//========= 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