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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Defines the interface that the GameUI dll exports
//
// $NoKeywords: $
//===========================================================================//
#ifndef VGUI_BASEUI_INTERFACE_H
#define VGUI_BASEUI_INTERFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "ienginevgui.h"
#include "inputsystem/ButtonCode.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
//-----------------------------------------------------------------------------
// Foward declarations
//-----------------------------------------------------------------------------
class IMatSystemSurface; class Color; class IGameUI; class KeyValues; struct InputEvent_t; FORWARD_DECLARE_HANDLE( InputContextHandle_t );
IGameUI* GetGameUI( void );
//-----------------------------------------------------------------------------
// Global singleton interfaces related to VGUI
//-----------------------------------------------------------------------------
// enumeration of level loading progress bar spots
enum LevelLoadingProgress_e { PROGRESS_INVALID = -2, PROGRESS_DEFAULT = -1,
PROGRESS_NONE, PROGRESS_CHANGELEVEL, PROGRESS_SPAWNSERVER, PROGRESS_LOADWORLDMODEL, PROGRESS_CRCMAP, PROGRESS_CRCCLIENTDLL, PROGRESS_CREATENETWORKSTRINGTABLES, PROGRESS_PRECACHEWORLD, PROGRESS_CLEARWORLD, PROGRESS_LEVELINIT, PROGRESS_PRECACHE, PROGRESS_ACTIVATESERVER, PROGRESS_BEGINCONNECT, PROGRESS_SIGNONCHALLENGE, PROGRESS_SIGNONCONNECT, PROGRESS_SIGNONCONNECTED, PROGRESS_PROCESSSERVERINFO, PROGRESS_PROCESSSTRINGTABLE, PROGRESS_SIGNONNEW, PROGRESS_SENDCLIENTINFO, PROGRESS_SENDSIGNONDATA, PROGRESS_SIGNONSPAWN, PROGRESS_CREATEENTITIES, PROGRESS_FULLYCONNECTED, PROGRESS_PRECACHELIGHTING, PROGRESS_READYTOPLAY, PROGRESS_HIGHESTITEM, // must be last item in list
};
//-----------------------------------------------------------------------------
// Purpose: Centerpoint for handling all user interface in the engine
//-----------------------------------------------------------------------------
abstract_class IEngineVGuiInternal : public IEngineVGui { public:
virtual void Init() = 0; virtual void Connect() = 0; virtual void Shutdown() = 0; virtual bool SetVGUIDirectories() = 0; virtual bool IsInitialized() const = 0; virtual CreateInterfaceFn GetGameUIFactory() = 0; virtual bool Key_Event( const InputEvent_t &event ) = 0; virtual void BackwardCompatibility_Paint() = 0; virtual void UpdateButtonState( const InputEvent_t &event ) = 0; virtual void PostInit() = 0;
virtual void Paint( PaintMode_t mode ) = 0;
// handlers for game UI (main menu)
virtual void ActivateGameUI() = 0; virtual bool HideGameUI() = 0; virtual bool IsGameUIVisible() = 0;
// console
virtual void ShowConsole() = 0; virtual void HideConsole() = 0; virtual bool IsConsoleVisible() = 0; virtual void ClearConsole() = 0;
virtual void HideDebugSystem() = 0;
// level loading
virtual void OnLevelLoadingStarted( const char *levelName, bool bLocalServer ) = 0; virtual void OnLevelLoadingFinished() = 0; virtual void NotifyOfServerConnect(const char *game, int IP, int connectionPort, int queryPort) = 0; virtual void NotifyOfServerDisconnect() = 0; virtual void EnabledProgressBarForNextLoad() = 0; virtual void UpdateProgressBar(LevelLoadingProgress_e progress, bool showDialog = true ) = 0; virtual void UpdateCustomProgressBar( float progress, const wchar_t *desc ) = 0; virtual void StartCustomProgress() = 0; virtual void FinishCustomProgress() = 0; virtual void UpdateSecondaryProgressBarWithFile( float progress, const char *pDesc, int nBytesTotal ) = 0; virtual void UpdateSecondaryProgressBar( float progress, const wchar_t *desc ) = 0; virtual void ShowErrorMessage() = 0; virtual void HideLoadingPlaque() = 0; virtual void StartLoadingScreenForCommand( const char* command ) = 0; virtual void StartLoadingScreenForKeyValues( KeyValues* keyValues ) = 0;
// Should pause?
virtual bool ShouldPause() = 0; virtual void SetGameDLLPanelsVisible( bool show ) = 0; // Allows the level loading progress to show map-specific info
virtual void SetProgressLevelName( const char *levelName ) = 0;
virtual void Simulate() = 0;
virtual void SetNotAllowedToHideGameUI( bool bNotAllowedToHide ) = 0; virtual void SetNotAllowedToShowGameUI( bool bNotAllowedToShow ) = 0;
virtual void NeedConnectionProblemWaitScreen() = 0; virtual void ShowPasswordUI( char const *pchCurrentPW ) = 0; virtual void OnToolModeChanged( bool bGameMode ) = 0;
virtual InputContextHandle_t GetGameUIInputContext() = 0;
virtual bool IsPlayingFullScreenVideo() = 0; };
// Purpose: singleton accessor
#ifndef DEDICATED
extern IEngineVGuiInternal *EngineVGui(); #endif
#endif // VGUI_BASEUI_INTERFACE_H
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