mirror of
https://github.com/nillerusr/source-engine.git
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197 lines
5.4 KiB
C
197 lines
5.4 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#if !defined( VINTERNETDLG_H )
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#define VINTERNETDLG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <VGUI_Frame.h>
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#include <VGUI_ListPanel.h>
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#include <VGUI_PHandle.h>
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#include "utlvector.h"
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#include "netadr.h"
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#include "Server.h"
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//#include "serversession.h"
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//#include "trackerdoc.h"
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//#include "ITrackerUser.h"
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#include "../TrackerNET/TrackerNET_Interface.h"
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#include "../TrackerNET/NetAddress.h" // for CNetAddress
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#include "../TrackerNET/BinaryBuffer.h" // for IBinaryBuffer
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#include "IGameList.h"
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//#include "ClickableTabbedPanel.h"
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class CServerContextMenu;
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namespace vgui
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{
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class Label;
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class Font;
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class ListPanel;
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class Button;
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class ComboBox;
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class QueryBox;
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class ToggleButton;
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class TextEntry;
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class CheckButton;
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class PropertySheet;
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}
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extern class IRunGameEngine *g_pRunGameEngine;
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extern void v_strncpy(char *dest, const char *src, int bufsize);
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class CFavoriteGames;
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class CGamePanelInfo;
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class CDialogGameInfo;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class VInternetDlg : public vgui::Frame
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{
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public:
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// Construction/destruction
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VInternetDlg( unsigned int userid );
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virtual ~VInternetDlg( void );
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virtual void Initialize( void );
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// displays the dialog, moves it into focus, updates if it has to
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virtual void Open( void );
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// gets server info
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serveritem_t &VInternetDlg::GetServer(unsigned int serverID);
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// setup
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virtual void PerformLayout();
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// updates status text at bottom of window
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virtual void UpdateStatusText(PRINTF_FORMAT_STRING const char *format, ...);
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// context menu access
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virtual CServerContextMenu *GetContextMenu();
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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 VInternetDlg *GetInstance();
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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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virtual CDialogGameInfo *JoinGame(IGameList *gameList, unsigned int serverIndex);
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// joins a game by a specified IP, not attached to any game list
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virtual CDialogGameInfo *JoinGame(int serverIP, int serverPort, const char *titleName);
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// opens a game info dialog from a game list
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virtual CDialogGameInfo *OpenGameInfoDialog(IGameList *gameList, unsigned int serverIndex);
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// opens a game info dialog by a specified IP, not attached to any game list
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virtual CDialogGameInfo *OpenGameInfoDialog(int serverIP, int serverPort, const char *titleName);
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virtual vgui::PropertySheet *GetTabPanel();
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// called by the config panel to setup some global config values
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virtual void SetConfig(bool autorefresh,bool savercon,int refreshtime,bool graphs,int graphrefreshtime,bool getlogs);
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// passes the server info to the favorites panel to update the rconPassword
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virtual void UpdateServer(serveritem_t &server);
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// opens up the config dialog with the current config settings
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virtual void ConfigPanel();
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virtual void OnTick();
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void SearchForFriend(unsigned int uid, const char *email, const char *username, const char *firstname, const char *lastname);
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ISendMessage *VInternetDlg::CreateServerMessage(int msgID);
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CNetAddress GetServerAddress();
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void SendInitialLogin();
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bool CheckMessageValidity(IReceiveMessage *dataBlock);
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private:
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// menu handler for tabs
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void OnOpenContextMenu();
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// current game list change
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//virtual void OnGameListChanged();
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// password entry dialog for new servers
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void OnPlayerDialog(vgui::KeyValues *data);
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void OnDeleteServer(int chosenPanel);
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// load/saves filter settings from disk
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virtual void LoadFilters();
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virtual void SaveFilters();
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// Load/saves position and window size of a dialog from disk
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virtual void LoadDialogState(vgui::Panel *dialog, const char *dialogName);
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virtual void SaveDialogState(vgui::Panel *dialog, const char *dialogName);
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// called when dialog is shut down
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virtual void OnClose();
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// catches the "manage server" menu option
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void OnManageServer(int serverID);
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// actually creates the new tab
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void ManageServer(int serverID,const char *pass);
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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_pFavoriteGames;
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CGamePanelInfo *m_pGamePanelInfo;
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vgui::KeyValues *m_pSavedData;
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bool m_bAutoRefresh;
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bool m_bSaveRcon;
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int m_iRefreshTime;
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bool m_bGraphs;
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int m_iGraphsRefreshTime;
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bool m_bDoLogging; // whether to get server log messages
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ITrackerNET *m_pNet;
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unsigned int m_iSessionID; // the session ID from tracker
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unsigned int m_iUserID;
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int m_iRemoteUID;
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bool m_bLoggedIn;
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CNetAddress m_iServerAddr;
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// context menu
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CServerContextMenu *m_pContextMenu;
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typedef vgui::Frame BaseClass;
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DECLARE_PANELMAP();
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};
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#endif // VINTERNETDLG_H
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