Pre-init, shutdown
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//-----------------------------------------------------------------------------
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bool CSteamApplication::PreInit( )
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{
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return true;
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}
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void CSteamApplication::PostShutdown( )
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{
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}
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//-----------------------------------------------------------------------------
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// Run steam main loop
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//-----------------------------------------------------------------------------
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int CSteamApplication::Main( )
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{
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// Now that Steam is loaded, we can load up main libraries through steam
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m_pChildAppSystemGroup->Setup( m_pFileSystem, this );
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return m_pChildAppSystemGroup->Run( );
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}
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int CSteamApplication::Startup()
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{
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int nRetVal = BaseClass::Startup();
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if ( GetCurrentStage() != NONE )
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return nRetVal;
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if ( FileSystem_SetBasePaths( m_pFileSystem ) != FS_OK )
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return 0;
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// Now that Steam is loaded, we can load up main libraries through steam
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m_pChildAppSystemGroup->Setup( m_pFileSystem, this );
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return m_pChildAppSystemGroup->Startup();
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}
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void CSteamApplication::Shutdown()
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{
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m_pChildAppSystemGroup->Shutdown();
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BaseClass::Shutdown();
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}
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// Turn off memdbg macros (turned on up top) since this is included like a header
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#include "tier0/memdbgoff.h"
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