/* * 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 . */ #ifndef CLIENT_H #define CLIENT_H #include "eventlistener.h" #include "net/serverinfo.h" #include #include #include #include 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() override; /** * 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) override; void action(const gcn::ActionEvent &event) override; /** * 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(); static bool hasInputFocus(); static bool hasMouseFocus(); 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