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//========= 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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// Adds a server to our list of blacklisted servers
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void AddServerToBlacklist(gameserveritem_t &server);
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bool IsServerBlacklisted(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, unsigned int serverIndex);
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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, 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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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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CDialogGameInfo *GetDialogGameInfoForFriend( uint64 ulSteamIDFriend );
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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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void BlacklistsChanged();
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CBlacklistedServers *GetBlacklistPage( void ) { return m_pBlacklist; }
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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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CBlacklistedServers *m_pBlacklist;
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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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CFriendsGames *m_pFriendsGames;
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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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