Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "pch_serverbrowser.h"
#include <vgui_controls/HTML.h>
#include <vgui_controls/MessageDialog.h>
using namespace vgui;
#define NUM_COMMON_TAGS 20
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
TagMenuButton::TagMenuButton(Panel *parent, const char *panelName, const char *text) : BaseClass(parent,panelName,text)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TagMenuButton::OnShowMenu( vgui::Menu *menu )
{
PostActionSignal(new KeyValues("TagMenuButtonOpened"));
BaseClass::OnShowMenu(menu);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCustomServerInfoURLQuery : public vgui::QueryBox
{
DECLARE_CLASS_SIMPLE( CCustomServerInfoURLQuery, vgui::QueryBox );
public:
CCustomServerInfoURLQuery(const char *title, const char *queryText,vgui::Panel *parent) : BaseClass( title, queryText, parent )
{
SetOKButtonText( "#ServerBrowser_CustomServerURLButton" );
}
};
DECLARE_BUILD_FACTORY( TagInfoLabel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
TagInfoLabel::TagInfoLabel(Panel *parent, const char *panelName) : BaseClass(parent,panelName, (const char *)NULL, NULL)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
TagInfoLabel::TagInfoLabel(Panel *parent, const char *panelName, const char *text, const char *pszURL) : BaseClass(parent,panelName,text,pszURL)
{
}
//-----------------------------------------------------------------------------
// Purpose: If we were left clicked on, launch the URL
//-----------------------------------------------------------------------------
void TagInfoLabel::OnMousePressed(MouseCode code)
{
if (code == MOUSE_LEFT)
{
if ( GetURL() )
{
// Pop up the dialog with the url in it
CCustomServerInfoURLQuery *qb = new CCustomServerInfoURLQuery( "#ServerBrowser_CustomServerURLWarning", "#ServerBrowser_CustomServerURLOpen", this );
if (qb != NULL)
{
qb->SetOKCommand( new KeyValues("DoOpenCustomServerInfoURL") );
qb->AddActionSignalTarget(this);
qb->MoveToFront();
qb->DoModal();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TagInfoLabel::DoOpenCustomServerInfoURL( void )
{
if ( GetURL() )
{
system()->ShellExecute("open", GetURL() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCustomGames::CCustomGames(vgui::Panel *parent) :
BaseClass(parent, "CustomGames", eInternetServer )
{
m_pGameList->AddColumnHeader(10, "Tags", "#ServerBrowser_Tags", 200);
m_pGameList->SetSortFunc(10, TagsCompare);
if ( !IsSteamGameServerBrowsingEnabled() )
{
m_pGameList->SetEmptyListText("#ServerBrowser_OfflineMode");
m_pConnect->SetEnabled( false );
m_pRefreshAll->SetEnabled( false );
m_pRefreshQuick->SetEnabled( false );
m_pAddServer->SetEnabled( false );
m_pFilter->SetEnabled( false );
}
m_szTagFilter[0] = 0;
m_pTagFilter = new TextEntry(this, "TagFilter");
m_pTagFilter->SetEnabled( false );
m_pTagFilter->SetMaximumCharCount( MAX_TAG_CHARACTERS );
m_pAddTagList = new TagMenuButton( this, "AddTagList", "#ServerBrowser_AddCommonTags" );
m_pTagListMenu = new Menu( m_pAddTagList, "TagList" );
m_pAddTagList->SetMenu( m_pTagListMenu );
m_pAddTagList->SetOpenDirection( Menu::UP );
m_pAddTagList->SetEnabled( false );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCustomGames::~CCustomGames()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::UpdateDerivedLayouts( void )
{
const char *pPathID = "PLATFORM";
KeyValues *pConditions = NULL;
if ( ServerBrowser().IsWorkshopEnabled() )
{
pConditions = new KeyValues( "conditions" );
if ( pConditions )
{
KeyValues *pNewKey = new KeyValues( "if_workshop_enabled" );
if ( pNewKey )
{
pConditions->AddSubKey( pNewKey );
}
}
}
if ( m_pFilter->IsSelected() )
{
if ( g_pFullFileSystem->FileExists( "servers/CustomGamesPage_Filters.res", "MOD" ) )
{
pPathID = "MOD";
}
LoadControlSettings( "servers/CustomGamesPage_Filters.res", pPathID, NULL, pConditions );
}
else
{
if ( g_pFullFileSystem->FileExists( "servers/CustomGamesPage.res", "MOD" ) )
{
pPathID = "MOD";
}
LoadControlSettings( "servers/CustomGamesPage.res", pPathID, NULL, pConditions );
}
if ( pConditions )
{
pConditions->deleteThis();
}
if ( !GameSupportsReplay() )
{
HideReplayFilter();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::OnLoadFilter(KeyValues *filter)
{
BaseClass::OnLoadFilter( filter );
Q_strncpy(m_szTagFilter, filter->GetString("gametype"), sizeof(m_szTagFilter));
if ( m_pTagFilter )
{
m_pTagFilter->SetText(m_szTagFilter);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCustomGames::CheckTagFilter( gameserveritem_t &server )
{
bool bRetVal = true;
// Custom games substring matches tags with the server's tags
int count = Q_strlen( m_szTagFilter );
if ( count )
{
CUtlVector<char*> TagList;
V_SplitString( m_szTagFilter, ",", TagList );
for ( int i = 0; i < TagList.Count(); i++ )
{
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) != 0 ) == TagsExclude() )
{
bRetVal = false;
break;
}
}
TagList.PurgeAndDeleteElements();
}
return bRetVal;
}
//-----------------------------------------------------------------------------
