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Need to be implemented when these are subclassed and implemented (not declared) in the SDK or tools.
120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
//===== Copyright <20> 1996-2005, 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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#include <vpc/interfaces.h>
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//-----------------------------------------------------------------------------
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// Specifies a module + interface name for initialization
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//-----------------------------------------------------------------------------
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struct AppSystemInfo_t
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{
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const char* m_pModuleName;
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const char* m_pInterfaceName;
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};
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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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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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enum AppSystemTier_t
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{
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APP_SYSTEM_TIER0 = 0,
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APP_SYSTEM_TIER1,
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APP_SYSTEM_TIER2,
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APP_SYSTEM_TIER3,
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APP_SYSTEM_TIER_OTHER,
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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abstract_class IAppSystem
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{
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public:
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virtual ~IAppSystem() {}; // Prepended on each class derived class in assembly.
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// Here's where the app systems get to learn about each other
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virtual bool Connect(const 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* const 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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// Returns all dependent libraries
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//virtual const AppSystemInfo_t* GetDependencies() { return NULL; }
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// Returns the tier
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virtual AppSystemTier_t GetTier() = 0;
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// Reconnect to a particular interface
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virtual void Reconnect(const CreateInterfaceFn factory, const char* const pInterfaceName) = 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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virtual ~CBaseAppSystem() {}; // Prepended on each class derived class in assembly.
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// Here's where the app systems get to learn about each other
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virtual bool Connect(const 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* const 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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// Returns all dependent libraries
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//virtual const AppSystemInfo_t* GetDependencies() { return NULL; }
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// Returns the tier
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virtual AppSystemTier_t GetTier() = 0;
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// Reconnect to a particular interface
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virtual void Reconnect(const CreateInterfaceFn factory, const char* const pInterfaceName) = 0;
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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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};
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#endif // IAPPSYSTEM_H
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