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uimenu_JoinServerMenu.cpp
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739 lines (636 loc) · 26.2 KB
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/*
Copyright (C) 2007 Benjamin Litzelmann
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "uiwsw_Utils.h"
#include "uicore_Global.h"
#include "uimenu_JoinServerMenu.h"
#define SERVER_PINGING_MAXRETRYTIMEOUTS 1
#define PING_COL_WIDTH 60
#define PLAYER_COL_WIDTH 100
#define GAMETYPE_COL_WIDTH 80
#define MAP_COL_WIDTH 150
#define NAME_COL_WIDTH 330
#define SRVLIST_WIDTH ( PING_COL_WIDTH + PLAYER_COL_WIDTH + GAMETYPE_COL_WIDTH + MAP_COL_WIDTH + NAME_COL_WIDTH )
#define SRVLIST_HEIGHT 240
#define UI_LINE_HEIGHT 20
#define UI_GAP_WIDTH 10
#define UI_GAP_HEIGHT 5
#define FILTER_BUTTON_WIDTH 140
#define FILTER_GAMETYPES_WIDTH 140
#define LABEL_HEIGHT 20
using namespace UICore;
using namespace UIMenu;
using namespace UIWsw;
JoinServerMenu *joinserver = NULL;
void UIMenu::M_Menu_JoinServer_f( void )
{
if ( !joinserver )
joinserver = new JoinServerMenu();
joinserver->Show();
}
void JoinServerMenu::filterHandler( BaseObject *target )
{
if ( target == joinserver->showfull )
Trap::Cvar_SetValue( "ui_filter_full", int(Trap::Cvar_Value("ui_filter_full")+1) % 3 );
else if ( target == joinserver->showempty )
Trap::Cvar_SetValue( "ui_filter_empty", int(Trap::Cvar_Value("ui_filter_empty")+1) % 3 );
else if ( target == joinserver->showpassworded )
Trap::Cvar_SetValue( "ui_filter_password", int(Trap::Cvar_Value("ui_filter_password")+1) % 3 );
else if ( target == joinserver->showinstagib )
Trap::Cvar_SetValue( "ui_filter_instagib", int(Trap::Cvar_Value("ui_filter_instagib")+1) % 3 );
else if ( target == joinserver->skill )
Trap::Cvar_SetValue( "ui_filter_skill", int(Trap::Cvar_Value("ui_filter_skill")+1) % 4 );
joinserver->LoadUserSettings();
}
void JoinServerMenu::gametypeFilterHandler( ListItem *, int position, bool isSelected )
{
if ( !isSelected )
return;
Trap::Cvar_SetValue( "ui_filter_gametype", position );
joinserver->LoadUserSettings();
}
void JoinServerMenu::textFilterHandler( BaseObject *target, const char *text )
{
if ( target == joinserver->maxping )
Trap::Cvar_SetValue( "ui_filter_ping", atoi( text ) );
else if ( target == joinserver->matchedname )
Trap::Cvar_Set( "ui_filter_name", text );
joinserver->LoadUserSettings();
}
void JoinServerMenu::refreshHandler( BaseObject *target )
{
ListItem *item = NULL;
ServerInfo *si;
// Clear any previous results/pings/...