// Purpose: Checks the workshop filtering setting, taking into account workshop filtering might be disabled
//-----------------------------------------------------------------------------
bool CCustomGames::CheckWorkshopFilter( gameserveritem_t &server )
{
eWorkshopMode workshopMode = WorkshopMode();
const char szWorkshopPrefix[] = "workshop/";
if ( workshopMode == eWorkshop_WorkshopOnly )
{
return V_strncasecmp( server.m_szMap, szWorkshopPrefix, sizeof( szWorkshopPrefix ) - 1 ) == 0;
}
else if ( workshopMode == eWorkshop_SubscribedOnly )
{
return ServerBrowser().IsWorkshopSubscribedMap( server.m_szMap );
}
Assert( workshopMode == eWorkshop_None );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: gets filter settings from controls
//-----------------------------------------------------------------------------
void CCustomGames::OnSaveFilter(KeyValues *filter)
{
BaseClass::OnSaveFilter( filter );
if ( m_pTagFilter )
{
// tags
m_pTagFilter->GetText(m_szTagFilter, sizeof(m_szTagFilter) - 1);
}
if ( m_szTagFilter[0] )
{
Q_strlower(m_szTagFilter);
}
if ( TagsExclude() )
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "gametype", "" ) );
}
else
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "gametype", m_szTagFilter ) );
}
filter->SetString("gametype", m_szTagFilter);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::SetRefreshing(bool state)
{
if ( state )
{
m_pAddTagList->SetEnabled( false );
}
BaseClass::SetRefreshing( state );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::ServerResponded( int iServer, gameserveritem_t *pServerItem )
{
CBaseGamesPage::ServerResponded( iServer, pServerItem );
// If we've found a server with some tags, enable the add tag button
if ( pServerItem->m_szGameTags[0] )
{
m_pAddTagList->SetEnabled( true );
}
}
struct tagentry_t
{
const char *pszTag;
int iCount;
};
int __cdecl SortTagsInUse( const tagentry_t *pTag1, const tagentry_t *pTag2 )
{
return (pTag1->iCount < pTag2->iCount);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::RecalculateCommonTags( void )
{
// Regenerate our tag list
m_pTagListMenu->DeleteAllItems();
// Loop through our servers, and build a list of all the tags
CUtlVector<tagentry_t> aTagsInUse;
int iCount = m_pGameList->GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
int serverID = m_pGameList->GetItemUserData( i );
gameserveritem_t *pServer = GetServer( serverID );
if ( pServer && pServer->m_szGameTags && pServer->m_szGameTags[0] )
{
CUtlVector<char*> TagList;
V_SplitString( pServer->m_szGameTags, ",", TagList );
for ( int iTag = 0; iTag < TagList.Count(); iTag++ )
{
// First make sure it's not already in our list
bool bFound = false;
for ( int iCheck = 0; iCheck < aTagsInUse.Count(); iCheck++ )
{
if ( !Q_strnicmp(TagList[iTag], aTagsInUse[iCheck].pszTag, MAX_TAG_CHARACTERS ) )
{
aTagsInUse[iCheck].iCount++;
bFound = true;
}
}
if ( !bFound )
{
int iIdx = aTagsInUse.AddToTail();
aTagsInUse[iIdx].pszTag = TagList[iTag];
aTagsInUse[iIdx].iCount = 0;
}
}
}
}
aTagsInUse.Sort( SortTagsInUse );
int iTagsToAdd = min( aTagsInUse.Count(), NUM_COMMON_TAGS );
for ( int i = 0; i < iTagsToAdd; i++ )
{
const char *pszTag = aTagsInUse[i].pszTag;
m_pTagListMenu->AddMenuItem( pszTag, new KeyValues("AddTag", "tag", pszTag), this, new KeyValues( "data", "tag", pszTag ) );
}
m_pTagListMenu->SetFixedWidth( m_pAddTagList->GetWide() );
m_pTagListMenu->InvalidateLayout( true, false );
m_pTagListMenu->PositionRelativeToPanel( m_pAddTagList, Menu::UP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::OnTagMenuButtonOpened( void )
{
RecalculateCommonTags();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the text from the message
//-----------------------------------------------------------------------------
void CCustomGames::OnAddTag(KeyValues *params)
{
KeyValues *pkvText = params->FindKey("tag", false);
if (!pkvText)
return;
AddTagToFilterList( pkvText->GetString() );
}
int SortServerTags( char* const *p1, char* const *p2 )
{
return ( Q_strcmp( *p1, *p2 ) > 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCustomGames::AddTagToFilterList( const char *pszTag )
{
char txt[ 128 ];
m_pTagFilter->GetText( txt, sizeof( txt ) );
CUtlVector<char*> TagList;
V_SplitString( txt, ",", TagList );
if ( txt[0] )
{
for ( int i = 0; i < TagList.Count(); i++ )
{
// Already in the tag list?
if ( !Q_stricmp( TagList[i], pszTag ) )
{
TagList.PurgeAndDeleteElements();
return;
}
}
}
char *pszNewTag = new char[64];
Q_strncpy( pszNewTag, pszTag, 64 );
TagList.AddToHead( pszNewTag );
TagList.Sort( SortServerTags );
// Append it
char tmptags[MAX_TAG_CHARACTERS];
tmptags[0] = '\0';
for ( int i = 0; i < TagList.Count(); i++ )
{
if ( i > 0 )
{
Q_strncat( tmptags, ",", MAX_TAG_CHARACTERS );
}
Q_strncat( tmptags, TagList[i], MAX_TAG_CHARACTERS );
}
m_pTagFilter->SetText( tmptags );
TagList.PurgeAndDeleteElements();
// Update & apply filters now that the tag list has changed
UpdateFilterSettings();
ApplyGameFilters();
}