jedi-academy/code/ui/ui_connect.cpp

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2013-04-19 02:52:48 +00:00
// leave this at the top of all UI_xxxx files for PCH reasons...
//
#include "../server/exe_headers.h"
#include "ui_local.h"
/*
===============================================================================
CONNECTION SCREEN
===============================================================================
*/
char connectionDialogString[1024];
char connectionMessageString[1024];
/*
========================
UI_DrawConnect
========================
*/
void UI_DrawConnect( const char *servername, const char *updateInfoString ) {
#if 0
// if connecting to a local host, don't draw anything before the
// gamestate message. This allows cinematics to start seamlessly
if ( connState < CA_LOADING && !strcmp( cls.servername, "localhost" ) ) {
UI_SetColor( g_color_table[0] );
re.DrawFill (0, 0, re.scrWidth, re.scrHeight);
UI_SetColor( NULL );
return;
}
#endif
// qboolean qValid;
// byte *levelPic = ui.SCR_GetScreenshot(&qValid);
// draw the dialog background
// if (!qValid)
{
UI_DrawHandlePic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.menuBackShader );
}
// else {
// UI_DrawThumbNail(0,SCREEN_HEIGHT, SCREEN_WIDTH, -SCREEN_HEIGHT, levelPic );
// }
}
/*
========================
UI_UpdateConnectionString
========================
*/
void UI_UpdateConnectionString( char *string ) {
Q_strncpyz( connectionDialogString, string, sizeof( connectionDialogString ) );
UI_UpdateScreen();
}
/*
========================
UI_UpdateConnectionMessageString
========================
*/
void UI_UpdateConnectionMessageString( char *string ) {
char *s;
Q_strncpyz( connectionMessageString, string, sizeof( connectionMessageString ) );
// strip \n
s = strstr( connectionMessageString, "\n" );
if ( s ) {
*s = 0;
}
UI_UpdateScreen();
}
/*
===================
UI_KeyConnect
===================
*/
void UI_KeyConnect( int key )
{
if ( key == A_ESCAPE )
{
ui.Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
return;
}
}