stk-code_catmod/src/states_screens/networking_lobby.cpp
2016-03-29 11:09:07 +11:00

240 lines
8.5 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013-2015 Glenn De Jonghe
//
// 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 3
// 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.
#define DEBUG_MENU_ITEM 0
#include "states_screens/networking_lobby.hpp"
#include <string>
#include <iostream>
#include "challenges/unlock_manager.hpp"
#include "config/player_manager.hpp"
#include "graphics/irr_driver.hpp"
#include "guiengine/scalable_font.hpp"
#include "guiengine/widgets/icon_button_widget.hpp"
#include "guiengine/widgets/label_widget.hpp"
#include "guiengine/widgets/list_widget.hpp"
#include "guiengine/widgets/ribbon_widget.hpp"
#include "input/device_manager.hpp"
#include "input/input_manager.hpp"
#include "io/file_manager.hpp"
#include "network/network_player_profile.hpp"
#include "network/protocol_manager.hpp"
#include "network/protocols/client_lobby_room_protocol.hpp"
#include "network/protocols/server_lobby_room_protocol.hpp"
#include "network/servers_manager.hpp"
#include "network/stk_host.hpp"
#include "states_screens/state_manager.hpp"
#include "states_screens/dialogs/message_dialog.hpp"
#include "utils/translation.hpp"
using namespace Online;
using namespace GUIEngine;
DEFINE_SCREEN_SINGLETON( NetworkingLobby );
/** This is the lobby screen that is shown on all clients, but not on the
* server. It shows currently connected clients, and allows the 'master'
* client (i.e. the stk instance that created the server) to control the
* server. This especially means that it can initialise the actual start
* of the racing.
* This class is responsible for creating the ActivePlayers data structure
* for all local players (the ActivePlayer maps device to player, i.e.
* controls which device is used by which player). Note that a server
* does not create an instance of this class and will create the ActivePlayer
* data structure in the StartGameProtocol.
*/
// ----------------------------------------------------------------------------
NetworkingLobby::NetworkingLobby() : Screen("online/networking_lobby.stkgui")
{
m_server = NULL;
m_player_list = NULL;
} // NetworkingLobby
// ----------------------------------------------------------------------------
void NetworkingLobby::loadedFromFile()
{
m_back_widget = getWidget<IconButtonWidget>("back");
assert(m_back_widget != NULL);
m_start_button= getWidget<IconButtonWidget>("start");
assert(m_start_button!= NULL);
m_server_name_widget = getWidget<LabelWidget>("server_name");
assert(m_server_name_widget != NULL);
m_server_difficulty = getWidget<LabelWidget>("server_difficulty");
assert(m_server_difficulty != NULL);
m_server_game_mode = getWidget<LabelWidget>("server_game_mode");
assert(m_server_game_mode != NULL);
m_online_status_widget = getWidget<LabelWidget>("online_status");
assert(m_online_status_widget != NULL);
m_bottom_menu_widget = getWidget<RibbonWidget>("menu_bottomrow");
assert(m_bottom_menu_widget != NULL);
m_player_list = getWidget<ListWidget>("players");
assert(m_player_list!= NULL);
m_exit_widget = (IconButtonWidget *) m_bottom_menu_widget
->findWidgetNamed("exit");
assert(m_exit_widget != NULL);
} // loadedFromFile
// ---------------------------------------------------------------------------
void NetworkingLobby::beforeAddingWidget()
{
} // beforeAddingWidget
// ----------------------------------------------------------------------------
/** This function is a callback from the parent class, and is called each time
* this screen is shown to initialise the screen. This class is responsible
* for creating the active players and binding them to the right device.
*/
void NetworkingLobby::init()
{
Screen::init();
setInitialFocus();
m_server = ServersManager::get()->getJoinedServer();
if (m_server)
{
m_server_name_widget->setText(m_server->getName(), false);
core::stringw difficulty = race_manager->getDifficultyName(m_server->getDifficulty());
m_server_difficulty->setText(difficulty, false);
core::stringw mode = RaceManager::getNameOf(m_server->getRaceMinorMode());
m_server_game_mode->setText(mode, false);
}
if(!NetworkConfig::get()->isServer())
m_start_button->setVisible(STKHost::get()->isAuthorisedToControl());
// For now create the active player and bind it to the right
// input device.
InputDevice *device = input_manager->getDeviceManager()->getLatestUsedDevice();
PlayerProfile* profile = PlayerManager::getCurrentPlayer();
StateManager::get()->createActivePlayer(profile, device);
} // init
// ----------------------------------------------------------------------------
void NetworkingLobby::onUpdate(float delta)
{
// FIXME Network looby should be closed when stkhost is shut down
if(NetworkConfig::get()->isClient())
{
m_start_button->setVisible(STKHost::existHost() &&
STKHost::get()->isAuthorisedToControl());
}
} // onUpdate
// ----------------------------------------------------------------------------
void NetworkingLobby::eventCallback(Widget* widget, const std::string& name,
const int playerID)
{
if (name == m_back_widget->m_properties[PROP_ID])
{
StateManager::get()->escapePressed();
return;
}
if(name==m_start_button->m_properties[PROP_ID])
{
if(NetworkConfig::get()->isServer())
{
ServerLobbyRoomProtocol* slrp = static_cast<ServerLobbyRoomProtocol*>(
ProtocolManager::getInstance()->getProtocol(PROTOCOL_LOBBY_ROOM));
if (slrp)
slrp->startSelection();
}
else // client
{
// Send a message to the server to start
NetworkString start(PROTOCOL_LOBBY_ROOM);
start.addUInt8(LobbyRoomProtocol::LE_REQUEST_BEGIN);
STKHost::get()->sendToServer(&start, true);
}
}
RibbonWidget* ribbon = dynamic_cast<RibbonWidget*>(widget);
if (ribbon == NULL) return;
const std::string &selection =
ribbon->getSelectionIDString(PLAYER_ID_GAME_MASTER);
if (selection == m_exit_widget->m_properties[PROP_ID])
{
StateManager::get()->escapePressed();
}
} // eventCallback
// ----------------------------------------------------------------------------
void NetworkingLobby::tearDown()
{
} // tearDown
// ----------------------------------------------------------------------------
bool NetworkingLobby::onEscapePressed()
{
// notify the server that we left
ClientLobbyRoomProtocol* protocol = static_cast<ClientLobbyRoomProtocol*>(
ProtocolManager::getInstance()->getProtocol(PROTOCOL_LOBBY_ROOM));
if (protocol)
protocol->leave();
return true; // close the screen
} // onEscapePressed
// ----------------------------------------------------------------------------
void NetworkingLobby::onDisabledItemClicked(const std::string& item)
{
} // onDisabledItemClicked
// ----------------------------------------------------------------------------
void NetworkingLobby::setInitialFocus()
{
} // setInitialFocus
// ----------------------------------------------------------------------------
void NetworkingLobby::onDialogClose()
{
setInitialFocus();
} // onDialogClose()
// ----------------------------------------------------------------------------
void NetworkingLobby::addPlayer(NetworkPlayerProfile *profile)
{
// In GUI-less server this function will be called without proper
// initialisation
if(m_player_list)
m_player_list->addItem(StringUtils::toString(profile->getGlobalPlayerId()),
profile->getName());
} // addPlayer
// ----------------------------------------------------------------------------
void NetworkingLobby::removePlayer(NetworkPlayerProfile *profile)
{
} // removePlayer