IGameUI
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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>
CreateInterfaceFn gameUIFactory = Sys_GetFactory("gameui.dll"); gameui = (IGameUI *)gameUIFactory(GAMEUI_INTERFACE_VERSION,NULL);