Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "DialogServerPassword.h"
#include <VGUI_Button.h>
#include <VGUI_KeyValues.h>
#include <VGUI_Label.h>
#include <VGUI_TextEntry.h>
#include <VGUI_Controls.h>
#include <VGUI_ISurface.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDialogServerPassword::CDialogServerPassword() : Frame(NULL, "DialogServerPassword")
{
m_iServerID = -1;
SetSize(320, 240);
m_pInfoLabel = new Label(this, "InfoLabel", "This server requires a password to join.");
m_pGameLabel = new Label(this, "GameLabel", "<game label>");
m_pPasswordEntry = new TextEntry(this, "PasswordEntry");
m_pConnectButton = new Button(this, "ConnectButton", "&Connect");
m_pPasswordEntry->SetTextHidden(true);
LoadControlSettings("Admin\\DialogServerPassword.res");
SetTitle("Server Requires Password - Servers", true);
// set our initial position in the middle of the workspace
MoveToCenterOfScreen();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CDialogServerPassword::~CDialogServerPassword()
{
}
//-----------------------------------------------------------------------------
// Purpose: initializes the dialog and brings it to the foreground
//-----------------------------------------------------------------------------
void CDialogServerPassword::Activate(const char *serverName, unsigned int serverID)
{
m_pGameLabel->SetText(serverName);
m_iServerID = serverID;
m_pConnectButton->SetAsDefaultButton(true);
MakePopup();
MoveToFront();
m_pPasswordEntry->RequestFocus();
RequestFocus();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *command -
//-----------------------------------------------------------------------------
void CDialogServerPassword::OnCommand(const char *command)
{
bool bClose = false;
if (!stricmp(command, "Connect"))
{
KeyValues *msg = new KeyValues("JoinServerWithPassword");
char buf[64];
m_pPasswordEntry->GetText(0, buf, sizeof(buf)-1);
msg->SetString("password", buf);
msg->SetInt("serverID", m_iServerID);
PostActionSignal(msg);
bClose = true;
}
else if (!stricmp(command, "Close"))
{
bClose = true;
}
else
{
BaseClass::OnCommand(command);
}
if (bClose)
{
PostMessage(this, new KeyValues("Close"));
MarkForDeletion();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDialogServerPassword::PerformLayout()
{
BaseClass::PerformLayout();
}
//-----------------------------------------------------------------------------
// Purpose: deletes the dialog on close
//-----------------------------------------------------------------------------
void CDialogServerPassword::OnClose()
{
BaseClass::OnClose();
MarkForDeletion();
}