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:
//
// $NoKeywords: $
//=============================================================================
#include "BaseGamesPage.h"
#include "ServerListCompare.h"
#include "util.h"
#include "serverpage.h"
#include <VGUI_Controls.h>
#include <VGUI_CheckButton.h>
#include <VGUI_ComboBox.h>
#include <VGUI_ImagePanel.h>
#include <VGUI_IScheme.h>
#include <VGUI_IVGui.h>
#include <VGUI_ListPanel.h>
#include <VGUI_MenuButton.h>
#include <VGUI_Menu.h>
#include <VGUI_KeyValues.h>
#include <VGUI_MouseCode.h>
#include <stdio.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CBaseGamesPage::CBaseGamesPage(vgui::Panel *parent, const char *name) : Frame(parent, name), m_Servers(this)
{
ivgui()->AddTickSignal(GetVPanel());
//SetSize(500, 500);
//SetParent(parent); // doesn't have any effect....
m_pParent=parent;
// load the password icon
m_pPasswordIcon = new ImagePanel(NULL, NULL);
m_pPasswordIcon->SetImage(scheme()->GetImage(scheme()->GetDefaultScheme(), "server/icon_password"));
// Init UI
// m_pConnect = new Button(this, "ConnectButton", "Connect");
m_pRefresh = new Button(this, "RefreshButton", "Refresh");
m_pRefresh->SetCommand("refresh");
//m_pRefresh->AddActionSignalTarget(this);
m_pAddIP = new Button(this, "AddIPButton", "Add IP");
m_pManage = new Button(this, "ManageButton", "Manage");
m_pManage->SetCommand(new KeyValues("Manage"));
m_pManage->AddActionSignalTarget(this);
// m_pRefreshMenu = new Menu(this, "RefreshMenu");
// m_pRefreshMenu->MakePopup();
//m_pRefresh->SetMenu(m_pRefreshMenu);
//m_pRefresh->SetOpenDirection(MenuButton::UP);
//m_pRefreshMenu->AddMenuItem("Refresh", "Get new info for servers in current list ", "refresh", this);
//m_pRefreshMenu->AddMenuItem("GetNewList", "Get new server list ", "getnewlist", this);
//m_pRefreshMenu->AddMenuItem("StopRefresh", "Stop refreshing server list ", "stoprefresh", this);
m_pGameList = new OurListPanel(this, "gamelist");
// Add the column headers
m_pGameList->AddColumnHeader(0, "Password", util->GetString(""), 20, false, NOT_RESIZABLE, NOT_RESIZABLE );
m_pGameList->AddColumnHeader(1, "Name", util->GetString(" Servers"), 50, true, RESIZABLE, RESIZABLE);
m_pGameList->AddColumnHeader(2, "GameDesc", util->GetString(" Game"), 80, true, RESIZABLE, NOT_RESIZABLE);
m_pGameList->AddColumnHeader(3, "Players", util->GetString(" Players"), 55, true, RESIZABLE, NOT_RESIZABLE);
m_pGameList->AddColumnHeader(4, "Map", util->GetString(" Map" ), 90, true, RESIZABLE, NOT_RESIZABLE);
m_pGameList->AddColumnHeader(5, "Ping", util->GetString(" Latency" ), 55, true, RESIZABLE, NOT_RESIZABLE);
// setup fast sort functions
m_pGameList->SetSortFunc(0, PasswordCompare);
m_pGameList->SetSortFunc(1, ServerNameCompare);
m_pGameList->SetSortFunc(2, GameCompare);
m_pGameList->SetSortFunc(3, PlayersCompare);
m_pGameList->SetSortFunc(4, MapCompare);
m_pGameList->SetSortFunc(5, PingCompare);
// Sort by ping time by default
m_pGameList->SetSortColumn(5);
m_pGameList->AddActionSignalTarget(this);
// LoadControlSettings("Admin\\DialogAdminServerPage.res");
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBaseGamesPage::~CBaseGamesPage()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::PerformLayout()
{
BaseClass::PerformLayout();
/* // game list in middle
int x = 0, y = 0, wide, tall;
GetSize(wide, tall);
m_pGameList->SetBounds(10, 30, wide - 20, tall - 200);
Repaint();
*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnTick()
{
m_Servers.RunFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
m_pGameList->SetFont(scheme()->GetFont(scheme()->GetDefaultScheme(), "DefaultSmall"));
}
//-----------------------------------------------------------------------------
// Purpose: gets information about specified server
//-----------------------------------------------------------------------------
serveritem_t &CBaseGamesPage::GetServer(unsigned int serverID)
{
return m_Servers.GetServer(serverID);
}
//-----------------------------------------------------------------------------
// Purpose: call to let the UI now whether the game list is currently refreshing
//-----------------------------------------------------------------------------
void CBaseGamesPage::SetRefreshing(bool state)
{
if(!CServerPage::GetInstance())
{
return;
}
if (state)
{
CServerPage::GetInstance()->UpdateStatusText("Refreshing server list...");
}
else
{
CServerPage::GetInstance()->UpdateStatusText("");
}
// m_pRefreshMenu->FindChildByName("Refresh")->SetVisible(!state);
//m_pRefreshMenu->FindChildByName("GetNewList")->SetVisible(!state);
// m_pRefreshMenu->FindChildByName("StopRefresh")->SetVisible(state);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnCommand(const char *command)
{
if (!stricmp(command, "Connect"))
{
OnBeginConnect();
}
else if (!stricmp(command, "stoprefresh"))
{
// cancel the existing refresh
StopRefresh();
}
else if (!stricmp(command, "refresh"))
{
// start a new refresh
StartRefresh();
}
else if (!stricmp(command, "GetNewList"))
{
GetNewServerList();
}
else if (!stricmp(command, "addip"))
{
PostMessage(this,new KeyValues("AddServerByName")); // CFavorites handles this message
}
else if (!stricmp(command, "config"))
{
CServerPage::GetInstance()->ConfigPanel();
}
else
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game dir combo box is changed
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnTextChanged(Panel *panel, const char *text)
{
}
//-----------------------------------------------------------------------------
// Purpose: Handles filter dropdown being toggled
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnButtonToggled(Panel *panel, int state)
{
// treat changing these buttons like any other filter has changed
OnTextChanged(panel, "");
}
void CBaseGamesPage::OnManage()
{
if (m_pGameList->GetNumSelectedRows())
{
// get the server
unsigned int serverID = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
PostMessage(m_pParent->GetVPanel(), new KeyValues("Manage", "serverID", serverID));
}
}
void CBaseGamesPage::OurListPanel::OnMouseDoublePressed( vgui::MouseCode code )
{
PostMessage(m_pParent->GetVPanel(), new KeyValues("Manage"));
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
MessageMapItem_t CBaseGamesPage::m_MessageMap[] =
{
MAP_MESSAGE_PTR_INT( CBaseGamesPage, "ButtonToggled", OnButtonToggled, "panel", "state" ),
MAP_MESSAGE_PTR_CONSTCHARPTR( CBaseGamesPage, "TextChanged", OnTextChanged, "panel", "text" ),
MAP_MESSAGE( CBaseGamesPage , "Manage",OnManage ),
};
IMPLEMENT_PANELMAP(CBaseGamesPage, BaseClass);