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: $
//=============================================================================
#ifndef DIALOGGAMEINFO_H
#define DIALOGGAMEINFO_H
#ifdef _WIN32
#pragma once
#endif
#include <VGUI_Frame.h>
#include "ServerList.h"
#include "IServerRefreshResponse.h"
class KeyValues;
namespace vgui
{
class Button;
class ToggleButton;
class RadioButton;
class Label;
class TextEntry;
}
//-----------------------------------------------------------------------------
// Purpose: Dialog for displaying information about a game server
//-----------------------------------------------------------------------------
class CDialogGameInfo : public vgui::Frame, public IServerRefreshResponse
{
public:
CDialogGameInfo(class IGameList *gameList, unsigned int serverID, int serverIP = 0, int serverPort = 0);
~CDialogGameInfo();
void Run(const char *titleName);
void ChangeGame(int serverIP, int serverPort);
// forces the dialog to attempt to connect to the server
void Connect();
// implementation of IServerRefreshResponse interface
// called when the server has successfully responded
virtual void ServerResponded(serveritem_t &server);
// called when a server response has timed out
virtual void ServerFailedToRespond(serveritem_t &server);
// called when the current refresh list is complete
virtual void RefreshComplete();
protected:
// message handlers
void OnConnect();
void OnRefresh();
void OnButtonToggled(vgui::Panel *toggleButton);
// response from the get password dialog
void OnJoinServerWithPassword(const char *password);
DECLARE_PANELMAP();
// vgui overrides
void OnTick();
virtual void OnClose();
virtual void PerformLayout();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
private:
long m_iRequestRetry; // time at which to retry the request
// methods
void RequestInfo();
void ConnectToServer();
void ShowAutoRetryOptions(bool state);
void SetControlText(const char *textEntryName, const char *text);
vgui::Button *m_pConnectButton;
vgui::Button *m_pCloseButton;
vgui::Button *m_pRefreshButton;
vgui::Label *m_pInfoLabel;
vgui::ToggleButton *m_pAutoRetry;
vgui::RadioButton *m_pAutoRetryAlert;
vgui::RadioButton *m_pAutoRetryJoin;
// the ID of the server we're watching
unsigned int m_iServerID;
// server refreshing object
CServerList m_Servers;
// true if we should try connect to the server when it refreshes
bool m_bConnecting;
// password, if entered
char m_szPassword[64];
// state
bool m_bServerNotResponding;
bool m_bServerFull;
bool m_bShowAutoRetryToggle;
bool m_bShowingExtendedOptions;
typedef vgui::Frame BaseClass;
};
#endif // DIALOGGAMEINFO_H