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Copyright (C) 1998-2001 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_INITAPP_H__
#define __CS_INITAPP_H__
/**\file
* Application initialization helper class
*/
/**
* \addtogroup appframe
* @{ */
#include "csextern.h"
#include "csutil/array.h"
#include "csutil/eventnames.h"
#include "csutil/csstring.h"
#include "csutil/scf.h"
#include "iengine/engine.h"
#include "igraphic/imageio.h"
#include "imap/loader.h"
#include "imap/saver.h"
#include "iutil/evdefs.h"
#include "iutil/vfs.h"
#include "iutil/objreg.h"
#include "iutil/plugin.h"
#include "ivaria/conout.h"
#include "ivaria/reporter.h"
#include "ivaria/stdrep.h"
#include "ivideo/graph3d.h"
#include "ivideo/fontserv.h"
struct iCommandLineParser;
struct iConfigManager;
struct iEvent;
struct iEventHandler;
struct iEventQueue;
struct iObjectRegistry;
struct iPluginManager;
struct iThreadManager;
struct iVirtualClock;
struct iSystemOpenManager;
struct iVerbosityManager;
/**\name Plugin request macros
* Utility macros to select what plugins you want to have loaded.
* @{ */
/// Request a plugin.
#define CS_REQUEST_PLUGIN(Name,Interface) \
Name, scfInterfaceTraits<Interface>::GetName(), \
scfInterfaceTraits<Interface>::GetID(), \
scfInterfaceTraits<Interface>::GetVersion()
/// Request a plugin, but with a custom tag.
#define CS_REQUEST_PLUGIN_TAG(Name,Interface,Tag) \
Name ":" Tag , scfInterfaceTraits<Interface>::GetName(), \
scfInterfaceTraits<Interface>::GetID(), \
scfInterfaceTraits<Interface>::GetVersion()
// !!! NOTE !!!
// When editing this list, you *must* ensure that initapp.h #include the
// appropriate header for each SCF interface mentioned by a CS_REQUEST_PLUGIN()
// invocation. This is necessary to guarantee that the interface-specialized
// version of scfInterfaceTraits<> is seen by clients rather than the non-specialized
// template.
/// Marker for the end of the requested plugins list.
#define CS_REQUEST_END \
(const char*)0
/// Request VFS plugin.
#define CS_REQUEST_VFS \
CS_REQUEST_PLUGIN("crystalspace.kernel.vfs", iVFS)
/// Request default font server.
#define CS_REQUEST_FONTSERVER \
CS_REQUEST_PLUGIN("crystalspace.font.server.multiplexer", iFontServer)
/// Request default image loader.
#define CS_REQUEST_IMAGELOADER \
CS_REQUEST_PLUGIN("crystalspace.graphic.image.io.multiplexer", iImageIO)
/// Request null 3D renderer
#define CS_REQUEST_NULL3D \
CS_REQUEST_PLUGIN("crystalspace.graphics3d.null",iGraphics3D)
/// Request software 3D renderer.
#define CS_REQUEST_SOFTWARE3D \
CS_REQUEST_PLUGIN("crystalspace.graphics3d.software",iGraphics3D)
/// Request OpenGL 3D renderer
#define CS_REQUEST_OPENGL3D \
CS_REQUEST_PLUGIN("crystalspace.graphics3d.opengl", iGraphics3D)
/// Request 3D engine.
#define CS_REQUEST_ENGINE \
CS_REQUEST_PLUGIN("crystalspace.engine.3d", iEngine)
/// Request map loader.
#define CS_REQUEST_LEVELLOADER \
CS_REQUEST_PLUGIN("crystalspace.level.threadedloader", iThreadedLoader), \
CS_REQUEST_PLUGIN("crystalspace.level.loader", iLoader)
/// Request map writer.
#define CS_REQUEST_LEVELSAVER \
CS_REQUEST_PLUGIN("crystalspace.level.saver", iSaver)
/// Request reporter.
#define CS_REQUEST_REPORTER \
CS_REQUEST_PLUGIN("crystalspace.utilities.reporter", iReporter)
/// Request default reporter listener.