joinserver->refreshingList = false;
joinserver->pingSortMap.clear();
joinserver->playerSortMap.clear();
joinserver->mapSortMap.clear();
joinserver->gametypeSortMap.clear();
joinserver->nameSortMap.clear();
joinserver->pingbatch++;
if ((item = joinserver->serverlist->getSelectedItem(0)) != NULL) {
// If a previous server was selected, remember :)
si = (ServerInfo*)(item->getUserData());
Q_strncpyz(joinserver->last_sel, si->address , sizeof(joinserver->last_sel));
}
/*
for ( std::list<ServerInfo*>::iterator it = joinserver->servers.begin() ; it != joinserver->servers.end() ; ++it ) {
delete(*it);
}
joinserver->servers.clear();
*/
joinserver->SearchGames( "global" );
joinserver->refreshingList = true;
joinserver->serverlist->setFocus();
}
void JoinServerMenu::connectHandler( BaseObject * )
{
ListItem *item = joinserver->serverlist->getSelectedItem(0);
ServerInfo *srv;
if (!item)
return;
if ( (srv = (ServerInfo*)item->getUserData()) != NULL ) {
Trap::Cmd_ExecuteText( EXEC_APPEND, va("connect %s", srv->address) );
}
}
void JoinServerMenu::backHandler( BaseObject* )
{
Trap::Cmd_ExecuteText( EXEC_APPEND, "menu_main" );
}
void JoinServerMenu::pingServers( BaseObject *, unsigned int deltatime, const Rect *, const Rect *, bool )
{
if ( !joinserver->refreshingList )
return;
// TODO : ping firstly servers that match filters
if ( !joinserver->pingingServer || joinserver->nextServerTime - Local::getTime() > SERVER_PINGING_TIMEOUT )
{
for ( std::list<ServerInfo*>::iterator it = joinserver->servers.begin() ; it != joinserver->servers.end() ; ++it )
{
if ( (*it)->ping > 999 && (*it)->ping_retries < SERVER_PINGING_MAXRETRYTIMEOUTS )
{
joinserver->pingingServer = *it;
(*it)->ping_retries++;
joinserver->nextServerTime = Local::getTime() + SERVER_PINGING_TIMEOUT;
Trap::Cmd_ExecuteText( EXEC_APPEND, va( "pingserver %s\n", (*it)->address ) );
break;
}
}
}
}
void JoinServerMenu::sortHandler( BaseObject *target, bool )
{
sorttype_t newtype = SORT_PING;
SwitchButton* button = static_cast<SwitchButton*>(target);
if ( button == joinserver->sortplayer )
newtype = SORT_PLAYER;
else if ( button == joinserver->sortmap )
newtype = SORT_MAP;
else if ( button == joinserver->sortgametype )
newtype = SORT_GAMETYPE;
else if ( button == joinserver->sortname )
newtype = SORT_NAME;
if ( joinserver->sorttype == newtype )
joinserver->reverse_sort = !joinserver->reverse_sort;
else
{
joinserver->sorttype = newtype;
joinserver->reverse_sort = false;
}
joinserver->RefreshServerList();
joinserver->sortping->setPressed( false );
joinserver->sortplayer->setPressed( false );
joinserver->sortmap->setPressed( false );
joinserver->sortgametype->setPressed( false );
joinserver->sortname->setPressed( false );
if ( joinserver->reverse_sort )
joinserver->arrow->setDisabledImage( Trap::R_RegisterPic( "gfx/ui/arrow_up" ) );
else
joinserver->arrow->setDisabledImage( Trap::R_RegisterPic( "gfx/ui/arrow_down" ) );
button->setPressed( true );
joinserver->arrow->setParent( button );
joinserver->arrow->setPosition( button->getWidth() - 10, 5 );
joinserver->arrow->setVisible(true);
}
ALLOCATOR_DEFINITION(JoinServerMenu)
DELETER_DEFINITION(JoinServerMenu)
JoinServerMenu::JoinServerMenu() : MainMenu( "Join A Game" )
