openmohaa/code/client/cl_instantAction.h
2025-04-14 23:48:28 +02:00

103 lines
2.4 KiB
C++

/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// Added in 2.30
// Instantly find a server matching common criterias
#pragma once
#include "../gamespy/goaceng.h"
typedef struct {
int serverType;
} ServerGame_t;
typedef struct {
GServer server;
ServerGame_t serverGame;
bool rejected;
} IAServer_t;
enum IAState_e {
IA_NONE,
IA_INITIALIZE,
IA_WAITING,
IA_UPDATE,
IA_SEARCHING,
IA_FINISHED
};
class UIInstantAction : public UIWidget
{
public:
CLASS_PROTOTYPE(UIInstantAction);
public:
UIInstantAction();
~UIInstantAction() override;
void CleanUp();
void Init();
int GetServerIndex(int maxPing, int gameType);
void ReadIniFile();
void FindServer();
void Connect(Event *ev);
void Reject(Event *ev);
void Draw();
void Update();
int AddServer(GServer server, const ServerGame_t& serverGame);
void CancelRefresh(Event *ev);
void Refresh(Event *ev);
void EnableServerInfo(bool enable);
private:
static void IAServerListCallBack(GServerList serverlist, int msg, void *instance, void *param1, void *param2);
private:
//
// List
//
bool doneList[2];
GServerList serverList[2];
int maxServers;
//
// Current states
//
IAState_e state;
int numServers;
int numFoundServers;
//
// Filters
//
int minPlayers;
int startingMaxPing;
int endingMaxPing;
//
// Servers
//
IAServer_t *servers;
int currentServer;
};