#include "lobby.hpp" #include using namespace std; //------------------------- //Public access members //------------------------- Lobby::Lobby() { #ifdef DEBUG cout << "entering Lobby" << endl; #endif refreshButton.Setup(50, 50, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Refresh"); joinButton.Setup(50, 100, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Join"); backButton.Setup(50, 150, surfaceMgr->Get("button"), surfaceMgr->Get("font"), "Back"); font.SetSurface(surfaceMgr->Get("font")); listBox.x = 280; listBox.y = 50; listBox.w = GetScreen()->w - listBox.x - 50; listBox.h = font.GetCharH(); serverList.push_back({"foo",{0,0}}); serverList.push_back({"bar",{0,0}}); serverList.push_back({"foobar",{0,0}}); BeginQueueThread(); BroadcastNetwork(); } Lobby::~Lobby() { EndQueueThread(); #ifdef DEBUG cout << "leaving Lobby" << endl; #endif } //------------------------- //Frame loop //------------------------- void Lobby::FrameStart() { // } void Lobby::Update(double delta) { try { //process all packets on the network queue while(HandlePacket(popNetworkPacket())); } catch(exception& e) { cerr << "Network Error: " << e.what() << endl; } } void Lobby::FrameEnd() { // } void Lobby::Render(SDL_Surface* const screen) { refreshButton.DrawTo(screen); joinButton.DrawTo(screen); backButton.DrawTo(screen); for (int i = 0; i < serverList.size(); i++) { if (selectedServer == &serverList[i]) { //draw the highlight box SDL_Rect r = listBox; r.y += i * font.GetCharH(); SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39)); } font.DrawStringTo(serverList[i].name, screen, listBox.x, listBox.y + i * font.GetCharH()); } } //------------------------- //Event handlers //------------------------- void Lobby::MouseMotion(SDL_MouseMotionEvent const& motion) { refreshButton.MouseMotion(motion); joinButton.MouseMotion(motion); backButton.MouseMotion(motion); } void Lobby::MouseButtonDown(SDL_MouseButtonEvent const& button) { refreshButton.MouseButtonDown(button); joinButton.MouseButtonDown(button); backButton.MouseButtonDown(button); } void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) { if (refreshButton.MouseButtonUp(button) == Button::State::HOVER) { BroadcastNetwork(); } else if (joinButton.MouseButtonUp(button) == Button::State::HOVER) { if (selectedServer) { ConnectToServer(selectedServer); } } else if (backButton.MouseButtonUp(button) == Button::State::HOVER) { SetNextScene(SceneList::MAINMENU); } else if ( //clicked within bounds TODO: make the damn collision system button.x > listBox.x && button.y > listBox.y && button.x < listBox.x + listBox.w && button.y < listBox.y + (listBox.h * serverList.size()) ) { //selecting a server selectedServer = &serverList[(button.y - listBox.y) / listBox.h]; } else { //lose focus on a server selectedServer = nullptr; } } void Lobby::KeyDown(SDL_KeyboardEvent const& key) { switch(key.keysym.sym) { case SDLK_ESCAPE: SetNextScene(SceneList::MAINMENU); break; } } void Lobby::KeyUp(SDL_KeyboardEvent const& key) { // } //------------------------- //Utilities //------------------------- int Lobby::HandlePacket(Packet p) { switch(p.meta.type) { case PacketType::NONE: //DO NOTHING return 0; break; case PacketType::PING: //quick pong p.meta.type = PacketType::PONG; netUtil->Send(&p.meta.address, &p, sizeof(Packet)); break; case PacketType::PONG: // break; // case PacketType::BROADCAST_REQUEST: // // // break; case PacketType::BROADCAST_RESPONSE: PushServer(p.broadcastResponse); break; // case PacketType::JOIN_REQUEST: // // // break; case PacketType::JOIN_RESPONSE: BeginGame(p.joinResponse); break; // case PacketType::DISCONNECT: // // // break; // case PacketType::SYNCHRONIZE: // // // break; // case PacketType::PLAYER_NEW: // // // break; // case PacketType::PLAYER_DELETE: // // // break; // case PacketType::PLAYER_MOVE: // // // break; default: throw(runtime_error("Failed to recognize the packet type")); } return 1; } void Lobby::BroadcastNetwork() { Packet p; p.meta.type = PacketType::BROADCAST_REQUEST; netUtil->Send("255.255.255.255", configUtil->Int("server.port"), &p, sizeof(Packet)); serverList.clear(); } void Lobby::PushServer(BroadcastResponse& bcast) { ServerEntry entry; entry.name = bcast.name; entry.address = bcast.meta.address; serverList.push_back(entry); } void Lobby::ConnectToServer(ServerEntry* server) { //_attempt_ to connect to a server if (!server) { throw(runtime_error("No server received")); } Packet p; p.meta.type = PacketType::JOIN_REQUEST; netUtil->Send(&server->address, reinterpret_cast(&p), sizeof(Packet)); } void Lobby::BeginGame(JoinResponse& response) { //should be downloading the resources here as well infoMgr->SetClientIndex(response.clientIndex); netUtil->Bind(&response.meta.address, GAME_CHANNEL); SetNextScene(SceneList::INWORLD); }