{
int yoffset = 0, y2offset = 0, xoffset;
float x,y, h, w;
// Initialize some generic variables first so we can use them already
pingingServer = NULL;
nextServerTime = 0;
// Default sort by ping
sorttype = SORT_PING;
reverse_sort = false;
last_sel[0] = '\0';
pingbatch = 0;
// Build the UI
panel = Factory::newFrame( contentPanel, 0, 0, contentPanel->getWidth(), contentPanel->getHeight() );
panel->setPosition( 0, 0 );
lservers = Factory::newLabel( panel, UI_LINE_HEIGHT, yoffset += UI_GAP_HEIGHT, 150, UI_LINE_HEIGHT, "Server list:" );
// Server list column headers
xoffset = (int)((panel->getWidth() - SRVLIST_WIDTH) / 2);
yoffset += 40;
sortping = Factory::newSwitchButton( panel, xoffset, yoffset, PING_COL_WIDTH, UI_LINE_HEIGHT, "Ping" );
sortplayer = Factory::newSwitchButton( panel, xoffset += PING_COL_WIDTH, yoffset, PLAYER_COL_WIDTH, UI_LINE_HEIGHT, "Players" );
sortgametype = Factory::newSwitchButton( panel, xoffset += PLAYER_COL_WIDTH, yoffset, GAMETYPE_COL_WIDTH, UI_LINE_HEIGHT, "Gametype" );
sortmap = Factory::newSwitchButton( panel, xoffset += GAMETYPE_COL_WIDTH, yoffset, MAP_COL_WIDTH, UI_LINE_HEIGHT, "Map" );
sortname = Factory::newSwitchButton( panel, xoffset += MAP_COL_WIDTH, yoffset, NAME_COL_WIDTH, UI_LINE_HEIGHT, "Name" );
StyleSorter( sortping );
StyleSorter( sortplayer );
StyleSorter( sortgametype );
StyleSorter( sortmap );
StyleSorter( sortname );
arrow = Factory::newPanel( rootPanel, 0, 0, 10, 10 );
StyleArrow(arrow, sortping, reverse_sort);
// Server list itself
serverlist = Factory::newListBox( panel, ((panel->getWidth() - SRVLIST_WIDTH) / 2), yoffset += UI_LINE_HEIGHT, SRVLIST_WIDTH, SRVLIST_HEIGHT, false );
serverlist->setMultipleSelection(false);
serverlist->setItemsSwitchable(false);
serverlist->setItemSelectedHandler(serverItemSelected);
yoffset += SRVLIST_HEIGHT + UI_GAP_HEIGHT;
// Filter menu
filter = Factory::newPanel( panel, UI_GAP_WIDTH, yoffset, 440, 200 );
y2offset = UI_GAP_HEIGHT;
lfilter = Factory::newLabel( filter, UI_GAP_WIDTH, y2offset, 100, UI_LINE_HEIGHT, "Filters:" );
showfull = Factory::newButton( filter, UI_GAP_WIDTH, (y2offset += UI_GAP_HEIGHT + LABEL_HEIGHT), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "Show full" );
showempty = Factory::newButton( filter, UI_GAP_WIDTH, (y2offset += UI_GAP_HEIGHT + LABEL_HEIGHT), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "Show empty" );
showpassworded = Factory::newButton( filter, UI_GAP_WIDTH, (y2offset += UI_GAP_HEIGHT + LABEL_HEIGHT), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "Show passworded" );
showinstagib = Factory::newButton( filter, UI_GAP_WIDTH, (y2offset += UI_GAP_HEIGHT + LABEL_HEIGHT), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "Show instagib" );
skill = Factory::newButton( filter, UI_GAP_WIDTH, (y2offset += UI_GAP_HEIGHT + LABEL_HEIGHT), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "All skills" );
showfull->setClickHandler( filterHandler );
showempty->setClickHandler( filterHandler );
showpassworded->setClickHandler( filterHandler );
showinstagib->setClickHandler( filterHandler );
skill->setClickHandler( filterHandler );
