//===== Copyright © 2005-2005, Valve Corporation, All rights reserved. ======// // // Purpose: A higher level link library for general use in the game and tools. // //===========================================================================// #ifndef INTERFACES_H #define INTERFACES_H #if defined( COMPILER_MSVC ) #pragma once #endif //----------------------------------------------------------------------------- // Interface creation function //----------------------------------------------------------------------------- typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode); //----------------------------------------------------------------------------- // Macros to declare interfaces appropriate for various tiers //----------------------------------------------------------------------------- #if 1 || defined( TIER1_LIBRARY ) || defined( TIER2_LIBRARY ) || defined( TIER3_LIBRARY ) || defined( TIER4_LIBRARY ) || defined( APPLICATION ) #define DECLARE_TIER1_INTERFACE( _Interface, _Global ) extern _Interface * _Global; #else #define DECLARE_TIER1_INTERFACE( _Interface, _Global ) #endif #if 1 || defined( TIER2_LIBRARY ) || defined( TIER3_LIBRARY ) || defined( TIER4_LIBRARY ) || defined( APPLICATION ) #define DECLARE_TIER2_INTERFACE( _Interface, _Global ) extern _Interface * _Global; #else #define DECLARE_TIER2_INTERFACE( _Interface, _Global ) #endif #if 1 || defined( TIER3_LIBRARY ) || defined( TIER4_LIBRARY ) || defined( APPLICATION ) #define DECLARE_TIER3_INTERFACE( _Interface, _Global ) extern _Interface * _Global; #else #define DECLARE_TIER3_INTERFACE( _Interface, _Global ) #endif //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class ICvar; class IProcessUtils; class ILocalize; class IPhysics2; class IPhysics2ActorManager; class IPhysics2ResourceManager; class IEventSystem; class IAsyncFileSystem; class IColorCorrectionSystem; class IDebugTextureInfo; class IFileSystem; class IRenderHardwareConfig; class IInputSystem; class IInputStackSystem; class IMaterialSystem; class IMaterialSystem2; class IMaterialSystemHardwareConfig; class IMdlLib; class INetworkSystem; class IP4; class IQueuedLoader; class IResourceAccessControl; class IPrecacheSystem; class IRenderDevice; class IRenderDeviceMgr; class IResourceSystem; class IVBAllocTracker; class IXboxInstaller; class IMatchFramework; class ISoundSystem; class IStudioRender; class IMatSystemSurface; class IGameUISystemMgr; class IDataCache; class IMDLCache; class IAvi; class IBik; class IDmeMakefileUtils; class IPhysicsCollision; class ISoundEmitterSystemBase; class IMeshSystem; class IWorldRendererMgr; class ISceneSystem; class IVGuiRenderSurface; namespace vgui { class ISurface; class IVGui; class IInput; class IPanel; class IVGUILocalize; class ISchemeManager; class ISystem; } //----------------------------------------------------------------------------- // Fills out global DLL exported interface pointers //----------------------------------------------------------------------------- #define CVAR_INTERFACE_VERSION "VEngineCvar007" DECLARE_TIER1_INTERFACE( ICvar, cvar ); DECLARE_TIER1_INTERFACE( ICvar, g_pCVar ) #define PROCESS_UTILS_INTERFACE_VERSION "VProcessUtils002" DECLARE_TIER1_INTERFACE( IProcessUtils, g_pProcessUtils ); #define VPHYSICS2_INTERFACE_VERSION "Physics2 Interface v0.3" DECLARE_TIER1_INTERFACE( IPhysics2, g_pPhysics2 ); #define VPHYSICS2_ACTOR_MGR_INTERFACE_VERSION "Physics2 Interface ActorMgr v0.1" DECLARE_TIER1_INTERFACE( IPhysics2ActorManager, g_pPhysics2ActorManager ); #define VPHYSICS2_RESOURCE_MGR_INTERFACE_VERSION "Physics2 Interface ResourceMgr v0.1" DECLARE_TIER1_INTERFACE( IPhysics2ResourceManager, g_pPhysics2ResourceManager ); #define EVENTSYSTEM_INTERFACE_VERSION "EventSystem001" DECLARE_TIER1_INTERFACE( IEventSystem, g_pEventSystem ); #define LOCALIZE_INTERFACE_VERSION "Localize_001" DECLARE_TIER2_INTERFACE( ILocalize, g_pLocalize ); DECLARE_TIER3_INTERFACE( vgui::IVGUILocalize, g_pVGuiLocalize ); #define RENDER_DEVICE_MGR_INTERFACE_VERSION "RenderDeviceMgr001" DECLARE_TIER2_INTERFACE( IRenderDeviceMgr, g_pRenderDeviceMgr ); #define FILESYSTEM_INTERFACE_VERSION "VFileSystem017" DECLARE_TIER2_INTERFACE( IFileSystem, g_pFullFileSystem ); #define ASYNCFILESYSTEM_INTERFACE_VERSION "VNewAsyncFileSystem001" DECLARE_TIER2_INTERFACE( IAsyncFileSystem, g_pAsyncFileSystem ); #define RESOURCESYSTEM_INTERFACE_VERSION "ResourceSystem004" DECLARE_TIER2_INTERFACE( IResourceSystem, g_pResourceSystem ); #define MATERIAL_SYSTEM_INTERFACE_VERSION "VMaterialSystem080" DECLARE_TIER2_INTERFACE( IMaterialSystem, materials ); DECLARE_TIER2_INTERFACE( IMaterialSystem, g_pMaterialSystem ); #define MATERIAL_SYSTEM2_INTERFACE_VERSION "VMaterialSystem2_001" DECLARE_TIER2_INTERFACE( IMaterialSystem2, g_pMaterialSystem2 ); #define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001" DECLARE_TIER2_INTERFACE( IInputSystem, g_pInputSystem ); #define INPUTSTACKSYSTEM_INTERFACE_VERSION "InputStackSystemVersion001" DECLARE_TIER2_INTERFACE( IInputStackSystem, g_pInputStackSystem ); #define NETWORKSYSTEM_INTERFACE_VERSION "NetworkSystemVersion001" DECLARE_TIER2_INTERFACE( INetworkSystem, g_pNetworkSystem ); #define MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION "MaterialSystemHardwareConfig013" DECLARE_TIER2_INTERFACE( IMaterialSystemHardwareConfig, g_pMaterialSystemHardwareConfig ); #define DEBUG_TEXTURE_INFO_VERSION "DebugTextureInfo001" DECLARE_TIER2_INTERFACE( IDebugTextureInfo, g_pMaterialSystemDebugTextureInfo ); #define VB_ALLOC_TRACKER_INTERFACE_VERSION "VBAllocTracker001" DECLARE_TIER2_INTERFACE( IVBAllocTracker, g_VBAllocTracker ); #define COLORCORRECTION_INTERFACE_VERSION "COLORCORRECTION_VERSION_1" DECLARE_TIER2_INTERFACE( IColorCorrectionSystem, colorcorrection ); #define P4_INTERFACE_VERSION "VP4002" DECLARE_TIER2_INTERFACE( IP4, p4 ); #define MDLLIB_INTERFACE_VERSION "VMDLLIB001" DECLARE_TIER2_INTERFACE( IMdlLib, mdllib ); #define QUEUEDLOADER_INTERFACE_VERSION "QueuedLoaderVersion001" DECLARE_TIER2_INTERFACE( IQueuedLoader, g_pQueuedLoader ); #define RESOURCE_ACCESS_CONTROL_INTERFACE_VERSION "VResourceAccessControl001" DECLARE_TIER2_INTERFACE( IResourceAccessControl, g_pResourceAccessControl ); #define PRECACHE_SYSTEM_INTERFACE_VERSION "VPrecacheSystem001" DECLARE_TIER2_INTERFACE( IPrecacheSystem, g_pPrecacheSystem ); #if defined( _X360 ) #define XBOXINSTALLER_INTERFACE_VERSION "XboxInstallerVersion001" DECLARE_TIER2_INTERFACE( IXboxInstaller, g_pXboxInstaller ); #endif #define MATCHFRAMEWORK_INTERFACE_VERSION "MATCHFRAMEWORK_001" DECLARE_TIER2_INTERFACE( IMatchFramework, g_pMatchFramework ); #define GAMEUISYSTEMMGR_INTERFACE_VERSION "GameUISystemMgr001" DECLARE_TIER3_INTERFACE( IGameUISystemMgr, g_pGameUISystemMgr ); //----------------------------------------------------------------------------- // Not exactly a global, but we're going to keep track of these here anyways // NOTE: Appframework deals with connecting these bad boys. See