(svn r7638) -Codechange: Remove special window ShowJoinStatusWindowAfterJoin and shuffle around

some code for SetupColorsAndInitialWindow. Because we know that after a successful
 load all windows are removed we can setup default windows in this function, and
 show ShowJoinStatusWindow in PACKET_SERVER_MAP.
-Setup the global _network_join_status for ShowJoinStatusWindow in the only two
 places where the function is called, instead of inside it.
-Turn the join status window into a modal window of the network window so it
 stays on top.
pull/155/head
Darkvater 18 years ago
parent 990270fda9
commit 6250b90a6b

@ -2359,7 +2359,6 @@ static void MainWindowWndProc(Window *w, WindowEvent *e)
void ShowSelectGameWindow(void);
extern void ShowJoinStatusWindowAfterJoin(void);
void SetupColorsAndInitialWindow(void)
{
@ -2377,32 +2376,20 @@ void SetupColorsAndInitialWindow(void)
width = _screen.width;
height = _screen.height;
w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
AssignWindowViewport(w, 0, 0, width, height, TileXY(32, 32), 0);
// XXX: these are not done
switch (_game_mode) {
case GM_MENU:
w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
AssignWindowViewport(w, 0, 0, width, height, TileXY(32, 32), 0);
ShowSelectGameWindow();
break;
case GM_NORMAL:
w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
AssignWindowViewport(w, 0, 0, width, height, TileXY(32, 32), 0);
ShowVitalWindows();
/* Bring joining GUI to front till the client is really joined */
if (_networking && !_network_server)
ShowJoinStatusWindowAfterJoin();
break;
case GM_EDITOR:
w = AllocateWindow(0, 0, width, height, MainWindowWndProc, WC_MAIN_WINDOW, NULL);
AssignWindowViewport(w, 0, 0, width, height, 0, 0);
default: NOT_REACHED();
case GM_MENU:
ShowSelectGameWindow();
break;
ShowVitalWindows();
break;
default:
NOT_REACHED();
case GM_NORMAL:
case GM_EDITOR:
ShowVitalWindows();
break;
}
}

@ -29,6 +29,7 @@
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_gui.h"
#include "console.h" /* IConsoleCmdExec */
#include <stdarg.h> /* va_list */
#include "md5.h"
@ -47,7 +48,6 @@ static byte _network_clients_connected = 0;
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
/* Some externs / forwards */
extern void ShowJoinStatusWindow(void);
extern void StateGameLoop(void);
// Function that looks up the CI for a given client-index
@ -689,6 +689,7 @@ static bool NetworkConnect(const char *hostname, int port)
// in client mode, only the first client field is used. it's pointing to the server.
NetworkAllocClient(s);
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
return true;

@ -497,6 +497,8 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
* only toolbar/statusbar and gamefield are visible */
_opt_ptr = &_opt; // during a network game you are always in-game
@ -510,18 +512,16 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
SetLocalPlayer(PLAYER_SPECTATOR);
if (_network_playas == PLAYER_SPECTATOR) {
// The client wants to be a spectator..
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
} else {
if (_network_playas != PLAYER_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new player;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
}
} else {
// take control over an existing company
SetLocalPlayer(_network_playas);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
}

@ -1416,8 +1416,7 @@ static void NetworkJoinStatusWindowWndProc(Window *w, WindowEvent *e)
case WE_CLICK:
switch (e->we.click.widget) {
case 0: /* Close 'X' */
case 3: /* Disconnect button */
case 2: /* Disconnect button */
NetworkDisconnect();
DeleteWindow(w);
SwitchMode(SM_MENU);
@ -1439,8 +1438,7 @@ static void NetworkJoinStatusWindowWndProc(Window *w, WindowEvent *e)
}
static const Widget _network_join_status_window_widget[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 14, 11, 249, 0, 13, STR_NETWORK_CONNECTING, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_CAPTION, RESIZE_NONE, 14, 0, 249, 0, 13, STR_NETWORK_CONNECTING, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 14, 0, 249, 14, 84, 0x0, STR_NULL},
{ WWT_PUSHTXTBTN, RESIZE_NONE, BTC, 75, 175, 69, 80, STR_NETWORK_DISCONNECT, STR_NULL},
{ WIDGETS_END},
@ -1449,26 +1447,18 @@ static const Widget _network_join_status_window_widget[] = {
static const WindowDesc _network_join_status_window_desc = {
WDP_CENTER, WDP_CENTER, 250, 85,
WC_NETWORK_STATUS_WINDOW, 0,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_MODAL,
_network_join_status_window_widget,
NetworkJoinStatusWindowWndProc,
};
void ShowJoinStatusWindow(void)
{
Window *w;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
AllocateWindowDesc(&_network_join_status_window_desc);
}
void ShowJoinStatusWindowAfterJoin(void)
{
/* This is a special instant of ShowJoinStatusWindow, because
it is opened after the map is loaded, but the client maybe is not
done registering itself to the server */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
AllocateWindowDesc(&_network_join_status_window_desc);
w = AllocateWindowDesc(&_network_join_status_window_desc);
/* Parent the status window to the lobby */
if (w != NULL) w->parent = FindWindowById(WC_NETWORK_WINDOW, 0);
}
static void SendChat(const char *buf, DestType type, byte dest)

@ -10,7 +10,7 @@
void ShowNetworkNeedPassword(NetworkPasswordType npt);
void ShowNetworkGiveMoneyWindow(byte player); // PlayerID
void ShowNetworkChatQueryWindow(DestType type, byte dest);
void ShowJoinStatusWindowAfterJoin(void);
void ShowJoinStatusWindow(void);
void ShowNetworkGameWindow(void);
void ShowClientList(void);
@ -19,7 +19,6 @@ void ShowClientList(void);
static inline void ShowNetworkChatQueryWindow(byte desttype, byte dest) {}
static inline void ShowClientList(void) {}
static inline void ShowJoinStatusWindowAfterJoin(void) {}
static inline void ShowNetworkGameWindow(void) {}
#endif /* ENABLE_NETWORK */

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