53bd92f7a8
* BSD: Add support * BSD: other fixes There is still a bug when vgui haven't got text, maybe because of resources. Also there is bug where when trying to start new game caption names shows wrong. * BSD: Debugging * BSD: modify preprocessor and fix windows * BSD: Remove debugging and fix labels in gameui * BSD: Remove disabling some DX9 commands * BSD: Remove -g flag
385 lines
12 KiB
C++
385 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include <stdio.h>
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#include "VGuiSystemModuleLoader.h"
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#include "Sys_Utils.h"
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#include "IVguiModule.h"
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#include "ServerBrowser/IServerBrowser.h"
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#include <vgui/IPanel.h>
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#include <vgui/ISystem.h>
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#include <vgui/IVGui.h>
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#include <vgui/ILocalize.h>
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#include <KeyValues.h>
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Panel.h>
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#include "filesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// instance of class
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CVGuiSystemModuleLoader g_VModuleLoader;
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#ifdef GAMEUI_EXPORTS
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extern vgui::VPANEL GetGameUIBasePanel();
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#else
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#include "../SteamUI/PlatformMainPanel.h"
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extern CPlatformMainPanel *g_pMainPanel;
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#endif
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bool bSteamCommunityFriendsVersion = false;
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#include <tier0/dbg.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CVGuiSystemModuleLoader, IVGuiModuleLoader, VGUIMODULELOADER_INTERFACE_VERSION, g_VModuleLoader);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CVGuiSystemModuleLoader::CVGuiSystemModuleLoader()
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{
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m_bModulesInitialized = false;
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m_bPlatformShouldRestartAfterExit = false;
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m_pPlatformModuleData = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CVGuiSystemModuleLoader::~CVGuiSystemModuleLoader()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the module loader has acquired the platform mutex and loaded the modules
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::IsPlatformReady()
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{
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return m_bModulesInitialized;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets up all the modules for use
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::InitializeAllModules(CreateInterfaceFn *factorylist, int factorycount)
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{
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if ( IsX360() )
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{
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// not valid for 360
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return false;
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}
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bool bSuccess = true;
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// Init vgui in the modules
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int i;
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for ( i = 0; i < m_Modules.Count(); i++ )
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{
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if (!m_Modules[i].moduleInterface->Initialize(factorylist, factorycount))
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{
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bSuccess = false;
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Error("Platform Error: module failed to initialize\n");
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}
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}
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// create a table of all the loaded modules
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CreateInterfaceFn *moduleFactories = (CreateInterfaceFn *)_alloca(sizeof(CreateInterfaceFn) * m_Modules.Count());
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for ( i = 0; i < m_Modules.Count(); i++ )
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{
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moduleFactories[i] = Sys_GetFactory(m_Modules[i].module);
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}
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// give the modules a chance to link themselves together
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for (i = 0; i < m_Modules.Count(); i++)
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{
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if (!m_Modules[i].moduleInterface->PostInitialize(moduleFactories, m_Modules.Count()))
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{
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bSuccess = false;
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Error("Platform Error: module failed to initialize\n");
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}
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#ifdef GAMEUI_EXPORTS
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m_Modules[i].moduleInterface->SetParent(GetGameUIBasePanel());
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#else
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m_Modules[i].moduleInterface->SetParent(g_pMainPanel->GetVPanel());
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#endif
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}
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m_bModulesInitialized = true;
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return bSuccess;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads and initializes all the modules specified in the platform file
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::LoadPlatformModules(CreateInterfaceFn *factorylist, int factorycount, bool useSteamModules)
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{
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if ( IsX360() )
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{
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// not valid for 360
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return false;
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}
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bool bSuccess = true;
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// load platform menu
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KeyValues *kv = new KeyValues("Platform");
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if (!kv->LoadFromFile(g_pFullFileSystem, "steam/games/PlatformMenu.vdf", "PLATFORM"))
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{
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kv->deleteThis();
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return false;
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}
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// walk the platform menu loading all the interfaces
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KeyValues *menuKeys = kv->FindKey("Menu", true);
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for (KeyValues *it = menuKeys->GetFirstSubKey(); it != NULL; it = it->GetNextKey())
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{
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// see if we should skip steam modules
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if (!useSteamModules && it->GetInt("SteamApp"))
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continue;
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const char *pchInterface = it->GetString("interface");
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// don't load friends if we are using Steam Community
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if ( !Q_stricmp( pchInterface, "VGuiModuleTracker001" ) && bSteamCommunityFriendsVersion )
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continue;
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// get copy out of steam cache
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const char *dllPath = NULL;
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if ( IsOSX() )
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{
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dllPath = it->GetString("dll_osx");
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}
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else if ( IsLinux() || IsBSD() )
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{
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dllPath = it->GetString("dll_linux");
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}
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else
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{
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dllPath = it->GetString("dll");
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}
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// load the module (LoadModule calls GetLocalCopy() under steam)
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CSysModule *mod = g_pFullFileSystem->LoadModule(dllPath, "EXECUTABLE_PATH");
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if (!mod)
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{
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Error("Platform Error: bad module '%s', not loading\n", it->GetString("dll"));
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bSuccess = false;
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continue;
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}
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// make sure we get the right version
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IVGuiModule *moduleInterface = (IVGuiModule *)Sys_GetFactory(mod)(pchInterface, NULL);
