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: Pieces of the application framework, shared between POSIX systems (Mac OS X, Linux, etc)
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "appframework/AppFramework.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "interface.h"
#include "filesystem.h"
#include "appframework/IAppSystemGroup.h"
#include "filesystem_init.h"
#include "tier1/convar.h"
#include "vstdlib/cvar.h"
#ifndef DEDICATED
#include "togl/rendermechanism.h"
#endif
// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals...
//-----------------------------------------------------------------------------
HINSTANCE s_HInstance;
//#if !defined(LINUX)
//static CSimpleLoggingListener s_SimpleLoggingListener;
//ILoggingListener *g_pDefaultLoggingListener = &s_SimpleLoggingListener;
//#endif
//-----------------------------------------------------------------------------
// HACK: Since I don't want to refit vgui yet...
//-----------------------------------------------------------------------------
void *GetAppInstance()
{
return s_HInstance;
}
//-----------------------------------------------------------------------------
// Sets the application instance, should only be used if you're not calling AppMain.
//-----------------------------------------------------------------------------
void SetAppInstance( void* hInstance )
{
s_HInstance = (HINSTANCE)hInstance;
}
//-----------------------------------------------------------------------------
// Version of AppMain used by windows applications
//-----------------------------------------------------------------------------
int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup )
{
Assert( 0 );
return -1;
}
//#if !defined(LINUX)
//static CNonFatalLoggingResponsePolicy s_NonFatalLoggingResponsePolicy;
//#endif
//-----------------------------------------------------------------------------
// Version of AppMain used by console applications
//-----------------------------------------------------------------------------
int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup )
{
Assert( pAppSystemGroup );
//#if !defined(LINUX)
// LoggingSystem_SetLoggingResponsePolicy( &s_NonFatalLoggingResponsePolicy );
//#endif
s_HInstance = NULL;
CommandLine()->CreateCmdLine( argc, argv );
return pAppSystemGroup->Run( );
}
//-----------------------------------------------------------------------------
//
// Default implementation of an application meant to be run using Steam
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CSteamApplication::CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup )
{
m_pChildAppSystemGroup = pAppSystemGroup;
m_pFileSystem = NULL;
}
//-----------------------------------------------------------------------------
// Create necessary interfaces
//-----------------------------------------------------------------------------
bool CSteamApplication::Create( )
{
FileSystem_SetErrorMode( FS_ERRORMODE_NONE );
char pFileSystemDLL[MAX_PATH];
if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, m_bSteam ) != FS_OK )
return false;
// Add in the cvar factory
AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
AppModule_t fileSystemModule = LoadModule( pFileSystemDLL );
m_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION );
if ( !m_pFileSystem )
{
Error( "Unable to load %s", pFileSystemDLL );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// The file system pointer is invalid at this point
//-----------------------------------------------------------------------------
void CSteamApplication::Destroy()
{
m_pFileSystem = NULL;
}
//-----------------------------------------------------------------------------
// Pre-init, shutdown
//-----------------------------------------------------------------------------
bool CSteamApplication::PreInit( )
{
return true;
}
void CSteamApplication::PostShutdown( )
{
}
//-----------------------------------------------------------------------------
// Run steam main loop
//-----------------------------------------------------------------------------
int CSteamApplication::Main( )
{
// Now that Steam is loaded, we can load up main libraries through steam
m_pChildAppSystemGroup->Setup( m_pFileSystem, this );
return m_pChildAppSystemGroup->Run( );
}
int CSteamApplication::Startup()
{
int nRetVal = BaseClass::Startup();
if ( GetErrorStage() != NONE )
return nRetVal;
if ( FileSystem_SetBasePaths( m_pFileSystem ) != FS_OK )
return 0;
// Now that Steam is loaded, we can load up main libraries through steam
m_pChildAppSystemGroup->Setup( m_pFileSystem, this );
return m_pChildAppSystemGroup->Startup();
}
void CSteamApplication::Shutdown()
{
m_pChildAppSystemGroup->Shutdown();
BaseClass::Shutdown();
}
// Turn off memdbg macros (turned on up top) since this is included like a header
#include "tier0/memdbgoff.h"