doom3-bfg/neo/sys/win32/win_localuser.cpp
2012-11-26 12:58:24 -06:00

121 lines
3.5 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "win_localuser.h"
extern idCVar win_userPersistent;
extern idCVar win_userOnline;
extern idCVar win_isInParty;
extern idCVar win_partyCount;
/*
========================
idLocalUserWin::Init
========================
*/
void idLocalUserWin::Init( int inputDevice_, const char * gamertag_, int numLocalUsers ) {
if ( numLocalUsers == 1 ) { // Check for 1, since this is now incremented before we get in here
// This is the master user
gamertag = gamertag_;
} else {
// On steam, we need to generate a name based off the master user for split-screen users.
// We use the number of users on the system to generate the name rather than the device
// number so that it is always consistently "username (2)" for the second player.
gamertag.Format( "%s (%i)", gamertag_, numLocalUsers );
}
inputDevice = inputDevice_;
}
/*
========================
idLocalUserWin::IsProfileReady
========================
*/
bool idLocalUserWin::IsProfileReady() const {
#ifdef _DEBUG
return win_userPersistent.GetBool();
#else
return true;
#endif
}
/*
========================
idLocalUserWin::IsOnline
========================
*/
bool idLocalUserWin::IsOnline() const {
#ifdef _DEBUG
return win_userOnline.GetBool();
#else
return true;
#endif
}
/*
========================
idLocalUserWin::IsInParty
========================
*/
bool idLocalUserWin::IsInParty() const {
#ifdef _DEBUG
return win_isInParty.GetBool();
#else
return false;
#endif
}
/*
========================
idLocalUserWin::GetPartyCount
========================
*/
int idLocalUserWin::GetPartyCount() const {
// TODO: Implement
#ifdef _DEBUG
return win_partyCount.GetInteger();
#else
return 0;
#endif
}
/*
========================
idLocalUserWin::VerifyUserState
========================
*/
bool idLocalUserWin::VerifyUserState( winUserState_t & state ) {
if ( state.inputDevice != inputDevice ) {
return false;
}
return true;
}