d55dfb90e4
I've added the handle and avatar fields back into the PlayerInfo section in the network code, because I need to be able to load a specific file when a new player is created. This wasn't forseen, but it's fine. i'm leaving the fields in ClientInfo as well, because LobbyMenu is using them to login to the server. PlayerIndex is now a shared parameter. I've shifted some code around in InWorld, however the overall logic is the same. This build (as well as the last) does not compile.
234 lines
6.4 KiB
C++
234 lines
6.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
|
|
*
|
|
* 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 <stdexcept>
|
|
|
|
//-------------------------
|
|
//Public access members
|
|
//-------------------------
|
|
|
|
LobbyMenu::LobbyMenu(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argPlayerIndex):
|
|
config(*argConfig),
|
|
network(*argNetwork),
|
|
clientIndex(*argClientIndex),
|
|
playerIndex(*argPlayerIndex)
|
|
{
|
|
//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()};
|
|
}
|
|
|
|
LobbyMenu::~LobbyMenu() {
|
|
//
|
|
}
|
|
|
|
//-------------------------
|
|
//Frame loop
|
|
//-------------------------
|
|
|
|
void LobbyMenu::FrameStart() {
|
|
//
|
|
}
|
|
|
|
void LobbyMenu::Update(double delta) {
|
|
//suck in all waiting packets
|
|
SerialPacket packet;
|
|
while(network.Receive()) {
|
|
deserialize(&packet, network.GetInData());
|
|
packet.meta.srcAddress = network.GetInPacket()->address;
|
|
HandlePacket(packet);
|
|
}
|
|
}
|
|
|
|
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 = listBox;
|
|
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?
|
|
}
|
|
}
|
|
|
|
//-------------------------
|
|
//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) {
|
|
//the vars
|
|
SerialPacket packet;
|
|
char buffer[PACKET_BUFFER_SIZE];
|
|
|
|
//broadcast to the network, or a specific server
|
|
packet.meta.type = SerialPacket::Type::BROADCAST_REQUEST;
|
|
serialize(&packet, buffer);
|
|
network.Send(config["server.host"].c_str(), config.Int("server.port"), buffer, PACKET_BUFFER_SIZE);
|
|
|
|
//reset the server list
|
|
serverInfo.clear();
|
|
selection = nullptr;
|
|
}
|
|
|
|
else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
|
|
//the vars
|
|
SerialPacket packet;
|
|
char buffer[PACKET_BUFFER_SIZE];
|
|
|
|
//pack the packet
|
|
packet.meta.type = SerialPacket::Type::JOIN_REQUEST;
|
|
strncpy(packet.clientInfo.player, config["client.player"].c_str(), PACKET_STRING_SIZE);
|
|
strncpy(packet.clientInfo.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
|
|
strncpy(packet.clientInfo.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
|
|
|
|
//join the selected server
|
|
serialize(&packet, buffer);
|
|
network.Send(&selection->address, buffer, PACKET_BUFFER_SIZE);
|
|
selection = nullptr;
|
|
}
|
|
|
|
else if (back.MouseButtonUp(button) == Button::State::HOVER) {
|
|
SetNextScene(SceneList::MAINMENU);
|
|
}
|
|
|
|
else if (
|
|
//has the user selected a server on the list?
|
|
button.x > listBox.x &&
|
|
button.x < listBox.x + listBox.w &&
|
|
button.y > listBox.y &&
|
|
button.y < listBox.y + listBox.h * serverInfo.size()
|
|
) {
|
|
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) {
|
|
//
|
|
}
|
|
|
|
void LobbyMenu::HandlePacket(SerialPacket packet) {
|
|
switch(packet.meta.type) {
|
|
case SerialPacket::Type::BROADCAST_RESPONSE: {
|
|
//extract the data
|
|
ServerInformation server;
|
|
server.address = packet.meta.srcAddress;
|
|
server.networkVersion = packet.serverInfo.networkVersion;
|
|
server.name = packet.serverInfo.name;
|
|
server.playerCount = packet.serverInfo.playerCount;
|
|
|
|
//NOTE: Check compatibility here
|
|
server.compatible = server.networkVersion == NETWORK_VERSION;
|
|
|
|
//push
|
|
serverInfo.push_back(server);
|
|
}
|
|
break;
|
|
case SerialPacket::Type::JOIN_RESPONSE:
|
|
clientIndex = packet.clientInfo.clientIndex;
|
|
playerIndex = packet.clientInfo.playerIndex;
|
|
network.Bind(&packet.meta.srcAddress, Channels::SERVER);
|
|
SetNextScene(SceneList::INWORLD);
|
|
break;
|
|
|
|
//handle errors
|
|
default:
|
|
throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
|
|
break;
|
|
}
|
|
} |