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