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161 lines
4.8 KiB
161 lines
4.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef GAMEMANAGER_H
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#define GAMEMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlvector.h"
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//-----------------------------------------------------------------------------
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// State we are in
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//-----------------------------------------------------------------------------
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enum LevelState_t
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{
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NOT_IN_LEVEL = 0,
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LOADING_LEVEL,
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IN_LEVEL,
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SHUTTING_DOWN_LEVEL,
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};
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//-----------------------------------------------------------------------------
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// State we are in
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//-----------------------------------------------------------------------------
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enum LevelRetVal_t
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{
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FAILED = 0,
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MORE_WORK,
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FINISHED,
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};
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//-----------------------------------------------------------------------------
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// Tick interval
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//-----------------------------------------------------------------------------
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#define TICK_INTERVAL 0.015f
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//-----------------------------------------------------------------------------
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// Game managers are singleton objects in the game code responsible for various tasks
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// The order in which the server 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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abstract_class IGameManager
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{
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public:
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// GameManagers are expected to implement these methods.
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virtual bool Init() = 0;
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virtual LevelRetVal_t LevelInit( bool bFirstCall ) = 0;
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virtual void Update( ) = 0;
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virtual LevelRetVal_t LevelShutdown( bool bFirstCall ) = 0;
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virtual void Shutdown() = 0;
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// Called during game save
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virtual void OnSave() = 0;
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// Called during game restore
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virtual void OnRestore() = 0;
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// This this game manager involved in I/O or simulation?
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virtual bool PerformsSimulation() = 0;
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// Add, remove game managers
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static void Add( IGameManager* pSys );
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static void Remove( IGameManager* pSys );
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static void RemoveAll( );
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// Init, shutdown game managers
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static bool InitAllManagers();
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static void ShutdownAllManagers();
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// Start, stop running game managers
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static void Start ();
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static void Stop ();
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static int FrameNumber();
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// Used in simulation
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static float CurrentSimulationTime();
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static float SimulationDeltaTime();
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// Used in rendering
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static float CurrentTime();
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static float DeltaTime();
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// Start loading a level
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static void StartNewLevel();
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static void ShutdownLevel();
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static LevelState_t GetLevelState();
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protected:
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// Updates the state machine related to loading levels
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static void UpdateLevelStateMachine();
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virtual ~IGameManager() {}
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typedef LevelRetVal_t (IGameManager::*GameManagerLevelFunc_t)( bool bFirstCall );
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typedef bool (IGameManager::*GameManagerInitFunc_t)();
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typedef void (IGameManager::*GameManagerFunc_t)();
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// Used to invoke a method of all added game managers in order
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static void InvokeMethod( GameManagerFunc_t f );
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static void InvokeMethodReverseOrder( GameManagerFunc_t f );
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static bool InvokeMethod( GameManagerInitFunc_t f );
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static LevelRetVal_t InvokeLevelMethod( GameManagerLevelFunc_t f, bool bFirstCall );
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static LevelRetVal_t InvokeLevelMethodReverseOrder( GameManagerLevelFunc_t f, bool bFirstCall );
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static bool m_bLevelShutdownRequested;
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static bool m_bLevelStartRequested;
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static bool m_bStopRequested;
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static CUtlVector< IGameManager* > m_GameManagers;
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static bool m_bIsRunning;
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static bool m_bIsInitialized;
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static int m_nFrameNumber;
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static float m_flCurrentTime;
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static float m_flLastTime;
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static LevelState_t m_LevelState;
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};
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//-----------------------------------------------------------------------------
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// Default decorator base-class for IGameManager
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//-----------------------------------------------------------------------------
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template< class BaseClass = IGameManager >
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class CGameManager : public BaseClass
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{
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public:
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virtual ~CGameManager();
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// GameManagers are expected to implement these methods.
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// NOTE: If Init or LevelInit fail, they are expected to call
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virtual bool Init() { return true; }
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virtual LevelRetVal_t LevelInit( bool bFirstCall ) { return FINISHED; }
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virtual void Update( ) {}
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virtual LevelRetVal_t LevelShutdown( bool bFirstCall ) { return FINISHED; }
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virtual void Shutdown() {}
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virtual void OnSave() {}
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virtual void OnRestore() {}
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virtual bool PerformsSimulation() { return false; }
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};
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//-----------------------------------------------------------------------------
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// Automatically remove the game system if it gets deleted.
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//-----------------------------------------------------------------------------
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template< class BaseClass >
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inline CGameManager< BaseClass >::~CGameManager()
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{
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Remove( this );
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}
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#endif // GAMEMANAGER_H
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