Team Fortress 2 Source Code as on 22/4/2020
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  1. //=========== Copyright Valve Corporation, All rights reserved. ===============//
  2. //
  3. // Purpose:
  4. //=============================================================================//
  5. #ifndef UISETTINGS_H
  6. #define UISETTINGS_H
  7. #ifdef _WIN32
  8. #pragma once
  9. #endif
  10. namespace panorama
  11. {
  12. //-----------------------------------------------------------------------------
  13. // Purpose: interface to query settings for this panorama UI
  14. //-----------------------------------------------------------------------------
  15. class IUISettings
  16. {
  17. public:
  18. virtual const char *GetUILanguage() = 0;
  19. virtual void GetPreferredResolution( int &dxPreferred, int &dyPreferred ) = 0;
  20. virtual void UpdateGamepadMappingHints( const char *pszConnectedMappings ) = 0;
  21. virtual bool BAllowOSModalDialog() = 0;
  22. virtual void GetDefaultAudioDevice( CUtlString &strDevice ) = 0;
  23. virtual void SetDefaultAudioDevice( const char *pchDevice ) = 0;
  24. // if unset then the default audio device is used for voice output
  25. virtual void GetDefaultVoiceDevice( CUtlString &strDevice ) = 0;
  26. virtual void SetDefaultVoiceDevice( const char *pchDevice ) = 0;
  27. virtual bool GetUseSystemAudioForVoice() = 0;
  28. virtual void SetUseSystemAudioForVoice( bool bUseSystemAudio ) = 0;
  29. virtual ETextInputHandlerType_t GetActiveTextInputHandlerType() const = 0;
  30. virtual void SetDefaultTextInputHandlerType( ETextInputHandlerType_t eType ) = 0;
  31. virtual ELanguage GetDefaultInputLanguage() const = 0;
  32. virtual void SetDefaultInputLanguage( ELanguage ) = 0;
  33. // should we show the screen saver?
  34. virtual bool GetScreenSaverEnabled() = 0;
  35. virtual void SetScreenSaverEnabled( bool bEnabled ) = 0;
  36. };
  37. } // namespace panorama
  38. #endif // UISETTINGS_H