Пример #1
0
SB_API bool S_CALLTYPE InitSafe() {
	bool ret = SteamAPI_InitSafe();
	
	if (ret) {
		ret = s_SteamContext.Init();
	}

	return ret;
}
Пример #2
0
void Interfaces::Load(CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory) {
	ConnectTier1Libraries(&interfaceFactory, 1);
	ConnectTier2Libraries(&interfaceFactory, 1);
	ConnectTier3Libraries(&interfaceFactory, 1);

	vguiLibrariesAvailable = vgui::VGui_InitInterfacesList("ExternalExtensions", &interfaceFactory, 1);

	pEngineClient = (IVEngineClient *)interfaceFactory(VENGINE_CLIENT_INTERFACE_VERSION, nullptr);
	pEngineTool = (IEngineTool *)interfaceFactory(VENGINETOOL_INTERFACE_VERSION, nullptr);
	pGameEventManager = (IGameEventManager2 *)interfaceFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2, nullptr);
	pModelInfoClient = (IVModelInfoClient *)interfaceFactory(VMODELINFO_CLIENT_INTERFACE_VERSION, nullptr);
	pRenderView = (IVRenderView *)interfaceFactory(VENGINE_RENDERVIEW_INTERFACE_VERSION, nullptr);

	CreateInterfaceFn gameClientFactory;
	pEngineTool->GetClientFactory(gameClientFactory);

	pClientDLL = (IBaseClientDLL*)gameClientFactory(CLIENT_DLL_INTERFACE_VERSION, nullptr);
	pClientEntityList = (IClientEntityList*)gameClientFactory(VCLIENTENTITYLIST_INTERFACE_VERSION, nullptr);

	pSteamAPIContext = new CSteamAPIContext();
	steamLibrariesAvailable = SteamAPI_InitSafe() && pSteamAPIContext->Init();

	g_pEntityList = dynamic_cast<CBaseEntityList *>(Interfaces::pClientEntityList);

	char dll[MAX_PATH];
	bool steam;
	if (FileSystem_GetFileSystemDLLName(dll, sizeof(dll), steam) == FS_OK) {
		CFSLoadModuleInfo fsLoadModuleInfo;
		fsLoadModuleInfo.m_bSteam = steam;
		fsLoadModuleInfo.m_pFileSystemDLLName = dll;
		fsLoadModuleInfo.m_ConnectFactory = interfaceFactory;

		if (FileSystem_LoadFileSystemModule(fsLoadModuleInfo) == FS_OK) {
			CFSMountContentInfo fsMountContentInfo;
			fsMountContentInfo.m_bToolsMode = fsLoadModuleInfo.m_bToolsMode;
			fsMountContentInfo.m_pDirectoryName = fsLoadModuleInfo.m_GameInfoPath;
			fsMountContentInfo.m_pFileSystem = fsLoadModuleInfo.m_pFileSystem;

			if (FileSystem_MountContent(fsMountContentInfo) == FS_OK) {
				CFSSearchPathsInit fsSearchPathsInit;
				fsSearchPathsInit.m_pDirectoryName = fsLoadModuleInfo.m_GameInfoPath;
				fsSearchPathsInit.m_pFileSystem = fsLoadModuleInfo.m_pFileSystem;

				if (FileSystem_LoadSearchPaths(fsSearchPathsInit) == FS_OK) {
					Interfaces::pFileSystem = fsLoadModuleInfo.m_pFileSystem;
				}
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the steam3 connection
//-----------------------------------------------------------------------------
void CClientSteamContext::Activate()
{
	if ( m_bActive )
		return;

	m_bActive = true;

#if !defined( NO_STEAM )
	SteamAPI_InitSafe(); // ignore failure, that will fall out later when they don't get a valid logon cookie
	SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
	Init(); // Steam API context init
	
	UpdateLoggedOnState();
	Msg( "CClientSteamContext logged on = %d\n", m_bLoggedOn );
#endif
}
Пример #4
0
bool CSteam::Initialize() {
	if (m_bInitialized) return true;

