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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An application framework
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IAPPSYSTEM_H
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#define IAPPSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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//-----------------------------------------------------------------------------
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// Client systems are singleton objects in the client codebase responsible for
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// various tasks
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// The order in which the client systems appear in this list are the
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// order in which they are initialized and updated. They are shut down in
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// reverse order from which they are initialized.
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//-----------------------------------------------------------------------------
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enum InitReturnVal_t
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{
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INIT_FAILED = 0,
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INIT_OK,
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INIT_LAST_VAL,
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};
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abstract_class IAppSystem
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{
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public:
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// Here's where the app systems get to learn about each other
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virtual bool Connect( CreateInterfaceFn factory ) = 0;
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virtual void Disconnect() = 0;
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// Here's where systems can access other interfaces implemented by this object
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// Returns NULL if it doesn't implement the requested interface
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virtual void *QueryInterface( const char *pInterfaceName ) = 0;
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// Init, shutdown
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virtual InitReturnVal_t Init() = 0;
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virtual void Shutdown() = 0;
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};
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//-----------------------------------------------------------------------------
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// Helper empty implementation of an IAppSystem
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//-----------------------------------------------------------------------------
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template< class IInterface >
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class CBaseAppSystem : public IInterface
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{
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public:
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// Here's where the app systems get to learn about each other
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virtual bool Connect( CreateInterfaceFn factory ) { return true; }
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virtual void Disconnect() {}
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// Here's where systems can access other interfaces implemented by this object
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// Returns NULL if it doesn't implement the requested interface
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virtual void *QueryInterface( const char *pInterfaceName ) { return NULL; }
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// Init, shutdown
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virtual InitReturnVal_t Init() { return INIT_OK; }
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virtual void Shutdown() {}
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};
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//-----------------------------------------------------------------------------
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// Helper implementation of an IAppSystem for tier0
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//-----------------------------------------------------------------------------
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template< class IInterface >
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class CTier0AppSystem : public CBaseAppSystem< IInterface >
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{
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public:
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CTier0AppSystem( bool bIsPrimaryAppSystem = true )
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{
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m_bIsPrimaryAppSystem = bIsPrimaryAppSystem;
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}
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protected:
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// NOTE: a single DLL may have multiple AppSystems it's trying to
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// expose. If this is true, you must return true from only
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// one of those AppSystems; not doing so will cause all static
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// libraries connected to it to connect/disconnect multiple times
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// NOTE: We don't do this as a virtual function to avoid
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// having to up the version on all interfaces
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bool IsPrimaryAppSystem() { return m_bIsPrimaryAppSystem; }
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private:
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bool m_bIsPrimaryAppSystem;
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};
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//-----------------------------------------------------------------------------
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// This is the version of IAppSystem shipped 10/15/04
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// NOTE: Never change this!!!
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//-----------------------------------------------------------------------------
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abstract_class IAppSystemV0
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{
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public:
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// Here's where the app systems get to learn about each other
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virtual bool Connect( CreateInterfaceFn factory ) = 0;
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virtual void Disconnect() = 0;
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// Here's where systems can access other interfaces implemented by this object
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// Returns NULL if it doesn't implement the requested interface
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virtual void *QueryInterface( const char *pInterfaceName ) = 0;
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// Init, shutdown
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virtual InitReturnVal_t Init() = 0;
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virtual void Shutdown() = 0;
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};
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#endif // IAPPSYSTEM_H
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