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118 lines
4.0 KiB
118 lines
4.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A higher level link library for general use in the game and tools.
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//
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//===========================================================================//
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#include <tier2/tier2.h>
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#include "tier0/dbg.h"
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#include "filesystem.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/IColorCorrection.h"
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#include "materialsystem/idebugtextureinfo.h"
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#include "materialsystem/ivballoctracker.h"
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#include "inputsystem/iinputsystem.h"
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#include "networksystem/inetworksystem.h"
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#include "p4lib/ip4.h"
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#include "mdllib/mdllib.h"
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#include "filesystem/IQueuedLoader.h"
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//-----------------------------------------------------------------------------
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// These tier2 libraries must be set by any users of this library.
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// They can be set by calling ConnectTier2Libraries or InitDefaultFileSystem.
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// It is hoped that setting this, and using this library will be the common mechanism for
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// allowing link libraries to access tier2 library interfaces
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//-----------------------------------------------------------------------------
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IFileSystem *g_pFullFileSystem = 0;
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IMaterialSystem *materials = 0;
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IMaterialSystem *g_pMaterialSystem = 0;
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IInputSystem *g_pInputSystem = 0;
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INetworkSystem *g_pNetworkSystem = 0;
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IMaterialSystemHardwareConfig *g_pMaterialSystemHardwareConfig = 0;
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IDebugTextureInfo *g_pMaterialSystemDebugTextureInfo = 0;
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IVBAllocTracker *g_VBAllocTracker = 0;
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IColorCorrectionSystem *colorcorrection = 0;
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IP4 *p4 = 0;
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IMdlLib *mdllib = 0;
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IQueuedLoader *g_pQueuedLoader = 0;
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//-----------------------------------------------------------------------------
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// Call this to connect to all tier 2 libraries.
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// It's up to the caller to check the globals it cares about to see if ones are missing
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//-----------------------------------------------------------------------------
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void ConnectTier2Libraries( CreateInterfaceFn *pFactoryList, int nFactoryCount )
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{
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// Don't connect twice..
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Assert( !g_pFullFileSystem && !materials && !g_pInputSystem && !g_pNetworkSystem &&
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!p4 && !mdllib && !g_pMaterialSystemDebugTextureInfo && !g_VBAllocTracker &&
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!g_pMaterialSystemHardwareConfig && !g_pQueuedLoader );
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for ( int i = 0; i < nFactoryCount; ++i )
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{
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if ( !g_pFullFileSystem )
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{
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g_pFullFileSystem = ( IFileSystem * )pFactoryList[i]( FILESYSTEM_INTERFACE_VERSION, NULL );
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}
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if ( !materials )
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{
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g_pMaterialSystem = materials = ( IMaterialSystem * )pFactoryList[i]( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL );
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}
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if ( !g_pInputSystem )
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{
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g_pInputSystem = ( IInputSystem * )pFactoryList[i]( INPUTSYSTEM_INTERFACE_VERSION, NULL );
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}
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if ( !g_pNetworkSystem )
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{
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g_pNetworkSystem = ( INetworkSystem * )pFactoryList[i]( NETWORKSYSTEM_INTERFACE_VERSION, NULL );
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}
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if ( !g_pMaterialSystemHardwareConfig )
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{
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g_pMaterialSystemHardwareConfig = ( IMaterialSystemHardwareConfig * )pFactoryList[i]( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
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}
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if ( !g_pMaterialSystemDebugTextureInfo )
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{
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g_pMaterialSystemDebugTextureInfo = (IDebugTextureInfo*)pFactoryList[i]( DEBUG_TEXTURE_INFO_VERSION, 0 );
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}
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if ( !g_VBAllocTracker )
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{
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g_VBAllocTracker = (IVBAllocTracker*)pFactoryList[i]( VB_ALLOC_TRACKER_INTERFACE_VERSION, 0 );
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}
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if ( !colorcorrection )
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{
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colorcorrection = ( IColorCorrectionSystem * )pFactoryList[i]( COLORCORRECTION_INTERFACE_VERSION, NULL );
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}
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if ( !p4 )
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{
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p4 = ( IP4 * )pFactoryList[i]( P4_INTERFACE_VERSION, NULL );
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}
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if ( !mdllib )
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{
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mdllib = ( IMdlLib * )pFactoryList[i]( MDLLIB_INTERFACE_VERSION, NULL );
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}
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if ( !g_pQueuedLoader )
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{
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g_pQueuedLoader = (IQueuedLoader *)pFactoryList[i]( QUEUEDLOADER_INTERFACE_VERSION, NULL );
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}
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}
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}
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void DisconnectTier2Libraries()
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{
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g_pFullFileSystem = 0;
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materials = g_pMaterialSystem = 0;
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g_pMaterialSystemHardwareConfig = 0;
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g_pMaterialSystemDebugTextureInfo = 0;
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g_pInputSystem = 0;
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g_pNetworkSystem = 0;
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colorcorrection = 0;
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p4 = 0;
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mdllib = 0;
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g_pQueuedLoader = 0;
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}
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