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 GAMEUI_INTERFACE_H
#define GAMEUI_INTERFACE_H
#pragma once
#include "GameUI/IGameUI.h"
#include <vgui_controls/Panel.h>
#include <vgui_controls/PHandle.h>
class IGameClientExports;
//-----------------------------------------------------------------------------
// Purpose: Implementation of GameUI's exposed interface
//-----------------------------------------------------------------------------
class CGameUI : public IGameUI
{
public:
CGameUI();
~CGameUI();
virtual void Initialize( CreateInterfaceFn appFactory );
virtual void Connect( CreateInterfaceFn gameFactory );
virtual void Start();
virtual void Shutdown();
virtual void RunFrame();
virtual void PostInit();
// plays the startup mp3 when GameUI starts
void PlayGameStartupSound();
// Engine wrappers for activating / hiding the gameUI
void ActivateGameUI();
void HideGameUI();
// Toggle allowing the engine to hide the game UI with the escape key
void PreventEngineHideGameUI();
void AllowEngineHideGameUI();
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel );
// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL );
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL );
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest );
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName );
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold );
virtual void BonusMapDatabaseSave( void );
virtual int BonusMapNumAdvancedCompleted( void );
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] );
// notifications
virtual void OnGameUIActivated();
virtual void OnGameUIHidden();
virtual void OLD_OnConnectToServer( const char *game, int IP, int port ); // OLD: use OnConnectToServer2
virtual void OnConnectToServer2( const char *game, int IP, int connectionPort, int queryPort );
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure );
virtual void OnLevelLoadingStarted( bool bShowProgressDialog );
virtual void OnLevelLoadingFinished( bool bError, const char *failureReason, const char *extendedReason );
virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) { OnDisconnectFromServer( eSteamLoginFailure ); }
// progress
virtual bool UpdateProgressBar(float progress, const char *statusText);
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show );
// brings up the new game dialog
virtual void ShowNewGameDialog( int chapter );
// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 );
virtual void SystemNotification( const int notification );
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner = NULL );
virtual void CloseMessageDialog( const uint nType = 0 );
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost );
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping );
virtual void OnCreditsFinished( void );
// X360 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 );
virtual void SetProgressOnStart();
virtual void OnConfirmQuit( void );
virtual bool IsMainMenuVisible( void );
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel );
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand );
// state
bool IsInLevel();
bool IsInBackgroundLevel();
bool IsInMultiplayer();
bool IsInReplay();
bool IsConsoleUI();
bool HasSavedThisMenuSession();
void SetSavedThisMenuSession( bool bState );
void ShowLoadingBackgroundDialog();
void HideLoadingBackgroundDialog();
bool HasLoadingBackgroundDialog();
private:
void SendConnectedToGameMessage();
virtual void StartProgressBar();
virtual bool ContinueProgressBar(float progressFraction);
virtual void StopProgressBar(bool bError, const char *failureReason, const char *extendedReason = NULL);
virtual bool SetProgressBarStatusText(const char *statusText);
//!! these functions currently not implemented
virtual void SetSecondaryProgressBar(float progress /* range [0..1] */);
virtual void SetSecondaryProgressBarText(const char *statusText);
bool FindPlatformDirectory(char *platformDir, int bufferSize);
void GetUpdateVersion( char *pszProd, char *pszVer);
void ValidateCDKey();
CreateInterfaceFn m_GameFactory;
bool m_bPlayGameStartupSound : 1;
bool m_bTryingToLoadFriends : 1;
bool m_bActivatedUI : 1;
bool m_bIsConsoleUI : 1;
bool m_bHasSavedThisMenuSession : 1;
bool m_bOpenProgressOnStart : 1;
int m_iGameIP;
int m_iGameConnectionPort;
int m_iGameQueryPort;
int m_iFriendsLoadPauseFrames;
char m_szPreviousStatusText[128];
char m_szPlatformDir[MAX_PATH];
vgui::DHANDLE<class CCDKeyEntryDialog> m_hCDKeyEntryDialog;
};
// Purpose: singleton accessor
extern CGameUI &GameUI();
// expose client interface
extern IGameClientExports *GameClientExports();
#endif // GAMEUI_INTERFACE_H