Moved scenes into one folder
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/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "lobby_menu.hpp"
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#include "channels.hpp"
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#include <cstring>
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#include <stdexcept>
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#include <sstream>
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//-------------------------
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//Public access members
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//-------------------------
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LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex)
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{
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//preemptive reset
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clientIndex = -1;
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accountIndex = -1;
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//setup the utility objects
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buttonImage.Load(GetRenderer(), config["dir.interface"] + "button_blue.png");
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font = TTF_OpenFont(config["client.font"].c_str(), 12);
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//check that the font loaded
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if (!font) {
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std::ostringstream msg;
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msg << "Failed to load a font file; " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//setup the buttons
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searchButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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searchButton.SetText(GetRenderer(), font, "Search", COLOR_WHITE);
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joinButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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joinButton.SetText(GetRenderer(), font, "Join", COLOR_WHITE);
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backButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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backButton.SetText(GetRenderer(), font, "Back", COLOR_WHITE);
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//set the button positions (assumed)
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searchButton.SetX(50);
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searchButton.SetY(50);
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joinButton.SetX(50);
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joinButton.SetY(70);
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backButton.SetX(50);
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backButton.SetY(90);
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//pseudo-list selection
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boundingBox = {300, 50, 200, 12};
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//hacked together a highlight box
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highlightImage.Create(GetRenderer(), 300, 12, {49, 150, 5, 255});
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//Eat incoming packets
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while(network.Receive());
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//Initial broadcast
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SendBroadcastRequest();
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}
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LobbyMenu::~LobbyMenu() {
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TTF_CloseFont(font);
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void LobbyMenu::FrameStart() {
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//
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}
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void LobbyMenu::Update() {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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delete reinterpret_cast<char*>(packetBuffer);
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}
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void LobbyMenu::FrameEnd() {
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//
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}
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void LobbyMenu::RenderFrame(SDL_Renderer* renderer) {
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//TODO: (2) I need a proper UI system for the entire client and the editor
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//UI
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searchButton.DrawTo(renderer);
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joinButton.DrawTo(renderer);
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backButton.DrawTo(renderer);
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//TODO: (3) draw headers for the server list
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//TODO: (3) ping/delay displayed in the server list
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for (int i = 0; i < serverVector.size(); i++) {
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//draw the selected server's highlight
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if (selection == &serverVector[i]) {
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highlightImage.DrawTo(renderer, boundingBox.x, boundingBox.y + boundingBox.h * i);
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}
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//draw the server's info
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serverVector[i].nameImage.DrawTo(renderer, boundingBox.x, boundingBox.y + boundingBox.h * i);
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serverVector[i].playerCountImage.DrawTo(renderer, boundingBox.x+300, boundingBox.y + boundingBox.h * i);
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}
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void LobbyMenu::MouseMotion(SDL_MouseMotionEvent const& event) {
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searchButton.MouseMotion(event);
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joinButton.MouseMotion(event);
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backButton.MouseMotion(event);
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}
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void LobbyMenu::MouseButtonDown(SDL_MouseButtonEvent const& event) {
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searchButton.MouseButtonDown(event);
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joinButton.MouseButtonDown(event);
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backButton.MouseButtonDown(event);
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}
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void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& event) {
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if (searchButton.MouseButtonUp(event) == Button::State::RELEASED) {
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SendBroadcastRequest();
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}
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if (joinButton.MouseButtonUp(event) == Button::State::RELEASED && selection && selection->compatible) {
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SendJoinRequest();
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}
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if (backButton.MouseButtonUp(event) == Button::State::RELEASED) {
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SetSceneSignal(SceneSignal::MAINMENU);
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}
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//has the user selected a server on the list?
