Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the interface that the GameUI dll exports
//
// $NoKeywords: $
//===========================================================================//
#ifndef VGUI_BASEUI_INTERFACE_H
#define VGUI_BASEUI_INTERFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "ienginevgui.h"
#include "inputsystem/ButtonCode.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
//-----------------------------------------------------------------------------
// Foward declarations
//-----------------------------------------------------------------------------
class IMatSystemSurface;
class Color;
struct InputEvent_t;
//-----------------------------------------------------------------------------
// Global singleton interfaces related to VGUI
//-----------------------------------------------------------------------------
extern IMatSystemSurface *g_pMatSystemSurface;
// enumeration of level loading progress bar spots
enum LevelLoadingProgress_e
{
PROGRESS_NONE,
PROGRESS_CHANGELEVEL,
PROGRESS_SPAWNSERVER,
PROGRESS_LOADWORLDMODEL,
PROGRESS_CRCMAP,
PROGRESS_CRCCLIENTDLL,
PROGRESS_CREATENETWORKSTRINGTABLES,
PROGRESS_PRECACHEWORLD,
PROGRESS_CLEARWORLD,
PROGRESS_LEVELINIT,
PROGRESS_PRECACHE,
PROGRESS_ACTIVATESERVER,
PROGRESS_BEGINCONNECT,
PROGRESS_SIGNONCHALLENGE,
PROGRESS_SIGNONCONNECT,
PROGRESS_SIGNONCONNECTED,
PROGRESS_PROCESSSERVERINFO,
PROGRESS_PROCESSSTRINGTABLE,
PROGRESS_SIGNONNEW,
PROGRESS_SENDCLIENTINFO,
PROGRESS_SENDSIGNONDATA,
PROGRESS_SIGNONSPAWN,
PROGRESS_FULLYCONNECTED,
PROGRESS_READYTOPLAY,
PROGRESS_HIGHESTITEM, // must be last item in list
};
//-----------------------------------------------------------------------------
// Purpose: Centerpoint for handling all user interface in the engine
//-----------------------------------------------------------------------------
abstract_class IEngineVGuiInternal : public IEngineVGui
{
public:
virtual void Init() = 0;
virtual void Connect() = 0;
virtual void Shutdown() = 0;
virtual bool SetVGUIDirectories() = 0;
virtual bool IsInitialized() const = 0;
virtual CreateInterfaceFn GetGameUIFactory() = 0;
virtual bool Key_Event( const InputEvent_t &event ) = 0;
virtual void BackwardCompatibility_Paint() = 0;
virtual void UpdateButtonState( const InputEvent_t &event ) = 0;
virtual void PostInit() = 0;
virtual void Paint( PaintMode_t mode ) = 0;
// handlers for game UI (main menu)
virtual void ActivateGameUI() = 0;
virtual bool HideGameUI() = 0;
virtual bool IsGameUIVisible() = 0;
// console
virtual void ShowConsole() = 0;
virtual void HideConsole() = 0;
virtual bool IsConsoleVisible() = 0;
virtual void ClearConsole() = 0;
virtual void HideDebugSystem() = 0;
// level loading
virtual void OnLevelLoadingStarted() = 0;
virtual void OnLevelLoadingFinished() = 0;
virtual void NotifyOfServerConnect(const char *game, int IP, int connectionPort, int queryPort) = 0;
virtual void NotifyOfServerDisconnect() = 0;
virtual void EnabledProgressBarForNextLoad() = 0;
virtual void UpdateProgressBar(LevelLoadingProgress_e progress) = 0;
virtual void UpdateCustomProgressBar( float progress, const wchar_t *desc ) = 0;
virtual void StartCustomProgress() = 0;
virtual void FinishCustomProgress() = 0;
virtual void ShowErrorMessage() = 0;
// Should pause?
virtual bool ShouldPause() = 0;
virtual void SetGameDLLPanelsVisible( bool show ) = 0;
virtual void ShowNewGameDialog( int chapter ) = 0;
virtual void Simulate() = 0;
virtual void SetNotAllowedToHideGameUI( bool bNotAllowedToHide ) = 0;
virtual void SetNotAllowedToShowGameUI( bool bNotAllowedToShow ) = 0;
// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner = NULL ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;
// Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;
virtual void ConfirmQuit( void ) = 0;
};
// Purpose: singleton accessor
extern IEngineVGuiInternal *EngineVGui();
// Purpose: Play a sound
void VGui_PlaySound(const char *pFileName);
#endif // VGUI_BASEUI_INTERFACE_H