source-engine/public/tier1/tier1.h
2022-05-01 20:08:32 +03:00

106 lines
2.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#ifndef TIER1_H
#define TIER1_H
#if defined( _WIN32 )
#pragma once
#endif
#include "appframework/IAppSystem.h"
#include "tier1/convar.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ICvar;
class IProcessUtils;
//-----------------------------------------------------------------------------
// These tier1 libraries must be set by any users of this library.
// They can be set by calling ConnectTier1Libraries.
// It is hoped that setting this, and using this library will be the common mechanism for
// allowing link libraries to access tier1 library interfaces
//-----------------------------------------------------------------------------
extern ICvar *cvar;
extern ICvar *g_pCVar;
extern IProcessUtils *g_pProcessUtils;
//-----------------------------------------------------------------------------
// Call this to connect to/disconnect from all tier 1 libraries.
// It's up to the caller to check the globals it cares about to see if ones are missing
//-----------------------------------------------------------------------------
void ConnectTier1Libraries( CreateInterfaceFn *pFactoryList, int nFactoryCount );
void DisconnectTier1Libraries();
//-----------------------------------------------------------------------------
// Helper empty implementation of an IAppSystem for tier2 libraries
//-----------------------------------------------------------------------------
template< class IInterface, int ConVarFlag = 0 >
class CTier1AppSystem : public CTier0AppSystem< IInterface >
{
typedef CTier0AppSystem< IInterface > BaseClass;
public:
CTier1AppSystem( bool bIsPrimaryAppSystem = true ) : BaseClass( bIsPrimaryAppSystem )
{
}
virtual bool Connect( CreateInterfaceFn factory )
{
if ( !BaseClass::Connect( factory ) )
return false;
if ( BaseClass::IsPrimaryAppSystem() )
{
ConnectTier1Libraries( &factory, 1 );
}
return true;
}
virtual void Disconnect()
{
if ( BaseClass::IsPrimaryAppSystem() )
{
DisconnectTier1Libraries();
}
BaseClass::Disconnect();
}
virtual InitReturnVal_t Init()
{
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
if ( g_pCVar && BaseClass::IsPrimaryAppSystem() )
{
ConVar_Register( ConVarFlag );
}
return INIT_OK;
}
virtual void Shutdown()
{
if ( g_pCVar && BaseClass::IsPrimaryAppSystem() )
{
ConVar_Unregister( );
}
BaseClass::Shutdown( );
}
};
#endif // TIER1_H