Created an implementation and header file to check the user input, if it is entered through the GUI

master
Aadhavan Srinivasan 7 months ago
parent bc0d644399
commit 7812611fe6

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#include <iostream>
#include "includes/easysock.hpp"
#include "includes/connect_code.hpp"
#include "includes/server.hpp"
#include "includes/client.hpp"
#include "includes/check_input.hpp"
#include "includes/raygui/raygui.h"
#include "includes/exception_consts.hpp"
/* Display the given text, centered on the screen, as a label */
void display_text_centered(std::string to_disp) {
const char* to_disp_cstr = to_disp.c_str();
Vector2 label_size = MeasureTextEx(GetFontDefault(), to_disp_cstr, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING));
BeginDrawing();
ClearBackground(BLACK);
GuiLabel(Rectangle{(GetScreenWidth()/2) - (label_size.x/2), (GetScreenHeight()/2) - (label_size.y/2), label_size.x, label_size.y}, to_disp_cstr);
EndDrawing();
return;
}
GameType check_server(char* ip_text, char* port_text) {
GameType type;
std::string addr;
uint16_t port;
addr = std::string(ip_text);
port = std::stoi(std::string(port_text));
/* Check if IP is valid */
if (check_ip_ver(addr.data()) < 0) {
throw EXCEPT_INVALIDIP;
}
std::string code = connect_code::encode(addr, std::to_string(port));
display_text_centered("Your code is " + code);
/* Create server socket and wait for client to connect */
Server* server = new Server(4, ES_UDP, addr.data(), port);
server->create_socket();
std::cout << "Waiting for connection..." << std::endl;
std::string response = "";
char* temp_response = NULL;
/* Wait for the right client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL. */
do {
temp_response = server->recvAll();
} while (temp_response == NULL);
response = std::string(temp_response);
std::cout << "Connection received from " << server->get_peer_addr() << std::endl;
server->sendAll("U2");
type.mode = M_SERVER;
type.netsock = server;
return type;
}

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#ifndef _CHECK_INPUT_H
#define _CHECK_INPUT_H
#include "includes/sock.hpp"
typedef enum {M_SINGLE, M_CLIENT, M_SERVER} Mode;
/* This struct contains a Mode enum, which indicates the type of game we are
playing (Single player, client mode or server mode). The netsock parameter is
a 'Sock' object - Client and Server classes inherit from this object, so this
parameter can be instantiated to either a client or server, depending on the
game type. */
typedef struct {
Mode mode;
Sock* netsock;
} GameType;
/* This function checks the IP address and port passed to it, and returns a struct,
that contains information about the game mode, and contains the server socket.
TODO - Add better error checking. */
GameType check_server(char* ip_text, char* port_text);
/* NOT IMPLEMENTED YET - This function checks the code given to it, and returns a struct
that contains information about the game mode, and contains the client socket. */
GameType check_client(char* code);
#endif
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