//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef SERVERBROWSERDIALOG_H #define SERVERBROWSERDIALOG_H #ifdef _WIN32 #pragma once #endif extern class IRunGameEngine *g_pRunGameEngine; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CServerBrowserDialog : public vgui::Frame { DECLARE_CLASS_SIMPLE( CServerBrowserDialog, vgui::Frame ); public: // Construction/destruction CServerBrowserDialog( vgui::Panel *parent ); ~CServerBrowserDialog( void ); void Initialize( void ); // displays the dialog, moves it into focus, updates if it has to void Open( void ); // gets server info gameserveritem_t *GetServer(unsigned int serverID); // called every frame virtual void OnTick(); // updates status text at bottom of window void UpdateStatusText(PRINTF_FORMAT_STRING const char *format, ...); // updates status text at bottom of window void UpdateStatusText(wchar_t *unicode); // context menu access CServerContextMenu *GetContextMenu(vgui::Panel *pParent); // returns a pointer to a static instance of this dialog // valid for use only in sort functions static CServerBrowserDialog *GetInstance(); // Adds a server to the list of favorites void AddServerToFavorites(gameserveritem_t &server); // Adds a server to our list of blacklisted servers void AddServerToBlacklist(gameserveritem_t &server); bool IsServerBlacklisted(gameserveritem_t &server); // begins the process of joining a server from a game list // the game info dialog it opens will also update the game list CDialogGameInfo *JoinGame(IGameList *gameList, unsigned int serverIndex); // joins a game by a specified IP, not attached to any game list CDialogGameInfo *JoinGame(int serverIP, int serverPort, const char *pszConnectCode); // opens a game info dialog from a game list CDialogGameInfo *OpenGameInfoDialog(IGameList *gameList, unsigned int serverIndex); // opens a game info dialog by a specified IP, not attached to any game list CDialogGameInfo *OpenGameInfoDialog( int serverIP, uint16 connPort, uint16 queryPort, const char *pszConnectCode ); // closes all the game info dialogs void CloseAllGameInfoDialogs(); CDialogGameInfo *GetDialogGameInfoForFriend( uint64 ulSteamIDFriend ); // accessor to the filter save data KeyValues *GetFilterSaveData(const char *filterSet); // gets the name of the mod directory we're restricted to accessing, NULL if none const char *GetActiveModName(); CGameID &GetActiveAppID(); const char *GetActiveGameName(); // load/saves filter & favorites settings from disk void LoadUserData(); void SaveUserData(); // forces the currently active page to refresh void RefreshCurrentPage(); virtual gameserveritem_t *GetCurrentConnectedServer() { return &m_CurrentConnection; } void BlacklistsChanged(); CBlacklistedServers *GetBlacklistPage( void ) { return m_pBlacklist; } private: // current game list change MESSAGE_FUNC( OnGameListChanged, "PageChanged" ); void ReloadFilterSettings(); // receives a specified game is active, so no other game types can be displayed in server list MESSAGE_FUNC_PARAMS( OnActiveGameName, "ActiveGameName", name ); // notification that we connected / disconnected MESSAGE_FUNC_PARAMS( OnConnectToGame, "ConnectedToGame", kv ); MESSAGE_FUNC( OnDisconnectFromGame, "DisconnectedFromGame" ); MESSAGE_FUNC( OnLoadingStarted, "LoadingStarted" ); virtual bool GetDefaultScreenPosition(int &x, int &y, int &wide, int &tall); virtual void ActivateBuildMode(); void OnKeyCodePressed( vgui::KeyCode code ); private: // list of all open game info dialogs CUtlVector > m_GameInfoDialogs; // pointer to current game list IGameList *m_pGameList; // Status text vgui::Label *m_pStatusLabel; // property sheet vgui::PropertySheet *m_pTabPanel; CFavoriteGames *m_pFavorites; CBlacklistedServers *m_pBlacklist; CHistoryGames *m_pHistory; CInternetGames *m_pInternetGames; CSpectateGames *m_pSpectateGames; CLanGames *m_pLanGames; CFriendsGames *m_pFriendsGames; KeyValues *m_pSavedData; KeyValues *m_pFilterData; // context menu CServerContextMenu *m_pContextMenu; // active game char m_szGameName[128]; char m_szModDir[128]; CGameID m_iLimitAppID; // currently connected game bool m_bCurrentlyConnected; gameserveritem_t m_CurrentConnection; }; // singleton accessor extern CServerBrowserDialog &ServerBrowserDialog(); // Used by the LAN tab and the add server dialog when trying to find servers without having // been given any ports to look for servers on. void GetMostCommonQueryPorts( CUtlVector &ports ); #endif // SERVERBROWSERDIALOG_H