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📄 vinternetdlg.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
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	{
		m_pSavedData->SetString("GameList", "favorites");
	}
	else if (m_pGameList == m_pLanGames)
	{
		m_pSavedData->SetString("GameList", "lan");
	}
	else if (m_pGameList == m_pFriendsGames)
	{
		m_pSavedData->SetString("GameList", "friends");
	}
	else
	{
		m_pSavedData->SetString("GameList", "internet");
	}

	// get the favorites list
	KeyValues *favorites = m_pSavedData->FindKey("Favorites", true);
	m_pFavorites->SaveFavoritesList(favorites);
	m_pSavedData->SaveToFile(filesystem(), "ServerBrowser.vdf", "CONFIG");
}

//-----------------------------------------------------------------------------
// Purpose: Updates status test at bottom of window
// Input  : *fmt - 
//			... - 
//-----------------------------------------------------------------------------
void VInternetDlg::UpdateStatusText(const char *fmt, ...)
{
	if ( !m_pStatusLabel )
		return;

	char str[ 1024 ];
	va_list argptr;
	va_start( argptr, fmt );
	vsprintf( str, fmt, argptr );
	va_end( argptr );

	m_pStatusLabel->SetText( str );
}

//-----------------------------------------------------------------------------
// Purpose: Updates status test at bottom of window
// Input  : wchar_t* (unicode string) - 
//-----------------------------------------------------------------------------
void VInternetDlg::UpdateStatusText(wchar_t *unicode)
{
	if ( !m_pStatusLabel )
		return;

	m_pStatusLabel->SetText( unicode );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void VInternetDlg::OnGameListChanged()
{
	m_pGameList = dynamic_cast<IGameList *>(m_pTabPanel->GetActivePage());

	UpdateStatusText("");

	InvalidateLayout();
	Repaint();
}

//-----------------------------------------------------------------------------
// Purpose: returns a pointer to a static instance of this dialog
// Output : VInternetDlg
//-----------------------------------------------------------------------------
VInternetDlg *VInternetDlg::GetInstance()
{
	return s_InternetDlg;
}

//-----------------------------------------------------------------------------
// Purpose: Adds a server to the list of favorites
// Input  : &server - 
//-----------------------------------------------------------------------------
void VInternetDlg::AddServerToFavorites(serveritem_t &server)
{
	m_pFavorites->AddNewServer(server);
}

//-----------------------------------------------------------------------------
// Purpose: 
// Output : CServerContextMenu
//-----------------------------------------------------------------------------
CServerContextMenu *VInternetDlg::GetContextMenu()
{
	// create a drop down for this object's states
	if (m_pContextMenu)
		delete m_pContextMenu;
	m_pContextMenu = new CServerContextMenu(this);
	m_pContextMenu->SetParent(this);
	m_pContextMenu->SetVisible(false);
	return m_pContextMenu;
}

//-----------------------------------------------------------------------------
// Purpose: begins the process of joining a server from a game list
//			the game info dialog it opens will also update the game list
//-----------------------------------------------------------------------------
CDialogGameInfo *VInternetDlg::JoinGame(IGameList *gameList, unsigned int serverIndex)
{
	// open the game info dialog, then mark it to attempt to connect right away
	CDialogGameInfo *gameDialog = OpenGameInfoDialog(gameList, serverIndex);

	// set the dialog name to be the server name
	gameDialog->Connect();

	return gameDialog;
}

//-----------------------------------------------------------------------------
// Purpose: joins a game by a specified IP, not attached to any game list
//-----------------------------------------------------------------------------
CDialogGameInfo *VInternetDlg::JoinGame(int serverIP, int serverPort, const char *titleName)
{
	// open the game info dialog, then mark it to attempt to connect right away
	CDialogGameInfo *gameDialog = OpenGameInfoDialog(serverIP, serverPort, titleName);

	// set the dialog name to be the server name
	gameDialog->Connect();

	return gameDialog;
}

//-----------------------------------------------------------------------------
// Purpose: opens a game info dialog from a game list
//-----------------------------------------------------------------------------
CDialogGameInfo *VInternetDlg::OpenGameInfoDialog(IGameList *gameList, unsigned int serverIndex)
{
	CDialogGameInfo *gameDialog = new CDialogGameInfo(gameList, serverIndex);
	serveritem_t &server = gameList->GetServer(serverIndex);
	gameDialog->Run(server.name);
	return gameDialog;
}

