mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 05:31:11 +00:00
a800ff8246
fixes ValveSoftware/halflife#1338 Changes: - added project files for Visual C++ 2010 Express - resolved function calls that would otherwise be ambiguous now - solved ARRAYSIZE macro and HSPRITE type collisions with Windows.h and winsock.h includes by guarding the includes TODO: We should think about if we actually should instead link to a .h that defines / redirects the required macros, so that platform differences would be limited to a few .cpp files (meaning not including windows.h in a huge number of files as it is now), see the issue above for details.
149 lines
5.1 KiB
C++
149 lines
5.1 KiB
C++
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// This header defines the interface convention used in the valve engine.
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// To make an interface and expose it:
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// 1. Derive from IBaseInterface.
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// 2. The interface must be ALL pure virtuals, and have no data members.
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// 3. Define a name for it.
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// 4. In its implementation file, use EXPOSE_INTERFACE or EXPOSE_SINGLE_INTERFACE.
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// Versioning
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// There are two versioning cases that are handled by this:
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// 1. You add functions to the end of an interface, so it is binary compatible with the previous interface. In this case,
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// you need two EXPOSE_INTERFACEs: one to expose your class as the old interface and one to expose it as the new interface.
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// 2. You update an interface so it's not compatible anymore (but you still want to be able to expose the old interface
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// for legacy code). In this case, you need to make a new version name for your new interface, and make a wrapper interface and
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// expose it for the old interface.
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//#if _MSC_VER >= 1300 // VC7
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//#include "tier1/interface.h"
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//#else
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#ifndef INTERFACE_H
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#define INTERFACE_H
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#if !defined ( _WIN32 )
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#include <dlfcn.h> // dlopen,dlclose, et al
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#include <unistd.h>
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#define HMODULE void *
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#define GetProcAddress dlsym
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#define _snprintf snprintf
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#endif
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void *Sys_GetProcAddress( void *pModuleHandle, const char *pName );
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// All interfaces derive from this.
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class IBaseInterface
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{
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public:
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virtual ~IBaseInterface() {}
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};
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#define CREATEINTERFACE_PROCNAME "CreateInterface"
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typedef IBaseInterface* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
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typedef IBaseInterface* (*InstantiateInterfaceFn)();
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// Used internally to register classes.
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class InterfaceReg
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{
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public:
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InterfaceReg(InstantiateInterfaceFn fn, const char *pName);
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public:
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InstantiateInterfaceFn m_CreateFn;
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const char *m_pName;
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InterfaceReg *m_pNext; // For the global list.
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static InterfaceReg *s_pInterfaceRegs;
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};
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// Use this to expose an interface that can have multiple instances.
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// e.g.:
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// EXPOSE_INTERFACE( CInterfaceImp, IInterface, "MyInterface001" )
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// This will expose a class called CInterfaceImp that implements IInterface (a pure class)
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// clients can receive a pointer to this class by calling CreateInterface( "MyInterface001" )
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//
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// In practice, the shared header file defines the interface (IInterface) and version name ("MyInterface001")
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// so that each component can use these names/vtables to communicate
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//
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// A single class can support multiple interfaces through multiple inheritance
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//
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// Use this if you want to write the factory function.
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#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \
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static InterfaceReg __g_Create##className##_reg(functionName, versionName);
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#define EXPOSE_INTERFACE(className, interfaceName, versionName) \
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static IBaseInterface* __Create##className##_interface() {return (interfaceName *)new className;}\
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static InterfaceReg __g_Create##className##_reg(__Create##className##_interface, versionName );
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// Use this to expose a singleton interface with a global variable you've created.
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#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, globalVarName) \
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static IBaseInterface* __Create##className##interfaceName##_interface() {return (IBaseInterface *)&globalVarName;}\
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static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName);
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// Use this to expose a singleton interface. This creates the global variable for you automatically.
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#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \
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static className __g_##className##_singleton;\
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton)
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#ifdef WIN32
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#define EXPORT_FUNCTION __declspec(dllexport)
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#else
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#define EXPORT_FUNCTION __attribute__ ((visibility("default")))
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#endif
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// This function is automatically exported and allows you to access any interfaces exposed with the above macros.
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// if pReturnCode is set, it will return one of the following values
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// extend this for other error conditions/code
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enum
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{
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IFACE_OK = 0,
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IFACE_FAILED
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};
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extern "C"
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{
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EXPORT_FUNCTION IBaseInterface* CreateInterface(const char *pName, int *pReturnCode);
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};
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extern CreateInterfaceFn Sys_GetFactoryThis( void );
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//-----------------------------------------------------------------------------
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// UNDONE: This is obsolete, use the module load/unload/get instead!!!
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//-----------------------------------------------------------------------------
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extern CreateInterfaceFn Sys_GetFactory( const char *pModuleName );
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// load/unload components
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class CSysModule;
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//-----------------------------------------------------------------------------
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// Load & Unload should be called in exactly one place for each module
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// The factory for that module should be passed on to dependent components for
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// proper versioning.
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//-----------------------------------------------------------------------------
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extern CSysModule *Sys_LoadModule( const char *pModuleName );
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extern void Sys_UnloadModule( CSysModule *pModule );
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extern CreateInterfaceFn Sys_GetFactory( CSysModule *pModule );
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#endif
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//#endif // MSVC 6.0
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