lobby_menu.cpp builds, as does all of client/menu_scenes
This is great progress, but I think I should turn the common directory into a subnmodule, since
I've been constantly tabbing back and forward between this folder, and the debug folder, making
and committing identical edits to both.
Scene list:
> disconnected_screen.*pp
> lobby_menu.*pp
> main_menu.*pp
> options_menu.*pp
> splash_screen.*pp
* world*.*pp
* unfinished
> building
This commit is contained in:
@@ -39,33 +39,30 @@ LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
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accountIndex = -1;
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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buttonImage.Load(GetRenderer(), config["dir.interface"] + "button.png");
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font = TTF_OpenFont(config["client.font"].c_str(), 12);
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//pass the utility objects
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search.SetImage(&image);
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search.SetFont(&font);
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join.SetImage(&image);
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join.SetFont(&font);
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back.SetImage(&image);
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back.SetFont(&font);
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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", {255, 255, 255, 255});
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joinButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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joinButton.SetText(GetRenderer(), font, "Join", {255, 255, 255, 255});
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backButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());
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backButton.SetText(GetRenderer(), font, "Back", {255, 255, 255, 255});
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//set the button positions
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search.SetX(50);
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search.SetY(50 + image.GetClipH() * 0);
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join.SetX(50);
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join.SetY(50 + image.GetClipH() * 1);
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back.SetX(50);
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back.SetY(50 + image.GetClipH() * 2);
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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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//set the button texts
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search.SetText("Search");
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join.SetText("Join");
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back.SetText("Back");
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//pseudo-list selection
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boundingBox = {300, 50, 200, 12};
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//set the server list's position
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listBox = {300, 50, 200, font.GetCharH()};
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//DEBUG: 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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@@ -75,7 +72,7 @@ LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
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}
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LobbyMenu::~LobbyMenu() {
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//
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TTF_CloseFont(font);
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}
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//-------------------------
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@@ -99,39 +96,25 @@ void LobbyMenu::FrameEnd() {
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//
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}
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void ExampleScene::RenderFrame(SDL_Renderer* renderer) {
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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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search.DrawTo(renderer);
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join.DrawTo(renderer);
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back.DrawTo(renderer);
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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 < serverInfo.size(); i++) {
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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 == &serverInfo[i]) {
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SDL_Rect r = {
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(Sint16)listBox.x, (Sint16)listBox.y,
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(Uint16)listBox.w, (Uint16)listBox.h
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};
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r.y += i * listBox.h;
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 49, 150, 5));
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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 name
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font.DrawStringTo(serverInfo[i].name, screen, listBox.x, listBox.y + i*listBox.h);
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//draw the player count
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std::ostringstream msg;
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msg << serverInfo[i].playerCount;
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font.DrawStringTo(msg.str(), screen, listBox.x + listBox.w, listBox.y + i*listBox.h);
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//compatible?
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if (!serverInfo[i].compatible) {
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font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h);
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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, boundingBox.y + boundingBox.h * i);
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}
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}
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@@ -139,34 +122,35 @@ void ExampleScene::RenderFrame(SDL_Renderer* renderer) {
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//Event handlers
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//-------------------------
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void LobbyMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
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search.MouseMotion(motion);
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join.MouseMotion(motion);
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back.MouseMotion(motion);
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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& button) {
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search.MouseButtonDown(button);
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join.MouseButtonDown(button);
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back.MouseButtonDown(button);
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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& button) {
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if (search.MouseButtonUp(button) == Button::State::HOVER) {
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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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else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
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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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else if (back.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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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 = listBox;
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tmpBox.h *= serverInfo.size();
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if (tmpBox.CheckOverlap({button.x, button.y})) {
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selection = &serverInfo[(button.y - listBox.y)/listBox.h];
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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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@@ -177,15 +161,15 @@ 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& key) {
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switch(key.keysym.sym) {
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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& key) {
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void LobbyMenu::KeyUp(SDL_KeyboardEvent const& event) {
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//
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}
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@@ -226,17 +210,38 @@ void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
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void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
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//extract the data
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ServerInformation server;
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server.address = argPacket->srcAddress;
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server.name = argPacket->name;
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server.playerCount = argPacket->playerCount;
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server.version = argPacket->version;
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ServerInfo newServer;
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//Checking compatibility
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server.compatible = server.version == NETWORK_VERSION;
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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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serverInfo.push_back(server);
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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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printf(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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@@ -253,7 +258,7 @@ void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
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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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SetNextScene(SceneList::WORLD);
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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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@@ -275,7 +280,7 @@ void LobbyMenu::SendBroadcastRequest() {
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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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serverInfo.clear();
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serverVector.clear();
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selection = nullptr;
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}
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@@ -291,6 +296,7 @@ void LobbyMenu::SendJoinRequest() {
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void LobbyMenu::SendLoginRequest() {
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//NOTE: high cohesion
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//TODO: 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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