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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base presence implementation for PC
//
//=====================================================================================//
#include "cbase.h"
#include "basepresence.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Default global singleton. Mods should override this.
static CBasePresence s_basePresence; IPresence *presence = NULL;
//-----------------------------------------------------------------------------
// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now.
//-----------------------------------------------------------------------------
bool CBasePresence::Init( void ) { if ( !presence ) { // Mod didn't override, default to base implementation
presence = &s_basePresence; } return true; } void CBasePresence::Shutdown( void ) { // TODO: Implement for PC
} void CBasePresence::Update( float frametime ) { // TODO: Implement for PC
} void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync ) { // TODO: Implement for PC
} void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync ) { // TODO: Implement for PC
} void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) { // TODO: Implement for PC
} unsigned int CBasePresence::GetPresenceID( const char *pIDName ) { return 0; } const char *CBasePresence::GetPropertyIdString( const uint id ) { return NULL; } void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) { } void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated ) { } void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType ) { } void CBasePresence::UploadStats() { }
//---------------------------------------------------------
// Debug support
//---------------------------------------------------------
void CBasePresence::DebugUserSetContext( const CCommand &args ) { if ( args.ArgC() == 3 ) { UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) ); } else { Warning( "user_context <context id> <context value>\n" ); } } void CBasePresence::DebugUserSetProperty( const CCommand &args ) { if ( args.ArgC() == 3 ) { UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) ); } else { Warning( "user_property <property id> <property value>\n" ); } }
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