mirror of
https://github.com/nillerusr/source-engine.git
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326 lines
9.1 KiB
C++
326 lines
9.1 KiB
C++
//========= 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 BASEGAMESPAGE_H
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#define BASEGAMESPAGE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utldict.h"
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class CBaseGamesPage;
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//-----------------------------------------------------------------------------
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// Purpose: Acts like a regular ListPanel but forwards enter key presses
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// to its outer control.
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//-----------------------------------------------------------------------------
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class CGameListPanel : public vgui::ListPanel
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{
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public:
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DECLARE_CLASS_SIMPLE( CGameListPanel, vgui::ListPanel );
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CGameListPanel( CBaseGamesPage *pOuter, const char *pName );
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virtual void OnKeyCodePressed(vgui::KeyCode code);
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private:
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CBaseGamesPage *m_pOuter;
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};
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class CQuickListMapServerList : public CUtlVector< int >
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{
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public:
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CQuickListMapServerList() : CUtlVector< int >( 1, 0 )
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{
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}
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CQuickListMapServerList( const CQuickListMapServerList& src )
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{
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CopyArray( src.Base(), src.Count() );
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}
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CQuickListMapServerList &operator=( const CQuickListMapServerList &src )
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{
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CopyArray( src.Base(), src.Count() );
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return *this;
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}
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};
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class CCheckBoxWithStatus : public vgui::CheckButton
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{
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public:
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DECLARE_CLASS_SIMPLE( CCheckBoxWithStatus, vgui::CheckButton );
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CCheckBoxWithStatus(Panel *parent, const char *panelName, const char *text) : vgui::CheckButton( parent, panelName, text )
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{
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}
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virtual void OnCursorEntered();
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virtual void OnCursorExited();
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};
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struct servermaps_t
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{
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const char *pOriginalName;
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const char *pFriendlyName;
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int iPanelIndex;
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bool bOnDisk;
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};
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struct gametypes_t
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{
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const char *pPrefix;
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const char *pGametypeName;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Base property page for all the games lists (internet/favorites/lan/etc.)
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//-----------------------------------------------------------------------------
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class CBaseGamesPage : public vgui::PropertyPage, public IGameList, public ISteamMatchmakingServerListResponse, public ISteamMatchmakingPingResponse
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{
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DECLARE_CLASS_SIMPLE( CBaseGamesPage, vgui::PropertyPage );
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public:
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enum EPageType
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{
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eInternetServer,
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eLANServer,
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eFriendsServer,
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eFavoritesServer,
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eHistoryServer,
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eSpectatorServer
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};
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// Column indices
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enum
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{
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k_nColumn_Password = 0,
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k_nColumn_Secure = 1,
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k_nColumn_Replay = 2,
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k_nColumn_Name = 3,
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k_nColumn_IPAddr = 4,
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k_nColumn_GameDesc = 5,
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k_nColumn_Players = 6,
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k_nColumn_Bots = 7,
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k_nColumn_Map = 8,
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k_nColumn_Ping = 9,
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};
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CBaseGamesPage( vgui::Panel *parent, const char *name, EPageType eType, const char *pCustomResFilename=NULL);
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~CBaseGamesPage();
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virtual void PerformLayout();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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// gets information about specified server
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virtual gameserveritem_t *GetServer(unsigned int serverID);
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virtual const char *GetConnectCode();
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uint32 GetServerFilters( MatchMakingKeyValuePair_t **pFilters );
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virtual void SetRefreshing(bool state);
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// loads filter settings from disk
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virtual void LoadFilterSettings();
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// Called by CGameList when the enter key is pressed.
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// This is overridden in the add server dialog - since there is no Connect button, the message
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// never gets handled, but we want to add a server when they dbl-click or press enter.
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virtual bool OnGameListEnterPressed();
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int GetSelectedItemsCount();
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// adds a server to the favorites
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MESSAGE_FUNC( OnAddToFavorites, "AddToFavorites" );
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MESSAGE_FUNC( OnAddToBlacklist, "AddToBlacklist" );
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virtual void StartRefresh();
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virtual void UpdateDerivedLayouts( void );
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void PrepareQuickListMap( const char *pMapName, int iListID );
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void SelectQuickListServers( void );
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vgui::Panel *GetActiveList( void );
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virtual bool IsQuickListButtonChecked()
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{
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return m_pQuickListCheckButton ? m_pQuickListCheckButton->IsSelected() : false;
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}
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STEAM_CALLBACK( CBaseGamesPage, OnFavoritesMsg, FavoritesListChanged_t, m_CallbackFavoritesMsg );
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// applies games filters to current list
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void ApplyGameFilters();
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void OnLoadingStarted()
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{
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StopRefresh();
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}
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protected:
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virtual void OnCommand(const char *command);
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virtual void OnKeyCodePressed(vgui::KeyCode code);
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virtual int GetRegionCodeToFilter() { return 255; }
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MESSAGE_FUNC( OnItemSelected, "ItemSelected" );
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// updates server count UI
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void UpdateStatus();
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// ISteamMatchmakingServerListResponse callbacks
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virtual void ServerResponded( HServerListRequest hReq, int iServer );
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virtual void ServerResponded( int iServer, gameserveritem_t *pServerItem );
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virtual void ServerFailedToRespond( HServerListRequest hReq, int iServer );
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virtual void RefreshComplete( HServerListRequest hReq, EMatchMakingServerResponse response ) = 0;
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// ISteamMatchmakingPingResponse callbacks
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virtual void ServerResponded( gameserveritem_t &server );
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virtual void ServerFailedToRespond() {}
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// Removes server from list
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void RemoveServer( serverdisplay_t &server );
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virtual bool BShowServer( serverdisplay_t &server ) { return server.m_bDoNotRefresh; }
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void ClearServerList();
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// filtering methods
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// returns true if filters passed; false if failed
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virtual bool CheckPrimaryFilters( gameserveritem_t &server);
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virtual bool CheckSecondaryFilters( gameserveritem_t &server );
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virtual bool CheckTagFilter( gameserveritem_t &server ) { return true; }
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virtual bool CheckWorkshopFilter( gameserveritem_t &server ) { return true; }
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virtual int GetInvalidServerListID();
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virtual void OnSaveFilter(KeyValues *filter);
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virtual void OnLoadFilter(KeyValues *filter);
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virtual void UpdateFilterSettings();
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// whether filter settings limit which master server to query
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CGameID &GetFilterAppID() { return m_iLimitToAppID; }
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virtual void GetNewServerList();
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virtual void StopRefresh();
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virtual bool IsRefreshing();
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virtual void OnPageShow();
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virtual void OnPageHide();
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// called when Connect button is pressed
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MESSAGE_FUNC( OnBeginConnect, "ConnectToServer" );
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// called to look at game info
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MESSAGE_FUNC( OnViewGameInfo, "ViewGameInfo" );
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// refreshes a single server
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MESSAGE_FUNC_INT( OnRefreshServer, "RefreshServer", serverID );
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// If true, then we automatically select the first item that comes into the games list.