#define CS_REQUEST_REPORTERLISTENER \
CS_REQUEST_PLUGIN("crystalspace.utilities.stdrep", iStandardReporterListener)
/// Request standard console output.
#define CS_REQUEST_CONSOLEOUT \
CS_REQUEST_PLUGIN("crystalspace.console.output.standard", iConsoleOutput)
/// Request joystick plugin
#define CS_REQUEST_JOYSTICK \
CS_REQUEST_PLUGIN("crystalspace.device.joystick", iEventPlug)
/** @} */
/**
* Function to handle events for apps.
*/
typedef bool (*csEventHandlerFunc) (iEvent&);
/**
* This class represents a single plugin request for
* csInitializer::RequestPlugins(). As a shortcut, rather than constructing a
* csPluginRequest with individual arguments, you can use CS_REQUEST_PLUGIN()
* or one of its derivatives, such as CS_REQUEST_VFS. For example:
* \code
* csPluginRequest r1(CS_REQUEST_VFS);
* csPluginRequest r2(CS_REQUEST_PLUGIN("myproj.foobar",iFoobar));
* \endcode
*/
class CS_CRYSTALSPACE_EXPORT csPluginRequest
{
private:
csString class_name;
csString interface_name;
scfInterfaceID interface_id;
int interface_version;
void set(csPluginRequest const&);
public:
csPluginRequest(csString class_name, csString interface_name,
scfInterfaceID interface_id, int interface_version);
csPluginRequest(csPluginRequest const& r) { set(r); }
csPluginRequest& operator=(csPluginRequest const& r) {set(r); return *this;}
bool operator==(csPluginRequest const&) const;
bool operator!=(csPluginRequest const& r) const { return !operator==(r); }
csString GetClassName() const { return class_name; }
csString GetInterfaceName() const { return interface_name; }
scfInterfaceID GetInterfaceID() const { return interface_id; }
int GetInterfaceVersion() const { return interface_version; }
};
/**
* This class contains several static member functions that can help
* setup an application. It is possible to do all the setup on your own
* but using the functions below will help considerably.
*/
class CS_CRYSTALSPACE_EXPORT csInitializer
{
public:
/**
* Create everything needed to get a CS application operational.
* This function is completely equivalent to calling:
* - #CS_INITIALIZE_PLATFORM_APPLICATION macro
* - InitializeSCF()
* - CreateObjectRegistry()
* - CreatePluginManager()
* - CreateEventQueue()
* - CreateVirtualClock()
* - CreateCommandLineParser()
* - CreateVerbosityManager()
* - CreateConfigManager()
* - CreateThreadManager()
* - CreateInputDrivers()
* - CreateStringSet()
* - csPlatformStartup()
*
* You may want to call all or some of those manually if you don't wish
* to use this function. It is suggested that
* #CS_INITIALIZE_PLATFORM_APPLICATION, InitializeSCF(),
* and csPlatformStartup() are always invoked;
* the other calls can be replaced
* with manual creation of the respective objects. However, the order above
* should be retained when doing so.
* \param argc argc argument from main().
* \param argv argv argument from main().
* \param scanDefaultPluginPaths Whether the default plugin paths are scanned.
* Forwarded to InitializeSCF(), see there for more information.
* \return This function will return the pointer to the object registry where
* all the created objects will be registered.
*/
static iObjectRegistry* CreateEnvironment(int argc, char const* const argv[],
bool scanDefaultPluginPaths = true);
/**
* This very important function initializes the SCF sub-system.
* Without this you can do almost nothing in CS.
* \param argc argc argument from main().
* \param argv argv argument from main().
* \param scanDefaultPluginPaths Whether the default plugin paths provided by
* csGetPluginPaths() are scanned. Otherwise, no plugin scanning is done.
* In this case the csPathsList* version of scfInitialize() should be
* invoked manually if some paths should be scanned for plugins.
*/
static bool InitializeSCF (int argc, char const* const argv[],
bool scanDefaultPluginPaths = true);
/**
* This function should be called second. It will create the object
* registry and return a pointer to it. If there is a problem it will
* return 0.
