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

75 lines
3.4 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.
===========================================================================
*/
#ifndef __WIN_LOCALUSER_H__
#define __WIN_LOCALUSER_H__
// This is to quickly get/set the data needed for disc-swapping
typedef struct {
int inputDevice;
} winUserState_t;
/*
================================================
idLocalUserWin
================================================
*/
class idLocalUserWin : public idLocalUser {
public:
static const int MAX_GAMERTAG = 64; // max number of bytes for a gamertag
static const int MAX_GAMERTAG_CHARS = 16; // max number of UTF-8 characters to show
idLocalUserWin() : inputDevice( 0 ) {}
//==========================================================================================
// idLocalUser interface
//==========================================================================================
virtual bool IsProfileReady() const;
virtual bool IsOnline() const;
virtual bool IsInParty() const;
virtual int GetPartyCount() const;
virtual uint32 GetOnlineCaps() const { return ( IsPersistent() && IsOnline() ) ? ( CAP_IS_ONLINE | CAP_CAN_PLAY_ONLINE ) : 0; }
virtual int GetInputDevice() const { return inputDevice; }
virtual const char * GetGamerTag() const { return gamertag.c_str(); }
virtual void PumpPlatform() {}
//==========================================================================================
// idLocalUserWin interface
//==========================================================================================
void SetInputDevice( int inputDevice_ ) { inputDevice = inputDevice_; }
void SetGamerTag( const char * gamerTag_ ) { gamertag = gamerTag_; }
winUserState_t GetUserState() { winUserState_t a = { inputDevice }; return a; }
bool VerifyUserState( winUserState_t & state );
void Init( int inputDevice_, const char * gamertag_, int numLocalUsers );
private:
idStrStatic< MAX_GAMERTAG > gamertag;
int inputDevice;
};
#endif // __WIN_LOCALUSER_H__