//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #ifndef MM_TITLE_H #define MM_TITLE_H #ifdef _WIN32 #pragma once #endif #include "../mm_framework.h" class CMatchTitle : public IMatchTitle, public IMatchEventsSink, public IGameEventListener2 { // Methods exposed for the framework public: virtual InitReturnVal_t Init(); virtual void Shutdown(); // Methods of IMatchTitle public: // Title ID virtual uint64 GetTitleID(); // Service ID for XLSP virtual uint64 GetTitleServiceID(); // Describe title settings using a bitwise combination of flags virtual uint64 GetTitleSettingsFlags(); // Prepare network startup params for the title virtual void PrepareNetStartupParams( void *pNetStartupParams ); // Get total number of players supported by the title virtual int GetTotalNumPlayersSupported(); // Get a guest player name virtual char const * GetGuestPlayerName( int iUserIndex ); // Decipher title data fields virtual TitleDataFieldsDescription_t const * DescribeTitleDataStorage(); // Title achievements virtual TitleAchievementsDescription_t const * DescribeTitleAchievements(); // Title avatar awards virtual TitleAvatarAwardsDescription_t const * DescribeTitleAvatarAwards(); // Title DLC description virtual TitleDlcDescription_t const * DescribeTitleDlcs(); // Title leaderboards virtual KeyValues * DescribeTitleLeaderboard( char const *szLeaderboardView ); // Sets up all necessary client-side convars and user info before // connecting to server virtual void PrepareClientForConnect( KeyValues *pSettings ); // Start up a listen server with the given settings virtual bool StartServerMap( KeyValues *pSettings ); // Run every frame virtual void RunFrame(); // Methods of IMatchEventsSink public: virtual void OnEvent( KeyValues *pEvent ); // Methods of IGameEventListener2 public: // FireEvent is called by EventManager if event just occured // KeyValue memory will be freed by manager if not needed anymore virtual void FireGameEvent( IGameEvent *event ); virtual int GetEventDebugID( void ); public: CMatchTitle(); ~CMatchTitle(); }; // Match title singleton extern CMatchTitle *g_pMatchTitle; #endif // MM_TITLE_H