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BoundingBox tmpBox = boundingBox;
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tmpBox.h *= serverVector.size(); //within the list bounds
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if (tmpBox.CheckOverlap({event.x, event.y})) {
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//NOTE: this memory trick requires a vector
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selection = &serverVector[(event.y - boundingBox.y)/boundingBox.h];
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}
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else {
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selection = nullptr;
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}
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}
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void LobbyMenu::MouseWheel(SDL_MouseWheelEvent const& event) {
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//
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}
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void LobbyMenu::KeyDown(SDL_KeyboardEvent const& event) {
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switch(event.keysym.sym) {
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case SDLK_ESCAPE:
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SetSceneSignal(SceneSignal::MAINMENU);
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break;
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}
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}
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void LobbyMenu::KeyUp(SDL_KeyboardEvent const& event) {
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//
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}
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//-------------------------
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//Network handlers
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//-------------------------
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void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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//responses
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case SerialPacketType::BROADCAST_RESPONSE:
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HandleBroadcastResponse(static_cast<ServerPacket*>(argPacket));
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break;
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case SerialPacketType::JOIN_RESPONSE:
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HandleJoinResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::LOGIN_RESPONSE:
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HandleLoginResponse(static_cast<ClientPacket*>(argPacket));
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break;
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//rejections
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case SerialPacketType::JOIN_REJECTION:
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HandleJoinRejection(static_cast<TextPacket*>(argPacket));
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break;
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case SerialPacketType::LOGIN_REJECTION:
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HandleLoginRejection(static_cast<TextPacket*>(argPacket));
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break;
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//handle errors
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default: {
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std::ostringstream msg;
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msg << "Unknown SerialPacketType encountered in LobbyMenu: " << static_cast<int>(argPacket->type);
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throw(std::runtime_error( msg.str() ));
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}
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break;
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}
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}
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void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
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//extract the data
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ServerInfo newServer;
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newServer.address = argPacket->srcAddress;
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newServer.name = argPacket->name;
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newServer.playerCount = argPacket->playerCount;
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newServer.version = argPacket->version;
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newServer.compatible = newServer.version == NETWORK_VERSION;
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//push
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serverVector.push_back(newServer);
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//BUGFIX: since TextLine lacks the memory management of Image, I'll wait until after the line is in the vector to handle these
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//fancy colors
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SDL_Color color;
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if (newServer.compatible) {
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color = {255, 255, 255, 255};
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}
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else {
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color = {255, 0, 0, 255};
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}
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//fancy itoa
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auto itoa_base10 = [](int i) -> std::string {
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char str[20];
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sprintf(str, "%d", i);
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return std::string(str);
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};
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//text graphics
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serverVector.back().nameImage.SetText(GetRenderer(), font, newServer.name, color);
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serverVector.back().playerCountImage.SetText(GetRenderer(), font, itoa_base10(newServer.playerCount), color);
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}
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void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
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//save the server's data
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clientIndex = argPacket->clientIndex;
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network.Bind(argPacket->srcAddress, Channels::SERVER);
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//request login data
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SendLoginRequest();
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}
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void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
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if (argPacket->clientIndex != clientIndex) {
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throw(std::runtime_error("Client index invalid during login"));
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}
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accountIndex = argPacket->accountIndex;
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SetSceneSignal(SceneSignal::WORLD);
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}
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void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
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//TODO: (9) LobbyMenu::HandleJoinRejection()
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}
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void LobbyMenu::HandleLoginRejection(TextPacket* const argPacket) {
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//TODO: (9) LobbyMenu::HandleLoginRejection
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}
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//-------------------------
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//server control
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//-------------------------
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void LobbyMenu::SendBroadcastRequest() {
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//broadcast to the network, or a specific server
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ClientPacket packet;
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packet.type = SerialPacketType::BROADCAST_REQUEST;
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network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet);
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//reset the server list
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serverVector.clear();
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selection = nullptr;
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}
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void LobbyMenu::SendJoinRequest() {
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//pack the packet
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ClientPacket packet;
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packet.type = SerialPacketType::JOIN_REQUEST;
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//join the selected server
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network.SendTo(selection->address, &packet);
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selection = nullptr;
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}
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void LobbyMenu::SendLoginRequest() {
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//NOTE: high cohesion
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//TODO: (9) have a separate login screen
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ClientPacket packet;
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packet.type = SerialPacketType::LOGIN_REQUEST;
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packet.clientIndex = clientIndex;
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strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE+1);
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network.SendTo(Channels::SERVER, &packet);
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}
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