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34 lines
1.4 KiB
34 lines
1.4 KiB
//========= 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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