#ifndef _INCLUDED_IASW_MISSION_CHOOSER_SOURCE_H #define _INCLUDED_IASW_MISSION_CHOOSER_SOURCE_H #ifdef _WIN32 #pragma once #endif #include "tier0/platform.h" class KeyValues; struct ASW_Mission_Chooser_Mission { char m_szMissionName[64]; }; struct ASW_Mission_Chooser_Saved_Campaign { char m_szSaveName[64]; char m_szCampaignName[64]; char m_szDateTime[64]; int m_iMissionsComplete; char m_szPlayerNames[256]; char m_szPlayerIDs[512]; bool m_bMultiplayer; }; #define ASW_MISSIONS_PER_PAGE 8 #define ASW_CAMPAIGNS_PER_PAGE 3 #define ASW_SAVES_PER_PAGE 8 abstract_class IASW_Mission_Chooser_Source { public: virtual void Think() = 0; virtual void IdleThink() = 0; virtual void FindMissionsInCampaign( int iCampaignIndex, int nMissionOffset, int iNumSlots ) = 0; virtual int GetNumMissionsInCampaign( int iCampaignIndex ) = 0; virtual void FindMissions(int nMissionOffset, int iNumSlots, bool bRequireOverview) = 0; virtual ASW_Mission_Chooser_Mission* GetMissions() = 0; // pass an array of mission names back virtual ASW_Mission_Chooser_Mission* GetMission( int nIndex, bool bRequireOverview ) = 0; // may return NULL if asking for a mission outside of the found range virtual int GetNumMissions(bool bRequireOverview) = 0; virtual void FindCampaigns(int nCampaignOffset, int iNumSlots) = 0; virtual ASW_Mission_Chooser_Mission* GetCampaigns() = 0; // Passes an array of campaign names back virtual ASW_Mission_Chooser_Mission* GetCampaign( int nIndex ) = 0; // may return NULL when requesting a campaign outside the found range virtual int GetNumCampaigns() = 0; virtual void FindSavedCampaigns(int page, int iNumSlots, bool bMultiplayer, const char *szFilterID) = 0; virtual ASW_Mission_Chooser_Saved_Campaign* GetSavedCampaigns() = 0; // passes an array of summary data for each save virtual ASW_Mission_Chooser_Saved_Campaign* GetSavedCampaign( int nIndex, bool bMultiplayer, const char *szFilterID ) = 0; // may return NULL when requesting a save outside the found range virtual int GetNumSavedCampaigns(bool bMultiplayer, const char *szFilterID) = 0; virtual void RefreshSavedCampaigns() = 0; // call when the saved campaigns list is dirty and should be refreshed virtual int GetNumMissionsCompleted(const char *szSaveName) = 0; virtual void OnSaveDeleted(const char *szSaveName) = 0; // call when a particular save has been deleted virtual void OnSaveUpdated(const char *szSaveName) = 0; // call when a particular save has been updated // following only supporter by the local mission source virtual bool MissionExists(const char *szMapName, bool bRequireOverview) = 0; virtual bool CampaignExists(const char *szCampaignName) = 0; virtual bool SavedCampaignExists(const char *szSaveName) = 0; virtual bool ASW_Campaign_CreateNewSaveGame(char *szFileName, int iFileNameMaxLen, const char *szCampaignName, bool bMultiplayerGame, const char *szStartingMission) = 0; virtual void NotifySaveDeleted(const char *szSaveName) = 0; virtual const char* GetCampaignSaveIntroMap(const char* szSaveName) = 0; // returns the intro map for the campaign that this save uses // returns nice version of the filenames (i.e. title from the overview.txt or from the campaign txt) virtual const char* GetPrettyMissionName(const char *szMapName) = 0; virtual const char* GetPrettyCampaignName(const char *szCampaignName) = 0; virtual const char* GetPrettySavedCampaignName(const char *szSaveName) = 0; // needed by network source virtual void ResetCurrentPage() = 0; virtual KeyValues *GetMissionDetails( const char *szMissionName ) = 0; virtual KeyValues *GetCampaignDetails( const char *szCampaignName ) = 0; }; #endif // _INCLUDED_IASW_MISSION_CHOOSER_SOURCE_H