openclonk/engine/inc/C4GameLobby.h

186 lines
7.1 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2003-2007 Sven Eberhardt
* Copyright (c) 2005 Peter Wortmann
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
// the ingame-lobby
// Tab: NickCompletion (2do TODO) - and can't do this here, because tab is used to cycle controls!
//if (dwKey == VK_TAB) { /*CompleteNick();*/ return TRUE; }
#ifndef INC_C4GameLobby
#define INC_C4GameLobby
#include "C4Gui.h"
#include "C4Client.h"
#include "C4PlayerInfo.h"
class C4PlayerInfo;
class C4PlayerInfoListBox;
class C4ClientPlayerInfos;
class C4Network2ResDlg;
class C4GameOptionsList;
class C4GameOptionButtons;
namespace C4GameLobby
{
class MainDlg;
// countdown time from which the elevator sound starts and team selection becomes unavailable
const int32_t AlmostStartCountdownTime = 10; // seconds
extern bool UserAbort;
// * PID_LobbyCountdown
// initiates or aborts countdown
class C4PacketCountdown : public C4PacketBase
{
private:
int32_t iCountdown; // countdown timer, or zero for abort
public:
enum { Abort = -1 };
C4PacketCountdown(int32_t iaCountdown) : iCountdown(iaCountdown) { } // ctor
C4PacketCountdown() : iCountdown(Abort) { } // std ctor
bool IsAbort() const { return iCountdown == Abort; }
int32_t GetCountdown() const { return iCountdown; }
StdStrBuf GetCountdownMsg(bool fInitialMsg=false) const;
virtual void CompileFunc(StdCompiler *pComp);
};
// scneario info tab: displays scenario description
class ScenDesc : public C4GUI::Window, private C4ApplicationSec1Timer
{
private:
C4GUI::Label *pTitle; // scenario title or warning label if unloaded
C4GUI::TextWindow *pDescBox; // scenario description box
bool fDescFinished; // if set, scenario resource has been loaded
void Update();
public:
ScenDesc(const C4Rect &rcBounds, bool fActive); // ctor
~ScenDesc() { Deactivate(); }
void OnSec1Timer() { Update(); }
// activate/deactivate periodic updates
void Activate();
void Deactivate();
};
class MainDlg : public C4GUI::FullscreenDialog, private C4ApplicationSec1Timer
{
private:
time_t tLastPingUpdate; // time when pings were updated last time
enum CountdownState { CDS_None=0, CDS_LongCountdown=1, CDS_Countdown=2, CDS_Start=3 } eCountdownState; // nonzero when a packet was received that the game is about to start (starts elevator sound, etc.)
int32_t iBackBufferIndex; // chat message history index
C4KeyBinding *pKeyHistoryUp, *pKeyHistoryDown; // keys used to scroll through chat history
enum { SheetIdx_PlayerList = 0, SheetIdx_Res = 1, SheetIdx_Options = 2, SheetIdx_Scenario = 3, };
C4PlayerInfoListBox *pPlayerList;
C4Network2ResDlg *pResList;
C4GameOptionButtons *pGameOptionButtons;
C4GameOptionsList *pOptionsList;
ScenDesc *pScenarioInfo;
C4GUI::TextWindow *pChatBox;
C4GUI::Label *pRightTabLbl;
C4GUI::Tabular *pRightTab;
C4GUI::Edit *pEdt; // chat input
C4GUI::CallbackButton<MainDlg> *btnRun; // host only
C4GUI::CallbackButton<MainDlg, C4GUI::IconButton> *btnPlayers, *btnResources, *btnTeams, *btnOptions, *btnScenario, *btnChat; // right list sheet selection
protected:
void OnRunBtn(C4GUI::Control *btn); // callback: run button pressed
void OnTestBtn(C4GUI::Control *btn); // callback: test button pressed
void OnExitBtn(C4GUI::Control *btn); // callback: exit button pressed
bool KeyHistoryUpDown(bool fUp); // key callback
C4GUI::Edit::InputResult OnChatInput(C4GUI::Edit *edt, bool fPasting, bool fPastingMore); // callback: chat input performed
void OnClosed(bool fOK); // callback when dlg is closed
void OnSec1Timer(); // timer proc; update pings
C4GUI::ContextMenu *OnRightTabContext(C4GUI::Element *pLabel, int32_t iX, int32_t iY); // open context menu
void OnCtxTabPlayers(C4GUI::Element *pListItem) { OnTabPlayers(NULL); }
void OnTabPlayers(C4GUI::Control *btn);
void OnCtxTabTeams(C4GUI::Element *pListItem) { OnTabTeams(NULL); }
void OnTabTeams(C4GUI::Control *btn);
void OnCtxTabRes(C4GUI::Element *pListItem) { OnTabRes(NULL); }
void OnTabRes(C4GUI::Control *btn);
void OnCtxTabOptions(C4GUI::Element *pListItem) { OnTabOptions(NULL); }
void OnTabOptions(C4GUI::Control *btn);
void OnCtxTabScenario(C4GUI::Element *pListItem) { OnTabScenario(NULL); }
void OnTabScenario(C4GUI::Control *btn);
void UpdateRightTab(); // update label and tooltips for sheet change
void OnBtnChat(C4GUI::Control *btn);
virtual class C4GUI::Control *GetDefaultControl() { return pEdt; } // def focus chat input
private:
void SetCountdownState(CountdownState eToState, int32_t iTimer);
void Start(int32_t iCountdownTime); // host only: Do game start with specified countdown time (forwards to network system)
int32_t ValidatedCountdownTime(int32_t iTimeout); // correct invalid timeout settings
void UpdatePlayerList();
public:
MainDlg(bool fHost); // ctor
~MainDlg(); // dtor
// callback by network system
void OnClientJoin(C4Client *pNewClient); // called when a new client joined (connection not necessarily ready)
void OnClientConnect(C4Client *pClient, C4Network2IOConnection *pConn); // called when new clinet connection is established (notice of lobby status)
void OnClientPart(C4Client *pPartClient); // called when a client disconnects
bool OnMessage(C4Client *pOfClient, const char *szMessage); // display message in chat window
void OnClientSound(C4Client *pOfClient); // show that someone played a sound
void OnLog(const char *szLogMsg, DWORD dwClr=C4GUI_LogFontClr); // log callback
void OnError(const char *szErrMsg); // error sound + log in red
void OnPlayersChange() { UpdatePlayerList(); }
void OnClientAddPlayer(const char *szFilename, int32_t idClient);
// packet callbacks from C4Network2
void HandlePacket(char cStatus, const C4PacketBase *pBasePkt, C4Network2Client *pClient);
void OnCountdownPacket(const C4PacketCountdown &Pkt); // called when a countdown packet is received: Update countdown state
bool IsCountdown();
void UpdateFairCrew();
void UpdatePassword();
void ClearLog();
};
// helper
void LobbyError(const char *szErrorMsg);
// lobby countdown: Moves game from lobby to go state. Only created by host.
class Countdown : private C4ApplicationSec1Timer
{
private:
int32_t iStartTimer; // countdown timer for round start; 0 for not started, -1 for start overdue
public:
void OnSec1Timer(); // timer proc; count down; send important countdown packets
public:
Countdown(int32_t iStartTimer); // ctor: Init; sends initial countdown packet
~Countdown();
void Abort();
};
};
#endif