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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/basepresence.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/basepresence.h')
| -rw-r--r-- | mp/src/game/client/basepresence.h | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/mp/src/game/client/basepresence.h b/mp/src/game/client/basepresence.h index fa7a385d..c23a33cb 100644 --- a/mp/src/game/client/basepresence.h +++ b/mp/src/game/client/basepresence.h @@ -1,55 +1,55 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base implementation of the IPresence interface
-//
-//=============================================================================
-
-#ifndef BASEPRESENCE_H
-#define BASEPRESENCE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ipresence.h"
-#include "igamesystem.h"
-
-//-----------------------------------------------------------------------------
-// Purpose: Common implementation for setting user contexts and properties.
-// Each client should inherit from this to implement mod-specific presence info.
-//-----------------------------------------------------------------------------
-class CBasePresence : public IPresence, public CAutoGameSystemPerFrame
-{
-public:
- // CBaseGameSystemPerFrame overrides
- virtual bool Init( void );
- virtual void Shutdown( void );
- virtual void Update( float frametime );
- virtual char const *Name( void ) { return "presence"; }
-
- // IPresence Interface
- virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false );
- virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false );
- virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
- virtual uint GetPresenceID( const char *pIdName );
- virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
- virtual const char *GetPropertyIdString( const uint id );
-
- // Stats reporting
- virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
- virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType );
- virtual void UploadStats();
-
-protected:
- bool m_bArbitrated;
- bool m_bReportingStats;
- HANDLE m_hSession;
- CUtlVector< XUSER_PROPERTY > m_PlayerStats;
-
- //---------------------------------------------------------
- // Debug support
- //---------------------------------------------------------
- CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 )
- CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 )
-};
-
-#endif // BASEPRESENCE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base implementation of the IPresence interface +// +//============================================================================= + +#ifndef BASEPRESENCE_H +#define BASEPRESENCE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "ipresence.h" +#include "igamesystem.h" + +//----------------------------------------------------------------------------- +// Purpose: Common implementation for setting user contexts and properties. +// Each client should inherit from this to implement mod-specific presence info. +//----------------------------------------------------------------------------- +class CBasePresence : public IPresence, public CAutoGameSystemPerFrame +{ +public: + // CBaseGameSystemPerFrame overrides + virtual bool Init( void ); + virtual void Shutdown( void ); + virtual void Update( float frametime ); + virtual char const *Name( void ) { return "presence"; } + + // IPresence Interface + virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false ); + virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false ); + virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ); + virtual uint GetPresenceID( const char *pIdName ); + virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ); + virtual const char *GetPropertyIdString( const uint id ); + + // Stats reporting + virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ); + virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType ); + virtual void UploadStats(); + +protected: + bool m_bArbitrated; + bool m_bReportingStats; + HANDLE m_hSession; + CUtlVector< XUSER_PROPERTY > m_PlayerStats; + + //--------------------------------------------------------- + // Debug support + //--------------------------------------------------------- + CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 ) + CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 ) +}; + +#endif // BASEPRESENCE_H |