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bool m_bAutoSelectFirstItemInGameList;
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CGameListPanel *m_pGameList;
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vgui::PanelListPanel *m_pQuickList;
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vgui::ComboBox *m_pLocationFilter;
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// command buttons
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vgui::Button *m_pConnect;
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vgui::Button *m_pRefreshAll;
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vgui::Button *m_pRefreshQuick;
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vgui::Button *m_pAddServer;
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vgui::Button *m_pAddCurrentServer;
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vgui::Button *m_pAddToFavoritesButton;
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vgui::ToggleButton *m_pFilter;
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CUtlMap<uint64, int> m_mapGamesFilterItem;
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CUtlMap<int, serverdisplay_t> m_mapServers;
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CUtlMap<netadr_t, int> m_mapServerIP;
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CUtlVector<MatchMakingKeyValuePair_t> m_vecServerFilters;
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CUtlDict< CQuickListMapServerList, int > m_quicklistserverlist;
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int m_iServerRefreshCount;
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CUtlVector< servermaps_t > m_vecMapNamesFound;
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EPageType m_eMatchMakingType;
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HServerListRequest m_hRequest;
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int GetSelectedServerID( KeyValues **pKV = NULL );
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void ClearQuickList( void );
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bool TagsExclude( void );
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enum eWorkshopMode {
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// These correspond to the dropdown indices
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eWorkshop_None = 0,
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eWorkshop_WorkshopOnly = 1,
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eWorkshop_SubscribedOnly = 2
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};
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eWorkshopMode WorkshopMode();
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void HideReplayFilter( void );
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protected:
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virtual void CreateFilters();
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virtual void UpdateGameFilter();
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MESSAGE_FUNC_PTR_CHARPTR( OnTextChanged, "TextChanged", panel, text );
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MESSAGE_FUNC_PTR_INT( OnButtonToggled, "ButtonToggled", panel, state );
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void UpdateFilterAndQuickListVisibility();
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bool BFiltersVisible() { return m_bFiltersVisible; }
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private:
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void RequestServersResponse( int iServer, EMatchMakingServerResponse response, bool bLastServer ); // callback for matchmaking interface
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void RecalculateFilterString();
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void SetQuickListEnabled( bool bEnabled );
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void SetFiltersVisible( bool bVisible );
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// If set, it uses the specified resfile name instead of its default one.
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const char *m_pCustomResFilename;
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// filter controls
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vgui::ComboBox *m_pGameFilter;
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vgui::TextEntry *m_pMapFilter;
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vgui::TextEntry *m_pMaxPlayerFilter;
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vgui::ComboBox *m_pPingFilter;
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vgui::ComboBox *m_pSecureFilter;
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vgui::ComboBox *m_pTagsIncludeFilter;
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vgui::ComboBox *m_pWorkshopFilter;
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vgui::CheckButton *m_pNoFullServersFilterCheck;
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vgui::CheckButton *m_pNoEmptyServersFilterCheck;
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vgui::CheckButton *m_pNoPasswordFilterCheck;
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CCheckBoxWithStatus *m_pQuickListCheckButton;
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vgui::Label *m_pFilterString;
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char m_szComboAllText[64];
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vgui::CheckButton *m_pReplayFilterCheck;
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KeyValues *m_pFilters; // base filter data
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bool m_bFiltersVisible; // true if filter section is currently visible
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vgui::HFont m_hFont;
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int m_nImageIndexPassword;
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int m_nImageIndexSecure;
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int m_nImageIndexSecureVacBanned;
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int m_nImageIndexReplay;
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// filter data
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char m_szGameFilter[32];
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char m_szMapFilter[32];
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int m_iMaxPlayerFilter;
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int m_iPingFilter;
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bool m_bFilterNoFullServers;
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bool m_bFilterNoEmptyServers;
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bool m_bFilterNoPasswordedServers;
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int m_iSecureFilter;
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int m_iServersBlacklisted;
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bool m_bFilterReplayServers;
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CGameID m_iLimitToAppID;
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};
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#endif // BASEGAMESPAGE_H
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