666 lines
23 KiB
C

//
// Created by rov on 12/27/25.
//
#include "gui.h"
#include <float.h>
#include <stdio.h>
#include "dcimgui.h"
#include "dcimgui_impl_sdl3.h"
#include "dcimgui_impl_sdlrenderer3.h"
#include "window.h"
#include "config.h"
#define BASE_BODY_SPRITE_ID 155
#define BASE_HEAD_SPRITE_ID 176
#define BASE_LEGS_SPRITE_ID 158
#define BASE_SHOES_SPRITE_ID 161
static SDL_Texture *cachedCharPreview = NULL;
Character_t character = {};
void Gui_Init(Gui_t *gui) {
ImGui_CreateContext(NULL);
ImGuiIO *io = ImGui_GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
ImGui_StyleColorsLight(NULL);
SDL_Window *window = Window_GetWindow();
SDL_Renderer *renderer = Window_GetRenderer();
cImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
cImGui_ImplSDLRenderer3_Init(renderer);
gui->isPreferencesDialogOpen = false;
gui->isNewGameDialogOpen = false;
gui->isJourneyOnwardDialogOpen = false;
Gui_UpdateStatusBar(gui, "Welcome to Tibia!");
}
void Gui_ProcessEvent(const SDL_Event *event) {
cImGui_ImplSDL3_ProcessEvent(event);
}
void Gui_StartRender() {
cImGui_ImplSDLRenderer3_NewFrame();
cImGui_ImplSDL3_NewFrame();
ImGui_NewFrame();
}
void Gui_Render(Gui_t *gui, const Objects_t *objects, Network_t *network, ConfigParams_t *configParams) {
Gui_RenderMainMenu(gui);
Gui_RenderStatusBar(gui);
Gui_RenderPreferences_Dialog(gui, configParams);
Gui_RenderNewGame_Dialog(gui, objects, configParams, network);
Gui_RenderJourneyOnward_Dialog(gui, configParams, network);
}
void Gui_FinishRender() {
SDL_Renderer *renderer = Window_GetRenderer();
ImGui_Render();
cImGui_ImplSDLRenderer3_RenderDrawData(ImGui_GetDrawData(), renderer);
}
void Gui_Shutdown() {
cImGui_ImplSDLRenderer3_Shutdown();
cImGui_ImplSDL3_Shutdown();
ImGui_DestroyContext(NULL);
SDL_DestroyTexture(cachedCharPreview);
}
void Gui_RenderMainMenu(Gui_t *gui) {
if (!ImGui_BeginMainMenuBar()) {
return;
}
if (ImGui_BeginMenu("File")) {
if (ImGui_MenuItem("Preferences")) {
gui->isPreferencesDialogOpen = true;
}
ImGui_Separator();
if (ImGui_MenuItem("Bye Bye")) {
}
ImGui_EndMenu();
}
if (ImGui_BeginMenu("Game")) {
if (ImGui_MenuItem("New Game")) {
gui->isNewGameDialogOpen = true;
}
if (ImGui_MenuItem("Journey Onward")) {
gui->isJourneyOnwardDialogOpen = true;
}
if (ImGui_MenuItem("End Game")) {
}
ImGui_EndMenu();
}
if (ImGui_BeginMenu("Info")) {
if (ImGui_MenuItem("Change Data")) {
}
if (ImGui_MenuItem("Userlist")) {
}
if (ImGui_MenuItem("Comments")) {
}
ImGui_EndMenu();
}
const char *label = "Help";
// 1. Calculate text size
const float textWidth = ImGui_CalcTextSize(label).x;
// 2. Add the internal padding ImGui adds to menus (Style.FramePadding.x * 2)
const float menuWidth = textWidth + ImGui_GetStyle()->FramePadding.x * 2.0f + 2;
// 3. Set Cursor (Window Width - Menu Width)
ImGui_SetCursorPosX(ImGui_GetWindowWidth() - menuWidth);
// 4. Draw the menu
if (ImGui_BeginMenu(label)) {
if (ImGui_MenuItem("Version")) {
}
ImGui_EndMenu();
}
ImGui_EndMainMenuBar();
}
void Gui_RenderStatusBar(const Gui_t *gui) {
const ImGuiViewport *viewport = ImGui_GetMainViewport();
const float height = ImGui_GetFrameHeight();
const ImVec2 position = {viewport->Pos.x, viewport->Pos.y + viewport->Size.y - height};
const ImVec2 size = {viewport->Size.x, height};
ImGui_SetNextWindowPosEx(position, ImGuiCond_Always, (ImVec2){0.0f, 0.0f});
ImGui_SetNextWindowSize(size, ImGuiCond_Always);
// Remove rounding, borders and reduce padding
