726 lines
22 KiB
C++
726 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "pch_serverbrowser.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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#if defined( _WIN32 ) && !defined( _X360 )
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#define WIN32_LEAN_AND_MEAN
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#include <winsock.h>
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#endif
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#if defined(LINUX) || defined(PLATFORM_BSD)
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#include <arpa/inet.h>
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#endif
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using namespace vgui;
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ConVar sb_quick_list_bit_field( "sb_quick_list_bit_field", "-1" );
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static CServerBrowserDialog *s_InternetDlg = NULL;
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CServerBrowserDialog &ServerBrowserDialog()
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{
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return *CServerBrowserDialog::GetInstance();
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}
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// Returns a list of the ports that we hit when looking for
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void GetMostCommonQueryPorts( CUtlVector<uint16> &ports )
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{
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for ( int i=0; i <= 5; i++ )
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{
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ports.AddToTail( 27015 + i );
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ports.AddToTail( 26900 + i );
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}
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ports.AddToTail(4242); //RDKF
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ports.AddToTail(27215); //Lost Planet
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CServerBrowserDialog::CServerBrowserDialog(vgui::Panel *parent) : Frame(parent, "CServerBrowserDialog")
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{
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SetProportional( NeedProportional() );
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s_InternetDlg = this;
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m_szGameName[0] = 0;
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m_szModDir[0] = 0;
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m_pSavedData = NULL;
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m_pFilterData = NULL;
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m_pFavorites = NULL;
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m_pHistory = NULL;
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m_pLanGames = NULL;
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LoadUserData();
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m_pInternetGames = new CInternetGames(this);
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/*
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m_pFavorites = new CFavoriteGames(this);
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m_pHistory = new CHistoryGames(this);
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m_pSpectateGames = new CSpectateGames(this);
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m_pLanGames = new CLanGames(this);
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*/
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int w = 640; int h = 384;
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w = IsProportional() ? vgui::scheme()->GetProportionalScaledValue(w) : w;
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h = IsProportional() ? vgui::scheme()->GetProportionalScaledValue(h) : h;
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SetMinimumSize( w, h );
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SetSize( w, h );
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m_pGameList = m_pInternetGames;
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m_pContextMenu = new CServerContextMenu(this);;
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// property sheet
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m_pTabPanel = new PropertySheet(this, "GameTabs");
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m_pTabPanel->SetTabWidth(72);
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m_pTabPanel->AddPage(m_pInternetGames, "#ServerBrowser_InternetTab");
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//m_pTabPanel->AddPage(m_pFavorites, "#ServerBrowser_FavoritesTab");
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//m_pTabPanel->AddPage(m_pHistory, "#ServerBrowser_HistoryTab");
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//m_pTabPanel->AddPage(m_pSpectateGames, "#ServerBrowser_SpectateTab");
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//m_pTabPanel->AddPage(m_pLanGames, "#ServerBrowser_LanTab");
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m_pTabPanel->AddActionSignalTarget(this);
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m_pStatusLabel = new Label(this, "StatusLabel", "");
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LoadControlSettingsAndUserConfig("Servers/DialogServerBrowser.res");
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m_pStatusLabel->SetText("");
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// load current tab
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const char *gameList = m_pSavedData->GetString("GameList");
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/* if (!Q_stricmp(gameList, "spectate"))
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{
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m_pTabPanel->SetActivePage(m_pSpectateGames);
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}
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else
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if (!Q_stricmp(gameList, "favorites"))
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{
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m_pTabPanel->SetActivePage(m_pFavorites);
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}
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else if (!Q_stricmp(gameList, "history"))
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{
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m_pTabPanel->SetActivePage(m_pHistory);
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}
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else if (!Q_stricmp(gameList, "lan"))
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{
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m_pTabPanel->SetActivePage(m_pLanGames);
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}
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else*/
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{
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m_pTabPanel->SetActivePage(m_pInternetGames);
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}
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ivgui()->AddTickSignal( GetVPanel() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CServerBrowserDialog::~CServerBrowserDialog()
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{
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delete m_pContextMenu;
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SaveUserData();
