[HL25] Backport interface code changes
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3 changed files with 243 additions and 5 deletions
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@ -61,7 +61,7 @@ InterfaceReg::InterfaceReg(InstantiateInterfaceFn fn, const char* pName) : m_pNa
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// ------------------------------------------------------------------------------------ //
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// CreateInterface.
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// ------------------------------------------------------------------------------------ //
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DLLEXPORT IBaseInterface* CreateInterface(const char* pName, int* pReturnCode)
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EXPORT_FUNCTION void* CreateInterface(const char* pName, int* pReturnCode)
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{
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InterfaceReg* pCur;
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@ -84,6 +84,8 @@ DLLEXPORT IBaseInterface* CreateInterface(const char* pName, int* pReturnCode)
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return NULL;
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}
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// BEN-NOTE: unifying this on all platforms
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#if 0
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//Local version of CreateInterface, marked static so that it is never merged with the version in other libraries
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static IBaseInterface* CreateInterfaceLocal(const char* pName, int* pReturnCode)
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{
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@ -107,6 +109,7 @@ static IBaseInterface* CreateInterfaceLocal(const char* pName, int* pReturnCode)
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}
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return NULL;
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}
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#endif // 0
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//-----------------------------------------------------------------------------
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// Purpose: returns a pointer to a function, given a module
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@ -220,5 +223,10 @@ CreateInterfaceFn Sys_GetFactory(CSysModule* pModule)
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//-----------------------------------------------------------------------------
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CreateInterfaceFn Sys_GetFactoryThis()
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{
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// BEN-NOTE: unifying this on all platforms
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#if 0
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return CreateInterfaceLocal;
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#else
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return CreateInterface;
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#endif
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}
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@ -14,9 +14,12 @@
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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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// JoshA: Everything uses this now.
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#if 1
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#include "tier1/interface.h"
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#else
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#error use proper interface only
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#pragma once
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@ -79,9 +82,18 @@ public:
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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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#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM)
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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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#else
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#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \
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namespace _SUBSYSTEM \
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{ \
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static className __g_##className##_singleton; \
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} \
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton)
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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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@ -113,4 +125,4 @@ extern void Sys_UnloadModule(CSysModule* pModule);
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extern CreateInterfaceFn Sys_GetFactory(CSysModule* pModule);
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//#endif // MSVC 6.0
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#endif // MSVC 6.0
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218
public/tier1/interface.h
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218
public/tier1/interface.h
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@ -0,0 +1,218 @@
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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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. The interface must be ALL pure virtuals, and have no data members.
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// 2. Define a name for it.
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// 3. 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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// Static Linking:
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// Must mimic unique seperate class 'InterfaceReg' constructors per subsystem.
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// Each subsystem can then import and export interfaces as expected.
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// This is achieved through unique namespacing 'InterfaceReg' via symbol _SUBSYSTEM.
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// Static Linking also needs to generate unique symbols per interface so as to
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// provide a 'stitching' method whereby these interface symbols can be referenced
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// via the lib's primary module (usually the lib's interface exposure)
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// therby stitching all of that lib's code/data together for eventual final exe link inclusion.
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#ifndef INTERFACE_H
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#define INTERFACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef _LINUX
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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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// 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 void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
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typedef void* (*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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#if defined(_STATIC_LINKED) && defined(_SUBSYSTEM)
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#endif
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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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#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM)
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#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \
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static InterfaceReg __g_Create##interfaceName##_reg(functionName, versionName);
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#else
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#define EXPOSE_INTERFACE_FN(functionName, interfaceName, versionName) \
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namespace _SUBSYSTEM \
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{ \
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static InterfaceReg __g_Create##interfaceName##_reg(functionName, versionName); \
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}
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#endif
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#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM)
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#define EXPOSE_INTERFACE(className, interfaceName, versionName) \
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static void* __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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#else
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#define EXPOSE_INTERFACE(className, interfaceName, versionName) \
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namespace _SUBSYSTEM \
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{ \
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static void* __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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}
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#endif
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// Use this to expose a singleton interface with a global variable you've created.
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#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM)
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#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, globalVarName) \
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static void* __Create##className##interfaceName##_interface() {return (interfaceName *)&globalVarName;} \
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static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName);
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#else
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#define EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, globalVarName) \
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namespace _SUBSYSTEM \
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{ \
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static void* __Create##className##interfaceName##_interface() {return (interfaceName *)&globalVarName;} \
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static InterfaceReg __g_Create##className##interfaceName##_reg(__Create##className##interfaceName##_interface, versionName); \
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}
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#endif
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// Use this to expose a singleton interface. This creates the global variable for you automatically.
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#if !defined(_STATIC_LINKED) || !defined(_SUBSYSTEM)
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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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#else
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#define EXPOSE_SINGLE_INTERFACE(className, interfaceName, versionName) \
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namespace _SUBSYSTEM \
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{ \
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static className __g_##className##_singleton; \
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} \
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(className, interfaceName, versionName, __g_##className##_singleton)
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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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// load/unload components
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class CSysModule;
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// interface return status
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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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#if defined(_STATIC_LINKED) && defined(_SUBSYSTEM)
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#endif
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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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#ifndef DLL_EXPORT
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#define DLL_EXPORT EXPORT_FUNCTION
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#endif
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//-----------------------------------------------------------------------------
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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 (IFACE_OK, IFACE_FAILED)
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// extend this for other error conditions/code
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//-----------------------------------------------------------------------------
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extern "C" DLL_EXPORT void* CreateInterface(const char *pName, int *pReturnCode);
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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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struct ModuleCount_t
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{
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CSysModule *m_pSysModule;
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int m_cRef;
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bool operator==( const ModuleCount_t &rhs ) const { return rhs.m_pSysModule == m_pSysModule; }
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};
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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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// This is a helper function to load a module, get its factory, and get a specific interface.
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// You are expected to free all of these things.
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// Returns false and cleans up if any of the steps fail.
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bool Sys_LoadInterface(
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const char *pModuleName,
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const char *pInterfaceVersionName,
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CSysModule **pOutModule,
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void **pOutInterface );
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#endif
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