IGameUI: Difference between revisions
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{ | { | ||
public: | public: | ||
virtual void Initialize( CreateInterfaceFn *factories, int count ) = 0; | virtual void Initialize( CreateInterfaceFn *factories, int count ) = 0; | ||
virtual void Start(struct cl_enginefuncs_s *engineFuncs, int interfaceVersion, IBaseSystem *system) = 0; | virtual void Start(struct cl_enginefuncs_s *engineFuncs, int interfaceVersion, IBaseSystem *system) = 0; | ||
virtual void Shutdown() = 0; | virtual void Shutdown() = 0; | ||
virtual int ActivateGameUI() = 0; // activates the menus, returns 0 if it doesn't want to handle it | virtual int ActivateGameUI() = 0; // activates the menus, returns 0 if it doesn't want to handle it | ||
| Line 35: | Line 35: | ||
virtual int HasExclusiveInput() = 0; | virtual int HasExclusiveInput() = 0; | ||
virtual void RunFrame() = 0; | virtual void RunFrame() = 0; | ||
virtual void ConnectToServer(const char *game, int IP, int port) = 0; | virtual void ConnectToServer(const char *game, int IP, int port) = 0; | ||
virtual void DisconnectFromServer() = 0; | virtual void DisconnectFromServer() = 0; | ||
virtual void HideGameUI() = 0; | virtual void HideGameUI() = 0; | ||
virtual bool IsGameUIActive() = 0; | virtual bool IsGameUIActive() = 0; | ||
virtual void LoadingStarted(const char *resourceType, const char *resourceName) = 0; | virtual void LoadingStarted(const char *resourceType, const char *resourceName) = 0; | ||
virtual void LoadingFinished(const char *resourceType, const char *resourceName) = 0; | virtual void LoadingFinished(const char *resourceType, const char *resourceName) = 0; | ||
virtual void StartProgressBar(const char *progressType, int numProgressPoints) = 0; | virtual void StartProgressBar(const char *progressType, int numProgressPoints) = 0; | ||
virtual int | virtual int ContinueProgressBar(int progressPoint, float progressFraction) = 0; | ||
virtual void StopProgressBar(bool bError, const char *failureReasonIfAny, const char *extendedReason) = 0; | virtual void StopProgressBar(bool bError, const char *failureReasonIfAny, const char *extendedReason) = 0; | ||
virtual int | virtual int SetProgressBarStatusText(const char *statusText) = 0; | ||
virtual void GetSteamPassword( const char *szAccountName, const char *szUserName ) = 0; | virtual void GetSteamPassword( const char *szAccountName, const char *szUserName ) = 0; | ||
virtual void ValidateCDKey(bool force, bool inConnect) = 0; | virtual void ValidateCDKey(bool force, bool inConnect) = 0; | ||
}; | }; | ||
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#endif // IGAMEUI_H</pre> | #endif // IGAMEUI_H</pre> | ||
==Access== | ==Access== | ||
#include <gameui\IGameUI.h> | #include <gameui\IGameUI.h> | ||
Revision as of 18:19, 6 January 2006
This module not included in the SDK allows you to have some access to the GameUI module.
public\gameui\IGameUI.h
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
struct cl_enginefuncs_s;
class IBaseSystem;
//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
// GameUI_GetInterface() is exported via dll export table to get this table
//-----------------------------------------------------------------------------
class IGameUI : public IBaseInterface
{
public:
virtual void Initialize( CreateInterfaceFn *factories, int count ) = 0;
virtual void Start(struct cl_enginefuncs_s *engineFuncs, int interfaceVersion, IBaseSystem *system) = 0;
virtual void Shutdown() = 0;
virtual int ActivateGameUI() = 0; // activates the menus, returns 0 if it doesn't want to handle it
virtual int ActivateDemoUI() = 0; // activates the demo player, returns 0 if it doesn't want to handle it
virtual int HasExclusiveInput() = 0;
virtual void RunFrame() = 0;
virtual void ConnectToServer(const char *game, int IP, int port) = 0;
virtual void DisconnectFromServer() = 0;
virtual void HideGameUI() = 0;
virtual bool IsGameUIActive() = 0;
virtual void LoadingStarted(const char *resourceType, const char *resourceName) = 0;
virtual void LoadingFinished(const char *resourceType, const char *resourceName) = 0;
virtual void StartProgressBar(const char *progressType, int numProgressPoints) = 0;
virtual int ContinueProgressBar(int progressPoint, float progressFraction) = 0;
virtual void StopProgressBar(bool bError, const char *failureReasonIfAny, const char *extendedReason) = 0;
virtual int SetProgressBarStatusText(const char *statusText) = 0;
virtual void GetSteamPassword( const char *szAccountName, const char *szUserName ) = 0;
virtual void ValidateCDKey(bool force, bool inConnect) = 0;
};
// the interface version is the number to call GameUI_GetInterface(int interfaceNumber) with
#define GAMEUI_INTERFACE_VERSION "GameUI011"
#endif // IGAMEUI_H
Access
#include <gameui\IGameUI.h> IGameUI *gameui = NULL;
CreateInterfaceFn gameUIFactory = Sys_GetFactory("gameui.dll");
gameui = (IGameUI *)gameUIFactory(GAMEUI_INTERFACE_VERSION,NULL);