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File: Nevrax / code / client / Attic / client.cpp (download)
Revision 1.2, Wed Nov 22 15:54:42 2000 UTC (20 months ago) by coutelas
Branch: MAIN
Changes since 1.1: +61 -6 lines
added interface for shard choice

#include <windows.h>
#include <gl/gl.h>


#include <string>
#include "nel/3d/driver.h"
#include "nel/misc/types_nl.h"
#include "login_interface.h"
#include "shards_list_interface.h"


CLogUserId login(NL3D::CScene * scene, uint w, uint h)
{
        CLoginInterface logscreen;
        logscreen.init(scene, w, h);
        return logscreen.log();
}

uint chooseShard(NL3D::CScene * scene, uint w, uint h, 
                                          const std::vector<ucstring>& shards)
{
        CShardsListInterface shardListScreen;
        shardListScreen.init(scene, w, h, shards);
        return shardListScreen.choose();
}



std::vector<ucstring> connect(CLogUserId id) //TEMP !!
{
        std::vector<ucstring> shards;
        shards.reserve(10);
        ucstring ucs;
        ucs+='s';ucs+='h';ucs+='a';ucs+='r';ucs+='d';ucs+=' ';
        ucstring ucsa = ucs; ucsa += 'A';
        shards.push_back(ucsa);
        ucstring ucsb = ucs; ucsb += 'B';
        shards.push_back(ucsb);
        ucstring ucsc = ucs; ucsc += 'C';
        shards.push_back(ucsc);
        ucstring ucsd = ucs; ucsd += 'D';
        shards.push_back(ucsd);
        ucstring ucse = ucs; ucse += 'E';
        shards.push_back(ucse);
        ucstring ucsf = ucs; ucsf += 'F';
        shards.push_back(ucsf);
        ucstring ucsg = ucs; ucsg += 'G';
        shards.push_back(ucsg);
        return shards;
}





/****************************************************************\
                                                        MAIN
\****************************************************************/
void main()
{
        // init scene
        uint w = 800;
        uint h = 600;
        uint bpp = 32;
        bool windowed = true;
        NL3D::CScene scene;
        NL3D::CSceneUt::init3d(scene, w, h, bpp, windowed); 
        
        
        // user login session
        CLogUserId id = login(&scene, w, h);
        
        // connection // TEMP !!
        std::vector<ucstring> shards = connect(id);

        // shard choice
        uint shardIndex = chooseShard(&scene, w, h, shards);

        // release scene
        NL3D::CSceneUt::release3d(scene);
}