ImGui_PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui_PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui_PushStyleVarImVec2(ImGuiStyleVar_WindowPadding, (ImVec2){8.0f, 2.0f});
// Set background and text colors
ImGui_PushStyleColorImVec4(ImGuiCol_WindowBg, (ImVec4){0.85f, 0.85f, 0.85f, 1.0f});
ImGui_PushStyleColorImVec4(ImGuiCol_Text, (ImVec4){0.0f, 0.0f, 0.0f, 1.0f});
const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNav;
if (ImGui_Begin("StatusBar", NULL, windowFlags)) {
ImGui_Text(gui->statusBarText);
}
ImGui_End();
ImGui_PopStyleColorEx(2);
ImGui_PopStyleVarEx(3);
}
void Gui_RenderPreferences_Dialog(Gui_t *gui, ConfigParams_t *configParams) {
if (!gui->isPreferencesDialogOpen) {
return;
}
// Set the dialog position to the center of the screen, and let it grow as necessary
const ImGuiViewport *viewport = ImGui_GetMainViewport();
const ImVec2 viewportCenter = {
viewport->Pos.x + viewport->Size.x * 0.5f, viewport->Pos.y + viewport->Size.y * 0.5f
};
ImGui_SetNextWindowPosEx(viewportCenter, ImGuiCond_Appearing, (ImVec2){0.5f, 0.5f});
ImGui_SetNextWindowSize((ImVec2){450, 0}, ImGuiCond_Always);
if (!ImGui_Begin("Preferences", &gui->isPreferencesDialogOpen,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse)) {
ImGui_End();
SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Gui_RenderPreferences_Dialog: couldn't render.");
}
ImGui_Text("Server Data:");
if (ImGui_BeginTable("ServerTable", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 180.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Server Address
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Tibia-Server Address:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##Address", configParams->serverAddress, IM_ARRAYSIZE(configParams->serverAddress), 0);
// Server Port
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Tibia-Server Portnumber:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputScalar("##Port", ImGuiDataType_U16, &configParams->serverPort);
ImGui_EndTable();
}
ImGui_Spacing();
ImGui_Separator();
ImGui_Spacing();
if (ImGui_BeginTable("BottomSplit", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumn("PlayerData", ImGuiTableColumnFlags_WidthStretch);
ImGui_TableSetupColumnEx("Actions", ImGuiTableColumnFlags_WidthFixed, 100.0f, 0);
ImGui_TableNextRow();
// Player Data
ImGui_TableSetColumnIndex(0);
ImGui_Text("Player Data:");
if (ImGui_BeginTable("PlayerDataTable", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 120.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Player Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Player Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##PName", configParams->lastAccount, IM_ARRAYSIZE(configParams->lastAccount), 0);
// Player Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Player Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##PPass", configParams->lastPassword, IM_ARRAYSIZE(configParams->lastPassword),
ImGuiInputTextFlags_Password);
ImGui_EndTable();
}
// Buttons
ImGui_TableSetColumnIndex(1);
ImGui_Dummy((ImVec2){0.0f, 2.25f});
if (ImGui_ButtonEx("Cancel", (ImVec2){-FLT_MIN, 0})) {
gui->isPreferencesDialogOpen = false;
}
ImGui_Dummy((ImVec2){0.0f, 10.0f});
if (ImGui_ButtonEx("Save", (ImVec2){-FLT_MIN, 0})) {
Config_Save_Settings(configParams);
gui->isPreferencesDialogOpen = false;
}
ImGui_EndTable();
}
ImGui_End();
}
void Gui_RenderCustomizerRow(const char *label, uint8_t *value) {
if (ImGui_BeginTable(label, 3, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Left", ImGuiTableColumnFlags_WidthFixed, 20.0f, 0);
