Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef UISETTINGS_H
#define UISETTINGS_H
#ifdef _WIN32
#pragma once
#endif
namespace panorama {
//-----------------------------------------------------------------------------
// Purpose: interface to query settings for this panorama UI
//-----------------------------------------------------------------------------
class IUISettings { public: virtual const char *GetUILanguage() = 0; virtual void GetPreferredResolution( int &dxPreferred, int &dyPreferred ) = 0; virtual void UpdateGamepadMappingHints( const char *pszConnectedMappings ) = 0; virtual bool BAllowOSModalDialog() = 0;
virtual void GetDefaultAudioDevice( CUtlString &strDevice ) = 0; virtual void SetDefaultAudioDevice( const char *pchDevice ) = 0;
// if unset then the default audio device is used for voice output
virtual void GetDefaultVoiceDevice( CUtlString &strDevice ) = 0; virtual void SetDefaultVoiceDevice( const char *pchDevice ) = 0;
virtual bool GetUseSystemAudioForVoice() = 0; virtual void SetUseSystemAudioForVoice( bool bUseSystemAudio ) = 0;
virtual ETextInputHandlerType_t GetActiveTextInputHandlerType() const = 0; virtual void SetDefaultTextInputHandlerType( ETextInputHandlerType_t eType ) = 0;
virtual ELanguage GetDefaultInputLanguage() const = 0; virtual void SetDefaultInputLanguage( ELanguage ) = 0;
// should we show the screen saver?
virtual bool GetScreenSaverEnabled() = 0; virtual void SetScreenSaverEnabled( bool bEnabled ) = 0; };
} // namespace panorama
#endif // UISETTINGS_H
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