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- /*
- ===========================================================================
- 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;
- }
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