56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
//========= 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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//-----------------------------------------------------------------------------
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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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DECLARE_CLASS_SIMPLE( CFavoriteGames, CBaseGamesPage );
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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();
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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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// called when the current refresh list is complete
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virtual void RefreshComplete( HServerListRequest hReq, EMatchMakingServerResponse response );
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// passed from main server browser window instead of messages
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void OnConnectToGame();
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void OnDisconnectFromGame( void );
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void SetRefreshOnReload() { m_bRefreshOnListReload = true; }
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private:
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// context menu message handlers
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MESSAGE_FUNC_INT( OnOpenContextMenu, "OpenContextMenu", itemID );
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MESSAGE_FUNC( OnRemoveFromFavorites, "RemoveFromFavorites" );
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MESSAGE_FUNC( OnAddServerByName, "AddServerByName" );
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void OnAddCurrentServer( void );
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void OnCommand(const char *command);
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bool m_bRefreshOnListReload;
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};
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#endif // FAVORITEGAMES_H
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