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150 lines
4.4 KiB
150 lines
4.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#ifndef SERVERBROWSERDIALOG_H |
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#define SERVERBROWSERDIALOG_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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extern class IRunGameEngine *g_pRunGameEngine; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CServerBrowserDialog : public vgui::Frame |
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{ |
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DECLARE_CLASS_SIMPLE( CServerBrowserDialog, vgui::Frame ); |
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public: |
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// Construction/destruction |
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CServerBrowserDialog( vgui::Panel *parent ); |
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~CServerBrowserDialog( void ); |
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void Initialize( void ); |
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// displays the dialog, moves it into focus, updates if it has to |
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void Open( void ); |
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// gets server info |
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gameserveritem_t *GetServer(unsigned int serverID); |
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// called every frame |
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virtual void OnTick(); |
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// updates status text at bottom of window |
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void UpdateStatusText(PRINTF_FORMAT_STRING const char *format, ...); |
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// updates status text at bottom of window |
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void UpdateStatusText(wchar_t *unicode); |
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// context menu access |
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CServerContextMenu *GetContextMenu(vgui::Panel *pParent); |
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// returns a pointer to a static instance of this dialog |
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// valid for use only in sort functions |
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static CServerBrowserDialog *GetInstance(); |
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// Adds a server to the list of favorites |
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void AddServerToFavorites(gameserveritem_t &server); |
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// begins the process of joining a server from a game list |
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// the game info dialog it opens will also update the game list |
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CDialogGameInfo *JoinGame(IGameList *gameList, newgameserver_t *pServer); |
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// joins a game by a specified IP, not attached to any game list |
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CDialogGameInfo *JoinGame(int serverIP, int serverPort, const char *pszConnectCode); |
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// opens a game info dialog from a game list |
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CDialogGameInfo *OpenGameInfoDialog(IGameList *gameList, newgameserver_t *pServer); |
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// opens a game info dialog by a specified IP, not attached to any game list |
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CDialogGameInfo *OpenGameInfoDialog( int serverIP, uint16 connPort, uint16 queryPort, const char *pszConnectCode ); |
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// closes all the game info dialogs |
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void CloseAllGameInfoDialogs(); |
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// accessor to the filter save data |
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KeyValues *GetFilterSaveData(const char *filterSet); |
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// gets the name of the mod directory we're restricted to accessing, NULL if none |
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const char *GetActiveModName(); |
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CGameID &GetActiveAppID(); |
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const char *GetActiveGameName(); |
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// load/saves filter & favorites settings from disk |
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void LoadUserData(); |
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void SaveUserData(); |
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// forces the currently active page to refresh |
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void RefreshCurrentPage(); |
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virtual gameserveritem_t *GetCurrentConnectedServer() |
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{ |
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return &m_CurrentConnection; |
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} |
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private: |
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// current game list change |
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MESSAGE_FUNC( OnGameListChanged, "PageChanged" ); |
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void ReloadFilterSettings(); |
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// receives a specified game is active, so no other game types can be displayed in server list |
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MESSAGE_FUNC_PARAMS( OnActiveGameName, "ActiveGameName", name ); |
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// notification that we connected / disconnected |
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MESSAGE_FUNC_PARAMS( OnConnectToGame, "ConnectedToGame", kv ); |
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MESSAGE_FUNC( OnDisconnectFromGame, "DisconnectedFromGame" ); |
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MESSAGE_FUNC( OnLoadingStarted, "LoadingStarted" ); |
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virtual bool GetDefaultScreenPosition(int &x, int &y, int &wide, int &tall); |
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virtual void ActivateBuildMode(); |
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void OnKeyCodePressed( vgui::KeyCode code ); |
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private: |
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// list of all open game info dialogs |
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CUtlVector<vgui::DHANDLE<CDialogGameInfo> > m_GameInfoDialogs; |
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// pointer to current game list |
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IGameList *m_pGameList; |
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// Status text |
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vgui::Label *m_pStatusLabel; |
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// property sheet |
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vgui::PropertySheet *m_pTabPanel; |
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CFavoriteGames *m_pFavorites; |
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CHistoryGames *m_pHistory; |
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CInternetGames *m_pInternetGames; |
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//CSpectateGames *m_pSpectateGames; |
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CLanGames *m_pLanGames; |
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KeyValues *m_pSavedData; |
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KeyValues *m_pFilterData; |
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// context menu |
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CServerContextMenu *m_pContextMenu; |
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// active game |
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char m_szGameName[128]; |
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char m_szModDir[128]; |
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CGameID m_iLimitAppID; |
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// currently connected game |
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bool m_bCurrentlyConnected; |
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gameserveritem_t m_CurrentConnection; |
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}; |
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// singleton accessor |
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extern CServerBrowserDialog &ServerBrowserDialog(); |
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// Used by the LAN tab and the add server dialog when trying to find servers without having |
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// been given any ports to look for servers on. |
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void GetMostCommonQueryPorts( CUtlVector<uint16> &ports ); |
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#endif // SERVERBROWSERDIALOG_H
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