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GameLib.h
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GameLib.h
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/**
* vim: set ts=4 :
* =============================================================================
* Source Dedicated Server NG - Game API Library
* Copyright (C) 2011-2013 Scott Ehlert and AlliedModders LLC.
* All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program 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 General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "Steamworks SDK," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works.
*/
#ifndef _INCLUDE_SRCDS_GAMELIB_H_
#define _INCLUDE_SRCDS_GAMELIB_H_
#include "platform.h"
#include "am-string.h"
#include <stddef.h>
using namespace ke;
#if defined(PLATFORM_WINDOWS)
typedef HMODULE LibHandle;
#else
typedef void * LibHandle;
#endif
typedef void *(*CreateInterfaceFn)(const char *, int *);
// Represents a dynamic library for Source games
class GameLib
{
public:
GameLib();
explicit GameLib(const char *name);
virtual ~GameLib();
public:
const AString& GetName() const;
bool IsLoaded() const;
virtual bool Load(const char *name);
void Close();
template <typename T>
T ResolveSymbol(const char *symbol)
{
return reinterpret_cast<T>(GetSymbolAddr(symbol));
}
inline CreateInterfaceFn GetFactory()
{
return ResolveSymbol<CreateInterfaceFn>("CreateInterface");
}
inline operator bool() const
{
return IsLoaded();
}
private:
// Disallow copy construction and assignment
GameLib(const GameLib &other);
GameLib &operator =(const GameLib &other);
void *GetSymbolAddr(const char *symbol);
bool TryLoad();
protected:
AString name_;
const char *shortName_;
LibHandle handle_;
};
#endif // _INCLUDE_SRCDS_GAMELIB_H_