Reimplement connecting / connection failed dialogs.

This commit is contained in:
Paul Chote
2011-05-08 16:12:24 +12:00
parent a607a60b8f
commit 5c59f7703d
10 changed files with 270 additions and 147 deletions

View File

@@ -34,38 +34,7 @@ namespace OpenRA.Mods.RA.Widgets.Delegates
public void Init()
{
if (Info.InstallMode == "cnc")
{
/*
Game.ConnectionStateChanged += orderManager =>
{
Widget.CloseWindow();
switch (orderManager.Connection.ConnectionState)
{
case ConnectionState.PreConnecting:
Widget.LoadWidget("MENU_BACKGROUND");
break;
case ConnectionState.Connecting:
Widget.OpenWindow("CONNECTING_BG",
new Dictionary<string, object> { { "host", orderManager.Host }, { "port", orderManager.Port } });
break;
case ConnectionState.NotConnected:
Widget.OpenWindow("CONNECTION_FAILED_BG",
new Dictionary<string, object> { { "orderManager", orderManager } });
break;
case ConnectionState.Connected:
var lobby = Game.OpenWindow(orderManager.world, "SERVER_LOBBY");
lobby.GetWidget<ChatDisplayWidget>("CHAT_DISPLAY").ClearChat();
lobby.GetWidget("CHANGEMAP_BUTTON").Visible = true;
lobby.GetWidget("LOCKTEAMS_CHECKBOX").Visible = true;
lobby.GetWidget("ALLOWCHEATS_CHECKBOX").Visible = true;
lobby.GetWidget("DISCONNECT_BUTTON").Visible = true;
break;
}
};
*/
}
else
if (Info.InstallMode != "cnc")
{
Game.ConnectionStateChanged += orderManager =>
{