hl2_src-leak-2017/src/public/appframework/AppFramework.h

159 lines
6.0 KiB
C++

//========= 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