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if (m_pSavedData)
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m_pSavedData->deleteThis();
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if( m_pFilterData )
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m_pFilterData->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called once to set up
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::Initialize()
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{
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SetTitle("#ServerBrowser_Servers", true);
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SetVisible(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns a server in the list
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//-----------------------------------------------------------------------------
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newgameserver_t *CServerBrowserDialog::GetServer( unsigned int serverID )
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{
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if (m_pGameList)
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return m_pGameList->GetServer( serverID );
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Activates and gives the tab focus
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::Open()
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{
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BaseClass::Activate();
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m_pTabPanel->RequestFocus();
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MoveToCenterOfScreen();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame, updates animations for this module
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::OnTick()
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{
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BaseClass::OnTick();
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vgui::GetAnimationController()->UpdateAnimations( system()->GetFrameTime() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads filter settings from disk
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::LoadUserData()
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{
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// free any old filters
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if (m_pSavedData)
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{
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m_pSavedData->deleteThis();
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}
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m_pSavedData = new KeyValues("Filters");
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if (!m_pSavedData->LoadFromFile( g_pFullFileSystem, "ServerBrowser.vdf", "CONFIG"))
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{
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// doesn't matter if the file is not found, defaults will work successfully and file will be created on exit
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}
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KeyValues *filters = m_pSavedData->FindKey( "Filters", false );
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if ( filters )
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{
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m_pFilterData = filters->MakeCopy();
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m_pSavedData->RemoveSubKey( filters );
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}
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else
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{
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m_pFilterData = new KeyValues( "Filters" );
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}
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// reload all the page settings if necessary
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if (m_pHistory)
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{
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// history
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m_pHistory->LoadHistoryList();
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if ( IsVisible() && m_pHistory->IsVisible() )
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m_pHistory->StartRefresh();
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}
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if (m_pFavorites)
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{
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// favorites
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m_pFavorites->LoadFavoritesList();
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// filters
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ReloadFilterSettings();
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if ( IsVisible() && m_pFavorites->IsVisible() )
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m_pFavorites->StartRefresh();
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}
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InvalidateLayout();
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Repaint();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::SaveUserData()
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{
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m_pSavedData->Clear();
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m_pSavedData->LoadFromFile( g_pFullFileSystem, "ServerBrowser.vdf", "CONFIG");
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// set the current tab
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/*if (m_pGameList == m_pSpectateGames)
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{
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m_pSavedData->SetString("GameList", "spectate");
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}
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else
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if (m_pGameList == m_pFavorites)
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{
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m_pSavedData->SetString("GameList", "favorites");
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}
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else if (m_pGameList == m_pLanGames)
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{
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m_pSavedData->SetString("GameList", "lan");
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}
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else if (m_pGameList == m_pHistory)
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{
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m_pSavedData->SetString("GameList", "history");
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}
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else*/
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{
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m_pSavedData->SetString("GameList", "internet");
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}
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m_pSavedData->RemoveSubKey( m_pSavedData->FindKey( "Filters" ) ); // remove the saved subkey and add our subkey
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m_pSavedData->AddSubKey( m_pFilterData->MakeCopy() );
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m_pSavedData->SaveToFile( g_pFullFileSystem, "ServerBrowser.vdf", "CONFIG");
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// save per-page config
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SaveUserConfig();
