Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#include <tier1/tier1.h>
#include "tier0/dbg.h"
#include "vstdlib/iprocessutils.h"
#include "icvar.h"
//-----------------------------------------------------------------------------
// These tier1 libraries must be set by any users of this library.
// They can be set by calling ConnectTier1Libraries or InitDefaultFileSystem.
// It is hoped that setting this, and using this library will be the common mechanism for
// allowing link libraries to access tier1 library interfaces
//-----------------------------------------------------------------------------
ICvar *cvar = 0;
ICvar *g_pCVar = 0;
IProcessUtils *g_pProcessUtils = 0;
static bool s_bConnected = false;
// for utlsortvector.h
#ifndef _WIN32
void *g_pUtlSortVectorQSortContext = NULL;
#endif
//-----------------------------------------------------------------------------
// Call this to connect to all tier 1 libraries.
// It's up to the caller to check the globals it cares about to see if ones are missing
//-----------------------------------------------------------------------------
void ConnectTier1Libraries( CreateInterfaceFn *pFactoryList, int nFactoryCount )
{
// Don't connect twice..
if ( s_bConnected )
return;
s_bConnected = true;
for ( int i = 0; i < nFactoryCount; ++i )
{
if ( !g_pCVar )
{
cvar = g_pCVar = ( ICvar * )pFactoryList[i]( CVAR_INTERFACE_VERSION, NULL );
}
if ( !g_pProcessUtils )
{
g_pProcessUtils = ( IProcessUtils * )pFactoryList[i]( PROCESS_UTILS_INTERFACE_VERSION, NULL );
}
}
}
void DisconnectTier1Libraries()
{
if ( !s_bConnected )
return;
g_pCVar = cvar = 0;
g_pProcessUtils = NULL;
s_bConnected = false;
}