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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dialog for setting customizable game options
//
//=============================================================================//
#ifndef SESSIONOPTIONSDIALOG_H
#define SESSIONOPTIONSDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "basedialog.h"
//-----------------------------------------------------------------------------
// Purpose: Simple menu to choose a matchmaking session type
//-----------------------------------------------------------------------------
class CSessionOptionsDialog : public CBaseDialog
{
DECLARE_CLASS_SIMPLE( CSessionOptionsDialog, CBaseDialog );
public:
CSessionOptionsDialog( vgui::Panel *parent );
~CSessionOptionsDialog();
virtual void OnCommand( const char *pCommand );
virtual void OnKeyCodePressed( vgui::KeyCode code );
virtual void OnThink();
virtual void PerformLayout( void );
virtual void ApplySettings( KeyValues *pResourceData );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OverrideMenuItem( KeyValues *pKeys );
void SetGameType( const char *pGametype );
void SetDialogKeys( KeyValues *pKeys );
void ApplyCommonProperties( KeyValues *pKeys );
MESSAGE_FUNC_PARAMS( OnMenuItemChanged, "MenuItemChanged", data );
private:
void SetupSession( void );
void UpdateScenarioDisplay( void );
int GetMaxPlayersRecommendedOption( void );
char m_szCommand[MAX_COMMAND_LEN];
char m_szGametype[MAX_COMMAND_LEN];
bool m_bModifySession;
KeyValues *m_pDialogKeys;
CUtlVector< sessionProperty_t > m_SessionProperties;
CUtlVector< CScenarioInfoPanel* > m_pScenarioInfos;
vgui::Label *m_pRecommendedLabel;
};
#endif // SESSIONOPTIONSDIALOG_H
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