mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2026-03-20 09:00:25 +01:00
Initial commit
This commit is contained in:
121
neo/sys/win32/win_localuser.cpp
Normal file
121
neo/sys/win32/win_localuser.cpp
Normal file
@@ -0,0 +1,121 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user