lmaxping = Factory::newLabel( filter, UI_GAP_WIDTH, (y2offset += (UI_GAP_HEIGHT + LABEL_HEIGHT)), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "Max ping:" );
maxping = Factory::newTextBox( filter, UI_GAP_WIDTH + FILTER_BUTTON_WIDTH + UI_GAP_WIDTH, y2offset, FILTER_GAMETYPES_WIDTH, UI_LINE_HEIGHT, 6 );
lmatchedname = Factory::newLabel( filter, UI_GAP_WIDTH, (y2offset += (UI_GAP_HEIGHT + LABEL_HEIGHT)), FILTER_BUTTON_WIDTH, UI_LINE_HEIGHT, "Matched name:" );
matchedname = Factory::newTextBox( filter, UI_GAP_WIDTH + FILTER_BUTTON_WIDTH + UI_GAP_WIDTH, y2offset, FILTER_GAMETYPES_WIDTH, UI_LINE_HEIGHT, 50 );
maxping->setValidateHandler( textFilterHandler );
matchedname->setValidateHandler( textFilterHandler );
y2offset = UI_GAP_HEIGHT + UI_LINE_HEIGHT + UI_GAP_HEIGHT;
gametype = Factory::newListBox( filter, (UI_GAP_WIDTH + FILTER_BUTTON_WIDTH + UI_GAP_WIDTH ) , y2offset, FILTER_GAMETYPES_WIDTH, (4 * UI_GAP_HEIGHT) + (5 * UI_LINE_HEIGHT), false );
Factory::newListItem( gametype, "All gametypes" );
for ( int i = 0 ; i < GAMETYPE_NB ; ++i )
Factory::newListItem( gametype, gametype_names[i][0] );
gametype->setItemSelectedHandler( gametypeFilterHandler );
//float x,y, h, w, tmp1, tmp2;
gametype->getPosition(x, y);
w = x + gametype->getWidth() + UI_GAP_WIDTH;
matchedname->getPosition(x, y);
h = y + UI_GAP_HEIGHT * 2 + matchedname->getHeight();
filter->setSize(w, h);
refresh = Factory::newButton( panel, 500, yoffset, 100, 30, "Refresh list" );
refresh->setClickHandler( refreshHandler );
yoffset += 40;
connect = Factory::newButton( panel, 500, yoffset, 100, 30, "Connect" );
connect->setClickHandler( connectHandler );
yoffset += 40;
yoffset += 40;
back = Factory::newButton( panel, 500, yoffset, 100, 30, "Back" );
back->setClickHandler( backHandler );
}
void JoinServerMenu::serverItemSelected(ListItem *item, int itempos, bool sel)
{
if (sel) {
ServerInfo *si;
if ( (si = (ServerInfo *)(item->getUserData() )) ) {
Q_strncpyz(joinserver->last_sel, si->address , sizeof(joinserver->last_sel));
}
}
/*if (sel) {
item->setSize(item->getWidth(), item->getHeight() * 3);
} else {
item->setSize(item->getWidth(), item->getHeight() / 3);
}
*/
}
//==================
//SearchGames
//==================
void JoinServerMenu::SearchGames( const char *s )
{
const char *mlist;
char *master;
int ignore_empty = 0;
int ignore_full = 0;
#ifdef PING_ONCE
// clear all ping values so they are retried
ResetAllServers();
#endif
//"show all", "is", "is not", 0
/* TODO : check what to ignore
if( menuitem_emptyfilter )
ignore_empty = (menuitem_emptyfilter->curvalue == 2);
if( menuitem_fullfilter )
ignore_full = (menuitem_fullfilter->curvalue == 2);
*/
mlist = Trap::Cvar_String("masterservers");
/* TODO : show somewhere when no master defined
if( !mlist || !(*mlist) ) {
Menu_SetStatusBar( &s_joinserver_menu, "No master server defined" );
return;
}
*/
nextServerTime = Local::getTime();
pingingServer = NULL;
if( Q_stricmp( s, "local" ) == 0 )
{
// send out request
Trap::Cmd_ExecuteText( EXEC_APPEND, va("requestservers %s full empty\n", s));
return;
}
else if( Q_stricmp( s, "favorites" ) == 0 )
{
int total_favs, i;
nextServerTime = Local::getTime();
//requestservers local is a hack since favorites is unsupported,
//but allows ping responses into the menu.