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}
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//-----------------------------------------------------------------------------
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// Purpose: refreshes the page currently visible
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::RefreshCurrentPage()
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{
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if (m_pGameList)
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{
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m_pGameList->StartRefresh();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates status test at bottom of window
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::UpdateStatusText(const char *fmt, ...)
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{
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if ( !m_pStatusLabel )
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return;
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if ( fmt && strlen(fmt) > 0 )
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{
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char str[ 1024 ];
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va_list argptr;
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va_start( argptr, fmt );
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_vsnprintf( str, sizeof(str), fmt, argptr );
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va_end( argptr );
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m_pStatusLabel->SetText( str );
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}
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else
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{
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// clear
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m_pStatusLabel->SetText( "" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates status test at bottom of window
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// Input : wchar_t* (unicode string) -
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::UpdateStatusText(wchar_t *unicode)
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{
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if ( !m_pStatusLabel )
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return;
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if ( unicode && wcslen(unicode) > 0 )
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{
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m_pStatusLabel->SetText( unicode );
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}
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else
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{
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// clear
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m_pStatusLabel->SetText( "" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::OnGameListChanged()
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{
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m_pGameList = dynamic_cast<IGameList *>(m_pTabPanel->GetActivePage());
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UpdateStatusText("");
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InvalidateLayout();
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Repaint();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns a pointer to a static instance of this dialog
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//-----------------------------------------------------------------------------
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CServerBrowserDialog *CServerBrowserDialog::GetInstance()
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{
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return s_InternetDlg;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a server to the list of favorites
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::AddServerToFavorites(newgameserver_t &server)
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{
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/* if ( steamapicontext->SteamMatchmaking() )
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{
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steamapicontext->SteamMatchmaking()->AddFavoriteGame(
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server.m_nAppID,
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server.m_NetAdr.GetIP(),
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server.m_NetAdr.GetConnectionPort(),
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server.m_NetAdr.GetQueryPort(),
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k_unFavoriteFlagFavorite,
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time( NULL ) );
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}*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CServerContextMenu *CServerBrowserDialog::GetContextMenu(vgui::Panel *pPanel)
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{
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// create a drop down for this object's states
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if (m_pContextMenu)
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delete m_pContextMenu;
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m_pContextMenu = new CServerContextMenu(this);
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m_pContextMenu->SetAutoDelete( false );
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if (!pPanel)
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{
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m_pContextMenu->SetParent(this);
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}
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else
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{
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m_pContextMenu->SetParent(pPanel);
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}
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m_pContextMenu->SetVisible(false);
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return m_pContextMenu;
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}
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//-----------------------------------------------------------------------------
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// Purpose: begins the process of joining a server from a game list
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// the game info dialog it opens will also update the game list
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//-----------------------------------------------------------------------------
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CDialogGameInfo *CServerBrowserDialog::JoinGame(IGameList *gameList, newgameserver_t *pServer)
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{
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// open the game info dialog, then mark it to attempt to connect right away
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CDialogGameInfo *gameDialog = OpenGameInfoDialog(gameList, pServer);
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// set the dialog name to be the server name
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gameDialog->Connect();
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return gameDialog;
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}
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//-----------------------------------------------------------------------------
