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71 lines
2.0 KiB
C++
71 lines
2.0 KiB
C++
/*
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* GlobalLobbyWindow.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GlobalLobbyWindow.h"
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#include "GlobalLobbyWidget.h"
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#include "GlobalLobbyClient.h"
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#include "../gui/CGuiHandler.h"
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#include "../widgets/TextControls.h"
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#include "../CServerHandler.h"
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#include "../../lib/MetaString.h"
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#include "../../lib/CConfigHandler.h"
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GlobalLobbyWindow::GlobalLobbyWindow():
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CWindowObject(BORDERED)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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widget = std::make_shared<GlobalLobbyWidget>(this);
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pos = widget->pos;
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center();
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widget->getAccountNameLabel()->setText(settings["lobby"]["displayName"].String());
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}
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void GlobalLobbyWindow::doSendChatMessage()
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{
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std::string messageText = widget->getMessageInput()->getText();
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JsonNode toSend;
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toSend["type"].String() = "sendChatMessage";
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toSend["messageText"].String() = messageText;
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CSH->getGlobalLobby().sendMessage(toSend);
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widget->getMessageInput()->setText("");
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}
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void GlobalLobbyWindow::doCreateGameRoom()
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{
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// TODO:
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// start local server and supply our UUID / client credentials to it
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// server logs into lobby ( uuid = client, mode = server ). This creates 'room' in mode 'empty'
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// server starts accepting connections from players (including host)
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// client connects to local server
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// client sends createGameRoom query to lobby with own / server UUID and mode 'direct' (non-proxy)
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// client requests to change room status to private or public
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}
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void GlobalLobbyWindow::onGameChatMessage(const std::string & sender, const std::string & message, const std::string & when)
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{
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MetaString chatMessageFormatted;
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chatMessageFormatted.appendRawString("[%s] {%s}: %s\n");
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chatMessageFormatted.replaceRawString(when);
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chatMessageFormatted.replaceRawString(sender);
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chatMessageFormatted.replaceRawString(message);
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chatHistory += chatMessageFormatted.toString();
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widget->getGameChat()->setText(chatHistory);
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}
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