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56 lines
2.3 KiB
C
56 lines
2.3 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base implementation of the IPresence interface
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//
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//=============================================================================
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#ifndef BASEPRESENCE_H
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#define BASEPRESENCE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ipresence.h"
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#include "igamesystem.h"
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//-----------------------------------------------------------------------------
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// Purpose: Common implementation for setting user contexts and properties.
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// Each client should inherit from this to implement mod-specific presence info.
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//-----------------------------------------------------------------------------
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class CBasePresence : public IPresence, public CAutoGameSystemPerFrame
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{
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public:
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// CBaseGameSystemPerFrame overrides
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virtual bool Init( void );
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virtual void Shutdown( void );
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virtual void Update( float frametime );
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virtual char const *Name( void ) { return "presence"; }
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// IPresence Interface
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virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false );
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virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false );
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virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
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virtual uint GetPresenceID( const char *pIdName );
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virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
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virtual const char *GetPropertyIdString( const uint id );
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// Stats reporting
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virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
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virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType );
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virtual void UploadStats();
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protected:
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bool m_bArbitrated;
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bool m_bReportingStats;
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HANDLE m_hSession;
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CUtlVector< XUSER_PROPERTY > m_PlayerStats;
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//---------------------------------------------------------
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// Debug support
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//---------------------------------------------------------
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CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 )
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CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 )
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};
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#endif // BASEPRESENCE_H
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