//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: An application framework // // $Revision: $ // $NoKeywords: $ //=============================================================================// #ifndef IAPPSYSTEM_H #define IAPPSYSTEM_H #ifdef _WIN32 #pragma once #endif #include "tier1/interface.h" //----------------------------------------------------------------------------- // 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, }; abstract_class IAppSystem { public: // Here's where the app systems get to learn about each other virtual bool Connect( 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 *pInterfaceName ) = 0; // Init, shutdown virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0; }; //----------------------------------------------------------------------------- // Helper empty implementation of an IAppSystem //----------------------------------------------------------------------------- template< class IInterface > class CBaseAppSystem : public IInterface { public: // Here's where the app systems get to learn about each other virtual bool Connect( CreateInterfaceFn factory ) { return true; } virtual void Disconnect() {} // 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 *pInterfaceName ) { return NULL; } // Init, shutdown virtual InitReturnVal_t Init() { return INIT_OK; } virtual void Shutdown() {} }; //----------------------------------------------------------------------------- // Helper implementation of an IAppSystem for tier0 //----------------------------------------------------------------------------- template< class IInterface > class CTier0AppSystem : public CBaseAppSystem< IInterface > { public: CTier0AppSystem( bool bIsPrimaryAppSystem = true ) { m_bIsPrimaryAppSystem = bIsPrimaryAppSystem; } protected: // NOTE: a single DLL may have multiple AppSystems it's trying to // expose. If this is true, you must return true from only // one of those AppSystems; not doing so will cause all static // libraries connected to it to connect/disconnect multiple times // NOTE: We don't do this as a virtual function to avoid // having to up the version on all interfaces bool IsPrimaryAppSystem() { return m_bIsPrimaryAppSystem; } private: bool m_bIsPrimaryAppSystem; }; //----------------------------------------------------------------------------- // This is the version of IAppSystem shipped 10/15/04 // NOTE: Never change this!!! //----------------------------------------------------------------------------- abstract_class IAppSystemV0 { public: // Here's where the app systems get to learn about each other virtual bool Connect( 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 *pInterfaceName ) = 0; // Init, shutdown virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0; }; #endif // IAPPSYSTEM_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |