//========= Copyright Valve Corporation, All rights reserved. ============// #if !defined( CLIENTSTEAMCONTEXT_H ) #define CLIENTSTEAMCONTEXT_H #ifdef _WIN32 #pragma once #endif #include "steam/steam_api.h" #include "utldelegate.h" struct SteamLoggedOnChange_t { bool bPreviousLoggedOn; bool bLoggedOn; }; class CClientSteamContext : public CSteamAPIContext { public: CClientSteamContext(); ~CClientSteamContext(); void Activate(); void Shutdown(); #if !defined(NO_STEAM) STEAM_CALLBACK( CClientSteamContext, OnSteamServersDisconnected, SteamServersDisconnected_t, m_CallbackSteamServersDisconnected ); STEAM_CALLBACK( CClientSteamContext, OnSteamServerConnectFailure, SteamServerConnectFailure_t, m_CallbackSteamServerConnectFailure ); STEAM_CALLBACK( CClientSteamContext, OnSteamServersConnected, SteamServersConnected_t, m_CallbackSteamServersConnected ); #ifdef TF_CLIENT_DLL STEAM_CALLBACK( CClientSteamContext, OnGameJoinRequested, GameRichPresenceJoinRequested_t, m_GameJoinRequested ); #endif // TF_CLIENT_DLL #endif bool BLoggedOn() { return m_bLoggedOn; } EUniverse GetConnectedUniverse() { return m_nUniverse; } uint32 GetAppID() { return m_nAppID; } const CSteamID & GetLocalPlayerSteamID() { return m_SteamIDLocalPlayer; } // Allow others to register for a callback when the Steam logged on status changes void InstallCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate ); void RemoveCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate ); private: void UpdateLoggedOnState(); void InvokeCallbacks( const SteamLoggedOnChange_t &loggedOnStatus ); bool m_bActive; bool m_bLoggedOn; CSteamID m_SteamIDLocalPlayer; EUniverse m_nUniverse; uint32 m_nAppID; CUtlVector< CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > > m_LoggedOnCallbacks; }; CClientSteamContext &ClientSteamContext(); // singleton accessor #endif // CLIENTSTEAMCONTEXT_H