//-----------------------------------------------------------------------------
// Purpose: opens a game info dialog by a specified IP, not attached to any game list
//-----------------------------------------------------------------------------
CDialogGameInfo *VInternetDlg::OpenGameInfoDialog(int serverIP, int serverPort, const char *titleName)
{
	CDialogGameInfo *gameDialog = new CDialogGameInfo(NULL, 0, serverIP, serverPort);
	gameDialog->Run(titleName);
	return gameDialog;
}

//-----------------------------------------------------------------------------
// Purpose: Save position and window size of a dialog from the .vdf file.
// Input  : *dialog - panel we are setting position and size 
//			*dialogName -  name of dialog in the .vdf file
//-----------------------------------------------------------------------------
void VInternetDlg::SaveDialogState(Panel *dialog, const char *dialogName)
{
	// write the size and position to the document
	int x, y, wide, tall;
	dialog->GetBounds(x, y, wide, tall);

	KeyValues *data;
	data = m_pSavedData->FindKey(dialogName, true);

	data->SetInt("x", x);
	data->SetInt("y", y);
	data->SetInt("w", wide);
	data->SetInt("t", tall);
}

//-----------------------------------------------------------------------------
// Purpose: Load position and window size of a dialog from the .vdf file.
// Input  : *dialog - panel we are setting position and size 
//			*dialogName -  name of dialog in the .vdf file
//-----------------------------------------------------------------------------
void VInternetDlg::LoadDialogState(Panel *dialog, const char *dialogName)
{						   
	// read the size and position from the document
	KeyValues *data;
	data = m_pSavedData->FindKey(dialogName, true);

	// calculate defaults, center of the screen
	int x, y, wide, tall, dwide, dtall;
	int nx, ny, nwide, ntall;
	vgui::surface()->GetScreenSize(wide, tall);
	dialog->GetSize(dwide, dtall);
	x = (int)((wide - dwide) * 0.5);
	y = (int)((tall - dtall) * 0.5);

	// set dialog
	nx = data->GetInt("x", x);
	ny = data->GetInt("y", y);
	nwide = data->GetInt("w", dwide);
	ntall = data->GetInt("t", dtall);

	// make sure it's on the screen. If it isn't, move it over so it is.
	if (nx + nwide > wide)
	{
		nx = wide - nwide;
	}
	if (ny + ntall > tall)
	{
		ny = tall - ntall;
	}
	if (nx < 0)
	{
		nx = 0;
	}
	if (ny < 0)
	{
		ny = 0;
	}

	dialog->SetBounds(nx, ny, nwide, ntall);
}

//-----------------------------------------------------------------------------
// Purpose: accessor to the filter save data
//-----------------------------------------------------------------------------
vgui::KeyValues *VInternetDlg::GetFilterSaveData(const char *filterSet)
{
	vgui::KeyValues *filterList = m_pSavedData->FindKey("FilterList", true);
	return filterList->FindKey(filterSet, true);
}

//-----------------------------------------------------------------------------
// Purpose: gets the name of the mod directory we're restricted to accessing, NULL if none
//-----------------------------------------------------------------------------
const char *VInternetDlg::GetActiveModName()
{
	return m_szGameName[0] ? m_szGameName : NULL;
}

//-----------------------------------------------------------------------------
// Purpose: receives a specified game is active, so no other game types can be displayed in server list
//-----------------------------------------------------------------------------
void VInternetDlg::OnActiveGameName(const char *gameName)
{
	v_strncpy(m_szGameName, gameName, sizeof(m_szGameName));

	// reload filter settings (since they are no forced to be game specific)
	m_pInternetGames->LoadFilterSettings();
	m_pSpectateGames->LoadFilterSettings();
	m_pFavorites->LoadFilterSettings();
	m_pLanGames->LoadFilterSettings();
	m_pFriendsGames->LoadFilterSettings();
}

//-----------------------------------------------------------------------------
// Purpose: safe string copy
//-----------------------------------------------------------------------------
void v_strncpy(char *dest, const char *src, int bufsize)
{
	if (src == dest)
		return;

	strncpy(dest, src, bufsize - 1);
	dest[bufsize - 1] = 0;
}


//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
MessageMapItem_t VInternetDlg::m_MessageMap[] =
{
	MAP_MESSAGE( VInternetDlg, "PageChanged", OnGameListChanged ),
	MAP_MESSAGE_CONSTCHARPTR( VInternetDlg, "ActiveGameName", OnActiveGameName, "name" ),
};
IMPLEMENT_PANELMAP(VInternetDlg, vgui::Frame);

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