	// Try to initialize the version safe API
	m_bInitialized = (SteamAPI_InitSafe() && m_ctx.Init());

	if (!m_bInitialized) {
		SteamAPI_Shutdown();
		m_ctx.Clear();
		return false;
	}

	m_iAppID = m_ctx.SteamUtils()->GetAppID();
	RequestStats();

	return true;
}
Пример #5
0
//-----------------------------------------------------------------------------
// Purpose: Initialization
//-----------------------------------------------------------------------------
void CGameUI::Initialize( CreateInterfaceFn factory )
{
	MEM_ALLOC_CREDIT();
	ConnectTier1Libraries( &factory, 1 );
	ConnectTier2Libraries( &factory, 1 );
	ConVar_Register( FCVAR_CLIENTDLL );
	ConnectTier3Libraries( &factory, 1 );

	enginesound = (IEngineSound *)factory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL);
	engine = (IVEngineClient *)factory( VENGINE_CLIENT_INTERFACE_VERSION, NULL );
	bik = (IBik*)factory( BIK_INTERFACE_VERSION, NULL );

#ifndef _X360
	SteamAPI_InitSafe();
	steamapicontext->Init();
#endif

	CGameUIConVarRef var( "gameui_xbox" );
	m_bIsConsoleUI = var.IsValid() && var.GetBool();

	vgui::VGui_InitInterfacesList( "GameUI", &factory, 1 );
	vgui::VGui_InitMatSysInterfacesList( "GameUI", &factory, 1 );

	// load localization file
	g_pVGuiLocalize->AddFile( "Resource/gameui_%language%.txt", "GAME", true );

	// load mod info
	ModInfo().LoadCurrentGameInfo();

	// load localization file for kb_act.lst
	g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt", "GAME", true );

	bool bFailed = false;
	enginevguifuncs = (IEngineVGui *)factory( VENGINE_VGUI_VERSION, NULL );
	enginesurfacefuncs = (vgui::ISurface *)factory(VGUI_SURFACE_INTERFACE_VERSION, NULL);
	gameuifuncs = (IGameUIFuncs *)factory( VENGINE_GAMEUIFUNCS_VERSION, NULL );
	xboxsystem = (IXboxSystem *)factory( XBOXSYSTEM_INTERFACE_VERSION, NULL );
#ifdef _X360
	xonline = (IXOnline *)factory( XONLINE_INTERFACE_VERSION, NULL );
#endif
#ifdef SWARM_DLL
	g_pMatchExtSwarm = ( IMatchExtSwarm * ) factory( IMATCHEXT_SWARM_INTERFACE, NULL );
#endif
#ifdef SDK_DLL
	g_pMatchExtSwarm = ( IMatchExtSwarm * ) factory( IMATCHEXT_SWARM_INTERFACE, NULL );
#endif
	bFailed = !enginesurfacefuncs || !gameuifuncs || !enginevguifuncs ||
		!xboxsystem ||
#ifdef _X360
		!xonline ||
#endif
#ifdef SWARM_DLL
		!g_pMatchExtSwarm ||
#endif
#ifdef SDK_DLL
		!g_pMatchExtSwarm ||
#endif
		!g_pMatchFramework;
	if ( bFailed )
	{
		Error( "CGameUI::Initialize() failed to get necessary interfaces\n" );
	}

	// setup base panel
	UI_BASEMOD_PANEL_CLASS& factoryBasePanel = ConstructUiBaseModPanelClass(); // explicit singleton instantiation

	factoryBasePanel.SetBounds( 0, 0, 640, 480 );
	factoryBasePanel.SetPaintBorderEnabled( false );
	factoryBasePanel.SetPaintBackgroundEnabled( true );
	factoryBasePanel.SetPaintEnabled( true );
	factoryBasePanel.SetVisible( true );

	factoryBasePanel.SetMouseInputEnabled( IsPC() );
	// factoryBasePanel.SetKeyBoardInputEnabled( IsPC() );
	factoryBasePanel.SetKeyBoardInputEnabled( true );

	vgui::VPANEL rootpanel = enginevguifuncs->GetPanel( PANEL_GAMEUIDLL );
	factoryBasePanel.SetParent( rootpanel );
}