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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: An application framework
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef IAPPSYSTEM_H
#define IAPPSYSTEM_H
#include <vpc/interfaces.h>
//-----------------------------------------------------------------------------
// Specifies a module + interface name for initialization
//-----------------------------------------------------------------------------
struct AppSystemInfo_t
{
const char* m_pModuleName;
const char* m_pInterfaceName;
};
//-----------------------------------------------------------------------------
// Client systems are singleton objects in the client codebase responsible for
// various tasks
// The order in which the client systems appear in this list are the
// order in which they are initialized and updated. They are shut down in
// reverse order from which they are initialized.
//-----------------------------------------------------------------------------
enum InitReturnVal_t
{
INIT_FAILED = 0,
INIT_OK,
INIT_LAST_VAL,
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
enum AppSystemTier_t
{
APP_SYSTEM_TIER0 = 0,
APP_SYSTEM_TIER1,
APP_SYSTEM_TIER2,
APP_SYSTEM_TIER3,
APP_SYSTEM_TIER_OTHER,
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
abstract_class IAppSystem
{
public:
virtual ~IAppSystem() = 0; // Prepended on each class derived class in assembly.
// Here's where the app systems get to learn about each other
virtual bool Connect(const CreateInterfaceFn factory) = 0;
virtual void Disconnect() = 0;
// Here's where systems can access other interfaces implemented by this object
// Returns NULL if it doesn't implement the requested interface
virtual void* QueryInterface(const char* const pInterfaceName) = 0;
// Init, shutdown
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// Returns all dependent libraries
//virtual const AppSystemInfo_t* GetDependencies() { return NULL; }
// Returns the tier
virtual AppSystemTier_t GetTier() = 0;
// Reconnect to a particular interface
virtual void Reconnect(const CreateInterfaceFn factory, const char* const pInterfaceName) = 0;
};
//-----------------------------------------------------------------------------
// Helper empty implementation of an IAppSystem
//-----------------------------------------------------------------------------
template< class IInterface >
class CBaseAppSystem : public IInterface
{
public:
virtual ~CBaseAppSystem() = 0; // Prepended on each class derived class in assembly.
// Here's where the app systems get to learn about each other
virtual bool Connect(const CreateInterfaceFn factory) = 0;
virtual void Disconnect() = 0;
// Here's where systems can access other interfaces implemented by this object
// Returns NULL if it doesn't implement the requested interface
virtual void* QueryInterface(const char* const pInterfaceName) = 0;
// Init, shutdown
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// Returns all dependent libraries
//virtual const AppSystemInfo_t* GetDependencies() { return NULL; }
// Returns the tier
virtual AppSystemTier_t GetTier() = 0;
// Reconnect to a particular interface
virtual void Reconnect(const CreateInterfaceFn factory, const char* const pInterfaceName) = 0;
};
//-----------------------------------------------------------------------------
// Helper implementation of an IAppSystem for tier0
//-----------------------------------------------------------------------------
template< class IInterface >
class CTier0AppSystem : public CBaseAppSystem< IInterface >
{
};
#endif // IAPPSYSTEM_H