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