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//===== Copyright <EFBFBD> 2005-2005, 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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#ifndef TIER2_H
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#define TIER2_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier1/tier1.h"
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//-----------------------------------------------------------------------------
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// Call this to connect to/disconnect from 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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void DisconnectTier2Libraries();
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//-----------------------------------------------------------------------------
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// Call this to get the file system set up to stdio for utilities, etc:
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//-----------------------------------------------------------------------------
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void InitDefaultFileSystem(void);
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void ShutdownDefaultFileSystem(void);
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//-----------------------------------------------------------------------------
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// for simple utilities using valve libraries, call the entry point below in main(). It will
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// init a filesystem for you, init mathlib, and create the command line. Note that this function
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// may modify argc/argv because it filters out arguments (like -allowdebug).
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//-----------------------------------------------------------------------------
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void InitCommandLineProgram( int &argc, char ** &argv );
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//-----------------------------------------------------------------------------
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// Helper empty implementation of an IAppSystem for tier2 libraries
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//-----------------------------------------------------------------------------
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template< class IInterface, int ConVarFlag = 0 >
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class CTier2AppSystem : public CTier1AppSystem< IInterface, ConVarFlag >
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{
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typedef CTier1AppSystem< IInterface, ConVarFlag > BaseClass;
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public:
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virtual bool Connect( CreateInterfaceFn factory )
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{
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if ( !BaseClass::Connect( factory ) )
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return false;
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ConnectTier2Libraries( &factory, 1 );
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return true;
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}
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virtual InitReturnVal_t Init()
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{
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InitReturnVal_t nRetVal = BaseClass::Init();
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if ( nRetVal != INIT_OK )
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return nRetVal;
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return INIT_OK;
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}
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virtual AppSystemTier_t GetTier()
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{
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return APP_SYSTEM_TIER2;
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}
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virtual void Shutdown()
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{
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BaseClass::Shutdown();
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}
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virtual void Disconnect()
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{
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DisconnectTier2Libraries();
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BaseClass::Disconnect();
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}
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};
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//-----------------------------------------------------------------------------
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// Distance fade information
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//-----------------------------------------------------------------------------
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enum FadeMode_t
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{
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// These map directly to cpu_level, and g_aFadeData contains settings for each given cpu_level.
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// The exception is 'FADE_MODE_LEVEL', which refers to level-specific values in the map entity.
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FADE_MODE_NONE = 0,
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FADE_MODE_LOW,
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FADE_MODE_MED,
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FADE_MODE_HIGH,
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FADE_MODE_360,
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FADE_MODE_LEVEL,
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FADE_MODE_COUNT,
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};
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struct FadeData_t
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{
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float m_flPixelMin; // Size (height in pixels) above which objects start to fade in
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float m_flPixelMax; // Size (height in pixels) above which objects are fully faded in
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float m_flWidth; // Reference screen res w.r.t which the above pixel values were chosen
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float m_flFadeDistScale; // Scale factor applied before entity distance-based fade is calculated
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};
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// see tier2.cpp for data!
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extern FadeData_t g_aFadeData[FADE_MODE_COUNT];
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//-----------------------------------------------------------------------------
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// Used by the resource system for fast resource frame counter
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//-----------------------------------------------------------------------------
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extern uint32 g_nResourceFrameCount;
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#endif // TIER2_H
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