materialsystem2app.cpp //----------------------------------------------------------------------------- #define RENDER_DEVICE_INTERFACE_VERSION "RenderDevice001" DECLARE_TIER2_INTERFACE( IRenderDevice, g_pRenderDevice ); #define RENDER_HARDWARECONFIG_INTERFACE_VERSION "RenderHardwareConfig001" DECLARE_TIER2_INTERFACE( IRenderHardwareConfig, g_pRenderHardwareConfig ); #define SOUNDSYSTEM_INTERFACE_VERSION "SoundSystem001" DECLARE_TIER2_INTERFACE( ISoundSystem, g_pSoundSystem ); #define MESHSYSTEM_INTERFACE_VERSION "MeshSystem001" DECLARE_TIER3_INTERFACE( IMeshSystem, g_pMeshSystem ); #define STUDIO_RENDER_INTERFACE_VERSION "VStudioRender026" DECLARE_TIER3_INTERFACE( IStudioRender, g_pStudioRender ); DECLARE_TIER3_INTERFACE( IStudioRender, studiorender ); #define MAT_SYSTEM_SURFACE_INTERFACE_VERSION "MatSystemSurface006" DECLARE_TIER3_INTERFACE( IMatSystemSurface, g_pMatSystemSurface ); #define RENDER_SYSTEM_SURFACE_INTERFACE_VERSION "RenderSystemSurface001" DECLARE_TIER3_INTERFACE( IVGuiRenderSurface, g_pVGuiRenderSurface ); #define SCENESYSTEM_INTERFACE_VERSION "SceneSystem_001" DECLARE_TIER3_INTERFACE( ISceneSystem, g_pSceneSystem ); #define VGUI_SURFACE_INTERFACE_VERSION "VGUI_Surface031" DECLARE_TIER3_INTERFACE( vgui::ISurface, g_pVGuiSurface ); #define SCHEME_SURFACE_INTERFACE_VERSION "SchemeSurface001" #define VGUI_INPUT_INTERFACE_VERSION "VGUI_Input005" DECLARE_TIER3_INTERFACE( vgui::IInput, g_pVGuiInput ); #define VGUI_IVGUI_INTERFACE_VERSION "VGUI_ivgui008" DECLARE_TIER3_INTERFACE( vgui::IVGui, g_pVGui ); #define VGUI_PANEL_INTERFACE_VERSION "VGUI_Panel009" DECLARE_TIER3_INTERFACE( vgui::IPanel, g_pVGuiPanel ); #define VGUI_SCHEME_INTERFACE_VERSION "VGUI_Scheme010" DECLARE_TIER3_INTERFACE( vgui::ISchemeManager, g_pVGuiSchemeManager ); #define VGUI_SYSTEM_INTERFACE_VERSION "VGUI_System010" DECLARE_TIER3_INTERFACE( vgui::ISystem, g_pVGuiSystem ); #define DATACACHE_INTERFACE_VERSION "VDataCache003" DECLARE_TIER3_INTERFACE( IDataCache, g_pDataCache ); // FIXME: Should IDataCache be in tier2? #define MDLCACHE_INTERFACE_VERSION "MDLCache004" DECLARE_TIER3_INTERFACE( IMDLCache, g_pMDLCache ); DECLARE_TIER3_INTERFACE( IMDLCache, mdlcache ); #define AVI_INTERFACE_VERSION "VAvi001" DECLARE_TIER3_INTERFACE( IAvi, g_pAVI ); #define BIK_INTERFACE_VERSION "VBik001" DECLARE_TIER3_INTERFACE( IBik, g_pBIK ); #define DMEMAKEFILE_UTILS_INTERFACE_VERSION "VDmeMakeFileUtils001" DECLARE_TIER3_INTERFACE( IDmeMakefileUtils, g_pDmeMakefileUtils ); #define VPHYSICS_COLLISION_INTERFACE_VERSION "VPhysicsCollision007" DECLARE_TIER3_INTERFACE( IPhysicsCollision, g_pPhysicsCollision ); #define SOUNDEMITTERSYSTEM_INTERFACE_VERSION "VSoundEmitter003" DECLARE_TIER3_INTERFACE( ISoundEmitterSystemBase, g_pSoundEmitterSystem ); #define WORLD_RENDERER_MGR_INTERFACE_VERSION "WorldRendererMgr001" DECLARE_TIER3_INTERFACE( IWorldRendererMgr, g_pWorldRendererMgr ); //----------------------------------------------------------------------------- // Fills out global DLL exported interface pointers //----------------------------------------------------------------------------- void ConnectInterfaces( CreateInterfaceFn *pFactoryList, int nFactoryCount ); void DisconnectInterfaces(); //----------------------------------------------------------------------------- // Reconnects an interface //----------------------------------------------------------------------------- void ReconnectInterface( CreateInterfaceFn factory, const char *pInterfaceName ); #endif // INTERFACES_H