Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef SERVERINFOPANEL_H
#define SERVERINFOPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "VarListPropertyPage.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlvector.h"
#include "tier1/utlsymbol.h"
//-----------------------------------------------------------------------------
// Purpose: Dialog for displaying information about a game server
//-----------------------------------------------------------------------------
class CServerInfoPanel : public CVarListPropertyPage
{
public:
CServerInfoPanel(vgui::Panel *parent, const char *name);
~CServerInfoPanel();
// gets the current hostname
const char *GetHostname();
// Called when page is loaded. Data should be reloaded from document into controls.
virtual void OnResetData();
protected:
// vgui overrides
virtual void OnThink();
// special editing of map cycle list
virtual void OnEditVariable(KeyValues *rule);
// handles responses from the server
virtual void OnServerDataResponse(const char *value, const char *response);
private:
void UpdateMapCycleValue();
float m_flUpdateTime;
int m_iPlayerCount, m_iMaxPlayers;
float m_flLastUptimeReceiveTime;
long m_iLastUptimeReceived;
long m_iLastUptimeDisplayed;
bool m_bMapListRetrieved;
// used to store some strings for mapcycle
CUtlVector<CUtlSymbol> m_AvailableMaps;
CUtlVector<CUtlSymbol> m_MapCycle;
void ParseIntoMapList(const char *maplist, CUtlVector<CUtlSymbol> &mapArray);
typedef CVarListPropertyPage BaseClass;
};
#endif // SERVERINFOPANEL_H