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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
36 lines
773 B
C++
36 lines
773 B
C++
/*
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* CLobbyScreen.h, 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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#pragma once
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#include "CSelectionBase.h"
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class CBonusSelection;
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class CLobbyScreen : public CSelectionBase
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{
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public:
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std::shared_ptr<CButton> buttonChat;
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CLobbyScreen(ESelectionScreen type);
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~CLobbyScreen();
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void toggleTab(std::shared_ptr<CIntObject> tab) override;
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void startCampaign();
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void startScenario(bool allowOnlyAI = false);
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void toggleMode(bool host);
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void toggleChat();
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void updateAfterStateChange();
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const CMapInfo * getMapInfo() override;
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const StartInfo * getStartInfo() override;
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CBonusSelection * bonusSel;
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};
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