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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