mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-25 20:55:17 +00:00
381 lines
No EOL
12 KiB
C++
381 lines
No EOL
12 KiB
C++
#include "game/StageScene/StageSceneStateServerConfig.hpp"
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#include <cstdlib>
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#include <cstring>
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#include <math.h>
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#include "al/string/StringTmp.h"
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#include "basis/seadNew.h"
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#include "game/Layouts/CommonVerticalList.h"
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#include "game/SaveData/SaveDataAccessFunction.h"
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#include "server/Client.hpp"
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#include "al/util.hpp"
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#include "al/util/NerveUtil.h"
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#include "container/seadPtrArray.h"
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#include "container/seadSafeArray.h"
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#include "logger.hpp"
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#include "prim/seadSafeString.h"
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#include "prim/seadStringUtil.h"
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#include "rs/util/InputUtil.h"
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#include "server/gamemode/GameModeBase.hpp"
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#include "server/gamemode/GameModeConfigMenuFactory.hpp"
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#include "server/gamemode/GameModeFactory.hpp"
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#include "server/gamemode/GameModeManager.hpp"
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#include "server/hns/HideAndSeekMode.hpp"
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// WIP work on RollPartsData, not exactly working out atm
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const char16_t* testValues[] = {u"Test 1", u"Test 2", u"Test 3", u"Test 4", u"Test 5",
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u"Test 6", u"Test 7", u"Test 8", u"Test 9"};
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StageSceneStateServerConfig::StageSceneStateServerConfig(const char *name, al::Scene *scene, const al::LayoutInitInfo &initInfo, FooterParts *footerParts, GameDataHolder *dataHolder, bool) : al::HostStateBase<al::Scene>(name, scene) {
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mFooterParts = footerParts;
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mGameDataHolder = dataHolder;
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mMsgSystem = initInfo.getMessageSystem();
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mInput = new InputSeparator(mHost, true);
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// page 0 menu
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mMainOptions = new SimpleLayoutMenu("ServerConfigMenu", "OptionSelect", initInfo, 0, false);
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mMainOptionsList = new CommonVerticalList(mMainOptions, initInfo, true);
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al::setPaneString(mMainOptions, "TxtOption", u"Server Configuration", 0);
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mMainOptionsList->unkInt1 = 1;
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mMainOptionsList->initDataNoResetSelected(5);
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sead::SafeArray<sead::WFixedSafeString<0x200>, 5>* mainMenuOptions =
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new sead::SafeArray<sead::WFixedSafeString<0x200>, 5>();
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mainMenuOptions->mBuffer[ServerConfigOption::GAMEMODECONFIG].copy(u"Gamemode Config");
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mainMenuOptions->mBuffer[ServerConfigOption::GAMEMODESWITCH].copy(u"Change Gamemode");
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mainMenuOptions->mBuffer[ServerConfigOption::RECONNECT].copy(u"Reconnect to Server");
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mainMenuOptions->mBuffer[ServerConfigOption::SETIP].copy(u"Change Server IP");
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mainMenuOptions->mBuffer[ServerConfigOption::SETPORT].copy(u"Change Server Port");
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mMainOptionsList->addStringData(mainMenuOptions->mBuffer, "TxtContent");
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// WIP work on RollPartsData, not exactly working out atm
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// RollPartsData* testArr = new RollPartsData[2]();
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// for (int i = 0; i < 2; i++) {
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// RollPartsData* part = &testArr[i];
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// part->mRollMsgCount = 3;
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// part->mRollMsgList = testValues;
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// part->unkInt1 = 0;
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// part->mUnkBool = i == 0;
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// }
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//mMainOptionsList->startLoopActionAll("Loop", "Loop");
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// mMainOptionsList->setRollPartsData(testArr);
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// gamemode select menu
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mModeSelect = new SimpleLayoutMenu("GamemodeSelectMenu", "OptionSelect", initInfo, 0, false);
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mModeSelectList = new CommonVerticalList(mModeSelect, initInfo, true);
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al::setPaneString(mModeSelect, "TxtOption", u"Gamemode Selection", 0);
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const int modeCount = GameModeFactory::getModeCount();
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mModeSelectList->initDataNoResetSelected(modeCount);
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sead::SafeArray<sead::WFixedSafeString<0x200>, modeCount>* modeSelectOptions =
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new sead::SafeArray<sead::WFixedSafeString<0x200>, modeCount>();
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for (size_t i = 0; i < modeCount; i++) {
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const char* modeName = GameModeFactory::getModeName(i);
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modeSelectOptions->mBuffer[i].convertFromMultiByteString(modeName, strlen(modeName));
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}
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mModeSelectList->addStringData(modeSelectOptions->mBuffer, "TxtContent");
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// gamemode config menu
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GameModeConfigMenuFactory factory("GameModeConfigFactory");
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for (int mode = 0; mode < factory.getMenuCount(); mode++) {
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GameModeEntry& entry = mGamemodeConfigMenus[mode];
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const char* name = factory.getMenuName(mode);
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entry.mMenu = factory.getCreator(name)(name);
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entry.mLayout = new SimpleLayoutMenu("GameModeConfigMenu", "OptionSelect", initInfo, 0, false);
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entry.mList = new CommonVerticalList(entry.mLayout, initInfo, true);
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al::setPaneString(entry.mLayout, "TxtOption", u"Gamemode Configuration", 0);
