/* Copyright: (c) Kayne Ruse 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 "clean_up.hpp" #include "channels.hpp" #include //------------------------- //Public access members //------------------------- CleanUp::CleanUp(lua_State* L, UDPNetworkUtility& aNetwork, CharacterMap& aCharacterMap): lua(L), network(aNetwork), characterMap(aCharacterMap) { //get the config table lua_getglobal(lua, "config"); //TODO: I need to figure out an alternative to loading these over and over again //get the directories lua_getfield(lua, -1, "dir"); lua_getfield(lua, -1, "interface"); lua_getfield(lua, -2, "fonts"); std::string interfaceDir = lua_tostring(lua, -2); std::string fontsDir = lua_tostring(lua, -1); lua_pop(lua, 3); //clear the indicies lua_getfield(lua, -1, "client"); lua_pushnil(lua); lua_pushnil(lua); lua_pushnil(lua); lua_setfield(lua, -4, "clientIndex"); lua_setfield(lua, -3, "accountIndex"); lua_setfield(lua, -2, "characterIndex"); //pop the remaining objects from the stack lua_pop(lua, 2); //setup the utility objects image.LoadSurface(interfaceDir + "button_menu.bmp"); image.SetClipH(image.GetClipH()/3); font.LoadSurface(fontsDir + "pk_white_8.bmp"); //pass the utility objects backButton.SetImage(&image); backButton.SetFont(&font); //set the button positions backButton.SetX(50); backButton.SetY(50 + image.GetClipH() * 0); //set the button texts backButton.SetText("Back"); //full reset network.Unbind(Channels::SERVER); characterMap.clear(); //auto return startTick = std::chrono::steady_clock::now(); } CleanUp::~CleanUp() { // } //------------------------- //Frame loop //------------------------- void CleanUp::Update(double delta) { if (std::chrono::steady_clock::now() - startTick > std::chrono::duration(10)) { SetNextScene(SceneList::MAINMENU); } //BUGFIX: Eat incoming packets while(network.Receive()); } void CleanUp::RenderFrame() { SDL_FillRect(GetScreen(), 0, 0); Render(GetScreen()); SDL_Flip(GetScreen()); fps.Calculate(); } void CleanUp::Render(SDL_Surface* const screen) { backButton.DrawTo(screen); font.DrawStringTo("You have been disconnected.", screen, 50, 30); } //------------------------- //Event handlers //------------------------- void CleanUp::QuitEvent() { SetNextScene(SceneList::QUIT); } void CleanUp::MouseMotion(SDL_MouseMotionEvent const& motion) { backButton.MouseMotion(motion); } void CleanUp::MouseButtonDown(SDL_MouseButtonEvent const& button) { backButton.MouseButtonDown(button); } void CleanUp::MouseButtonUp(SDL_MouseButtonEvent const& button) { if (backButton.MouseButtonUp(button) == Button::State::HOVER && button.button & SDL_BUTTON_LMASK) { SetNextScene(SceneList::MAINMENU); } } void CleanUp::KeyDown(SDL_KeyboardEvent const& key) { // } void CleanUp::KeyUp(SDL_KeyboardEvent const& key) { // }