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// Purpose: joins a game by a specified IP, not attached to any game list
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//-----------------------------------------------------------------------------
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CDialogGameInfo *CServerBrowserDialog::JoinGame(int serverIP, int serverPort, const char *pszConnectCode)
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{
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// open the game info dialog, then mark it to attempt to connect right away
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CDialogGameInfo *gameDialog = OpenGameInfoDialog( serverIP, serverPort, serverPort, pszConnectCode );
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// set the dialog name to be the server name
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gameDialog->Connect();
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return gameDialog;
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}
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//-----------------------------------------------------------------------------
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// Purpose: opens a game info dialog from a game list
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//-----------------------------------------------------------------------------
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CDialogGameInfo *CServerBrowserDialog::OpenGameInfoDialog( IGameList *gameList, newgameserver_t *pServer )
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{
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CDialogGameInfo *gameDialog = new CDialogGameInfo( NULL, pServer->m_NetAdr.GetIPHostByteOrder(), 0, pServer->m_NetAdr.GetPort(), gameList->GetConnectCode() );
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gameDialog->SetParent(GetVParent());
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gameDialog->AddActionSignalTarget(this);
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gameDialog->Run( "Test" /*pServer->GetName()*/ );
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int i = m_GameInfoDialogs.AddToTail();
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m_GameInfoDialogs[i] = gameDialog;
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return gameDialog;
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}
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//-----------------------------------------------------------------------------
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// Purpose: opens a game info dialog by a specified IP, not attached to any game list
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//-----------------------------------------------------------------------------
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CDialogGameInfo *CServerBrowserDialog::OpenGameInfoDialog( int serverIP, uint16 connPort, uint16 queryPort, const char *pszConnectCode )
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{
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CDialogGameInfo *gameDialog = new CDialogGameInfo(NULL, serverIP, queryPort, connPort, pszConnectCode);
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gameDialog->AddActionSignalTarget(this);
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gameDialog->SetParent(GetVParent());
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gameDialog->Run("");
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int i = m_GameInfoDialogs.AddToTail();
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m_GameInfoDialogs[i] = gameDialog;
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return gameDialog;
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}
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//-----------------------------------------------------------------------------
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// Purpose: closes all the game info dialogs
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::CloseAllGameInfoDialogs()
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{
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for (int i = 0; i < m_GameInfoDialogs.Count(); i++)
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{
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vgui::Panel *dlg = m_GameInfoDialogs[i];
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if (dlg)
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{
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vgui::ivgui()->PostMessage(dlg->GetVPanel(), new KeyValues("Close"), NULL);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: accessor to the filter save data
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//-----------------------------------------------------------------------------
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KeyValues *CServerBrowserDialog::GetFilterSaveData(const char *filterSet)
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{
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return m_pFilterData->FindKey(filterSet, true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the name of the mod directory we're restricted to accessing, NULL if none
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//-----------------------------------------------------------------------------
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const char *CServerBrowserDialog::GetActiveModName()
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{
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return m_szModDir[0] ? m_szModDir : NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the name of the mod directory we're restricted to accessing, NULL if none
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//-----------------------------------------------------------------------------
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const char *CServerBrowserDialog::GetActiveGameName()
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{
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return m_szGameName[0] ? m_szGameName : NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the app id to limit game queries to, set by Source/HL1 engines (NOT by filter settings, that is per page)
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//-----------------------------------------------------------------------------
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CGameID &CServerBrowserDialog::GetActiveAppID()
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{
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// !TEST! Un comment this to force a particular AppID
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//m_iLimitAppID = CGameID( 440 );
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return m_iLimitAppID;
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}
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//-----------------------------------------------------------------------------
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// Purpose: receives a specified game is active, so no other game types can be displayed in server list
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::OnActiveGameName( KeyValues *pKV )
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{
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Q_strncpy(m_szModDir, pKV->GetString( "name" ), sizeof(m_szModDir));
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Q_strncpy(m_szGameName, pKV->GetString( "game" ), sizeof(m_szGameName));
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m_iLimitAppID = CGameID( pKV->GetUint64( "appid", 0 ) );
