csgo-2018-source/appframework/WinApp.cpp
2021-07-24 21:11:47 -07:00

236 lines
7.3 KiB
C++

//====== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose: An application framework
//
//=============================================================================//
#include "appframework/AppFramework.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "interface.h"
#include "filesystem.h"
#include "appframework/IAppSystemGroup.h"
#include "filesystem_init.h"
#include "vstdlib/cvar.h"
#include "tier2/tier2.h"
#ifdef _X360
#include "xbox/xbox_win32stubs.h"
#include "xbox/xbox_console.h"
#include "xbox/xbox_launch.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals...
//-----------------------------------------------------------------------------
void* s_HInstance;
static CSimpleWindowsLoggingListener s_SimpleWindowsLoggingListener;
static CSimpleLoggingListener s_SimpleLoggingListener;
ILoggingListener *g_pDefaultLoggingListener = &s_SimpleLoggingListener;
//-----------------------------------------------------------------------------
// HACK: Since I don't want to refit vgui yet...
//-----------------------------------------------------------------------------
void *GetAppInstance()
{
return s_HInstance;
}
//-----------------------------------------------------------------------------
// Sets the application instance, should only be used if you're not calling AppMain.
//-----------------------------------------------------------------------------
void SetAppInstance( void* hInstance )
{
s_HInstance = hInstance;
}
//-----------------------------------------------------------------------------
// Version of AppMain used by windows applications
//-----------------------------------------------------------------------------
int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup )
{
Assert( pAppSystemGroup );
g_pDefaultLoggingListener = &s_SimpleWindowsLoggingListener;
s_HInstance = hInstance;
#ifdef WIN32
// Prepend the module filename since most apps expect arg 0 to be that.
char szModuleFilename[MAX_PATH];
Plat_GetModuleFilename( szModuleFilename, sizeof( szModuleFilename ) );
int nAllocLen = strlen( lpCmdLine ) + strlen( szModuleFilename ) + 4;
char *pNewCmdLine = new char[nAllocLen]; // 2 for quotes, 1 for a space, and 1 for a null-terminator.
_snprintf( pNewCmdLine, nAllocLen, "\"%s\" %s", szModuleFilename, lpCmdLine );
// Setup ICommandLine.
CommandLine()->CreateCmdLine( pNewCmdLine );
delete [] pNewCmdLine;
#else
CommandLine()->CreateCmdLine( lpCmdLine );
#endif
return pAppSystemGroup->Run();
}
//-----------------------------------------------------------------------------
// Version of AppMain used by console applications
//-----------------------------------------------------------------------------
int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup )
{
Assert( pAppSystemGroup );
g_pDefaultLoggingListener = &s_SimpleLoggingListener;
s_HInstance = NULL;
CommandLine()->CreateCmdLine( argc, argv );
return pAppSystemGroup->Run();
}
//-----------------------------------------------------------------------------
// Used to startup/shutdown the application
//-----------------------------------------------------------------------------
int AppStartup( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup )
{
Assert( pAppSystemGroup );
g_pDefaultLoggingListener = &s_SimpleWindowsLoggingListener;
s_HInstance = hInstance;
CommandLine()->CreateCmdLine( lpCmdLine );
return pAppSystemGroup->Startup();
}
int AppStartup( int argc, char **argv, CAppSystemGroup *pAppSystemGroup )
{
Assert( pAppSystemGroup );
g_pDefaultLoggingListener = &s_SimpleLoggingListener;
s_HInstance = NULL;
CommandLine()->CreateCmdLine( argc, argv );
return pAppSystemGroup->Startup();
}
void AppShutdown( CAppSystemGroup *pAppSystemGroup )
{
Assert( pAppSystemGroup );
pAppSystemGroup->Shutdown();
}
//-----------------------------------------------------------------------------
//
// Default implementation of an application meant to be run using Steam
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CSteamApplication::CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup )
{
m_pChildAppSystemGroup = pAppSystemGroup;
m_pFileSystem = NULL;
m_bSteam = false;
}
//-----------------------------------------------------------------------------
// Create necessary interfaces
//-----------------------------------------------------------------------------
bool CSteamApplication::Create()
{
FileSystem_SetErrorMode( FS_ERRORMODE_AUTO );
char pFileSystemDLL[MAX_PATH];
if ( !GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, m_bSteam ) )
return false;
FileSystem_SetupSteamInstallPath();
// Add in the cvar factory
AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
AppModule_t fileSystemModule = LoadModule( pFileSystemDLL );
m_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION );
if ( !m_pFileSystem )
{
if( !IsPS3() )
Error( "Unable to load %s", pFileSystemDLL );
return false;
}
return true;
}
bool CSteamApplication::GetFileSystemDLLName( char *pOut, int nMaxBytes, bool &bIsSteam )
{
return FileSystem_GetFileSystemDLLName( pOut, nMaxBytes, bIsSteam ) == FS_OK;
}
//-----------------------------------------------------------------------------
// The file system pointer is invalid at this point
//-----------------------------------------------------------------------------
void CSteamApplication::Destroy()
{
m_pFileSystem = NULL;
}
//-----------------------------------------------------------------------------
// Pre-init, shutdown
//-----------------------------------------------------------------------------
bool CSteamApplication::PreInit()
{
return true;
}
void CSteamApplication::PostShutdown()
{
}
//-----------------------------------------------------------------------------
// Run steam main loop
//-----------------------------------------------------------------------------
int CSteamApplication::Main()
{
// Now that Steam is loaded, we can load up main libraries through steam
if ( FileSystem_SetBasePaths( m_pFileSystem ) != FS_OK )
return 0;
m_pChildAppSystemGroup->Setup( m_pFileSystem, this );
return m_pChildAppSystemGroup->Run();
}
//-----------------------------------------------------------------------------
// Use this version in cases where you can't control the main loop and
// expect to be ticked
//-----------------------------------------------------------------------------
int CSteamApplication::Startup()
{
int nRetVal = BaseClass::Startup();
if ( GetCurrentStage() != RUNNING )
return nRetVal;
if ( FileSystem_SetBasePaths( m_pFileSystem ) != FS_OK )
return 0;
// Now that Steam is loaded, we can load up main libraries through steam
m_pChildAppSystemGroup->Setup( m_pFileSystem, this );
return m_pChildAppSystemGroup->Startup();
}
void CSteamApplication::Shutdown()
{
m_pChildAppSystemGroup->Shutdown();
BaseClass::Shutdown();
}