Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef FAVORITEGAMES_H
#define FAVORITEGAMES_H
#ifdef _WIN32
#pragma once
#endif
#include "BaseGamesPage.h"
#include "IGameList.h"
#include "IServerRefreshResponse.h"
#include "server.h"
class KeyValues;
namespace vgui
{
class ListPanel;
class MessageBox;
};
class CUtlBuffer;
//-----------------------------------------------------------------------------
// Purpose: Favorite games list
//-----------------------------------------------------------------------------
class CFavoriteGames : public CBaseGamesPage
{
public:
CFavoriteGames(vgui::Panel *parent);
~CFavoriteGames();
// favorites list, loads/saves into keyvalues
void LoadFavoritesList(vgui::KeyValues *favoritesData,bool loadrcon);
void SaveFavoritesList(vgui::KeyValues *favoritesData,bool savercon);
// property page handlers
// virtual void OnPageShow();
// virtual void OnPageHide();
// IGameList handlers
// returns true if the game list supports the specified ui elements
virtual bool SupportsItem(InterfaceItem_e item);
// starts the servers refreshing
virtual void StartRefresh();
// gets a new server list
virtual void GetNewServerList();
// stops current refresh/GetNewServerList()
virtual void StopRefresh();
// returns true if the list is currently refreshing servers
virtual bool IsRefreshing();
// gets information about specified server
// virtual serveritem_t &GetServer(unsigned int serverID);
// adds a new server to list
virtual void AddNewServer(serveritem_t &server);
// marks that server list has been fully received
virtual void ListReceived(bool moreAvailable, int lastUnique);
// called when Connect button is pressed
virtual void OnBeginConnect();
// called to look at game info
virtual void OnViewGameInfo();
// reapplies filters (does nothing with this)
virtual void ApplyFilters();
// IServerRefreshResponse handlers
// 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();
virtual void ImportFavorites();
virtual void OnImportFavoritesFile();
// updates the rconPassword field for this server
void UpdateServer(serveritem_t &serverIn);
private:
// context menu message handlers
void OnOpenContextMenu(int row);
void OnRefreshServer(int serverID);
void OnRemoveFromFavorites();
void OnAddServerByName();
void OnCommand(const char *command);
bool LoadAFavoriteServer (CUtlBuffer &buf);
bool CheckForCorruption(char *data, const char *checkString);
int m_iServerRefreshCount; // number of servers refreshed
bool m_bSaveRcon;
DECLARE_PANELMAP();
typedef CBaseGamesPage BaseClass;
// message that favorites are being imported
vgui::MessageBox *m_pImportFavoritesdlg;
};
#endif // FAVORITEGAMES_H