ref: 7305391e92dc8275758323d06b9b400602a59e72
dir: /src/net_gui.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_gui.c 416 2006-03-11 21:28:21Z 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_video.h" #include "net_client.h" #include "net_gui.h" #include "net_server.h" #include "txt_main.h" #include "txt_gui.h" #include "txt_io.h" static void ProcessEvents(void) { int c; while ((c = TXT_GetChar()) > 0) { switch (tolower(c)) { case 27: case 'q': TXT_Shutdown(); I_Quit(); break; case ' ': NET_CL_StartGame(); break; } } } #define WINDOW_X 15 #define WINDOW_Y 5 #define WINDOW_W 50 #define WINDOW_H 12 static void DrawScreen(void) { char buf[40]; int i; TXT_DrawDesktop(PACKAGE_STRING); TXT_DrawWindow("Waiting for game start...", WINDOW_X, WINDOW_Y, WINDOW_W, WINDOW_H); TXT_BGColor(TXT_COLOR_BLUE, 0); for (i=0; i<MAXPLAYERS; ++i) { if (i == net_player_number) TXT_FGColor(TXT_COLOR_YELLOW); else if (i < net_clients_in_game) TXT_FGColor(TXT_COLOR_BRIGHT_WHITE); else TXT_FGColor(TXT_COLOR_GREY); snprintf(buf, 39, "%i. ", i + 1); TXT_GotoXY(WINDOW_X + 2, WINDOW_Y + 4 + i); TXT_Puts(buf); if (i < net_clients_in_game) { snprintf(buf, 25, "%s", net_player_names[i]); buf[25] = '\0'; TXT_GotoXY(WINDOW_X + 5, WINDOW_Y + 4 + i); TXT_Puts(buf); snprintf(buf, 16, "%s", net_player_addresses[i]); buf[16] = '\0'; TXT_GotoXY(WINDOW_X + 33, WINDOW_Y + 4 + i); TXT_Puts(buf); } } TXT_FGColor(TXT_COLOR_BRIGHT_WHITE); TXT_GotoXY(WINDOW_X + 2, WINDOW_Y + WINDOW_H - 2); TXT_Puts("<brightgreen>ESC</><brightcyan>=</>Abort"); if (net_client_controller) { TXT_GotoXY(WINDOW_X + WINDOW_W - 18, WINDOW_Y + WINDOW_H - 2); TXT_Puts("<brightgreen>SPACE</><brightcyan>=</>Start game"); } TXT_DrawSeparator(WINDOW_X, WINDOW_Y + WINDOW_H - 3, WINDOW_W); TXT_UpdateScreen(); } void NET_WaitForStart(void) { int last_draw_time; TXT_Init(); I_SetWindowCaption(); I_SetWindowIcon(); last_draw_time = -1; while (net_waiting_for_start) { if (I_GetTimeMS() > last_draw_time + 50) { ProcessEvents(); DrawScreen(); last_draw_time = I_GetTimeMS(); } NET_CL_Run(); NET_SV_Run(); if (!net_client_connected) { I_Error("Disconnected from server"); } I_Sleep(1); } TXT_Shutdown(); }