Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the interface that the GameUI dll exports
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEUI_INTERFACE_H
#define GAMEUI_INTERFACE_H
#pragma once
#include "GameUI/IGameUI.h"
#include "vgui_controls/Panel.h"
#include "vgui_controls/PHandle.h"
#include "convar.h"
class IGameClientExports;
class CCommand;
//-----------------------------------------------------------------------------
// Purpose: Implementation of GameUI's exposed interface
//-----------------------------------------------------------------------------
class CGameUI : public IGameUI
{
public:
CGameUI();
~CGameUI();
virtual void Initialize( CreateInterfaceFn appFactory );
virtual void Connect( CreateInterfaceFn gameFactory );
virtual void Start();
virtual void Shutdown();
virtual void RunFrame();
virtual void PostInit();
// plays the startup mp3 when GameUI starts
void PlayGameStartupSound();
// Engine wrappers for activating / hiding the gameUI
void ActivateGameUI();
void HideGameUI();
// Toggle allowing the engine to hide the game UI with the escape key
void PreventEngineHideGameUI();
void AllowEngineHideGameUI();
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel );
// notifications
virtual void OnGameUIActivated();
virtual void OnGameUIHidden();
virtual void OLD_OnConnectToServer( const char *game, int IP, int port ); // OLD: use OnConnectToServer2
virtual void OnConnectToServer2( const char *game, int IP, int connectionPort, int queryPort );
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure );
virtual void OnLevelLoadingStarted( const char *levelName, bool bShowProgressDialog );
virtual void OnLevelLoadingFinished( bool bError, const char *failureReason, const char *extendedReason );
virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) { OnDisconnectFromServer( eSteamLoginFailure ); }
// progress
virtual bool UpdateProgressBar(float progress, const char *statusText);
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show );
// Allows the level loading progress to show map-specific info
virtual void SetProgressLevelName( const char *levelName );
virtual void NeedConnectionProblemWaitScreen();
virtual void ShowPasswordUI( char const *pchCurrentPW );
virtual void SetProgressOnStart();
#if defined( _GAMECONSOLE ) && defined( _DEMO )
virtual void OnDemoTimeout();
#endif
// state
bool IsInLevel();
bool IsInBackgroundLevel();
bool IsInMultiplayer();
bool IsConsoleUI();
bool HasSavedThisMenuSession();
void SetSavedThisMenuSession( bool bState );
void ShowLoadingBackgroundDialog();
void HideLoadingBackgroundDialog();
bool HasLoadingBackgroundDialog();
virtual bool LoadingProgressWantsIsolatedRender( bool bContextValid );
virtual bool IsPlayingFullScreenVideo();
virtual bool IsTransitionEffectEnabled();
private:
void SendConnectedToGameMessage();
virtual void StartProgressBar();
virtual bool ContinueProgressBar(float progressFraction);
virtual void StopProgressBar(bool bError, const char *failureReason, const char *extendedReason = NULL);
virtual bool SetProgressBarStatusText(const char *statusText);
//!! these functions currently not implemented
virtual void SetSecondaryProgressBar(float progress /* range [0..1] */);
virtual void SetSecondaryProgressBarText(const char *statusText);
bool FindPlatformDirectory(char *platformDir, int bufferSize);
void GetUpdateVersion( char *pszProd, char *pszVer);
void ValidateCDKey();
CreateInterfaceFn m_GameFactory;
bool m_bTryingToLoadFriends : 1;
bool m_bActivatedUI : 1;
bool m_bIsConsoleUI : 1;
bool m_bHasSavedThisMenuSession : 1;
bool m_bOpenProgressOnStart : 1;
int m_iGameIP;
int m_iGameConnectionPort;
int m_iGameQueryPort;
int m_iFriendsLoadPauseFrames;
int m_iPlayGameStartupSound;
char m_szPreviousStatusText[128];
char m_szPlatformDir[MAX_PATH];
vgui::DHANDLE<class CCDKeyEntryDialog> m_hCDKeyEntryDialog;
};
// Purpose: singleton accessor
extern CGameUI &GameUI();
// expose client interface
extern IGameClientExports *GameClientExports();
#endif // GAMEUI_INTERFACE_H