//======= Copyright ( c ) 1996-2009, Valve Corporation, All rights reserved. ====== // // Purpose: Definitions that are shared by the game DLL and the client DLL. // //=============================================================================== #if defined( INCLUDE_SCALEFORM ) #ifndef SPLITSCREENSIGNON_H #define SPLITSCREENSIGNON_H #ifdef _WIN32 #pragma once #endif #include "GameEventListener.h" #include "matchmaking/imatchframework.h" #include "scaleformui/scaleformui.h" class SplitScreenSignonWidget : public ScaleformFlashInterfaceMixin, public IMatchEventsSink { public: SplitScreenSignonWidget(); void FlashReady( void ); bool PreUnloadFlash( void ); void OnShow( void ); void OnHide( void ); void Show( bool showit ); void UpdateState( void ); void SplitScreenConditionsAreValid( bool value ); void Update( void ); void DropSecondPlayer( void ); void RevertUIToOnePlayerMode( void ); virtual void FireGameEvent( IGameEvent *event ); void SetPlayer2Name( const char* name ); virtual void OnEvent( KeyValues *pEvent ); void SetPlayerSignedIn( void ); public: SFVALUE m_pPlayer2Name; int m_iSecondPlayerId; int m_iControllerThatPressedStart; bool m_bVisible; bool m_bLoading; bool m_bWantShown; bool m_bConditionsAreValid; bool m_bWaitingForSignon; bool m_bDropSecondPlayer; bool m_bCurrentlyProcessingSignin; }; #endif // SPLITSCREENSIGNON_H #endif // include scaleform