/* Copyright: (c) Kayne Ruse 2013, 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "lobby_menu.hpp" #include "channels.hpp" #include "utility.hpp" #include //------------------------- //Public access members //------------------------- LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex): clientIndex(*argClientIndex), accountIndex(*argAccountIndex) { //setup the utility objects image.LoadSurface(config["dir.interface"] + "button_menu.bmp"); image.SetClipH(image.GetClipH()/3); font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp"); //pass the utility objects search.SetImage(&image); search.SetFont(&font); join.SetImage(&image); join.SetFont(&font); back.SetImage(&image); back.SetFont(&font); //set the button positions search.SetX(50); search.SetY(50 + image.GetClipH() * 0); join.SetX(50); join.SetY(50 + image.GetClipH() * 1); back.SetX(50); back.SetY(50 + image.GetClipH() * 2); //set the button texts search.SetText("Search"); join.SetText("Join"); back.SetText("Back"); //set the server list's position listBox = {300, 50, 200, font.GetCharH()}; //BUGFIX: Eat incoming packets while(network.Receive()); //Initial broadcast SendBroadcastRequest(); } LobbyMenu::~LobbyMenu() { // } //------------------------- //Frame loop //------------------------- void LobbyMenu::FrameStart() { // } void LobbyMenu::Update() { //suck in and process all waiting packets SerialPacket* packetBuffer = reinterpret_cast(new char[MAX_PACKET_SIZE]); while(network.Receive(packetBuffer)) { HandlePacket(packetBuffer); } delete reinterpret_cast(packetBuffer); } void LobbyMenu::FrameEnd() { // } void LobbyMenu::Render(SDL_Surface* const screen) { //TODO: I need a proper UI system for the entire client and the editor //UI search.DrawTo(screen); join.DrawTo(screen); back.DrawTo(screen); //TODO: draw headers for the server list for (int i = 0; i < serverInfo.size(); i++) { //draw the selected server's highlight if (selection == &serverInfo[i]) { SDL_Rect r = { (Sint16)listBox.x, (Sint16)listBox.y, (Uint16)listBox.w, (Uint16)listBox.h }; 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); //draw the player count font.DrawStringTo(to_string_custom(serverInfo[i].playerCount), screen, listBox.x + listBox.w, listBox.y + i*listBox.h); //compatible? if (!serverInfo[i].compatible) { font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h); } //TODO: ping/delay? } } //------------------------- //Event handlers //------------------------- void LobbyMenu::MouseMotion(SDL_MouseMotionEvent const& motion) { search.MouseMotion(motion); join.MouseMotion(motion); back.MouseMotion(motion); } void LobbyMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) { search.MouseButtonDown(button); join.MouseButtonDown(button); back.MouseButtonDown(button); } void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) { if (search.MouseButtonUp(button) == Button::State::HOVER) { SendBroadcastRequest(); } else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) { SendJoinRequest(); } else if (back.MouseButtonUp(button) == Button::State::HOVER) { SetNextScene(SceneList::MAINMENU); } //has the user selected a server on the list? BoundingBox tmpBox = listBox; tmpBox.h *= serverInfo.size(); if (tmpBox.CheckOverlap({button.x, button.y})) { selection = &serverInfo[(button.y - listBox.y)/listBox.h]; } else { selection = nullptr; } } void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) { switch(key.keysym.sym) { case SDLK_ESCAPE: SetNextScene(SceneList::MAINMENU); break; } } void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) { // } //------------------------- //Network handlers //------------------------- void LobbyMenu::HandlePacket(SerialPacket* const argPacket) { switch(argPacket->type) { case SerialPacketType::BROADCAST_RESPONSE: HandleBroadcastResponse(static_cast(argPacket)); break; case SerialPacketType::JOIN_RESPONSE: HandleJoinResponse(static_cast(argPacket)); break; //handle errors default: throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in LobbyMenu: " + to_string_custom(static_cast(argPacket->type)) )); break; } } void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) { //extract the data ServerInformation server; server.address = argPacket->srcAddress; server.name = argPacket->name; server.playerCount = argPacket->playerCount; server.version = argPacket->version; //Checking compatibility server.compatible = server.version == NETWORK_VERSION; //push serverInfo.push_back(server); } void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) { clientIndex = argPacket->clientIndex; accountIndex = argPacket->accountIndex; network.Bind(&argPacket->srcAddress, Channels::SERVER); SetNextScene(SceneList::INWORLD); //send this player's character info CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_NEW; strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE); strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE); newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } //------------------------- //server control //------------------------- void LobbyMenu::SendBroadcastRequest() { //broadcast to the network, or a specific server SerialPacket packet; packet.type = SerialPacketType::BROADCAST_REQUEST; network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet); //reset the server list serverInfo.clear(); selection = nullptr; } void LobbyMenu::SendJoinRequest() { //pack the packet ClientPacket packet; packet.type = SerialPacketType::JOIN_REQUEST; strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE); //join the selected server network.SendTo(&selection->address, &packet); selection = nullptr; }