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82 lines
2.2 KiB
C++
82 lines
2.2 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 LANGAMES_H
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#define LANGAMES_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CLanBroadcastMsgHandler;
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//-----------------------------------------------------------------------------
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// Purpose: Favorite games list
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//-----------------------------------------------------------------------------
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class CLanGames : public CBaseGamesPage
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{
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DECLARE_CLASS_SIMPLE( CLanGames, CBaseGamesPage );
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public:
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CLanGames(vgui::Panel *parent, bool bAutoRefresh=true, const char *pCustomResFilename=NULL);
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~CLanGames();
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// property page handlers
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virtual void OnPageShow();
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// IGameList handlers
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// returns true if the game list supports the specified ui elements
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virtual bool SupportsItem(InterfaceItem_e item);
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// Control which button are visible.
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void ManualShowButtons( bool bShowConnect, bool bShowRefreshAll, bool bShowFilter );
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// If you pass NULL for pSpecificAddresses, it will broadcast on certain points.
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// If you pass a non-null value, then it will send info queries directly to those ports.
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void InternalGetNewServerList( CUtlVector<netadr_t> *pSpecificAddresses );
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virtual void StartRefresh();
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// stops current refresh/GetNewServerList()
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virtual void StopRefresh();
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// IServerRefreshResponse handlers
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// called when a server response has timed out
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virtual void ServerFailedToRespond( HServerListRequest hReq, int iServer );
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// called when the current refresh list is complete
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virtual void RefreshComplete( HServerListRequest hReq, EMatchMakingServerResponse response );
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// Tell the game list what to put in there when there are no games found.
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virtual void SetEmptyListText();
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private:
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// vgui message handlers
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virtual void OnTick();
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// lan timeout checking
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virtual void CheckRetryRequest();
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// context menu message handlers
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MESSAGE_FUNC_INT( OnOpenContextMenu, "OpenContextMenu", itemID );
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// number of servers refreshed
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int m_iServerRefreshCount;
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// true if we're broadcasting for servers
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bool m_bRequesting;
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// time at which we last broadcasted
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double m_fRequestTime;
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bool m_bAutoRefresh;
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};
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#endif // LANGAMES_H
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