sqwarmed/sdk_src/public/appframework/AppFramework.h

229 lines
9.5 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: An application framework
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef APPFRAMEWORK_H
#define APPFRAMEWORK_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystemGroup.h"
#include "ilaunchabledll.h"
//-----------------------------------------------------------------------------
// Gets the application instance..
//-----------------------------------------------------------------------------
void *GetAppInstance();
//-----------------------------------------------------------------------------
// Sets the application instance, should only be used if you're not calling AppMain.
//-----------------------------------------------------------------------------
void SetAppInstance( void* hInstance );
//-----------------------------------------------------------------------------
// Main entry point for the application
//-----------------------------------------------------------------------------
int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup );
int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup );
//-----------------------------------------------------------------------------
// Used to startup/shutdown the application
//-----------------------------------------------------------------------------
int AppStartup( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup );
int AppStartup( int argc, char **argv, CAppSystemGroup *pAppSystemGroup );
void AppShutdown( CAppSystemGroup *pAppSystemGroup );
//-----------------------------------------------------------------------------
// Macros to create singleton application objects for windowed + console apps
//-----------------------------------------------------------------------------
// This assumes you've used one of the
#define DEFINE_LAUNCHABLE_DLL_STEAM_APP() \
class CAppLaunchableDLL : public ILaunchableDLL \
{ \
public: \
virtual int main( int argc, char **argv ) \
{ \
return AppMain( argc, argv, &__s_SteamApplicationObject ); \
} \
}; \
static CAppLaunchableDLL __g_AppLaunchableDLL; \
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CAppLaunchableDLL, ILaunchableDLL, LAUNCHABLE_DLL_INTERFACE_VERSION, __g_AppLaunchableDLL );
#if !defined( _X360 )
#if defined( _OSX )
#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
int main( int argc, char **argv ) \
{ \
extern int ValveCocoaMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); \
return ValveCocoaMain( argc, argv, &_globalVarName ); \
}
#elif defined( PLATFORM_LINUX )
#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
int main( int argc, char **argv ) \
{ \
extern int ValveLinuxWindowedMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); \
return ValveLinuxWindowedMain( argc, argv, &_globalVarName ); \
}
#else
#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
int __stdcall WinMain( struct HINSTANCE__* hInstance, struct HINSTANCE__* hPrevInstance, NULLTERMINATED char *lpCmdLine, int nCmdShow ) \
{ \
return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &_globalVarName ); \
}
#endif
#else
#define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
DLL_EXPORT int AppMain360( struct HINSTANCE__* hInstance, struct HINSTANCE__* hPrevInstance, NULLTERMINATED char *lpCmdLine, int nCmdShow ) \
{ \
return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &_globalVarName ); \
}
#endif
#if !defined( _X360 )
#define DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
int main( int argc, char **argv ) \
{ \
return AppMain( argc, argv, &_globalVarName ); \
}
#else
#define DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
DLL_EXPORT int AppMain360( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) \
{ \
return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &_globalVarName ); \
}
#endif
#define DEFINE_BINLAUNCHABLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \
class CApplicationDLL : public ILaunchableDLL \
{ \
public: \
virtual int main( int argc, char **argv ) \
{ \
return AppMain( argc, argv, &_globalVarName ); \
} \
}; \
EXPOSE_SINGLE_INTERFACE( CApplicationDLL, ILaunchableDLL, LAUNCHABLE_DLL_INTERFACE_VERSION )
#define DEFINE_WINDOWED_APPLICATION_OBJECT( _className ) \
static _className __s_ApplicationObject; \
DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject )
#define DEFINE_CONSOLE_APPLICATION_OBJECT( _className ) \
static _className __s_ApplicationObject; \
DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject )
#define DEFINE_BINLAUNCHABLE_APPLICATION_OBJECT( _className ) \
static _className __s_ApplicationObject; \
DEFINE_BINLAUNCHABLE_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject )
//-----------------------------------------------------------------------------
// This class is a helper class used for steam-based applications.
// It loads up the file system in preparation for using it to load other
// required modules from steam.
//-----------------------------------------------------------------------------
class CSteamApplication : public CAppSystemGroup
{
typedef CAppSystemGroup BaseClass;
public:
CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup );
// Implementation of IAppSystemGroup
virtual bool Create( );
virtual bool PreInit( );
virtual int Main( );
virtual void PostShutdown();
virtual void Destroy();
// Use this version in cases where you can't control the main loop and
// expect to be ticked
virtual int Startup();
virtual void Shutdown();
public:
// Here's a hook to override the filesystem DLL that it tries to load.
// By default, it uses FileSystem_GetFileSystemDLLName to figure this out.
virtual bool GetFileSystemDLLName( char *pOut, int nMaxBytes, bool &bIsSteam );
protected:
IFileSystem *m_pFileSystem;
CSteamAppSystemGroup *m_pChildAppSystemGroup;
bool m_bSteam;
};
class CBinLaunchableSteamApp : public CSteamApplication
{
public:
CBinLaunchableSteamApp( CSteamAppSystemGroup *pAppSystemGroup ) : CSteamApplication( pAppSystemGroup )
{
}
virtual bool GetFileSystemDLLName( char *pOut, int nMaxChars, bool &bIsSteam )
{
// Our path should already include game\bin, so just use the filename directly
// and don't try to figure out an absolute path to it as CSteamApplication does.
V_strncpy( pOut, "filesystem_stdio", nMaxChars );
bIsSteam = false;
return true;
}
};
//-----------------------------------------------------------------------------
// Macros to help create singleton application objects for windowed + console steam apps
//-----------------------------------------------------------------------------
#define DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \
static CSteamApplication __s_SteamApplicationObject( &_varName ); \
DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
#define DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( _className ) \
static _className __s_ApplicationObject; \
static CSteamApplication __s_SteamApplicationObject( &__s_ApplicationObject ); \
DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
#define DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \
static CSteamApplication __s_SteamApplicationObject( &_varName ); \
DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
#define DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT( _className ) \
static _className __s_ApplicationObject; \
static CSteamApplication __s_SteamApplicationObject( &__s_ApplicationObject ); \
DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
#define DEFINE_BINLAUNCHABLE_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \
static CBinLaunchableSteamApp __s_SteamApplicationObject( &_varName ); \
DEFINE_BINLAUNCHABLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
#define DEFINE_BINLAUNCHABLE_STEAM_APPLICATION_OBJECT( _className ) \
static _className __s_ApplicationObject; \
static CBinLaunchableSteamApp __s_SteamApplicationObject( &__s_ApplicationObject ); \
DEFINE_BINLAUNCHABLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject )
// This defines your steam application object and ties it to your appsystemgroup.
// This does NOT hookup its AppMain to get called. You'll have to call that from startup code
// or use something like DEFINE_LAUNCHABLE_DLL_STEAM_APP() to call it.
//
// _steamApplicationClass derives from CSteamApplication.
// _appClass derives from CAppSystemGroup (.. can derive from - or be - CTier2SteamApp for example).
//
#define DEFINE_CUSTOM_STEAM_APPLICATION_OBJECT( _steamApplicationClassName, _appClassName ) \
static _appClassName __s_ApplicationObject; \
static _steamApplicationClassName __s_SteamApplicationObject( &__s_ApplicationObject );
#endif // APPFRAMEWORK_H