Counter Strike : Global Offensive Source Code
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#if !defined( CLIENTSTEAMCONTEXT_H )
#define CLIENTSTEAMCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
#include "steam/steam_api.h"
#include "utldelegate.h"
struct SteamLoggedOnChange_t
{
bool bPreviousLoggedOn;
bool bLoggedOn;
};
class CClientSteamContext : public CSteamAPIContext
{
public:
CClientSteamContext();
~CClientSteamContext();
void Activate();
void Shutdown();
#if !defined(NO_STEAM)
STEAM_CALLBACK( CClientSteamContext, OnSteamServersDisconnected, SteamServersDisconnected_t, m_CallbackSteamServersDisconnected );
STEAM_CALLBACK( CClientSteamContext, OnSteamServerConnectFailure, SteamServerConnectFailure_t, m_CallbackSteamServerConnectFailure );
STEAM_CALLBACK( CClientSteamContext, OnSteamServersConnected, SteamServersConnected_t, m_CallbackSteamServersConnected );
#endif
bool BLoggedOn() { return m_bLoggedOn; }
EUniverse GetConnectedUniverse() { return m_nUniverse; }
uint32 GetAppID() { return m_nAppID; }
const CSteamID & GetLocalPlayerSteamID() { return m_SteamIDLocalPlayer; }
// Allow others to register for a callback when the Steam logged on status changes
void InstallCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate );
void RemoveCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate );
private:
void UpdateLoggedOnState();
void InvokeCallbacks( const SteamLoggedOnChange_t &loggedOnStatus );
bool m_bActive;
bool m_bLoggedOn;
CSteamID m_SteamIDLocalPlayer;
EUniverse m_nUniverse;
uint32 m_nAppID;
CUtlVector< CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > > m_LoggedOnCallbacks;
};
CClientSteamContext &ClientSteamContext(); // singleton accessor
#endif // CLIENTSTEAMCONTEXT_H