Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== Copyright <EFBFBD> 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