*/
static iObjectRegistry* CreateObjectRegistry ();
/**
* You will almost certainly want to call this function. It will
* create the plugin manager which is essential for nearly everything.
* The created plugin manager will be registered with the object registry
* as the default plugin manager (using 0 tag).
*/
static iPluginManager* CreatePluginManager (iObjectRegistry*);
/**
* This essential function creates the event queue which is the main
* driving force between the event-driven CS model. In addition this function
* will register the created event queue with the object registry as
* the default event queue (using 0 tag).
*/
static iEventQueue* CreateEventQueue (iObjectRegistry*);
/**
* This function creates the thread manager, which coordinates
* the thread queue system in CS.
*/
static iThreadManager* CreateThreadManager (iObjectRegistry*);
/**
* Create the virtual clock. This clock is responsible for keeping
* track of virtual time in the game system. This function will
* register the created virtual clock with the object registry as the
* default virtual clock (using 0 tag).
*/
static iVirtualClock* CreateVirtualClock (iObjectRegistry*);
/**
* Create the commandline parser. This function will register the created
* commandline parser with the object registry as the default
* parser (using 0 tag).
*/
static iCommandLineParser* CreateCommandLineParser (
iObjectRegistry*, int argc, char const* const argv[]);
/**
* Create and, if needed, register the verbosity manager. It is used by a
* lot of plugins to control diagnostic output while running.
*/
static iVerbosityManager* CreateVerbosityManager (iObjectRegistry*);
/**
* Create the config manager. This function will register the created
* config manager with the object registry as the default config manager
* (using 0 tag).
*/
static iConfigManager* CreateConfigManager (iObjectRegistry*);
/**
* This function will create the three common input drivers
* (csKeyboardDriver, csMouseDriver, and csJoystickDriver) and register
* them with the object registry. Note that this function must be
* called after creating the config manager (CreateConfigManager()).
*/
static bool CreateInputDrivers (iObjectRegistry*);
/**
* Create the global shared string sets and register them with the registry.
* The first can be used if multiple, distinct modules want to share string IDs.
* The set can be requested with:
* \code
* csRef<iStringSet> strings = csQueryRegistryTagInterface<iStringSet> (
* object_reg, "crystalspace.shared.stringset");
* \endcode
*
* The second string set is used for shader variable names and can be
* requested by:
* \code
* csRef<iShaderVarStringSet> strings =
* csQueryRegistryTagInterface<iShaderVarStringSet> (
* objectRegistry, "crystalspace.shader.variablenameset");
* \endcode
*/
static bool CreateStringSet (iObjectRegistry*);
/**
* Create the global system open manager sets and it them with the registry.
* Must be called after CreateEventQueue() and is most sensibly called
* before RequestPlugins().
*/
static iSystemOpenManager* CreateSystemOpenManager (iObjectRegistry*);
/**
* Setup the config manager. If you have no config file then you can still
* call this routine using a 0 parameter. If you don't call this then
* either RequestPlugins() or Initialize() will call this routine with
* 0 parameter. The 'ApplicationID' parameter is used to determine the
* correct user-specific domain; if 0, the return value of GetDefaultAppID()
* is used. It is possibly overriden by the application config file option
* "System.ApplicationID".
*
* This method will load the VFS plugin if not already present in the given
* object registry.
*/
static bool SetupConfigManager (iObjectRegistry*, const char* configName,
const char *ApplicationID = 0);
/**
* Find or load the VFS plugin, add it to the given object registry, and
* return it. An alternate plugin ID for VFS may be given as well.
* Use this method if you need to make changes to VFS, or use an alternate
* VFS plugin, before calling SetupConfigManager.
* Otherwise, SetupConfigManager will load the default VFS plugin
* automatically.
* objectReg can be the object registry object returned by CreateEnvironment,
* or one that you have manually set up with plugin and config manager
* objects.
*/
static iVFS* SetupVFS(iObjectRegistry* objectReg,
const char* pluginID = "crystalspace.kernel.vfs");
/**
* Request a few widely used standard plugins and also read the standard
* configuration file and command line for potential other plugins. This
* routine must be called before Initialize().
