mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 21:21:47 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
130 lines
3.1 KiB
C++
130 lines
3.1 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 1999 - 2005, Id Software, Inc.
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../server/exe_headers.h"
|
|
|
|
#include "ui_local.h"
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
CONNECTION SCREEN
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
char connectionDialogString[1024];
|
|
char connectionMessageString[1024];
|
|
|
|
#ifdef JK2_MODE
|
|
/*
|
|
=================
|
|
UI_DrawThumbNail
|
|
=================
|
|
*/
|
|
void UI_DrawThumbNail( float x, float y, float w, float h, byte *pic )
|
|
{
|
|
ui.DrawStretchRaw( x, y, w, h, SG_SCR_WIDTH, SG_SCR_HEIGHT, pic, 0, qtrue );
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
========================
|
|
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
|
|
#ifdef JK2_MODE
|
|
qboolean qValid;
|
|
byte *levelPic = SCR_GetScreenshot(&qValid);
|
|
// draw the dialog background
|
|
if (!qValid)
|
|
{
|
|
UI_DrawHandlePic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.menuBackShader );
|
|
}
|
|
else {
|
|
UI_DrawThumbNail(0,0, SCREEN_WIDTH, SCREEN_HEIGHT, levelPic );
|
|
}
|
|
#else
|
|
UI_DrawHandlePic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.menuBackShader );
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
UI_UpdateConnectionString
|
|
|
|
========================
|
|
*/
|
|
void UI_UpdateConnectionString( const 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;
|
|
}
|
|
}
|
|
|
|
|