Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef DIALOGGAMEINFO_H
#define DIALOGGAMEINFO_H
#ifdef _WIN32
#pragma once
#endif
#include <VGUI_Frame.h>
#include "ServerList.h"
#include "IServerRefreshResponse.h"
class KeyValues;
namespace vgui { class Button; class ToggleButton; class RadioButton; class Label; class TextEntry; }
//-----------------------------------------------------------------------------
// Purpose: Dialog for displaying information about a game server
//-----------------------------------------------------------------------------
class CDialogGameInfo : public vgui::Frame, public IServerRefreshResponse { public: CDialogGameInfo(class IGameList *gameList, unsigned int serverID, int serverIP = 0, int serverPort = 0); ~CDialogGameInfo();
void Run(const char *titleName); void ChangeGame(int serverIP, int serverPort);
// 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(serveritem_t &server);
// called when a server response has timed out
virtual void ServerFailedToRespond(serveritem_t &server);
// called when the current refresh list is complete
virtual void RefreshComplete();
protected: // message handlers
void OnConnect(); void OnRefresh(); void OnButtonToggled(vgui::Panel *toggleButton);
// response from the get password dialog
void OnJoinServerWithPassword(const char *password);
DECLARE_PANELMAP();
// vgui overrides
void OnTick(); virtual void OnClose(); virtual void PerformLayout(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
private: long m_iRequestRetry; // time at which to retry the request
// methods
void RequestInfo(); void ConnectToServer(); void ShowAutoRetryOptions(bool state);
void SetControlText(const char *textEntryName, const char *text);
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;
// the ID of the server we're watching
unsigned int m_iServerID;
// server refreshing object
CServerList m_Servers;
// 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;
typedef vgui::Frame BaseClass; };
#endif // DIALOGGAMEINFO_H
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