//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//
#ifndef IRUNGAMEENGINE_H
#define IRUNGAMEENGINE_H
#ifdef _WIN32
#pragma once
#endif

#include "interface.h"

#ifdef GetUserName
#undef GetUserName
#endif

//-----------------------------------------------------------------------------
// Purpose: Interface to running the game engine
//-----------------------------------------------------------------------------
abstract_class IRunGameEngine : public IBaseInterface
{
public:
	// Returns true if the engine is running, false otherwise.
	virtual bool IsRunning() = 0;

	// Adds text to the engine command buffer. Only works if IsRunning()
	// returns true on success, false on failure
	virtual bool AddTextCommand(const char *text) = 0;

	// runs the engine with the specified command line parameters.  Only works if !IsRunning()
	// returns true on success, false on failure
	virtual bool RunEngine(const char *gameDir, const char *commandLineParams) = 0;

	// returns true if the player is currently connected to a game server
	virtual bool IsInGame() = 0;

	// gets information about the server the engine is currently connected to
	// returns true on success, false on failure
	virtual bool GetGameInfo(char *infoBuffer, int bufferSize) = 0;

	// tells the engine our userID
	virtual void SetTrackerUserID(int trackerID, const char *trackerName) = 0;

	// this next section could probably moved to another interface
	// iterates users
	// returns the number of user
	virtual int GetPlayerCount() = 0;

	// returns a playerID for a player
	// playerIndex is in the range [0, GetPlayerCount)
	virtual unsigned int GetPlayerFriendsID(int playerIndex) = 0;

	// gets the in-game name of another user, returns NULL if that user doesn't exists
	virtual const char *GetPlayerName(int friendsID) = 0;

	// gets the friends name of a player
	virtual const char *GetPlayerFriendsName(int friendsID) = 0;

	// returns the engine build number and mod version string for server versioning
	virtual unsigned int GetEngineBuildNumber() = 0;
	virtual const char *GetProductVersionString() = 0;

	// new interface to RunEngine (done so we don't have to roll the interface version)
	virtual bool RunEngine2(const char *gameDir, const char *commandLineParams, bool isSourceGame) = 0;

	enum ERunResult
	{
		k_ERunResultOkay = 0,
		k_ERunResultModNotInstalled = 1,
		k_ERunResultAppNotFound = 2,
		k_ERunResultNotInitialized = 3,
	};
	virtual ERunResult RunEngine( int iAppID, const char *gameDir, const char *commandLineParams ) = 0;

};

#define RUNGAMEENGINE_INTERFACE_VERSION "RunGameEngine005"

#endif // IRUNGAMEENGINE_H
