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