Trap::Cmd_ExecuteText( EXEC_APPEND, va("requestservers local %s %s\n",
ignore_full ? "" : "full",
ignore_empty ? "" : "empty" ) );
total_favs = Trap::Cvar_Int( "favorites" );
for( i = 1; i <= total_favs; i++ ) {
Trap::Cmd_ExecuteText( EXEC_APPEND, va( "pingserver %s\n", Trap::Cvar_String( va( "favorite_%i", i ) ) ) );
}
return;
}
else
{ //its global
// request to each ip on the list
while( mlist )
{
master = COM_Parse( &mlist );
if ( !master || !(*master) )
break;
// send out request
Trap::Cmd_ExecuteText( EXEC_APPEND, va("requestservers %s %s %s full empty\n",
s, master, Trap::Cvar_String( "gamename" ) ) );
}
}
}
void JoinServerMenu::DoubleClickItemHandler(BaseObject *tgt)
{
connectHandler(NULL);
}
void JoinServerMenu::ClickItemHandler(BaseObject *tgt)
{
}
bool JoinServerMenu::checkFilters( ServerInfo *s )
{
bool add = true;
bool filterable;
int val_gametype;
// ignore if full (local)
filterable = s->curuser && s->curuser == s->maxuser;
if( Trap::Cvar_Value( "ui_filter_full" ) == 1 && !filterable ) // show only
add = false;
else if ( Trap::Cvar_Value( "ui_filter_full" ) == 2 && filterable ) // don't show
add = false;
// ignore if empty (local)
filterable = s->curuser == 0;
if( Trap::Cvar_Value( "ui_filter_empty" ) == 1 && !filterable ) // show only
add = false;
else if ( Trap::Cvar_Value( "ui_filter_empty" ) == 2 && filterable ) // don't show
add = false;
// ignore if it has password and we are filtering those
filterable = s->password != 0;
if( Trap::Cvar_Value( "ui_filter_password" ) == 1 && !filterable ) // show only
add = false;
else if ( Trap::Cvar_Value( "ui_filter_password" ) == 2 && filterable ) // don't show
add = false;
// ignore if it's of filtered ping
filterable = s->ping > Trap::Cvar_Value( "ui_filter_ping" );
if( Trap::Cvar_Value( "ui_filter_ping" ) > 0 && filterable ) // show only
add = false;
// ignore if it's name does not match
if( strlen( Trap::Cvar_String( "ui_filter_name" ) ) )
{
char filter_name[80], host_name[80];
//Remove color and convert to lower case
Q_strncpyz(filter_name, Trap::Cvar_String("ui_filter_name"), sizeof(filter_name) );
Q_strncpyz(filter_name, COM_RemoveColorTokens( filter_name), sizeof(filter_name) );
Q_strlwr( filter_name );
Q_strncpyz(host_name, Trap::Cvar_String("ui_filter_name"), sizeof(host_name) );
Q_strncpyz(host_name, COM_RemoveColorTokens( host_name), sizeof(filter_name) );
Q_strlwr( host_name );
if( !strstr(host_name, filter_name) )
add = false;
}
// ignore if it's of filtered instagib
filterable = s->instagib != 0;
if( Trap::Cvar_Value( "ui_filter_instagib" ) == 1 && !filterable ) // show only
add = false;
else if ( Trap::Cvar_Value( "ui_filter_instagib" ) == 2 && filterable ) // don't show
add = false;
// ignore if it's of filtered gametype
val_gametype = Trap::Cvar_Int("ui_filter_gametype");
// we also check for the case of instagib (idm is dm)
if ( val_gametype > 0 && (Q_stricmp(gametype_names[val_gametype-1][1], s->gametype.c_str())
|| (s->gametype[0] == 'i' && Q_stricmp(gametype_names[val_gametype-1][1]+1, s->gametype.c_str()))) )