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if (!moduleInterface)
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{
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Warning("Platform Error: module version ('%s, %s) invalid, not loading\n", it->GetString("dll"), it->GetString("interface"));
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bSuccess = false;
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continue;
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}
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// store off the module
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int newIndex = m_Modules.AddToTail();
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m_Modules[newIndex].module = mod;
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m_Modules[newIndex].moduleInterface = moduleInterface;
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m_Modules[newIndex].data = it;
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}
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m_pPlatformModuleData = kv;
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return InitializeAllModules(factorylist, factorycount) && bSuccess;
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}
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//-----------------------------------------------------------------------------
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// Purpose: gives all platform modules a chance to Shutdown gracefully
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::ShutdownPlatformModules()
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{
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if ( IsX360() )
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{
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// not valid for 360
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return;
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}
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// static include guard to prevent recursive calls
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static bool runningFunction = false;
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if (runningFunction)
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return;
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runningFunction = true;
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// deactivate all the modules first
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DeactivatePlatformModules();
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// give all the modules notice of quit
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int i;
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for ( i = 0; i < m_Modules.Count(); i++ )
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{
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vgui::ivgui()->PostMessage(m_Modules[i].moduleInterface->GetPanel(), new KeyValues("Command", "command", "Quit"), NULL);
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}
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for ( i = 0; i < m_Modules.Count(); i++ )
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{
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m_Modules[i].moduleInterface->Shutdown();
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}
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runningFunction = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deactivates all the modules (puts them into in inactive but recoverable state)
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::DeactivatePlatformModules()
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{
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for (int i = 0; i < m_Modules.Count(); i++)
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{
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m_Modules[i].moduleInterface->Deactivate();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reenables all the deactivated platform modules
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::ReactivatePlatformModules()
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{
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for (int i = 0; i < m_Modules.Count(); i++)
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{
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m_Modules[i].moduleInterface->Reactivate();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Disables and unloads platform
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::UnloadPlatformModules()
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{
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for (int i = 0; i < m_Modules.Count(); i++)
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{
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g_pFullFileSystem->UnloadModule(m_Modules[i].module);
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}
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m_Modules.RemoveAll();
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if (m_pPlatformModuleData)
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{
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m_pPlatformModuleData->deleteThis();
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m_pPlatformModuleData = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::RunFrame()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns number of modules loaded
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//-----------------------------------------------------------------------------
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int CVGuiSystemModuleLoader::GetModuleCount()
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{
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return m_Modules.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the string menu name (unlocalized) of a module
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// moduleIndex is of the range [0, GetModuleCount())
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//-----------------------------------------------------------------------------
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const char *CVGuiSystemModuleLoader::GetModuleLabel(int moduleIndex)
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{
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return m_Modules[moduleIndex].data->GetString("MenuName", "< unknown >");
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::IsModuleVisible(int moduleIndex)
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{
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return vgui::ipanel()->IsVisible( m_Modules[moduleIndex].moduleInterface->GetPanel() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: brings the specified module to the foreground
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::IsModuleHidden(int moduleIndex)
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{
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return m_Modules[moduleIndex].data->GetInt("Hidden", 0);
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}
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//-----------------------------------------------------------------------------
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// Purpose: brings the specified module to the foreground
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::ActivateModule(int moduleIndex)
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{
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if (!m_Modules.IsValidIndex(moduleIndex))
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return false;
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m_Modules[moduleIndex].moduleInterface->Activate();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: activates a module by name
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::ActivateModule(const char *moduleName)
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{
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for (int i = 0; i < GetModuleCount(); i++)
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{
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if (!stricmp(GetModuleLabel(i), moduleName) || !stricmp(m_Modules[i].data->GetName(), moduleName))
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{
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ActivateModule(i);
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns a modules interface factory
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//-----------------------------------------------------------------------------
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CreateInterfaceFn CVGuiSystemModuleLoader::GetModuleFactory(int moduleIndex)
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{
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return Sys_GetFactory(m_Modules[moduleIndex].module);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::PostMessageToAllModules(KeyValues *message)
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{
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for (int i = 0; i < m_Modules.Count(); i++)
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{
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vgui::ivgui()->PostMessage(m_Modules[i].moduleInterface->GetPanel(), message->MakeCopy(), NULL);
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}
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message->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets the the platform should update and restart when it quits
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//-----------------------------------------------------------------------------
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void CVGuiSystemModuleLoader::SetPlatformToRestart()
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{
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m_bPlatformShouldRestartAfterExit = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: data accessor
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//-----------------------------------------------------------------------------
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bool CVGuiSystemModuleLoader::ShouldPlatformRestart()
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{
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return m_bPlatformShouldRestartAfterExit;
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}
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