Client builds & runs, can't test the gameplay without the server

SDL_ttf is now being initialized, and all usages of fonts are now checked for nullptr.
A bug where the renderer's logical size was not properly set has been fixed.
The FPS counter is disabled for now.
This commit is contained in:
2015-08-20 20:45:13 +10:00
parent dc5b09a9b4
commit 3d6509b5a5
15 changed files with 100 additions and 22 deletions
+3 -3
View File
@@ -52,7 +52,7 @@ void World::CheckHeartBeat() {
if (attemptedBeats > 2) {
//escape to the disconnect screen
SendDisconnectRequest();
SetNextScene(SceneList::DISCONNECTEDSCREEN);
SetSceneSignal(SceneSignal::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
}
else {
@@ -122,13 +122,13 @@ void World::hLogoutResponse(ClientPacket* const argPacket) {
void World::hDisconnectResponse(ClientPacket* const argPacket) {
hLogoutResponse(argPacket);//shortcut
SetNextScene(SceneList::DISCONNECTEDSCREEN);
SetSceneSignal(SceneSignal::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have successfully logged out";
}
void World::hAdminDisconnectForced(ClientPacket* const argPacket) {
hDisconnectResponse(argPacket);//shortcut
SetNextScene(SceneList::DISCONNECTEDSCREEN);
SetSceneSignal(SceneSignal::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
}