add = false;
// ignore if it's of filtered skill
filterable = Trap::Cvar_Value( "ui_filter_skill" ) > 0;
if ( filterable && s->skilllevel && s->skilllevel != Trap::Cvar_Value( "ui_filter_skill" ) )
add = false;
return add;
}
template <class Iter> void JoinServerMenu::FillListBoxWithMap( Iter begin, Iter end )
{
ServerInfo *ptr;
ListItem *item = NULL, *newselitem = NULL;
int xoffset;
int oldnbitem;
Label *l;
std::list<ListItem*>::iterator listiter;
std::list<BaseObject*>::iterator col;
oldnbitem = serverlist->getNbItem();
listiter = serverlist->getFirstItemIterator();
serverlist->clearSelection();
for ( Iter it = begin ; it != end ; ++it )
{
ptr = it->second;
if( checkFilters( ptr ) )
{
if ( oldnbitem > 0 )
{ // that's not very clean but optimize well (at least i guess so)
col = (*listiter)->getFirstChildIterator();
static_cast<Label*>(*col)->setCaption( va("%d", ptr->ping) ); ++col;
if (ptr->bots) {
static_cast<Label*>(*col)->setCaption( va("%d/%d (%d bot%s)", (ptr->curuser - ptr->bots), ptr->maxuser, ptr->bots, ((ptr->bots == 1) ? "" : "s")) ); ++col;
} else {
static_cast<Label*>(*col)->setCaption( va("%d/%d", ptr->curuser, ptr->maxuser) ); ++col;
}
if ( ptr->instagib )
static_cast<Label*>(*col)->setCaption( va("i%s", ptr->gametype.c_str()) );
else
static_cast<Label*>(*col)->setCaption( ptr->gametype );
++col;
static_cast<Label*>(*col)->setCaption( ptr->map ); ++col;
static_cast<Label*>(*col)->setCaption( ptr->hostname );
//static_cast<Label*>(*col)->setCaption( ptr->address );
(*listiter)->setUserData(ptr);
(*listiter)->setPressed(false);
if ( (last_sel[0]) && ( !Q_strnicmp(last_sel, ptr->address, sizeof(last_sel))) ) {
newselitem = (*listiter);
}
oldnbitem--;
++listiter;
}
else
{
xoffset = 0;
item = Factory::newListItem( serverlist );
l = Factory::newLabel( item, 0, 0, PING_COL_WIDTH, item->getHeight(), va("%d", ptr->ping) );
l->setAlign( ALIGN_MIDDLE_CENTER );
l->setDisabledFontColor( l->getFontColor() );
l->setEnabled( true );
l->setClickThrough( true );
if (ptr->bots) {
l = Factory::newLabel( item, xoffset += PING_COL_WIDTH, 0, PLAYER_COL_WIDTH, item->getHeight(), va("%d/%d (%d bot%s)", (ptr->curuser - ptr->bots), ptr->maxuser, ptr->bots, ((ptr->bots == 1) ? "" : "s") ) );
} else {
l = Factory::newLabel( item, xoffset += PING_COL_WIDTH, 0, PLAYER_COL_WIDTH, item->getHeight(), va("%d/%d", ptr->curuser, ptr->maxuser) );
}
l->setAlign( ALIGN_MIDDLE_CENTER );
l->setDisabledFontColor( l->getFontColor() );
l->setEnabled( true );
l->setClickThrough( true );
if ( ptr->instagib )
l = Factory::newLabel( item, xoffset += PLAYER_COL_WIDTH, 0, GAMETYPE_COL_WIDTH, item->getHeight(), va("i%s", ptr->gametype.c_str()) );
else
l = Factory::newLabel( item, xoffset += PLAYER_COL_WIDTH, 0, GAMETYPE_COL_WIDTH, item->getHeight(), ptr->gametype );
l->setAlign( ALIGN_MIDDLE_CENTER );
l->setDisabledFontColor( l->getFontColor() );
l->setEnabled( true );
l->setClickThrough( true );
l = Factory::newLabel( item, xoffset += GAMETYPE_COL_WIDTH, 0, MAP_COL_WIDTH, item->getHeight(), ptr->map );
