//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Interface for setting Rich Presence contexts and properties. // //============================================================================= #ifndef IPRESENCE_H #define IPRESENCE_H #ifdef _WIN32 #pragma once #endif //-------------------------------------------------------------------- // Purpose: Rich Presence interface //-------------------------------------------------------------------- class IPresence { public: virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false ) = 0; virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false ) = 0; virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) = 0; virtual uint GetPresenceID( const char *pIDName ) = 0; virtual const char *GetPropertyIdString( const uint id ) = 0; virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) = 0; // Stats reporting virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ) = 0; virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType ) = 0; virtual void UploadStats() = 0; }; extern IPresence *presence; #endif // IPRESENCE_H