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