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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Interface for setting Rich Presence contexts and properties.
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//
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//=============================================================================
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#ifndef IPRESENCE_H
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#define IPRESENCE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//--------------------------------------------------------------------
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// Purpose: Rich Presence interface
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//--------------------------------------------------------------------
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class IPresence
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{
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public:
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virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false ) = 0;
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virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false ) = 0;
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virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) = 0;
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virtual uint GetPresenceID( const char *pIDName ) = 0;
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virtual const char *GetPropertyIdString( const uint id ) = 0;
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virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) = 0;
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// Stats reporting
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virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ) = 0;
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virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType ) = 0;
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virtual void UploadStats() = 0;
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};
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extern IPresence *presence;
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#endif // IPRESENCE_H
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