//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Launcher for hammer, which is sitting in its own DLL // //===========================================================================// #include #include #include "appframework/AppFramework.h" #include "ihammer.h" #include "tier0/dbg.h" #include "vstdlib/cvar.h" #include "filesystem.h" #include "materialsystem/imaterialsystem.h" #include "istudiorender.h" #include "filesystem_init.h" #include "datacache/idatacache.h" #include "datacache/imdlcache.h" #include "vphysics_interface.h" #include "vgui/ivgui.h" #include "vgui/ISurface.h" #include "inputsystem/iinputsystem.h" #include "tier0/icommandline.h" #include "p4lib/ip4.h" //----------------------------------------------------------------------------- // Global systems //----------------------------------------------------------------------------- IHammer *g_pHammer; IMaterialSystem *g_pMaterialSystem; IFileSystem *g_pFileSystem; IDataCache *g_pDataCache; IInputSystem *g_pInputSystem; //----------------------------------------------------------------------------- // The application object //----------------------------------------------------------------------------- class CHammerApp : public CAppSystemGroup { public: // Methods of IApplication virtual bool Create( ); virtual bool PreInit( ); virtual int Main( ); virtual void PostShutdown(); virtual void Destroy(); private: int MainLoop(); }; //----------------------------------------------------------------------------- // Define the application object //----------------------------------------------------------------------------- CHammerApp g_ApplicationObject; DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( g_ApplicationObject ); //----------------------------------------------------------------------------- // Create all singleton systems //----------------------------------------------------------------------------- bool CHammerApp::Create( ) { // Save some memory so engine/hammer isn't so painful CommandLine()->AppendParm( "-disallowhwmorph", NULL ); IAppSystem *pSystem; // Add in the cvar factory AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() ); pSystem = AddSystem( cvarModule, CVAR_INTERFACE_VERSION ); if ( !pSystem ) return false; bool bSteam; char pFileSystemDLL[MAX_PATH]; if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, bSteam ) != FS_OK ) return false; AppModule_t fileSystemModule = LoadModule( pFileSystemDLL ); g_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION ); FileSystem_SetBasePaths( g_pFileSystem ); AppSystemInfo_t appSystems[] = { { "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION }, { "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION }, { "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION }, { "vphysics.dll", VPHYSICS_INTERFACE_VERSION }, { "datacache.dll", DATACACHE_INTERFACE_VERSION }, { "datacache.dll", MDLCACHE_INTERFACE_VERSION }, { "datacache.dll", STUDIO_DATA_CACHE_INTERFACE_VERSION }, { "vguimatsurface.dll", VGUI_SURFACE_INTERFACE_VERSION }, { "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION }, { "hammer_dll.dll", INTERFACEVERSION_HAMMER }, { "", "" } // Required to terminate the list }; if ( !AddSystems( appSystems ) ) return false; // Add Perforce separately since it's possible it isn't there. (SDK) if ( !CommandLine()->CheckParm( "-nop4" ) ) { AppModule_t p4Module = LoadModule( "p4lib.dll" ); AddSystem( p4Module, P4_INTERFACE_VERSION ); } // Connect to interfaces loaded in AddSystems that we need locally g_pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION ); g_pHammer = (IHammer*)FindSystem( INTERFACEVERSION_HAMMER ); g_pDataCache = (IDataCache*)FindSystem( DATACACHE_INTERFACE_VERSION ); g_pInputSystem = (IInputSystem*)FindSystem( INPUTSYSTEM_INTERFACE_VERSION ); // This has to be done before connection. g_pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" ); return true; } void CHammerApp::Destroy() { g_pFileSystem = NULL; g_pMaterialSystem = NULL; g_pDataCache = NULL; g_pHammer = NULL; g_pInputSystem = NULL; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- SpewRetval_t HammerSpewFunc( SpewType_t type, tchar const *pMsg ) { if ( type == SPEW_ASSERT ) { return SPEW_DEBUGGER; } else if( type == SPEW_ERROR ) { MessageBox( NULL, pMsg, "Hammer Error", MB_OK | MB_ICONSTOP ); return SPEW_ABORT; } else { return SPEW_CONTINUE; } } //----------------------------------------------------------------------------- // Init, shutdown //----------------------------------------------------------------------------- bool CHammerApp::PreInit( ) { SpewOutputFunc( HammerSpewFunc ); if ( !g_pHammer->InitSessionGameConfig( GetVProjectCmdLineValue() ) ) return false; // // Init the game and mod dirs in the file system. // This needs to happen before calling Init on the material system. // CFSSearchPathsInit initInfo; initInfo.m_pFileSystem = g_pFileSystem; initInfo.m_pDirectoryName = g_pHammer->GetDefaultModFullPath(); if ( FileSystem_LoadSearchPaths( initInfo ) != FS_OK ) { Error( "Unable to load search paths!\n" ); } // Required to run through the editor g_pMaterialSystem->EnableEditorMaterials(); // needed for VGUI model rendering g_pMaterialSystem->SetAdapter( 0, MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE ); return true; } void CHammerApp::PostShutdown() { } //----------------------------------------------------------------------------- // main application //----------------------------------------------------------------------------- int CHammerApp::Main( ) { return g_pHammer->MainLoop(); }