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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "vgui/IPanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
class CCommand;
// reasons why the user can't connect to a game server
enum ESteamLoginFailure { STEAMLOGINFAILURE_NONE, STEAMLOGINFAILURE_BADTICKET, STEAMLOGINFAILURE_NOSTEAMLOGIN, STEAMLOGINFAILURE_VACBANNED, STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE };
enum ESystemNotify { SYSTEMNOTIFY_STORAGEDEVICES_CHANGED, SYSTEMNOTIFY_USER_SIGNEDIN, SYSTEMNOTIFY_USER_SIGNEDOUT, SYSTEMNOTIFY_XLIVE_LOGON_ESTABLISHED, // we are logged into live service
SYSTEMNOTIFY_XLIVE_LOGON_CLOSED, // no longer logged into live - either from natural (signed out) or unnatural (e.g. severed net connection) causes
SYSTEMNOTIFY_XUIOPENING, SYSTEMNOTIFY_XUICLOSED, SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
SYSTEMNOTIFY_MUTECHANGED, // Player changed mute settings
SYSTEMNOTIFY_INPUTDEVICESCHANGED, // Input device has changed (used for controller disconnection)
SYSTEMNOTIFY_PROFILE_UNAVAILABLE, // Profile failed to read or write
};
// these are used to show the modal message box on different slots
enum ECommandMsgBoxSlot { CMB_SLOT_FULL_SCREEN = -1, CMB_SLOT_PLAYER_0, CMB_SLOT_PLAYER_1, };
//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI { public: // initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0; virtual void PostInit() = 0;
// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;
virtual void Start() = 0; virtual void Shutdown() = 0; virtual void RunFrame() = 0;
// notifications
virtual void OnGameUIActivated() = 0; virtual void OnGameUIHidden() = 0; // OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0; virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0; virtual void OnLevelLoadingStarted( const char *levelName, bool bShowProgressDialog ) = 0; virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0; virtual void StartLoadingScreenForCommand( const char* command ) = 0; virtual void StartLoadingScreenForKeyValues( KeyValues* keyValues ) = 0;
// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText, bool showDialog = true ) = 0; // Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0; virtual bool UpdateSecondaryProgressBar(float progress, const wchar_t *desc ) = 0;
// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
// Allows the level loading progress to show map-specific info
virtual void SetProgressLevelName( const char *levelName ) = 0; // Xbox 360
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0; virtual void ShowMessageDialog( const char* messageID, const char* titleID ) = 0;
virtual void CreateCommandMsgBox( const char* pszTitle, const char* pszMessage, bool showOk = true, bool showCancel = false, const char* okCommand = NULL, const char* cancelCommand = NULL, const char* closedCommand = NULL, const char* pszLegend = NULL ) = 0; virtual void CreateCommandMsgBoxInSlot( ECommandMsgBoxSlot slot, const char* pszTitle, const char* pszMessage, bool showOk = true, bool showCancel = false, const char* okCommand = NULL, const char* cancelCommand = NULL, const char* closedCommand = NULL, const char* pszLegend = NULL ) = 0;
// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;
virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;
virtual void SetProgressOnStart() = 0; virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0; /*
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0; // Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0; */ virtual void NeedConnectionProblemWaitScreen() = 0; virtual void ShowPasswordUI( char const *pchCurrentPW ) = 0;
#if defined( _X360 ) && defined( _DEMO )
virtual void OnDemoTimeout( void ) = 0; #endif
virtual bool LoadingProgressWantsIsolatedRender( bool bContextValid ) = 0;
virtual bool IsPlayingFullScreenVideo() = 0;
virtual bool IsTransitionEffectEnabled() = 0;
virtual bool IsInLevel() = 0;
virtual void RestoreTopLevelMenu() = 0; };
#define GAMEUI_INTERFACE_VERSION "GameUI011"
#endif // IGAMEUI_H
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