ImGui_TableSetupColumnEx("Text", ImGuiTableColumnFlags_WidthFixed, 45.0f, 0);
ImGui_TableSetupColumnEx("Right", ImGuiTableColumnFlags_WidthFixed, 20.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
if (ImGui_ButtonEx("<", (ImVec2){20, 20})) {
(*value)--;
SDL_DestroyTexture(cachedCharPreview);
cachedCharPreview = NULL;
}
ImGui_TableSetColumnIndex(1);
const float currentX = ImGui_GetCursorPosX();
const float textWidth = ImGui_CalcTextSize(label).x;
ImGui_SetCursorPosX(currentX + (45.0f - textWidth) * 0.5f);
ImGui_Text("%s", label);
ImGui_TableSetColumnIndex(2);
if (ImGui_ButtonEx(">", (ImVec2){20, 20})) {
(*value)++;
SDL_DestroyTexture(cachedCharPreview);
cachedCharPreview = NULL;
}
ImGui_EndTable();
}
}
SDL_Texture *Gui_CombineCharacterTextures(SDL_Texture *bodyTexture, SDL_Texture *headTexture, SDL_Texture *legsTexture,
SDL_Texture *shoesTexture) {
SDL_Renderer *renderer = Window_GetRenderer();
SDL_Texture *target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET, SPRITE_SIZE, SPRITE_SIZE);
SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(target, SDL_SCALEMODE_NEAREST);
SDL_SetRenderTarget(renderer, target);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Draw layers in order
SDL_RenderTexture(renderer, shoesTexture, NULL, NULL);
SDL_RenderTexture(renderer, legsTexture, NULL, NULL);
SDL_RenderTexture(renderer, bodyTexture, NULL, NULL);
// The head texture needs to be offset
// This is hardcoded in the original client
SDL_RenderTexture(renderer, headTexture, NULL, &(SDL_FRect){1.0f, -14.0f, SPRITE_SIZE, SPRITE_SIZE});
SDL_SetRenderTarget(renderer, NULL);
return target;
}
void Gui_RenderCharacterCustomizer(const Objects_t *objects) {
if (ImGui_BeginTable("CharCustomizerMain", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Preview", ImGuiTableColumnFlags_WidthFixed, SPRITE_SIZE * 2, 0);
ImGui_TableSetupColumn("Controls", ImGuiTableColumnFlags_WidthStretch);
ImGui_TableNextRow();
// Character Preview
ImGui_TableSetColumnIndex(0);
const float frameHeight = ImGui_GetFrameHeight();
const float spacing = ImGui_GetStyle()->ItemSpacing.y;
const float controlsTotalHeight = frameHeight * 4.0f + spacing * 3.0f;
const float offset = (controlsTotalHeight - SPRITE_SIZE * 2) * 0.5f;
if (offset > 0.0f) {
ImGui_SetCursorPosY(ImGui_GetCursorPosY() + offset);
}
if (cachedCharPreview == NULL) {
SDL_Texture *bodyTexture = Objects_GetSpriteTexture(objects, 155 + character.body);
SDL_Texture *headTexture = Objects_GetSpriteTexture(objects, 176 + character.head);
SDL_Texture *legsTexture = Objects_GetSpriteTexture(objects, 158 + character.legs);
SDL_Texture *shoesTexture = Objects_GetSpriteTexture(objects, 161 + character.shoes);
cachedCharPreview = Gui_CombineCharacterTextures(bodyTexture, headTexture, legsTexture, shoesTexture);
}
ImGui_Image((ImTextureRef){NULL, (ImTextureID) cachedCharPreview}, (ImVec2){SPRITE_SIZE * 2, SPRITE_SIZE * 2});
ImGui_TableSetColumnIndex(1);
ImGui_SetCursorPosX(ImGui_GetCursorPosX() + 10.0f);
ImGui_BeginGroup();
ImGui_PushID("Head");
Gui_RenderCustomizerRow("Head", &character.head);
ImGui_PopID();
ImGui_PushID("Body");
Gui_RenderCustomizerRow("Body", &character.body);
ImGui_PopID();
ImGui_PushID("Legs");
Gui_RenderCustomizerRow("Legs", &character.legs);
ImGui_PopID();
ImGui_PushID("Shoes");
Gui_RenderCustomizerRow("Shoes", &character.shoes);
ImGui_PopID();
ImGui_EndGroup();
ImGui_EndTable();
}
}
uint16_t Gui_PackCharacter() {
// Ensure indices are within 4-bit range