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entry.mList->initDataNoResetSelected(entry.mMenu->getMenuSize());
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entry.mList->addStringData(entry.mMenu->getStringData(), "TxtContent");
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}
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mCurrentList = mMainOptionsList;
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mCurrentMenu = mMainOptions;
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}
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void StageSceneStateServerConfig::init() {
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initNerve(&nrvStageSceneStateServerConfigMainMenu, 0);
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}
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void StageSceneStateServerConfig::appear(void) {
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mCurrentMenu->startAppear("Appear");
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al::NerveStateBase::appear();
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}
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void StageSceneStateServerConfig::kill(void) {
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mCurrentMenu->startEnd("End");
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al::NerveStateBase::kill();
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}
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al::MessageSystem* StageSceneStateServerConfig::getMessageSystem(void) const {
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return mMsgSystem;
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}
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void StageSceneStateServerConfig::exeMainMenu() {
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if (al::isFirstStep(this)) {
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mInput->reset();
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mCurrentList->activate();
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mCurrentList->appearCursor();
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mIsDecideConfig = false;
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}
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mInput->update();
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mCurrentList->update();
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if (mInput->isTriggerUiUp()) {
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mCurrentList->up(); }
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if (mInput->isTriggerUiDown()) {
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mCurrentList->down();
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}
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if (rs::isTriggerUiCancel(mHost)) {
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kill();
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}
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if (rs::isTriggerUiDecide(mHost)) {
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al::startHitReaction(mCurrentMenu, "決定", 0);
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mCurrentList->endCursor();
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mCurrentList->decide();
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mIsDecideConfig = true;
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}
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if (mIsDecideConfig && mCurrentList->isDecideEnd()) {
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switch (mCurrentList->mCurSelected) {
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case ServerConfigOption::GAMEMODECONFIG: {
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al::setNerve(this, &nrvStageSceneStateServerConfigGamemodeConfig);
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break;
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}
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case ServerConfigOption::GAMEMODESWITCH: {
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al::setNerve(this, &nrvStageSceneStateServerConfigGamemodeSelect);
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break;
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}
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case ServerConfigOption::RECONNECT: {
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al::setNerve(this, &nrvStageSceneStateServerConfigRestartServer);
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break;
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}
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case ServerConfigOption::SETIP: {
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al::setNerve(this, &nrvStageSceneStateServerConfigOpenKeyboardIP);
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break;
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}
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case ServerConfigOption::SETPORT: {
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al::setNerve(this, &nrvStageSceneStateServerConfigOpenKeyboardPort);
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break;
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}
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default:
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kill();
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break;
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}
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}
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}
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void StageSceneStateServerConfig::exeOpenKeyboardIP() {
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if (al::isFirstStep(this)) {
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mCurrentList->deactivate();
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Client::getKeyboard()->setHeaderText(u"Set a Server IP Below.");
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Client::getKeyboard()->setSubText(u"");
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bool isSave = Client::openKeyboardIP(); // anything that happens after this will be ran after the keyboard closes
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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if(isSave)
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al::setNerve(this, &nrvStageSceneStateServerConfigSaveData);
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else
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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}
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void StageSceneStateServerConfig::exeOpenKeyboardPort() {
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if (al::isFirstStep(this)) {
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mCurrentList->deactivate();
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Client::getKeyboard()->setHeaderText(u"Set a Server Port Below.");
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Client::getKeyboard()->setSubText(u"");
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bool isSave = Client::openKeyboardPort(); // anything that happens after this will be ran after the keyboard closes
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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if(isSave)
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al::setNerve(this, &nrvStageSceneStateServerConfigSaveData);
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else
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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}
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void StageSceneStateServerConfig::exeRestartServer() {
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if (al::isFirstStep(this)) {
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mCurrentList->deactivate();
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Client::showConnect();
