/* * 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" #include "../windows/InfoWindows.h" LobbyClient::LobbyClient(LobbyWindow * window) : window(window) { } void LobbyClient::onPacketReceived(const std::vector & message) { } 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(payloadString.data()); uint8_t * payloadEnd = payloadBegin + payloadString.size(); std::vector 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 LobbyWidget::getMessageInput() { return widget("messageInput"); } LobbyWindow::LobbyWindow(): CWindowObject(BORDERED) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; widget = std::make_shared(this); pos = widget->pos; center(); connection = std::make_shared(this); connection->start("127.0.0.1", 30303); 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(""); }