l->setAlign( ALIGN_MIDDLE_CENTER );
l->setDisabledFontColor( l->getFontColor() );
l->setEnabled( true );
l->setClickThrough( true );
l = Factory::newLabel( item, xoffset += MAP_COL_WIDTH, 0, NAME_COL_WIDTH, item->getHeight(), ptr->hostname );
l->setAlign( ALIGN_MIDDLE_LEFT );
l->setDisabledFontColor( l->getFontColor() );
l->setEnabled( true );
l->setClickThrough( true );
item->setUserData(ptr);
item->setClickHandler(ClickItemHandler);
item->setDoubleClickHandler(DoubleClickItemHandler);
item->setPressed(false);
if ( (last_sel[0]) && ( !Q_strnicmp(last_sel, ptr->address, sizeof(last_sel))) ) {
newselitem = item;
}
listiter = serverlist->getEndItemIterator();
}
}
}
if ( listiter != serverlist->getEndItemIterator() )
{
//while (
for ( int i = serverlist->getItemPosition( *listiter ) ; i < serverlist->getNbItem() ; serverlist->removeItem( i ) );
}
if (newselitem) {
// Restore previously selected server or select first item in the list
serverlist->selectItem(newselitem);
serverlist->ensureItemVisible(newselitem, 2);
}
}
void JoinServerMenu::RefreshServerList( void )
{ // I still can't say if I love templates or if I hate them... (but I think I hate them)
if ( sorttype == SORT_PING && !reverse_sort )
FillListBoxWithMap( pingSortMap.begin(), pingSortMap.end() );
else if ( sorttype == SORT_PING && reverse_sort )
FillListBoxWithMap( pingSortMap.rbegin(), pingSortMap.rend() );
else if ( sorttype == SORT_PLAYER && !reverse_sort )
FillListBoxWithMap( playerSortMap.begin(), playerSortMap.end() );
else if ( sorttype == SORT_PLAYER && reverse_sort )
FillListBoxWithMap( playerSortMap.rbegin(), playerSortMap.rend() );
else if ( sorttype == SORT_MAP && !reverse_sort )
FillListBoxWithMap( mapSortMap.begin(), mapSortMap.end() );
else if ( sorttype == SORT_MAP && reverse_sort )
FillListBoxWithMap( mapSortMap.rbegin(), mapSortMap.rend() );
else if ( sorttype == SORT_GAMETYPE && !reverse_sort )
FillListBoxWithMap( gametypeSortMap.begin(), gametypeSortMap.end() );
else if ( sorttype == SORT_GAMETYPE && reverse_sort )
FillListBoxWithMap( gametypeSortMap.rbegin(), gametypeSortMap.rend() );
else if ( sorttype == SORT_NAME && !reverse_sort )
FillListBoxWithMap( nameSortMap.begin(), nameSortMap.end() );
else if ( sorttype == SORT_NAME && reverse_sort )
FillListBoxWithMap( nameSortMap.rbegin(), nameSortMap.rend() );
}
void JoinServerMenu::AddToServerList( const char *adr, const char *info )
{
ServerInfo *newserv = NULL;
std::list<ServerInfo*>::iterator tmp;
if ( !joinserver->refreshingList ) //User stopped the listing
return;
// check if server is already in the list
for ( std::list<ServerInfo*>::iterator it = joinserver->servers.begin() ; it != joinserver->servers.end() ; )
{
if (! ((*it)->isPingBatch(joinserver->pingbatch)) ) {
// Clean up previous ping-batches
tmp = it;
it++;
delete(*tmp);
joinserver->servers.erase(tmp);
continue;
}
if ( Q_stricmp( (*it)->address, adr ) == 0 )
{
newserv = *it;
break;
}
it++;
}
if ( !newserv )
{
newserv = new ServerInfo( adr, joinserver->pingbatch );
