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