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121 lines
3.0 KiB
121 lines
3.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef FAVORITEGAMES_H
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#define FAVORITEGAMES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "BaseGamesPage.h"
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#include "IGameList.h"
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#include "IServerRefreshResponse.h"
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#include "server.h"
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class KeyValues;
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namespace vgui
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{
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class ListPanel;
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class MessageBox;
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};
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class CUtlBuffer;
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//-----------------------------------------------------------------------------
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// Purpose: Favorite games list
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//-----------------------------------------------------------------------------
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class CFavoriteGames : public CBaseGamesPage
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{
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public:
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CFavoriteGames(vgui::Panel *parent);
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~CFavoriteGames();
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// favorites list, loads/saves into keyvalues
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void LoadFavoritesList(vgui::KeyValues *favoritesData,bool loadrcon);
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void SaveFavoritesList(vgui::KeyValues *favoritesData,bool savercon);
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// property page handlers
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// virtual void OnPageShow();
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// virtual void OnPageHide();
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// IGameList handlers
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// returns true if the game list supports the specified ui elements
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virtual bool SupportsItem(InterfaceItem_e item);
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// starts the servers refreshing
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virtual void StartRefresh();
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// gets a new server list
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virtual void GetNewServerList();
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// stops current refresh/GetNewServerList()
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virtual void StopRefresh();
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// returns true if the list is currently refreshing servers
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virtual bool IsRefreshing();
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// gets information about specified server
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// virtual serveritem_t &GetServer(unsigned int serverID);
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// adds a new server to list
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virtual void AddNewServer(serveritem_t &server);
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// marks that server list has been fully received
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virtual void ListReceived(bool moreAvailable, int lastUnique);
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// called when Connect button is pressed
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virtual void OnBeginConnect();
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// called to look at game info
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virtual void OnViewGameInfo();
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// reapplies filters (does nothing with this)
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virtual void ApplyFilters();
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// IServerRefreshResponse handlers
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// called when the server has successfully responded
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virtual void ServerResponded(serveritem_t &server);
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// called when a server response has timed out
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virtual void ServerFailedToRespond(serveritem_t &server);
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// called when the current refresh list is complete
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virtual void RefreshComplete();
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virtual void ImportFavorites();
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virtual void OnImportFavoritesFile();
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// updates the rconPassword field for this server
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void UpdateServer(serveritem_t &serverIn);
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private:
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// context menu message handlers
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void OnOpenContextMenu(int row);
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void OnRefreshServer(int serverID);
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void OnRemoveFromFavorites();
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void OnAddServerByName();
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void OnCommand(const char *command);
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bool LoadAFavoriteServer (CUtlBuffer &buf);
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bool CheckForCorruption(char *data, const char *checkString);
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int m_iServerRefreshCount; // number of servers refreshed
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bool m_bSaveRcon;
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DECLARE_PANELMAP();
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typedef CBaseGamesPage BaseClass;
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// message that favorites are being imported
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vgui::MessageBox *m_pImportFavoritesdlg;
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};
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#endif // FAVORITEGAMES_H
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