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vcmi/client/serverLobby/LobbyWindow.cpp

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/*
* LobbyWindow.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "LobbyWindow.h"
#include "../gui/CGuiHandler.h"
#include "../gui/WindowHandler.h"
#include "../widgets/TextControls.h"
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#include "../windows/InfoWindows.h"
LobbyClient::LobbyClient(LobbyWindow * window)
: window(window)
{
}
void LobbyClient::onPacketReceived(const std::vector<uint8_t> & message)
{
}
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void LobbyClient::onConnectionFailed(const std::string & errorMessage)
{
GH.windows().popWindows(1);
CInfoWindow::showInfoDialog("Failed to connect to game lobby!\n" + errorMessage, {});
}
void LobbyClient::onDisconnected()
{
GH.windows().popWindows(1);
CInfoWindow::showInfoDialog("Connection to game lobby was lost!", {});
}
void LobbyClient::sendMessage(const JsonNode & data)
{
std::string payloadString = data.toJson(true);
// FIXME: find better approach
uint8_t * payloadBegin = reinterpret_cast<uint8_t*>(payloadString.data());
uint8_t * payloadEnd = payloadBegin + payloadString.size();
std::vector<uint8_t> payloadBuffer(payloadBegin, payloadEnd);
sendPacket(payloadBuffer);
}
LobbyWidget::LobbyWidget(LobbyWindow * window)
: window(window)
{
addCallback("closeWindow", [](int) { GH.windows().popWindows(1); });
addCallback("sendMessage", [this](int) { this->window->doSendChatMessage(); });
const JsonNode config(JsonPath::builtin("config/widgets/lobbyWindow.json"));
build(config);
}
std::shared_ptr<CTextInput> LobbyWidget::getMessageInput()
{
return widget<CTextInput>("messageInput");
}
LobbyWindow::LobbyWindow():
CWindowObject(BORDERED)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
widget = std::make_shared<LobbyWidget>(this);
pos = widget->pos;
center();
connection = std::make_shared<LobbyClient>(this);
connection->start("127.0.0.1", 30303);
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addUsedEvents(TIME);
}
void LobbyWindow::tick(uint32_t msPassed)
{
connection->poll();
}
void LobbyWindow::doSendChatMessage()
{
std::string messageText = widget->getMessageInput()->getText();
JsonNode toSend;
toSend["type"].String() = "sendChatMessage";
toSend["messageText"].String() = messageText;
connection->sendMessage(toSend);
widget->getMessageInput()->setText("");
}