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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef DIALOGGAMEINFO_H
#define DIALOGGAMEINFO_H
#ifdef _WIN32
#pragma once
#endif
struct challenge_s { netadr_t addr; int challenge; };
//-----------------------------------------------------------------------------
// Purpose: Dialog for displaying information about a game server
//-----------------------------------------------------------------------------
class CDialogGameInfo : public vgui::Frame, public ISteamMatchmakingPlayersResponse, public ISteamMatchmakingPingResponse { DECLARE_CLASS_SIMPLE( CDialogGameInfo, vgui::Frame );
public: CDialogGameInfo(vgui::Panel *parent, int serverIP, int queryPort, unsigned short connectionPort, const char *pszConnectCode ); ~CDialogGameInfo();
void Run(const char *titleName); void ChangeGame(int serverIP, int queryPort, unsigned short connectionPort); void SetFriend( uint64 ulSteamIDFriend ); uint64 GetAssociatedFriend();
// forces the dialog to attempt to connect to the server
void Connect();
// implementation of IServerRefreshResponse interface
// called when the server has successfully responded
virtual void ServerResponded( gameserveritem_t &server );
// called when a server response has timed out
virtual void ServerFailedToRespond();
// on individual player added
virtual void AddPlayerToList(const char *playerName, int score, float timePlayedSeconds); virtual void PlayersFailedToRespond() {} virtual void PlayersRefreshComplete() { m_hPlayersQuery = HSERVERQUERY_INVALID; }
// called when the current refresh list is complete
virtual void RefreshComplete( EMatchMakingServerResponse response );
// player list received
virtual void ClearPlayerList();
//virtual void SendChallengeQuery( const netadr_t & to );
virtual void SendPlayerQuery( uint32 unIP, uint16 usQueryPort ); //virtual void InsertChallengeResponse( const netadr_t & to, int nChallenge );
protected: // message handlers
MESSAGE_FUNC( OnConnect, "Connect" ); MESSAGE_FUNC( OnRefresh, "Refresh" ); MESSAGE_FUNC_PTR( OnButtonToggled, "ButtonToggled", panel ); MESSAGE_FUNC_PTR( OnRadioButtonChecked, "RadioButtonChecked", panel ) { OnButtonToggled( panel ); }
// response from the get password dialog
MESSAGE_FUNC_CHARPTR( OnJoinServerWithPassword, "JoinServerWithPassword", password );
MESSAGE_FUNC_INT_INT( OnConnectToGame, "ConnectedToGame", ip, port );
// vgui overrides
virtual void OnTick(); virtual void PerformLayout();
virtual void OnKeyCodePressed( vgui::KeyCode code );
private: STEAM_CALLBACK( CDialogGameInfo, OnPersonaStateChange, PersonaStateChange_t, m_CallbackPersonaStateChange );
long m_iRequestRetry; // time at which to retry the request
static int PlayerTimeColumnSortFunc(vgui::ListPanel *pPanel, const vgui::ListPanelItem &p1, const vgui::ListPanelItem &p2);
// methods
void RequestInfo(); void ConnectToServer(); void ShowAutoRetryOptions(bool state); void ConstructConnectArgs( char *pchOptions, int cchOptions, const gameserveritem_t &server ); void ApplyConnectCommand( const gameserveritem_t &server );
vgui::Button *m_pConnectButton; vgui::Button *m_pCloseButton; vgui::Button *m_pRefreshButton; vgui::Label *m_pInfoLabel; vgui::ToggleButton *m_pAutoRetry; vgui::RadioButton *m_pAutoRetryAlert; vgui::RadioButton *m_pAutoRetryJoin; vgui::ListPanel *m_pPlayerList;
enum { PING_TIMES_MAX = 4 };
// true if we should try connect to the server when it refreshes
bool m_bConnecting;
// password, if entered
char m_szPassword[64];
// state
bool m_bServerNotResponding; bool m_bServerFull; bool m_bShowAutoRetryToggle; bool m_bShowingExtendedOptions; uint64 m_SteamIDFriend;
CUtlString m_sConnectCode; gameserveritem_t m_Server; HServerQuery m_hPingQuery; HServerQuery m_hPlayersQuery; bool m_bPlayerListUpdatePending; };
#endif // DIALOGGAMEINFO_H
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