* <p>
* The variable arguments should contain four entries for every plugin you
* want to load: SCF class name, SCF interface name, inteface ID, and
* interface version. To make this easier it is recommended you use one of
* the CS_REQUEST_xxx macros above. <b>WARNING</b> Make sure to end the list
* with CS_REQUEST_END!
*/
static bool RequestPlugins (iObjectRegistry*, ...);
/**
* This is just like RequestPlugins(...), which accepts a variable list of
* arguments at compile-time, except that arguments are passed as a
* `va_list'.
*/
static bool RequestPluginsV (iObjectRegistry*, va_list);
/**
* Request a few widely used standard plugins and also read the standard
* configuration file and command line for potential other plugins. This
* routine must be called before Initialize().
* <p>
* Unlike the variable-argument RequestPlugins(...) method which expects you
* to know the list of requested plugins at compile-time, this overload
* allows you to construct an array of plugins at run-time. You do this by
* constructing a csArray<> of csPluginRequest records. For example:
* \code
* csArray<csPluginRequest> a;
* a.Push(csPluginRequest(CS_REQUEST_VFS));
* a.Push(csPluginRequest(CS_REQUEST_ENGINE));
* a.Push(csPluginRequest(CS_REQUEST_PLUGIN("myproj.foobar",iFoobar)));
* csInitializer::RequestPlugins(registry,a);
* \endcode
* <b>WARNING</b> csArray<> already knows its own size, so do <b>not</b>
* terminate the list with CS_REQUEST_END.
*/
static bool RequestPlugins(iObjectRegistry*,csArray<csPluginRequest> const&);
/**
* Send the csevSystemOpen command to all loaded plugins.
* This should be done after initializing them (Initialize()).
*/
static bool OpenApplication (iObjectRegistry*);
/**
* Send the csevSystemClose command to all loaded plugins.
*/
static void CloseApplication (iObjectRegistry*);
/**
* Initialize an event handler for the application. This is the
* most general routine. This event handler will receive all events
* that are sent through the event manager. Use this function to know
* about keyboard, mouse and other events. Note that you also have to
* use this function to be able to render something as rendering
* happens as a result of one event (csevFrame).
*/
static bool SetupEventHandler (iObjectRegistry*, iEventHandler*, const csEventID[]);
/**
* Initialize an event handler function. This is an easier version
* of SetupEventHandler() that takes a function and will register an
* event handler to call that function for all stated events and their
* children, or (if the third argument is omitted) for all events.
*/
static bool SetupEventHandler (iObjectRegistry*, csEventHandlerFunc, const csEventID events[]);
/**
* Initialize an event handler function. This function will receive EVERY
* event that passes through the system. This is usually not what you
* want, since (1) it means you'll probably receive a lot of events you're
* not interested in, and (2) it's the most costly operation for the event
* subscription scheduler.
*/
static bool SetupEventHandler (iObjectRegistry*, csEventHandlerFunc);
/**
* Destroy the application.<p>
* Undo all of the initialization done by CreateEnvironment() or any of the
* other setup functions.
* \remarks
* This will also unload all loaded plugins! So if you keep any references
* to plugins in the same scope as DestroyApplication (), clear those
* BEFORE calling DestroyApplication (). Example:
* \code
* class MyApp
* {
* csRef<iVFS> vfs;
* public:
* MyApp ();
* ~MyApp ()
* {
* csInitializer::DestroyApplication (...);
* }
* }
* \endcode
* The above snippet will likely return in a crash at the end of the
* program - DestroyApplication () causes the unloading of all plugins,
* including VFS, however, the csRef<iVFS> is destroyed AFTER
* DestroyApplication () was called, so it'll try to DecRef() an object that
* has already been deleted. To fix the problem, either set 'vfs' to 0, or
* move DestroyApplication () into another scope (e.g. the main() of an
* application.)
*/
static void DestroyApplication (iObjectRegistry*);
/**
* The default application string name; computed from the executable name
* as passed in argv[0] to CreateEnvironment(). If the latter was not called
* or argv[0] did not contain a sensible name, a default string is used.
*/
static const char* GetDefaultAppID();
protected:
};
/** @} */
#endif // __CS_INITAPP_H__
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