Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SESSIONLOBBYDIALOG_H
#define SESSIONLOBBYDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "basedialog.h"
//-----------------------------------------------------------------------------
// Purpose: Simple menu to choose a matchmaking session type
//-----------------------------------------------------------------------------
class CSessionLobbyDialog : public CBaseDialog
{
DECLARE_CLASS_SIMPLE( CSessionLobbyDialog, CBaseDialog );
public:
CSessionLobbyDialog( vgui::Panel *parent );
~CSessionLobbyDialog();
virtual void OnCommand( const char *pCommand );
virtual void OnKeyCodePressed( vgui::KeyCode code );
virtual void PerformLayout();
virtual void ApplySettings( KeyValues *inResourceData );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
void SetDialogKeys( KeyValues *pKeys );
void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost );
void UpdateCountdown( int seconds );
private:
void ActivateNextMenu();
void ActivatePreviousMenu();
void UpdatePlayerCountDisplay( int iTeam );
void SetLobbyReadyState( int nPlayersNeeded );
void PositionTeamInfos();
void SetTextFromKeyvalues( CPropertyLabel *pLabel );
void SetStartGame( bool bStartGame );
enum
{
BLUE_TEAM_LOBBY,
RED_TEAM_LOBBY,
TOTAL_LOBBY_TEAMS,
};
CDialogMenu m_Menus[TOTAL_LOBBY_TEAMS];
vgui::Panel *m_pLobbyStateBg;
CPropertyLabel *m_pLobbyStateLabel;
CPropertyLabel *m_pLobbyStateIcon;
CPropertyLabel *m_pHostLabel;
vgui::EditablePanel *m_pHostOptionsPanel;
KeyValues *m_pDialogKeys;
CScenarioInfoPanel *m_pScenarioInfo;
CScenarioInfoPanel *m_pTeamInfos[TOTAL_LOBBY_TEAMS];
int m_nMinInfoHeight[TOTAL_LOBBY_TEAMS];
uint64 m_nHostId;
bool m_bReady;
bool m_bHostLobby;
bool m_bCenterOnScreen;
int m_iLocalTeam;
int m_iActiveMenu;
int m_nImageBorderWidth;
int m_nTeamspacing;
char m_szCommand[MAX_COMMAND_LEN];
bool m_bStartingGame;
int m_nLastPlayersNeeded;
};
#endif // SESSIONLOBBYDIALOG_H