mirror of
https://github.com/nillerusr/source-engine.git
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160 lines
5.8 KiB
C++
160 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines the interface that the GameUI dll exports
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GAMEUI_INTERFACE_H
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#define GAMEUI_INTERFACE_H
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#pragma once
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#include "GameUI/IGameUI.h"
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#include <vgui_controls/Panel.h>
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#include <vgui_controls/PHandle.h>
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class IGameClientExports;
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//-----------------------------------------------------------------------------
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// Purpose: Implementation of GameUI's exposed interface
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//-----------------------------------------------------------------------------
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class CGameUI : public IGameUI
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{
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public:
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CGameUI();
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~CGameUI();
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virtual void Initialize( CreateInterfaceFn appFactory );
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virtual void Connect( CreateInterfaceFn gameFactory );
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virtual void Start();
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virtual void Shutdown();
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virtual void RunFrame();
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virtual void PostInit();
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// plays the startup mp3 when GameUI starts
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void PlayGameStartupSound();
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// Engine wrappers for activating / hiding the gameUI
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void ActivateGameUI();
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void HideGameUI();
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// Toggle allowing the engine to hide the game UI with the escape key
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void PreventEngineHideGameUI();
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void AllowEngineHideGameUI();
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virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel );
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// Bonus maps interfaces
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virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL );
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virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL );
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virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest );
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virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName );
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virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold );
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virtual void BonusMapDatabaseSave( void );
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virtual int BonusMapNumAdvancedCompleted( void );
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virtual void BonusMapNumMedals( int piNumMedals[ 3 ] );
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// notifications
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virtual void OnGameUIActivated();
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virtual void OnGameUIHidden();
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virtual void OLD_OnConnectToServer( const char *game, int IP, int port ); // OLD: use OnConnectToServer2
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virtual void OnConnectToServer2( const char *game, int IP, int connectionPort, int queryPort );
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virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure );
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virtual void OnLevelLoadingStarted( bool bShowProgressDialog );
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virtual void OnLevelLoadingFinished( bool bError, const char *failureReason, const char *extendedReason );
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virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) { OnDisconnectFromServer( eSteamLoginFailure ); }
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// progress
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virtual bool UpdateProgressBar(float progress, const char *statusText);
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// Shows progress desc, returns previous setting... (used with custom progress bars )
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virtual bool SetShowProgressText( bool show );
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// brings up the new game dialog
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virtual void ShowNewGameDialog( int chapter );
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// Xbox 360
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virtual void SessionNotification( const int notification, const int param = 0 );
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virtual void SystemNotification( const int notification );
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virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner = NULL );
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virtual void CloseMessageDialog( const uint nType = 0 );
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virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost );
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virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping );
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virtual void OnCreditsFinished( void );
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// X360 Storage device validation:
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// returns true right away if storage device has been previously selected.
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// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
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// once the storage device is selected by user.
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virtual bool ValidateStorageDevice( int *pStorageDeviceValidated );
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virtual void SetProgressOnStart();
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virtual void OnConfirmQuit( void );
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virtual bool IsMainMenuVisible( void );
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// Client DLL is providing us with a panel that it wants to replace the main menu with
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virtual void SetMainMenuOverride( vgui::VPANEL panel );
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// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
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virtual void SendMainMenuCommand( const char *pszCommand );
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// state
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bool IsInLevel();
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bool IsInBackgroundLevel();
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bool IsInMultiplayer();
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bool IsInReplay();
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bool IsConsoleUI();
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bool HasSavedThisMenuSession();
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void SetSavedThisMenuSession( bool bState );
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void ShowLoadingBackgroundDialog();
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void HideLoadingBackgroundDialog();
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bool HasLoadingBackgroundDialog();
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private:
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void SendConnectedToGameMessage();
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virtual void StartProgressBar();
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virtual bool ContinueProgressBar(float progressFraction);
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virtual void StopProgressBar(bool bError, const char *failureReason, const char *extendedReason = NULL);
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virtual bool SetProgressBarStatusText(const char *statusText);
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//!! these functions currently not implemented
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virtual void SetSecondaryProgressBar(float progress /* range [0..1] */);
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virtual void SetSecondaryProgressBarText(const char *statusText);
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bool FindPlatformDirectory(char *platformDir, int bufferSize);
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void GetUpdateVersion( char *pszProd, char *pszVer);
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void ValidateCDKey();
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CreateInterfaceFn m_GameFactory;
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bool m_bPlayGameStartupSound : 1;
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bool m_bTryingToLoadFriends : 1;
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bool m_bActivatedUI : 1;
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bool m_bIsConsoleUI : 1;
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bool m_bHasSavedThisMenuSession : 1;
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bool m_bOpenProgressOnStart : 1;
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int m_iGameIP;
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int m_iGameConnectionPort;
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int m_iGameQueryPort;
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int m_iFriendsLoadPauseFrames;
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char m_szPreviousStatusText[128];
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char m_szPlatformDir[MAX_PATH];
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vgui::DHANDLE<class CCDKeyEntryDialog> m_hCDKeyEntryDialog;
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};
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// Purpose: singleton accessor
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extern CGameUI &GameUI();
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// expose client interface
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extern IGameClientExports *GameClientExports();
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#endif // GAMEUI_INTERFACE_H
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