//===== Copyright � 2005-2005, Valve Corporation, All rights reserved. ======// // // Purpose: A higher level link library for general use in the game and tools. // //===========================================================================// #ifndef TIER2_H #define TIER2_H #if defined( _WIN32 ) #pragma once #endif #include "tier1/tier1.h" //----------------------------------------------------------------------------- // Call this to connect to/disconnect from all tier 2 libraries. // It's up to the caller to check the globals it cares about to see if ones are missing //----------------------------------------------------------------------------- void ConnectTier2Libraries( CreateInterfaceFn *pFactoryList, int nFactoryCount ); void DisconnectTier2Libraries(); //----------------------------------------------------------------------------- // Call this to get the file system set up to stdio for utilities, etc: //----------------------------------------------------------------------------- void InitDefaultFileSystem(void); void ShutdownDefaultFileSystem(void); //----------------------------------------------------------------------------- // for simple utilities using valve libraries, call the entry point below in main(). It will // init a filesystem for you, init mathlib, and create the command line. Note that this function // may modify argc/argv because it filters out arguments (like -allowdebug). //----------------------------------------------------------------------------- void InitCommandLineProgram( int &argc, char ** &argv ); //----------------------------------------------------------------------------- // Helper empty implementation of an IAppSystem for tier2 libraries //----------------------------------------------------------------------------- template< class IInterface, int ConVarFlag = 0 > class CTier2AppSystem : public CTier1AppSystem< IInterface, ConVarFlag > { typedef CTier1AppSystem< IInterface, ConVarFlag > BaseClass; public: virtual bool Connect( CreateInterfaceFn factory ) { if ( !BaseClass::Connect( factory ) ) return false; ConnectTier2Libraries( &factory, 1 ); return true; } virtual InitReturnVal_t Init() { InitReturnVal_t nRetVal = BaseClass::Init(); if ( nRetVal != INIT_OK ) return nRetVal; return INIT_OK; } virtual AppSystemTier_t GetTier() { return APP_SYSTEM_TIER2; } virtual void Shutdown() { BaseClass::Shutdown(); } virtual void Disconnect() { DisconnectTier2Libraries(); BaseClass::Disconnect(); } }; //----------------------------------------------------------------------------- // Distance fade information //----------------------------------------------------------------------------- enum FadeMode_t { // These map directly to cpu_level, and g_aFadeData contains settings for each given cpu_level. // The exception is 'FADE_MODE_LEVEL', which refers to level-specific values in the map entity. FADE_MODE_NONE = 0, FADE_MODE_LOW, FADE_MODE_MED, FADE_MODE_HIGH, FADE_MODE_360, FADE_MODE_LEVEL, FADE_MODE_COUNT, }; struct FadeData_t { float m_flPixelMin; // Size (height in pixels) above which objects start to fade in float m_flPixelMax; // Size (height in pixels) above which objects are fully faded in float m_flWidth; // Reference screen res w.r.t which the above pixel values were chosen float m_flFadeDistScale; // Scale factor applied before entity distance-based fade is calculated }; // see tier2.cpp for data! extern FadeData_t g_aFadeData[FADE_MODE_COUNT]; //----------------------------------------------------------------------------- // Used by the resource system for fast resource frame counter //----------------------------------------------------------------------------- extern uint32 g_nResourceFrameCount; #endif // TIER2_H