Implemented the log on and log off systems

This is a pretty straight forward port of the old version, including the
incredibly hacky server list. But I just need to remember that this is a
prototype.
This commit is contained in:
Kayne Ruse
2013-11-23 17:53:36 +11:00
parent ca86dc5fb8
commit 6ccc874583
11 changed files with 220 additions and 68 deletions
+42 -8
View File
@@ -21,15 +21,18 @@
*/
#include "lobby_menu.hpp"
#include "channels.hpp"
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
LobbyMenu::LobbyMenu(ConfigUtility* const arg1, UDPNetworkUtility* const arg2):
LobbyMenu::LobbyMenu(ConfigUtility* const arg1, UDPNetworkUtility* const arg2, int* const arg3):
config(*arg1),
network(*arg2)
network(*arg2),
clientIndex(*arg3)
{
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
@@ -56,6 +59,9 @@ LobbyMenu::LobbyMenu(ConfigUtility* const arg1, UDPNetworkUtility* const arg2):
search.SetText("Search");
join.SetText("Join");
back.SetText("Back");
//set the server list's position
listBox = {300, 50, 200, font.GetCharH()};
}
LobbyMenu::~LobbyMenu() {
@@ -89,7 +95,15 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
join.DrawTo(screen);
back.DrawTo(screen);
for (int i = 0; i < serverInfo.size(); i++) {
font.DrawStringTo(serverInfo[i].name, screen, 300, 50 + i*font.GetCharH());
//draw the selected server's highlight
if (selection == &serverInfo[i]) {
SDL_Rect r = listBox;
r.y += i * listBox.h;
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
}
//draw the server name
font.DrawStringTo(serverInfo[i].name, screen, listBox.x, listBox.y + i*listBox.h);
}
}
@@ -118,15 +132,33 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//reset the server list
serverInfo.clear();
selection = nullptr;
}
if (join.MouseButtonUp(button) == Button::State::HOVER) {
//TODO: join the selected server
else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr) {
//join the selected server
NetworkPacket packet;
packet.meta.type = NetworkPacket::Type::JOIN_REQUEST;
network.Send(&selection->address, &packet, sizeof(NetworkPacket));
selection = nullptr;
}
if (back.MouseButtonUp(button) == Button::State::HOVER) {
else if (back.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
else if (
//has the user selected a server on the list?
button.x > listBox.x &&
button.x < listBox.x + listBox.w &&
button.y > listBox.y &&
button.y < listBox.y + listBox.h * serverInfo.size()
) {
selection = &serverInfo[(button.y - listBox.y)/listBox.h];
}
else {
selection = nullptr;
}
}
void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
@@ -144,14 +176,16 @@ void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
void LobbyMenu::HandlePacket(NetworkPacket packet) {
switch(packet.meta.type) {
case NetworkPacket::Type::BROADCAST_RESPONSE: {
ServerInfo server;
ServerInformation server;
server.name = packet.serverInfo.name;
server.address = packet.meta.srcAddress;
serverInfo.push_back(server);
}
break;
case NetworkPacket::Type::JOIN_RESPONSE:
//
clientIndex = packet.clientInfo.index;
network.Bind(&packet.meta.srcAddress, Channels::SERVER);
SetNextScene(SceneList::INWORLD);
break;
//handle errors