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: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#include <tier2/tier2.h>
#include "tier0/dbg.h"
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/IColorCorrection.h"
#include "materialsystem/idebugtextureinfo.h"
#include "materialsystem/ivballoctracker.h"
#include "inputsystem/iinputsystem.h"
#include "networksystem/inetworksystem.h"
#include "p4lib/ip4.h"
#include "mdllib/mdllib.h"
#include "filesystem/IQueuedLoader.h"
//-----------------------------------------------------------------------------
// These tier2 libraries must be set by any users of this library.
// They can be set by calling ConnectTier2Libraries or InitDefaultFileSystem.
// It is hoped that setting this, and using this library will be the common mechanism for
// allowing link libraries to access tier2 library interfaces
//-----------------------------------------------------------------------------
IFileSystem *g_pFullFileSystem = 0;
IMaterialSystem *materials = 0;
IMaterialSystem *g_pMaterialSystem = 0;
IInputSystem *g_pInputSystem = 0;
INetworkSystem *g_pNetworkSystem = 0;
IMaterialSystemHardwareConfig *g_pMaterialSystemHardwareConfig = 0;
IDebugTextureInfo *g_pMaterialSystemDebugTextureInfo = 0;
IVBAllocTracker *g_VBAllocTracker = 0;
IColorCorrectionSystem *colorcorrection = 0;
IP4 *p4 = 0;
IMdlLib *mdllib = 0;
IQueuedLoader *g_pQueuedLoader = 0;
//-----------------------------------------------------------------------------
// Call this to connect to 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 )
{
// Don't connect twice..
Assert( !g_pFullFileSystem && !materials && !g_pInputSystem && !g_pNetworkSystem &&
!p4 && !mdllib && !g_pMaterialSystemDebugTextureInfo && !g_VBAllocTracker &&
!g_pMaterialSystemHardwareConfig && !g_pQueuedLoader );
for ( int i = 0; i < nFactoryCount; ++i )
{
if ( !g_pFullFileSystem )
{
g_pFullFileSystem = ( IFileSystem * )pFactoryList[i]( FILESYSTEM_INTERFACE_VERSION, NULL );
}
if ( !materials )
{
g_pMaterialSystem = materials = ( IMaterialSystem * )pFactoryList[i]( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL );
}
if ( !g_pInputSystem )
{
g_pInputSystem = ( IInputSystem * )pFactoryList[i]( INPUTSYSTEM_INTERFACE_VERSION, NULL );
}
if ( !g_pNetworkSystem )
{
g_pNetworkSystem = ( INetworkSystem * )pFactoryList[i]( NETWORKSYSTEM_INTERFACE_VERSION, NULL );
}
if ( !g_pMaterialSystemHardwareConfig )
{
g_pMaterialSystemHardwareConfig = ( IMaterialSystemHardwareConfig * )pFactoryList[i]( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
}
if ( !g_pMaterialSystemDebugTextureInfo )
{
g_pMaterialSystemDebugTextureInfo = (IDebugTextureInfo*)pFactoryList[i]( DEBUG_TEXTURE_INFO_VERSION, 0 );
}
if ( !g_VBAllocTracker )
{
g_VBAllocTracker = (IVBAllocTracker*)pFactoryList[i]( VB_ALLOC_TRACKER_INTERFACE_VERSION, 0 );
}
if ( !colorcorrection )
{
colorcorrection = ( IColorCorrectionSystem * )pFactoryList[i]( COLORCORRECTION_INTERFACE_VERSION, NULL );
}
if ( !p4 )
{
p4 = ( IP4 * )pFactoryList[i]( P4_INTERFACE_VERSION, NULL );
}
if ( !mdllib )
{
mdllib = ( IMdlLib * )pFactoryList[i]( MDLLIB_INTERFACE_VERSION, NULL );
}
if ( !g_pQueuedLoader )
{
g_pQueuedLoader = (IQueuedLoader *)pFactoryList[i]( QUEUEDLOADER_INTERFACE_VERSION, NULL );
}
}
}
void DisconnectTier2Libraries()
{
g_pFullFileSystem = 0;
materials = g_pMaterialSystem = 0;
g_pMaterialSystemHardwareConfig = 0;
g_pMaterialSystemDebugTextureInfo = 0;
g_pInputSystem = 0;
g_pNetworkSystem = 0;
colorcorrection = 0;
p4 = 0;
mdllib = 0;
g_pQueuedLoader = 0;
}