Implemented DisconnectedScreen, and removed CharacterMap
Project also builds, since I went through and adjusted it. It's hacky right now, but I just want to make sure it worked. I'll give it another pass before merging into develop.
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@@ -19,10 +19,11 @@
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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 "clean_up.hpp"
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#include "disconnected_screen.hpp"
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#include "channels.hpp"
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#include "config_utility.hpp"
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#include "udp_network_utility.hpp"
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#include <stdexcept>
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@@ -30,17 +31,7 @@
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//Public access members
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//-------------------------
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CleanUp::CleanUp(
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int* const argClientIndex,
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int* const argAccountIndex,
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int* const argCharacterIndex,
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CharacterMap* argCharacterMap
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):
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex),
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characterIndex(*argCharacterIndex),
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characterMap(*argCharacterMap)
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{
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DisconnectedScreen::DisconnectedScreen() {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//setup the utility objects
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@@ -60,19 +51,13 @@ CleanUp::CleanUp(
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backButton.SetText("Back");
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//full reset
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network.Unbind(Channels::SERVER);
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clientIndex = -1;
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accountIndex = -1;
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characterIndex = -1;
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// combatMap.clear();
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characterMap.clear();
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// enemyMap.clear();
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UDPNetworkUtility::GetSingleton().Unbind(Channels::SERVER);
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//auto return
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startTick = std::chrono::steady_clock::now();
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}
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CleanUp::~CleanUp() {
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DisconnectedScreen::~DisconnectedScreen() {
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//
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}
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@@ -80,16 +65,16 @@ CleanUp::~CleanUp() {
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//Frame loop
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//-------------------------
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void CleanUp::Update() {
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void DisconnectedScreen::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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SetNextScene(SceneList::MAINMENU);
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}
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//Eat incoming packets
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while(network.Receive());
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while(UDPNetworkUtility::GetSingleton().Receive());
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}
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void CleanUp::Render(SDL_Surface* const screen) {
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void DisconnectedScreen::Render(SDL_Surface* const screen) {
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ConfigUtility& config = ConfigUtility::GetSingleton();
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backButton.DrawTo(screen);
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@@ -100,25 +85,25 @@ void CleanUp::Render(SDL_Surface* const screen) {
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//Event handlers
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//-------------------------
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void CleanUp::QuitEvent() {
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void DisconnectedScreen::QuitEvent() {
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SetNextScene(SceneList::QUIT);
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}
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void CleanUp::MouseMotion(SDL_MouseMotionEvent const& motion) {
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void DisconnectedScreen::MouseMotion(SDL_MouseMotionEvent const& motion) {
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backButton.MouseMotion(motion);
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}
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void CleanUp::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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void DisconnectedScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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backButton.MouseButtonDown(button);
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}
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void CleanUp::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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void DisconnectedScreen::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void CleanUp::KeyDown(SDL_KeyboardEvent const& key) {
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void DisconnectedScreen::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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@@ -126,6 +111,6 @@ void CleanUp::KeyDown(SDL_KeyboardEvent const& key) {
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}
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}
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void CleanUp::KeyUp(SDL_KeyboardEvent const& key) {
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void DisconnectedScreen::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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