Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISERVERBROWSER_H
#define ISERVERBROWSER_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//-----------------------------------------------------------------------------
// Purpose: Interface to server browser module
//-----------------------------------------------------------------------------
abstract_class IServerBrowser
{
public:
// activates the server browser window, brings it to the foreground
virtual bool Activate() = 0;
// joins a game directly
virtual bool JoinGame( uint32 unGameIP, uint16 usGamePort, const char *pszConnectCode ) = 0;
// joins a specified game - game info dialog will only be opened if the server is fully or passworded
virtual bool JoinGame( uint64 ulSteamIDFriend, const char *pszConnectCode ) = 0;
// opens a game info dialog to watch the specified server; associated with the friend 'userName'
virtual bool OpenGameInfoDialog( uint64 ulSteamIDFriend, const char *pszConnectCode ) = 0;
// forces the game info dialog closed
virtual void CloseGameInfoDialog( uint64 ulSteamIDFriend ) = 0;
// closes all the game info dialogs
virtual void CloseAllGameInfoDialogs() = 0;
/// Given a map name, strips off some stuff and returns the "friendly" name of the map.
/// Returns the cleaned out map name into the caller's buffer, and returns the friendly
/// game type name.
virtual const char *GetMapFriendlyNameAndGameType( const char *pszMapName, char *szFriendlyMapName, int cchFriendlyName ) = 0;
// Enable filtering of workshop maps, requires the game/tool loading us to feed subscription data. This is a
// slightly ugly workaround to TF2 not yet having native workshop UI in quickplay, once that is in place this should
// either be stripped back out or expanded to be directly aware of the steam workshop without being managed.
virtual void SetWorkshopEnabled( bool bManaged ) = 0;
virtual void AddWorkshopSubscribedMap( const char *pszMapName ) = 0;
virtual void RemoveWorkshopSubscribedMap( const char *pszMapName ) = 0;
};
#define SERVERBROWSER_INTERFACE_VERSION "ServerBrowser005"
#endif // ISERVERBROWSER_H