Improve netplay setup dialog UX

* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
	* Simply log message to netplay window
	* Remove them when they are useless
* Show some netplay message in OSD
	* Chat messages
	* Pad buffer changes
	* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD

Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter

Host scenario:
* Open netplay
* Go to host tab
* Press enter
This commit is contained in:
Aestek
2016-02-02 16:35:27 +01:00
parent aa34e5e20e
commit 6a0fc4c438
13 changed files with 428 additions and 178 deletions

View File

@ -11,9 +11,47 @@
namespace OSD
{
struct Message
{
Message() {}
Message(const std::string& s, u32 ts, u32 rgba) : m_str(s), m_timestamp(ts), m_rgba(rgba) {}
std::string m_str;
u32 m_timestamp;
u32 m_rgba;
};
enum class MessageType
{
NetPlayPing,
NetPlayBuffer,
// This entry must be kept last so that persistent typed messages are
// displayed before other messages
Typeless,
};
namespace Color
{
constexpr u32 CYAN = 0xFF00FFFF;
constexpr u32 GREEN = 0xFF00FF00;
constexpr u32 RED = 0xFFFF0000;
constexpr u32 YELLOW = 0xFFFFFF30;
};
namespace Duration
{
constexpr u32 SHORT = 2000;
constexpr u32 NORMAL = 5000;
constexpr u32 VERY_LONG = 10000;
};
// On-screen message display (colored yellow by default)
void AddMessage(const std::string& str, u32 ms = 2000, u32 rgba = 0xFFFFFF30);
void DrawMessages(); // draw the current messages on the screen. Only call once per frame.
void AddMessage(const std::string& message, u32 ms = Duration::SHORT, u32 rgba = Color::YELLOW);
void AddTypedMessage(MessageType type, const std::string& message, u32 ms = Duration::SHORT,
u32 rgba = Color::YELLOW);
void DrawMessage(const Message& msg, int top, int left, int time_left); // draw one message
void DrawMessages(); // draw the current messages on the screen. Only call once
// per frame.
void ClearMessages();
// On-screen callbacks