/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* 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/>.
*/
#ifndef CLIENT_H
#define CLIENT_H
#include "eventlistener.h"
#include "net/serverinfo.h"
#include <guichan/actionlistener.hpp>
#include <SDL.h>
#include <SDL_framerate.h>
#include <string>
class Game;
class Button;
class Desktop;
class LoginData;
class Window;
class QuitDialog;
/**
* Set the milliseconds value of a tick time.
*/
static const int MILLISECONDS_IN_A_TICK = 10;
//manaserv uses 9601
//static const short DEFAULT_PORT = 9601;
static const short DEFAULT_PORT = 6901;
extern volatile int fps;
extern volatile int tick_time;
extern volatile int cur_time;
extern std::string errorMessage;
extern LoginData loginData;
/**
* @param startTime The value to check in client ticks.
*
* @return the elapsed time in milliseconds.
* between startTime and the current client tick value.
*
* @warning This function can't handle delays > 100 seconds.
* @see MILLISECONDS_IN_A_TICK
* @see tick_time
*/
int get_elapsed_time(int startTime);
/**
* Returns whether this call and the last call were done for the same
* selected index and within a short time.
*/
bool isDoubleClick(int selected);
/**
* All client states.
*/
enum State {
STATE_ERROR = -1,
STATE_START = 0,
STATE_CHOOSE_SERVER,
STATE_CONNECT_SERVER,
STATE_LOGIN,
STATE_LOGIN_ATTEMPT,
STATE_WORLD_SELECT, // 5
STATE_WORLD_SELECT_ATTEMPT,
STATE_UPDATE,
STATE_LOAD_DATA,
STATE_GET_CHARACTERS,
STATE_CHAR_SELECT, // 10
STATE_CONNECT_GAME,
STATE_GAME,
STATE_CHANGE_MAP, // Switch map-server/gameserver
STATE_LOGIN_ERROR,
STATE_ACCOUNTCHANGE_ERROR, // 15
STATE_REGISTER_PREP,
STATE_REGISTER,
STATE_REGISTER_ATTEMPT,
STATE_CHANGEPASSWORD,
STATE_CHANGEPASSWORD_ATTEMPT, // 20
STATE_CHANGEPASSWORD_SUCCESS,
STATE_CHANGEEMAIL,
STATE_CHANGEEMAIL_ATTEMPT,
STATE_CHANGEEMAIL_SUCCESS,
STATE_UNREGISTER, // 25
STATE_UNREGISTER_ATTEMPT,
STATE_UNREGISTER_SUCCESS,
STATE_SWITCH_SERVER,
STATE_SWITCH_LOGIN,
STATE_SWITCH_CHARACTER, // 30
STATE_LOGOUT_ATTEMPT,
STATE_WAIT,
STATE_EXIT,
STATE_FORCE_QUIT
};
/**
* The core part of the client. This class initializes all subsystems, runs
* the event loop, and shuts everything down again.
*/
class Client : public EventListener, public gcn::ActionListener
{
public:
/**
* A structure holding the values of various options that can be passed
* from the command line.
*/
struct Options
{
Options():
printHelp(false),
printVersion(false),
skipUpdate(false),
chooseDefault(false),
noOpenGL(false),
serverPort(0)
{}
bool printHelp;
bool printVersion;
bool skipUpdate;
bool chooseDefault;
bool noOpenGL;
std::string username;
std::string password;
std::string character;
std::string brandingPath;
std::string updateHost;
std::string dataPath;
std::string chatLogDir;
std::string configDir;
std::string localDataDir;
std::string screenshotDir;
std::string serverName;
short serverPort;
};
Client(const Options &options);
~Client();
/**
* Provides access to the client instance.
*/
static Client *instance() { return mInstance; }
int exec();
/**
* Pops up an OkDialog with the given \a title and \a message, and
* switches to the given \a state when Ok is pressed.
*/
void showOkDialog(const std::string &title,
const std::string &message,
State state);
/**
* Pops up an error dialog with the given \a message, and switches to the
* given \a state when Ok is pressed.
*/
void showErrorDialog(const std::string &message, State state);
static void setState(State state)
{ instance()->mState = state; }
static State getState()
{ return instance()->mState; }
static const std::string &getPackageDirectory()
{ return instance()->mPackageDir; }
static const std::string &getConfigDirectory()
{ return instance()->mConfigDir; }
static const std::string &getLocalDataDirectory()
{ return instance()->mLocalDataDir; }
static const std::string &getScreenshotDirectory()
{ return instance()->mScreenshotDir; }
void event(Event::Channel channel, const Event &event);
void action(const gcn::ActionEvent &event);
/**
* Should be called after the window has been resized by the user.
*/
void handleVideoResize(int width, int height);
/**
* Should be called after a succesful resize or change of resolution, makes
* sure the GUI and game adapt to the new size.
*/
void videoResized(int width, int height);
static bool isActive()
{ return SDL_GetAppState() & SDL_APPACTIVE; }
static bool hasInputFocus()
{ return SDL_GetAppState() & SDL_APPINPUTFOCUS; }
static bool hasMouseFocus()
{ return SDL_GetAppState() & SDL_APPMOUSEFOCUS; }
private:
void initRootDir();
void initHomeDir();
void initConfiguration();
void initUpdatesDir();
void initScreenshotDir();
void accountLogin(LoginData *loginData);
static Client *mInstance;
Options mOptions;
std::string mPackageDir;
std::string mConfigDir;
std::string mLocalDataDir;
std::string mUpdateHost;
std::string mUpdatesDir;
std::string mScreenshotDir;
std::string mRootDir;
ServerInfo mCurrentServer;
Game *mGame;
Window *mCurrentDialog;
QuitDialog *mQuitDialog;
Desktop *mDesktop;
Button *mSetupButton;
State mState;
State mOldState;
State mStateAfterOkDialog;
SDL_Surface *mIcon;
SDL_TimerID mLogicCounterId;
SDL_TimerID mSecondsCounterId;
bool mLimitFps;
FPSmanager mFpsManager;
};
#endif // CLIENT_H