mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2026-03-20 17:11:16 +01:00
100 lines
5.0 KiB
C++
100 lines
5.0 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SYS_SIGNIN_H__
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#define __SYS_SIGNIN_H__
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/*
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================================================
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idSignInManagerBase
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================================================
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*/
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class idSignInManagerBase {
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public:
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idSignInManagerBase() :
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minDesiredLocalUsers( 0 ),
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maxDesiredLocalUsers( 0 ),
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defaultProfile( NULL ) {}
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virtual ~idSignInManagerBase() {}
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virtual void Pump() = 0;
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virtual int GetNumLocalUsers() const = 0;
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virtual idLocalUser * GetLocalUserByIndex( int index ) = 0;
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virtual const idLocalUser * GetLocalUserByIndex( int index ) const = 0;
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virtual void RemoveLocalUserByIndex( int index ) = 0;
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virtual void RegisterLocalUser( int inputDevice ) = 0; // Register a local controller user to the passed in input device
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virtual idLocalUser * GetRegisteringUser() { return NULL; } // This is a user that has started the registration process but is not yet a local user.
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virtual idLocalUser * GetRegisteringUserByInputDevice( int inputDevice ) { return NULL; }
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virtual void SignIn() {}
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virtual bool IsDeviceBeingRegistered( int intputDevice ) { return false; }
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virtual bool IsAnyDeviceBeingRegistered() { return false; }
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virtual void Shutdown() {}
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// Outputs all the local users and other debugging information from the sign in manager
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virtual void DebugOutputLocalUserInfo() {}
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//================================================================================
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// Common helper functions
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//================================================================================
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void SetDesiredLocalUsers( int minDesiredLocalUsers, int maxDesiredLocalUsers ) { this->minDesiredLocalUsers = minDesiredLocalUsers; this->maxDesiredLocalUsers = maxDesiredLocalUsers; }
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bool ProcessInputEvent( const sysEvent_t * ev );
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idPlayerProfile * GetDefaultProfile();
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// Master user always index 0
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idLocalUser * GetMasterLocalUser() { return ( GetNumLocalUsers() > 0 ) ? GetLocalUserByIndex( 0 ) : NULL; }
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const idLocalUser * GetMasterLocalUser() const { return ( GetNumLocalUsers() > 0 ) ? GetLocalUserByIndex( 0 ) : NULL; }
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bool IsMasterLocalUserPersistent() const { return ( GetMasterLocalUser() != NULL ) ? GetMasterLocalUser()->IsPersistent() : false; }
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bool IsMasterLocalUserOnline() const { return ( GetMasterLocalUser() != NULL ) ? GetMasterLocalUser()->IsOnline() : false; }
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int GetMasterInputDevice() const { return ( GetMasterLocalUser() != NULL ) ? GetMasterLocalUser()->GetInputDevice() : -1; }
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localUserHandle_t GetMasterLocalUserHandle() const { return ( GetMasterLocalUser() != NULL ) ? GetMasterLocalUser()->GetLocalUserHandle() : localUserHandle_t(); }
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idLocalUser * GetLocalUserByInputDevice( int index );
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idLocalUser * GetLocalUserByHandle( localUserHandle_t handle );
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idPlayerProfile * GetPlayerProfileByInputDevice( int index );
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bool RemoveLocalUserByInputDevice( int index );
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bool RemoveLocalUserByHandle( localUserHandle_t handle );
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void RemoveAllLocalUsers();
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void SaveUserProfiles();
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// This will remove local players that are not signed into a profile.
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// If requiredOnline: This removes the users who cannot play online
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void ValidateLocalUsers( bool requireOnline );
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bool RequirePersistentMaster();
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localUserHandle_t GetUniqueLocalUserHandle( const char * name );
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protected:
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int minDesiredLocalUsers;
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int maxDesiredLocalUsers;
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idPlayerProfile * defaultProfile;
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};
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#endif // __SYS_SIGNIN_H__
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