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Client::restartConnection();
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}
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if (Client::isSocketActive()) {
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Client::hideConnect();
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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} else {
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al::setNerve(this, &nrvStageSceneStateServerConfigConnectError);
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}
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}
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void StageSceneStateServerConfig::exeGamemodeConfig() {
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if (al::isFirstStep(this)) {
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mGamemodeConfigMenu = &mGamemodeConfigMenus[GameModeManager::instance()->getGameMode()];
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mCurrentList = mGamemodeConfigMenu->mList;
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mCurrentMenu = mGamemodeConfigMenu->mLayout;
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subMenuStart();
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}
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subMenuUpdate();
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if (mIsDecideConfig && mCurrentList->isDecideEnd()) {
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if (mGamemodeConfigMenu->mMenu->updateMenu(mCurrentList->mCurSelected)) {
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endSubMenu();
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}
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}
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}
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void StageSceneStateServerConfig::exeGamemodeSelect() {
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if (al::isFirstStep(this)) {
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mCurrentList = mModeSelectList;
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mCurrentMenu = mModeSelect;
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subMenuStart();
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}
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subMenuUpdate();
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if (mIsDecideConfig && mCurrentList->isDecideEnd()) {
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Logger::log("Setting Server Mode to: %d\n", mCurrentList->mCurSelected);
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GameModeManager::instance()->setMode(static_cast<GameMode>(mCurrentList->mCurSelected));
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endSubMenu();
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}
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}
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void StageSceneStateServerConfig::exeConnectError() {
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if (al::isFirstStep(this)) {
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Client::showConnectError(u"Failed to Reconnect!");
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}
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if (al::isGreaterEqualStep(this, 60)) { // close after 1 second
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Client::hideConnect();
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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}
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void StageSceneStateServerConfig::exeSaveData() {
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if (al::isFirstStep(this)) {
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SaveDataAccessFunction::startSaveDataWrite(mGameDataHolder);
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}
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if (SaveDataAccessFunction::updateSaveDataAccess(mGameDataHolder, false)) {
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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}
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void StageSceneStateServerConfig::endSubMenu() {
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mCurrentList->deactivate();
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mCurrentMenu->kill();
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mCurrentList = mMainOptionsList;
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mCurrentMenu = mMainOptions;
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mCurrentMenu->startAppear("Appear");
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al::startHitReaction(mCurrentMenu, "リセット", 0);
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al::setNerve(this, &nrvStageSceneStateServerConfigMainMenu);
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}
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void StageSceneStateServerConfig::subMenuStart() {
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mCurrentList->deactivate();
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mCurrentMenu->kill();
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mInput->reset();
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mCurrentList->activate();
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mCurrentList->appearCursor();
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mCurrentMenu->startAppear("Appear");
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mIsDecideConfig = false;
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}
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void StageSceneStateServerConfig::subMenuUpdate() {
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mInput->update();
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mCurrentList->update();
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if (mInput->isTriggerUiUp()) {
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mCurrentList->up();
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}
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if (mInput->isTriggerUiDown()) {
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mCurrentList->down();
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}
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if (rs::isTriggerUiCancel(mHost)) {
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endSubMenu();
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}
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if (rs::isTriggerUiDecide(mHost)) {
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al::startHitReaction(mCurrentMenu, "決定", 0);
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mCurrentList->endCursor();
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mCurrentList->decide();
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mIsDecideConfig = true;
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}
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}
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namespace {
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NERVE_IMPL(StageSceneStateServerConfig, MainMenu)
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NERVE_IMPL(StageSceneStateServerConfig, OpenKeyboardIP)
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NERVE_IMPL(StageSceneStateServerConfig, OpenKeyboardPort)
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NERVE_IMPL(StageSceneStateServerConfig, RestartServer)
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NERVE_IMPL(StageSceneStateServerConfig, GamemodeConfig)
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NERVE_IMPL(StageSceneStateServerConfig, GamemodeSelect)
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NERVE_IMPL(StageSceneStateServerConfig, SaveData)
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NERVE_IMPL(StageSceneStateServerConfig, ConnectError)
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} |