Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "pch_serverbrowser.h"
using namespace vgui;
const float BROADCAST_LIST_TIMEOUT = 0.4f;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CLanGames::CLanGames(vgui::Panel *parent, bool bAutoRefresh, const char *pCustomResFilename ) :
CBaseGamesPage(parent, "LanGames", eLANServer, pCustomResFilename)
{
m_iServerRefreshCount = 0;
m_bRequesting = false;
m_bAutoRefresh = bAutoRefresh;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CLanGames::~CLanGames()
{
}
//-----------------------------------------------------------------------------
// Purpose: Activates the page, starts refresh
//-----------------------------------------------------------------------------
void CLanGames::OnPageShow()
{
if ( m_bAutoRefresh )
StartRefresh();
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame
//-----------------------------------------------------------------------------
void CLanGames::OnTick()
{
BaseClass::OnTick();
CheckRetryRequest();
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the game list supports the specified ui elements
//-----------------------------------------------------------------------------
bool CLanGames::SupportsItem(InterfaceItem_e item)
{
switch (item)
{
case FILTERS:
return true;
case GETNEWLIST:
default:
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: starts the servers refreshing
//-----------------------------------------------------------------------------
void CLanGames::StartRefresh()
{
BaseClass::StartRefresh();
m_fRequestTime = Plat_FloatTime();
}
//-----------------------------------------------------------------------------
// Purpose: Control which button are visible.
//-----------------------------------------------------------------------------
void CLanGames::ManualShowButtons( bool bShowConnect, bool bShowRefreshAll, bool bShowFilter )
{
m_pConnect->SetVisible( bShowConnect );
m_pRefreshAll->SetVisible( bShowRefreshAll );
m_pFilter->SetVisible( bShowFilter );
}
//-----------------------------------------------------------------------------
// Purpose: stops current refresh/GetNewServerList()
//-----------------------------------------------------------------------------
void CLanGames::StopRefresh()
{
BaseClass::StopRefresh();
// clear update states
m_bRequesting = false;
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if we've finished looking for local servers
//-----------------------------------------------------------------------------
void CLanGames::CheckRetryRequest()
{
if (!m_bRequesting)
return;
double curtime = Plat_FloatTime();
if (curtime - m_fRequestTime <= BROADCAST_LIST_TIMEOUT)
{
return;
}
// time has elapsed, finish up
m_bRequesting = false;
}
//-----------------------------------------------------------------------------
// Purpose: called when a server response has timed out, remove it
//-----------------------------------------------------------------------------
void CLanGames::ServerFailedToRespond( HServerListRequest hReq, int iServer )
{
int iServerMap = m_mapServers.Find( iServer );
if ( iServerMap != m_mapServers.InvalidIndex() )
RemoveServer( m_mapServers[ iServerMap ] );
}
//-----------------------------------------------------------------------------
// Purpose: called when the current refresh list is complete
//-----------------------------------------------------------------------------
void CLanGames::RefreshComplete( HServerListRequest hReq, EMatchMakingServerResponse response )
{
SetRefreshing( false );
m_pGameList->SortList();
m_iServerRefreshCount = 0;
m_pGameList->SetEmptyListText("#ServerBrowser_NoLanServers");
SetEmptyListText();
BaseClass::RefreshComplete( hReq, response );
}
void CLanGames::SetEmptyListText()
{
m_pGameList->SetEmptyListText("#ServerBrowser_NoLanServers");
}
//-----------------------------------------------------------------------------
// Purpose: opens context menu (user right clicked on a server)
//-----------------------------------------------------------------------------
void CLanGames::OnOpenContextMenu(int row)
{
int serverID = GetSelectedServerID();
if ( serverID == -1 )
return;
// Activate context menu
CServerContextMenu *menu = ServerBrowserDialog().GetContextMenu(GetActiveList());
menu->ShowMenu(this, serverID, true, true, true, false);
}