ref: feae49cdcda458fe18ae2df5aa783c4e9091e1f1
dir: /src/net_gui.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_gui.c 579 2006-08-31 18:12:25Z fraggle $ // // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.13 2006/01/23 00:37:14 fraggle // Make the network waiting screen not thrash the CPU so much. // // Revision 1.12 2006/01/14 00:27:16 fraggle // Set the window caption and title // // Revision 1.11 2006/01/14 00:13:04 fraggle // Detect if disconnected from the server while waiting for the game start. // // Revision 1.10 2006/01/14 00:10:54 fraggle // Change the format of color commands. Reorganise the waiting dialog. // // Revision 1.9 2006/01/13 23:56:00 fraggle // Add text-mode I/O functions. // Use text-mode screen for the waiting screen. // // Revision 1.8 2006/01/12 02:11:52 fraggle // Game start packets // // Revision 1.7 2006/01/10 22:14:13 fraggle // Shut up compiler warnings // // Revision 1.6 2006/01/09 02:03:39 fraggle // Send clients their player number, and indicate on the waiting screen // which client we are. // // Revision 1.5 2006/01/08 17:52:45 fraggle // Play some random music for the players while waiting for the game to // start. // // Revision 1.4 2006/01/08 05:04:50 fraggle // Don't grab the mouse on the net waiting screen // // Revision 1.3 2006/01/07 20:08:11 fraggle // Send player name and address in the waiting data packets. Display these // on the waiting screen, and improve the waiting screen appearance. // // Revision 1.2 2006/01/02 21:50:26 fraggle // Restructure the waiting screen code. Establish our own separate event // loop while waiting for the game to start, to avoid affecting the original // code too much. Move some _gui variables to net_client.c. // // Revision 1.1 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // // Graphical stuff related to the networking code: // // * The client waiting screen when we are waiting for the server to // start the game. // #include <ctype.h> #include "config.h" #include "doomstat.h" #include "i_system.h" #include "i_timer.h" #include "i_video.h" #include "net_client.h" #include "net_gui.h" #include "net_server.h" #include "textscreen.h" static txt_window_t *window; static txt_label_t *player_labels[MAXPLAYERS]; static txt_label_t *ip_labels[MAXPLAYERS]; static void EscapePressed(TXT_UNCAST_ARG(widget), void *unused) { TXT_Shutdown(); I_Quit(); } static void StartGame(TXT_UNCAST_ARG(widget), void *unused) { NET_CL_StartGame(); } static void BuildGUI(void) { char buf[50]; txt_table_t *table; txt_window_action_t *cancel; int i; TXT_SetDesktopTitle(PACKAGE_STRING); window = TXT_NewWindow("Waiting for game start..."); table = TXT_NewTable(3); TXT_AddWidget(window, table); // Add spacers TXT_AddWidget(table, NULL); TXT_AddWidget(table, TXT_NewStrut(25, 1)); TXT_AddWidget(table, TXT_NewStrut(17, 1)); // Player labels for (i=0; i<MAXPLAYERS; ++i) { sprintf(buf, " %i. ", i + 1); TXT_AddWidget(table, TXT_NewLabel(buf)); player_labels[i] = TXT_NewLabel(""); ip_labels[i] = TXT_NewLabel(""); TXT_AddWidget(table, player_labels[i]); TXT_AddWidget(table, ip_labels[i]); } TXT_AddWidget(window, TXT_NewStrut(0, 1)); cancel = TXT_NewWindowAction(KEY_ESCAPE, "Cancel"); TXT_SignalConnect(cancel, "pressed", EscapePressed, NULL); TXT_SetWindowAction(window, TXT_HORIZ_LEFT, cancel); } static void UpdateGUI(void) { txt_window_action_t *startgame; int i; for (i=0; i<MAXPLAYERS; ++i) { txt_color_t color = TXT_COLOR_BRIGHT_WHITE; if (i == net_player_number) { color = TXT_COLOR_YELLOW; } TXT_SetFGColor(player_labels[i], color); TXT_SetFGColor(ip_labels[i], color); if (i < net_clients_in_game) { TXT_SetLabel(player_labels[i], net_player_names[i]); TXT_SetLabel(ip_labels[i], net_player_addresses[i]); } else { TXT_SetLabel(player_labels[i], ""); TXT_SetLabel(ip_labels[i], ""); } } if (net_client_controller) { startgame = TXT_NewWindowAction(' ', "Start game"); TXT_SignalConnect(startgame, "pressed", StartGame, NULL); } else { startgame = NULL; } TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, startgame); } void NET_WaitForStart(void) { TXT_Init(); I_SetWindowCaption(); I_SetWindowIcon(); BuildGUI(); while (net_waiting_for_start) { UpdateGUI(); TXT_DispatchEvents(); TXT_DrawDesktop(); NET_CL_Run(); NET_SV_Run(); if (!net_client_connected) { I_Error("Disconnected from server"); } TXT_Sleep(100); } TXT_Shutdown(); }