//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: An application framework // // $Revision: $ // $NoKeywords: $ //===========================================================================// #ifndef APPFRAMEWORK_H #define APPFRAMEWORK_H #ifdef _WIN32 #pragma once #endif #include "appframework/IAppSystemGroup.h" //----------------------------------------------------------------------------- // Gets the application instance.. //----------------------------------------------------------------------------- void *GetAppInstance(); //----------------------------------------------------------------------------- // Sets the application instance, should only be used if you're not calling AppMain. //----------------------------------------------------------------------------- void SetAppInstance( void* hInstance ); //----------------------------------------------------------------------------- // Main entry point for the application //----------------------------------------------------------------------------- int AppMain( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup ); int AppMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); //----------------------------------------------------------------------------- // Used to startup/shutdown the application //----------------------------------------------------------------------------- int AppStartup( void* hInstance, void* hPrevInstance, const char* lpCmdLine, int nCmdShow, CAppSystemGroup *pAppSystemGroup ); int AppStartup( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); void AppShutdown( CAppSystemGroup *pAppSystemGroup ); //----------------------------------------------------------------------------- // Macros to create singleton application objects for windowed + console apps //----------------------------------------------------------------------------- #if !defined( _X360 ) #ifdef WIN32 #define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \ int __stdcall WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) \ { \ return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &_globalVarName ); \ } #elif defined( OSX ) #define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \ int main( int argc, char **argv ) \ { \ extern int ValveCocoaMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); \ return ValveCocoaMain( argc, argv, &_globalVarName ); \ } #elif defined( LINUX ) #define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \ int main( int argc, char **argv ) \ { \ extern int ValveLinuxWindowedMain( int argc, char **argv, CAppSystemGroup *pAppSystemGroup ); \ return ValveLinuxWindowedMain( argc, argv, &_globalVarName ); \ } #else #error #endif #else #define DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \ void __cdecl main() \ { \ AppMain( (HINSTANCE)1, (HINSTANCE)0, NULL, 0, &_globalVarName ); \ } #endif #if !defined( _X360 ) #define DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \ int main( int argc, char **argv ) \ { \ return AppMain( argc, argv, &_globalVarName ); \ } #else #define DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( _globalVarName ) \ void __cdecl main() \ { \ AppMain( 0, (char**)NULL, &_globalVarName ); \ } #endif #define DEFINE_WINDOWED_APPLICATION_OBJECT( _className ) \ static _className __s_ApplicationObject; \ DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject ) #define DEFINE_CONSOLE_APPLICATION_OBJECT( _className ) \ static _className __s_ApplicationObject; \ DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_ApplicationObject ) //----------------------------------------------------------------------------- // This class is a helper class used for steam-based applications. // It loads up the file system in preparation for using it to load other // required modules from steam. //----------------------------------------------------------------------------- class CSteamApplication : public CAppSystemGroup { typedef CAppSystemGroup BaseClass; public: CSteamApplication( CSteamAppSystemGroup *pAppSystemGroup ); // Implementation of IAppSystemGroup virtual bool Create( ); virtual bool PreInit( ); virtual int Main( ); virtual void PostShutdown(); virtual void Destroy(); // Use this version in cases where you can't control the main loop and // expect to be ticked virtual int Startup(); virtual void Shutdown(); protected: IFileSystem *m_pFileSystem; CSteamAppSystemGroup *m_pChildAppSystemGroup; bool m_bSteam; }; //----------------------------------------------------------------------------- // Macros to help create singleton application objects for windowed + console steam apps //----------------------------------------------------------------------------- #define DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \ static CSteamApplication __s_SteamApplicationObject( &_varName ); \ DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject ) #define DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( _className ) \ static _className __s_ApplicationObject; \ static CSteamApplication __s_SteamApplicationObject( &__s_ApplicationObject ); \ DEFINE_WINDOWED_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject ) #define DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT_GLOBALVAR( _className, _varName ) \ static CSteamApplication __s_SteamApplicationObject( &_varName ); \ DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject ) #define DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT( _className ) \ static _className __s_ApplicationObject; \ static CSteamApplication __s_SteamApplicationObject( &__s_ApplicationObject ); \ DEFINE_CONSOLE_APPLICATION_OBJECT_GLOBALVAR( __s_SteamApplicationObject ) #endif // APPFRAMEWORK_H