fd320767c5
The server's changes were easy. The clients means that the constructors for each scene have one less argument, and each scene has one less member. The exception to this is LobbyMenu, where the config is used in multiple places, so it was easier to have the config's reference as a member. To replace the config's usage, I added this line in most cases: ConfigUtility& config = ConfigUtility::GetSingleton(); The only requirement is that ConfigUtility::Create() and ConfigUtility::Delete() are called from the main() function.
245 lines
6.7 KiB
C++
245 lines
6.7 KiB
C++
/* 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 <stdexcept>
|
|
|
|
//-------------------------
|
|
//Public access members
|
|
//-------------------------
|
|
|
|
LobbyMenu::LobbyMenu(
|
|
UDPNetworkUtility* const argNetwork,
|
|
int* const argClientIndex,
|
|
int* const argAccountIndex
|
|
):
|
|
network(*argNetwork),
|
|
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());
|
|
}
|
|
|
|
LobbyMenu::~LobbyMenu() {
|
|
//
|
|
}
|
|
|
|
//-------------------------
|
|
//Frame loop
|
|
//-------------------------
|
|
|
|
void LobbyMenu::FrameStart() {
|
|
//
|
|
}
|
|
|
|
void LobbyMenu::Update(double delta) {
|
|
//suck in and process all waiting packets
|
|
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
|
|
while(network.Receive(packetBuffer)) {
|
|
HandlePacket(packetBuffer);
|
|
}
|
|
free(static_cast<void*>(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 = 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/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) {
|
|
//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;
|
|
}
|
|
|
|
else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
|
|
//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;
|
|
}
|
|
|
|
else if (back.MouseButtonUp(button) == Button::State::HOVER) {
|
|
SetNextScene(SceneList::MAINMENU);
|
|
}
|
|
|
|
else if (
|
|
//has the user selected a server on the list?
|
|
//TODO: replace with regular collision checker
|
|
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) {
|
|
//
|
|
}
|
|
|
|
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<ServerPacket*>(argPacket));
|
|
break;
|
|
case SerialPacketType::JOIN_RESPONSE:
|
|
HandleJoinResponse(static_cast<ClientPacket*>(argPacket));
|
|
break;
|
|
//handle errors
|
|
default:
|
|
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in LobbyMenu: " + to_string_custom(static_cast<int>(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);
|
|
} |