Split the scenes directory into gameplay_scenes and menu_scenes
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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 "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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//-------------------------
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//Public access members
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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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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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//pass the utility objects
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backButton.SetImage(&image);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + image.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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//full reset
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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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DisconnectedScreen::~DisconnectedScreen() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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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(UDPNetworkUtility::GetSingleton().Receive());
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}
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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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font.DrawStringTo(config["client.disconnectMessage"], screen, 50, 30);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void DisconnectedScreen::QuitEvent() {
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SetNextScene(SceneList::QUIT);
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}
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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 DisconnectedScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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backButton.MouseButtonDown(button);
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}
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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 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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break;
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}
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}
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void DisconnectedScreen::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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