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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef IGAMELIST_H
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#define IGAMELIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct serveritem_t;
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#include "FindSteamServers.h"
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#define EMPTY_SERVER_NAME "0.0.0.0:0"
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//-----------------------------------------------------------------------------
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// Purpose: Interface to accessing a game list
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//-----------------------------------------------------------------------------
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class IGameList
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{
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public:
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enum InterfaceItem_e
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{
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FILTERS,
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GETNEWLIST,
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ADDSERVER,
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ADDCURRENTSERVER,
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};
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// returns true if the game list supports the specified ui elements
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virtual bool SupportsItem(InterfaceItem_e item) = 0;
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// starts the servers refreshing
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virtual void StartRefresh() = 0;
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// gets a new server list
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virtual void GetNewServerList() = 0;
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// stops current refresh/GetNewServerList()
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virtual void StopRefresh() = 0;
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// returns true if the list is currently refreshing servers
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virtual bool IsRefreshing() = 0;
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// gets information about specified server
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virtual serveritem_t &GetServer(unsigned int serverID) = 0;
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// adds a new server to list
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virtual void AddNewServer(serveritem_t &server) = 0;
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// marks that server list has been fully received
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virtual void ListReceived(bool moreAvailable, const char *lastUniqueIP, ESteamServerType serverType) = 0;
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// called when Connect button is pressed
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virtual void OnBeginConnect() = 0;
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// reapplies filters
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virtual void ApplyFilters() = 0;
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// invalid server index
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virtual int GetInvalidServerListID() = 0;
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};
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#endif // IGAMELIST_H
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