Expanded network protocol, read more
Not really doing much, just busywork with the server's handlers. I've tweaked the TODO tags as well.
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@@ -100,14 +100,14 @@ void LobbyMenu::FrameEnd() {
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}
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void LobbyMenu::Render(SDL_Surface* const screen) {
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//TODO: I need a proper UI system for the entire client and the editor
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//TODO: (9) I need a proper UI system for the entire client and the editor
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//UI
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search.DrawTo(screen);
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join.DrawTo(screen);
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back.DrawTo(screen);
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//TODO: draw headers for the server list
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//TODO: (9) draw headers for the server list
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for (int i = 0; i < serverInfo.size(); i++) {
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//draw the selected server's highlight
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if (selection == &serverInfo[i]) {
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@@ -131,8 +131,6 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
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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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//TODO: ping/delay?
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}
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}
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@@ -254,11 +252,11 @@ void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
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}
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void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
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//TODO: Better output for join rejection
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//TODO: (9) Better output for join rejection
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}
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void LobbyMenu::HandleLoginRejection(TextPacket* const argPacket) {
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//TODO: Better output for login rejection
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//TODO: (9) Better output for login rejection
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}
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//-------------------------
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@@ -88,8 +88,7 @@ void MainMenu::Render(SDL_Surface* const screen) {
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//text
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font.DrawStringTo("Thanks for playing!", screen, 50, screen->h - 50 - image.GetClipH() * 2);
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font.DrawStringTo("You can get the latest version at: ", screen, 50, screen->h - 50 - image.GetClipH() * 1);
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font.DrawStringTo("https://github.com/Ratstail91/Tortuga", screen, 50, screen->h - 50 - image.GetClipH() * 0);
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//TODO: replace this with a website address
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font.DrawStringTo("krgamestudios.com", screen, 50, screen->h - 50 - image.GetClipH() * 0);
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}
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//-------------------------
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@@ -109,7 +108,7 @@ void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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}
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void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//TODO: Buttons should only register as "selected" when the left button is used
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//TODO: (9) Buttons should only register as "selected" when the left button is used
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if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::LOBBYMENU);
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}
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@@ -28,7 +28,7 @@
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#include "raster_font.hpp"
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#include "button.hpp"
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//TODO: The options screen needs to be USED
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//NOTE: The options screen needs to be USED
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class OptionsMenu : public BaseScene {
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public:
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//Public access members
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