//=========== Copyright Valve Corporation, All rights reserved. ===============// // // Purpose: //=============================================================================// #ifndef UISETTINGS_H #define UISETTINGS_H #ifdef _WIN32 #pragma once #endif namespace panorama { //----------------------------------------------------------------------------- // Purpose: interface to query settings for this panorama UI //----------------------------------------------------------------------------- class IUISettings { public: virtual const char *GetUILanguage() = 0; virtual void GetPreferredResolution( int &dxPreferred, int &dyPreferred ) = 0; virtual void UpdateGamepadMappingHints( const char *pszConnectedMappings ) = 0; virtual bool BAllowOSModalDialog() = 0; virtual void GetDefaultAudioDevice( CUtlString &strDevice ) = 0; virtual void SetDefaultAudioDevice( const char *pchDevice ) = 0; // if unset then the default audio device is used for voice output virtual void GetDefaultVoiceDevice( CUtlString &strDevice ) = 0; virtual void SetDefaultVoiceDevice( const char *pchDevice ) = 0; virtual bool GetUseSystemAudioForVoice() = 0; virtual void SetUseSystemAudioForVoice( bool bUseSystemAudio ) = 0; virtual ETextInputHandlerType_t GetActiveTextInputHandlerType() const = 0; virtual void SetDefaultTextInputHandlerType( ETextInputHandlerType_t eType ) = 0; virtual ELanguage GetDefaultInputLanguage() const = 0; virtual void SetDefaultInputLanguage( ELanguage ) = 0; // should we show the screen saver? virtual bool GetScreenSaverEnabled() = 0; virtual void SetScreenSaverEnabled( bool bEnabled ) = 0; }; } // namespace panorama #endif // UISETTINGS_H