joinserver->servers.push_back( newserv );
}
newserv->setServerInfo( info );
if( newserv->hasChanged() )
{
if ( newserv->pingUpdated() )
{
// sorting
joinserver->pingSortMap.insert( std::make_pair( newserv->ping, newserv ) );
joinserver->playerSortMap.insert( std::make_pair( newserv->curuser, newserv ) );
joinserver->mapSortMap.insert( std::make_pair( newserv->map, newserv ) );
joinserver->gametypeSortMap.insert( std::make_pair( newserv->gametype, newserv ) );
joinserver->nameSortMap.insert( std::make_pair( std::string(COM_RemoveColorTokens(newserv->hostname.c_str())), newserv ) );
joinserver->pingingServer = NULL;
joinserver->RefreshServerList();
}
newserv->changeUpdated();
}
}
void JoinServerMenu::StyleArrow( Panel *arr, SwitchButton *sorter, bool reverse )
{
arr->setSize(10,10);
arr->setEnabled( false );
arr->setDisabledColor( sorter->getPressedFontColor() );
arr->setBorderWidth( 0 );
arr->setDisabledImage( Trap::R_RegisterPic( reverse ? "gfx/ui/arrow_up" : "gfx/ui/arrow_down") );
arr->setParent( sorter );
arr->setPosition( sorter->getWidth() - 10, 5 );
arr->setVisible(true);
}
void JoinServerMenu::StyleSorter( SwitchButton *sorter )
{
Color transparent( 0, 0, 0, 0 );
sorter->setBackColor( transparent );
sorter->setPressedColor( transparent );
sorter->setSwitchHandler( sortHandler );
}
void JoinServerMenu::setFilter( Button *button, int filter, const char *filtername )
{
if ( filter == 1 )
button->setCaption( va( "Show %s only", filtername ) );
else if ( filter == 2 )
button->setCaption( va( "Do not show %s", filtername ) );
else
button->setCaption( va( "Show %s", filtername ) );
}
void JoinServerMenu::LoadUserSettings( void )
{
int filter;
setFilter( showfull, Trap::Cvar_Int( "ui_filter_full" ), "full" );
setFilter( showempty, Trap::Cvar_Int( "ui_filter_empty" ), "empty" );
setFilter( showpassworded, Trap::Cvar_Int( "ui_filter_password" ), "passworded" );
setFilter( showinstagib, Trap::Cvar_Int( "ui_filter_instagib" ), "instagib" );
filter = Trap::Cvar_Int( "ui_filter_skill" );
if ( filter == 1 )
skill->setCaption( "Low" );
else if ( filter == 2 )
skill->setCaption( "Medium" );
else if ( filter == 3 )
skill->setCaption( "High" );
else
skill->setCaption( "Show all skills" );
filter = Trap::Cvar_Int( "ui_filter_ping" );
if ( filter )
maxping->setText( va( "%d", filter ) );
matchedname->setText( Trap::Cvar_String( "ui_filter_name" ) );
gametype->selectItem( Trap::Cvar_Int( "ui_filter_gametype" ) );
RefreshServerList();
/*
trap_Cvar_Value("ui_searchtype") );
trap_Cvar_Value("cl_download_allow_modules") );
trap_Cvar_Value("ui_sortmethod_direction") );
trap_Cvar_Value("ui_sortmethod");
"Master server at %s", trap_Cvar_VariableString("masterservers") );
*/
}
void JoinServerMenu::SaveUserSettings( void )
{
}
void JoinServerMenu::Show( void )
{
setActiveMenu( this );
panel->setVisible( true );
LoadUserSettings();
RefreshServerList();
if (servers.size() == 0) {
refreshHandler(NULL);
}
MainMenu::Show();
}
void JoinServerMenu::Hide( void )
{
MainMenu::Hide();
panel->setVisible( false );
}