character.head &= 0x0F;
character.body &= 0x0F;
character.legs &= 0x0F;
character.shoes &= 0x0F;
uint16_t packed = 0;
packed |= character.head << 12;
packed |= character.body << 8;
packed |= character.legs << 4;
packed |= character.shoes;
return packed;
}
void Gui_RenderNewGame_Dialog(Gui_t *gui, const Objects_t *objects, const ConfigParams_t *configParams, Network_t *network) {
if (!gui->isNewGameDialogOpen) {
return;
}
static int sex = 1;
static char realName[50] = "";
static char email[50] = "";
static char location[50] = "";
const ImGuiViewport *viewport = ImGui_GetMainViewport();
const ImVec2 viewportCenter = {
viewport->Pos.x + viewport->Size.x * 0.5f,
viewport->Pos.y + viewport->Size.y * 0.5f
};
ImGui_SetNextWindowPosEx(viewportCenter, ImGuiCond_Appearing, (ImVec2){0.5f, 0.5f});
ImGui_SetNextWindowSize((ImVec2){550, 0}, ImGuiCond_Always);
if (ImGui_Begin("New Game", &gui->isNewGameDialogOpen,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse)) {
if (ImGui_BeginTable("TopLayout", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumnEx("TopInputs", ImGuiTableColumnFlags_WidthStretch, 0.0f, 0);
ImGui_TableSetupColumnEx("TopButtons", ImGuiTableColumnFlags_WidthFixed, 140.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
if (ImGui_BeginTable("TopForm", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 90.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Real Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Real Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##RealName", realName, sizeof(realName), 0);
// Location
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Location:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##Location", location, sizeof(location), 0);
// E-Mail
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("E-Mail:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##Email", email, sizeof(email), 0);
ImGui_EndTable();
}
ImGui_TableSetColumnIndex(1);
// "Create Character"
if (ImGui_ButtonEx("Create Character", (ImVec2){-FLT_MIN, 0})) {
// TODO: verify is both passwords match
uint8_t buffer[30 + 30 + 1 + 2 + 1 + 50 + 50 + 50] = {0};
strncpy((char *) buffer, configParams->lastAccount, 30);
strncpy((char *) buffer + 30, configParams->lastPassword, 30);
buffer[30 + 30] = (uint8_t) sex;
const uint16_t packedCharacter = Gui_PackCharacter();
memcpy(buffer + 30 + 30 + 1, &packedCharacter, 2);
strncpy((char *) buffer + 30 + 30 + 1 + 2 + 1, realName, 50);
strncpy((char *) buffer + 30 + 30 + 1 + 2 + 1 + 50, location, 50);
strncpy((char *) buffer + 30 + 30 + 1 + 2 + 1 + 50 + 50, email, 50);
Network_ConnectAndReportStatus(network, configParams, gui);
Network_SendPacket(network, HANDLER_LOGIN_OR_CREATE_CHAR, 0x00, buffer, 30 + 30 + 1 + 2 + 1 + 50 + 50 + 50);
gui->isNewGameDialogOpen = false;
}
ImGui_Dummy((ImVec2){0.0f, 10.0f}); // Spacing between buttons
// "Oops, Cancel"
if (ImGui_ButtonEx("Oops, Cancel", (ImVec2){-FLT_MIN, 0})) {
gui->isNewGameDialogOpen = false;
}
ImGui_EndTable();
}
ImGui_Spacing();
ImGui_Separator();
ImGui_Spacing();
if (ImGui_BeginTable("BottomLayout", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumnEx("BotInputs", ImGuiTableColumnFlags_WidthStretch, 0.0f, 0);
ImGui_TableSetupColumnEx("BotVisuals", ImGuiTableColumnFlags_WidthFixed, 180.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
if (ImGui_BeginTable("BotForm", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 130.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Your Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Your Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char charName[64] = "";