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// reload filter settings (since they are no forced to be game specific)
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ReloadFilterSettings();
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}
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//-----------------------------------------------------------------------------
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// Purpose: resets all pages filter settings
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::ReloadFilterSettings()
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{
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m_pInternetGames->LoadFilterSettings();
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/*m_pSpectateGames->LoadFilterSettings();
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m_pFavorites->LoadFilterSettings();
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m_pLanGames->LoadFilterSettings();
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m_pHistory->LoadFilterSettings();*/
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds server to the history, saves as currently connected server
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//-----------------------------------------------------------------------------
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void CServerBrowserDialog::OnConnectToGame( KeyValues *pMessageValues )
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{
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int ip = pMessageValues->GetInt( "ip" );
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int connectionPort = pMessageValues->GetInt( "connectionport" );
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int queryPort = pMessageValues->GetInt( "queryport" );
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if ( !ip || !queryPort )
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return;
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uint32 unIP = htonl( ip );
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memset( &m_CurrentConnection, 0, sizeof(gameserveritem_t) );
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m_CurrentConnection.m_NetAdr.SetIP( unIP );
|
|
m_CurrentConnection.m_NetAdr.SetQueryPort( queryPort );
|
|
m_CurrentConnection.m_NetAdr.SetConnectionPort( (unsigned short)connectionPort );
|
|
|
|
if (m_pHistory && steamapicontext->SteamMatchmaking() )
|
|
{
|
|
steamapicontext->SteamMatchmaking()->AddFavoriteGame( 0, unIP, connectionPort, queryPort, k_unFavoriteFlagHistory, time( NULL ) );
|
|
m_pHistory->SetRefreshOnReload();
|
|
}
|
|
|
|
// tell the game info dialogs, so they can cancel if we have connected
|
|
// to a server they were auto-retrying
|
|
for (int i = 0; i < m_GameInfoDialogs.Count(); i++)
|
|
{
|
|
vgui::Panel *dlg = m_GameInfoDialogs[i];
|
|
if (dlg)
|
|
{
|
|
KeyValues *kv = new KeyValues("ConnectedToGame", "ip", unIP, "connectionport", connectionPort);
|
|
kv->SetInt( "queryport", queryPort );
|
|
vgui::ivgui()->PostMessage(dlg->GetVPanel(), kv, NULL);
|
|
}
|
|
}
|
|
|
|
// forward to favorites
|
|
//m_pFavorites->OnConnectToGame();
|
|
|
|
m_bCurrentlyConnected = true;
|
|
|
|
// Now we want to track which tabs have the quick list button checked
|
|
int iQuickListBitField = 0;
|
|
if ( m_pLanGames && m_pLanGames->IsQuickListButtonChecked() )
|
|
{
|
|
iQuickListBitField |= ( 1 << 1 );
|
|
}
|
|
/*if ( m_pSpectateGames && m_pSpectateGames->IsQuickListButtonChecked() )
|
|
{
|
|
iQuickListBitField |= ( 1 << 2 );
|
|
}*/
|
|
if ( m_pHistory && m_pHistory->IsQuickListButtonChecked() )
|
|
{
|
|
iQuickListBitField |= ( 1 << 3 );
|
|
}
|
|
if ( m_pFavorites && m_pFavorites->IsQuickListButtonChecked() )
|
|
{
|
|
iQuickListBitField |= ( 1 << 4 );
|
|
}
|
|
if ( m_pInternetGames && m_pInternetGames->IsQuickListButtonChecked() )
|
|
{
|
|
iQuickListBitField |= ( 1 << 5 );
|
|
}
|
|
|
|
// Set the value so that the client.dll can use it for gamestats
|
|
sb_quick_list_bit_field.SetValue( iQuickListBitField );
|
|
|
|
// TF2 wants to close this dialog when the player connects to a game
|
|
if ( GameSupportsReplay() )
|
|
{
|
|
ConVarRef sb_close_browser_on_connect( "sb_close_browser_on_connect" );
|
|
if ( sb_close_browser_on_connect.IsValid() )
|
|
{
|
|
if ( sb_close_browser_on_connect.GetBool() == true )
|
|
{
|
|
OnClose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clears currently connected server
|
|
//-----------------------------------------------------------------------------
|
|
void CServerBrowserDialog::OnDisconnectFromGame( void )
|
|
{
|
|
m_bCurrentlyConnected = false;
|
|
memset( &m_CurrentConnection, 0, sizeof(gameserveritem_t) );
|
|
|
|
// forward to favorites
|
|
//m_pFavorites->OnDisconnectFromGame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when start start loading, so we can cease server browser activity
|
|
//-----------------------------------------------------------------------------
|
|
void CServerBrowserDialog::OnLoadingStarted( void )
|
|
{
|
|
m_pInternetGames->OnLoadingStarted();
|
|
/* m_pSpectateGames->OnLoadingStarted();
|
|
m_pFavorites->OnLoadingStarted();
|
|
m_pLanGames->OnLoadingStarted();
|
|
m_pHistory->OnLoadingStarted();*/
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Passes build mode activation down into the pages
|
|
//-----------------------------------------------------------------------------
|
|
void CServerBrowserDialog::ActivateBuildMode()
|
|
{
|
|
// no subpanel, no build mode
|
|
EditablePanel *panel = dynamic_cast<EditablePanel *>(m_pTabPanel->GetActivePage());
|
|
if (!panel)
|
|
return;
|
|
|
|
panel->ActivateBuildMode();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: gets the default position and size on the screen to appear the first time
|
|
//-----------------------------------------------------------------------------
|
|
bool CServerBrowserDialog::GetDefaultScreenPosition(int &x, int &y, int &wide, int &tall)
|
|
{
|
|
int wx, wy, ww, wt;
|
|
surface()->GetWorkspaceBounds( wx, wy, ww, wt );
|
|
x = wx + (int)(ww * 0.05);
|
|
y = wy + (int)(wt * 0.4);
|
|
wide = (int)(ww * 0.5);
|
|
tall = (int)(wt * 0.55);
|
|
return true;
|
|
}
|
|
|
|
void CServerBrowserDialog::OnKeyCodePressed( vgui::KeyCode code )
|
|
{
|
|
// Handle close here, CBasePanel parent doesn't support "DialogClosing" command
|
|
ButtonCode_t nButtonCode = GetBaseButtonCode( code );
|
|
|
|
if ( nButtonCode == KEY_XBUTTON_B || nButtonCode == STEAMCONTROLLER_B )
|
|
{
|
|
OnCommand( "Close" );
|
|
return;
|
|
}
|
|
else if ( nButtonCode == KEY_XBUTTON_A || nButtonCode == STEAMCONTROLLER_A )
|
|
{
|
|
//OnOK( false );
|
|
//return;
|
|
}
|
|
else if ( nButtonCode == KEY_XBUTTON_UP ||
|
|
nButtonCode == KEY_XSTICK1_UP ||
|
|
nButtonCode == KEY_XSTICK2_UP ||
|
|
nButtonCode == STEAMCONTROLLER_DPAD_UP ||
|
|
nButtonCode == KEY_UP ||
|
|
nButtonCode == KEY_XBUTTON_DOWN ||
|
|
nButtonCode == KEY_XSTICK1_DOWN ||
|
|
nButtonCode == KEY_XSTICK2_DOWN ||
|
|
nButtonCode == STEAMCONTROLLER_DPAD_DOWN ||
|
|
nButtonCode == KEY_DOWN )
|
|
{
|
|
CBaseGamesPage *pGamesPage = dynamic_cast< CBaseGamesPage* >( m_pTabPanel->GetActivePage() );
|
|
if ( pGamesPage )
|
|
{
|
|
ListPanel *pListPanel = dynamic_cast< ListPanel * >( pGamesPage->GetActiveList() );
|
|
if ( pListPanel )
|
|
{
|
|
if ( pListPanel->GetSelectedItem( 0 ) == -1 )
|
|
{
|
|
pListPanel->SetSingleSelectedItem( pListPanel->GetItemIDFromRow( 0 ) );
|
|
pListPanel->RequestFocus();
|
|
return;
|
|
}
|
|
else if ( !pListPanel->HasFocus() )
|
|
{
|
|
pListPanel->RequestFocus();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BaseClass::OnKeyCodePressed( code );
|
|
}
|