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122 lines
4.7 KiB
122 lines
4.7 KiB
5 years ago
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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 IGAMEUI_H
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#define IGAMEUI_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include "vgui/IPanel.h"
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#if !defined( _X360 )
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#include "xbox/xboxstubs.h"
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#endif
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// reasons why the user can't connect to a game server
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enum ESteamLoginFailure
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{
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STEAMLOGINFAILURE_NONE,
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STEAMLOGINFAILURE_BADTICKET,
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STEAMLOGINFAILURE_NOSTEAMLOGIN,
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STEAMLOGINFAILURE_VACBANNED,
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STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
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};
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enum ESystemNotify
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{
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SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
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SYSTEMNOTIFY_USER_SIGNEDIN,
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SYSTEMNOTIFY_USER_SIGNEDOUT,
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SYSTEMNOTIFY_XUIOPENING,
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SYSTEMNOTIFY_XUICLOSED,
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SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
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};
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//-----------------------------------------------------------------------------
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// Purpose: contains all the functions that the GameUI dll exports
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//-----------------------------------------------------------------------------
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abstract_class IGameUI
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{
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public:
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// initialization/shutdown
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virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
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virtual void PostInit() = 0;
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// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
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virtual void Connect( CreateInterfaceFn gameFactory ) = 0;
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virtual void Start() = 0;
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virtual void Shutdown() = 0;
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virtual void RunFrame() = 0;
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// notifications
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virtual void OnGameUIActivated() = 0;
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virtual void OnGameUIHidden() = 0;
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// OLD: Use OnConnectToServer2
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virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;
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virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
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virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
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virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;
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// level loading progress, returns true if the screen needs updating
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virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
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// Shows progress desc, returns previous setting... (used with custom progress bars )
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virtual bool SetShowProgressText( bool show ) = 0;
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// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
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virtual void ShowNewGameDialog( int chapter ) = 0;
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// Xbox 360
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virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
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virtual void SystemNotification( const int notification ) = 0;
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virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
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virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
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virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
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virtual void OnCreditsFinished( void ) = 0;
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// inserts specified panel as background for level load dialog
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virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;
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// Bonus maps interfaces
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virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
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virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
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virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
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virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
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virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
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virtual void BonusMapDatabaseSave( void ) = 0;
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virtual int BonusMapNumAdvancedCompleted( void ) = 0;
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virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;
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virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;
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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 ) = 0;
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virtual void SetProgressOnStart() = 0;
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virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;
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virtual void OnConfirmQuit( void ) = 0;
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virtual bool IsMainMenuVisible( void ) = 0;
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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 ) = 0;
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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 ) = 0;
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};
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#define GAMEUI_INTERFACE_VERSION "GameUI011"
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#endif // IGAMEUI_H
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