ImGui_InputText("##CharName", charName, sizeof(charName), 0);
// Your Sex (Radio Buttons)
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Your Sex:");
ImGui_TableSetColumnIndex(1);
ImGui_RadioButtonIntPtr("male", &sex, 1);
ImGui_SameLine();
ImGui_RadioButtonIntPtr("female", &sex, 0);
// Enter Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Enter Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char pass1[64] = "";
ImGui_InputText("##Pass1", pass1, sizeof(pass1), ImGuiInputTextFlags_Password);
// Retype Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Retype Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
static char pass2[64] = "";
ImGui_InputText("##Pass2", pass2, sizeof(pass2), ImGuiInputTextFlags_Password);
ImGui_EndTable();
}
ImGui_TableSetColumnIndex(1);
Gui_RenderCharacterCustomizer(objects);
ImGui_EndTable();
}
}
ImGui_End();
}
void Gui_RenderJourneyOnward_Dialog(Gui_t *gui, ConfigParams_t *configParams, Network_t *network) {
if (!gui->isJourneyOnwardDialogOpen) {
return;
}
const ImGuiViewport *viewport = ImGui_GetMainViewport();
const ImVec2 viewportCenter = {
viewport->Pos.x + viewport->Size.x * 0.5f,
viewport->Pos.y + viewport->Size.y * 0.5f
};
ImGui_SetNextWindowPosEx(viewportCenter, ImGuiCond_Appearing, (ImVec2){0.5f, 0.5f});
ImGui_SetNextWindowSize((ImVec2){380, 0}, ImGuiCond_Always);
if (ImGui_Begin("Journey Onward", &gui->isJourneyOnwardDialogOpen,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse)) {
if (ImGui_BeginTable("Split", 2, ImGuiTableFlags_BordersInnerV)) {
ImGui_TableSetupColumnEx("Data", ImGuiTableColumnFlags_WidthStretch, 0.0f, 0);
ImGui_TableSetupColumnEx("Actions", ImGuiTableColumnFlags_WidthFixed, 100.0f, 0);
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_Text("Player Data:");
if (ImGui_BeginTable("InputTable", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui_TableSetupColumnEx("Label", ImGuiTableColumnFlags_WidthFixed, 110.0f, 0);
ImGui_TableSetupColumn("Input", ImGuiTableColumnFlags_WidthStretch);
// Player Name
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Player Name:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##PName", configParams->lastAccount, IM_ARRAYSIZE(configParams->lastAccount), 0);
// Player Password
ImGui_TableNextRow();
ImGui_TableSetColumnIndex(0);
ImGui_AlignTextToFramePadding();
ImGui_Text("Player Password:");
ImGui_TableSetColumnIndex(1);
ImGui_SetNextItemWidth(-FLT_MIN);
ImGui_InputText("##PPass", configParams->lastPassword, IM_ARRAYSIZE(configParams->lastPassword),
ImGuiInputTextFlags_Password);
ImGui_EndTable();
}
ImGui_TableSetColumnIndex(1);
// Cancel
if (ImGui_ButtonEx("Cancel", (ImVec2){-FLT_MIN, 0})) {
gui->isJourneyOnwardDialogOpen = false;
}
ImGui_Dummy((ImVec2){0.0f, 10.0f});
// Let's Go
if (ImGui_ButtonEx("Let's Go", (ImVec2){-FLT_MIN, 0})) {
gui->isJourneyOnwardDialogOpen = false;
uint8_t buffer[60] = {0};
strncpy((char *) buffer, configParams->lastAccount, 30);
strncpy((char *) buffer + 30, configParams->lastPassword, 30);
Network_ConnectAndReportStatus(network, configParams, gui);
Network_SendPacket(network, HANDLER_LOGIN_OR_CREATE_CHAR, 0x01, buffer, 60);
}
ImGui_EndTable();
}
}
ImGui_End();
}
void Gui_UpdateStatusBar(Gui_t *gui, const char *message) {
strncpy(gui->statusBarText, message, sizeof(gui->statusBarText) - 1);
gui->statusBarText[sizeof(gui->statusBarText) - 1] = '\0';
}