Remove FindSDL2 find-module, use sdl2-config.cmake instead
This requires SDL >= 2.0.4.
Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in
SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was
not itself built using CMake: it installs a sdl2-config.cmake file to
${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and
library, analogous to a pkg-config .pc file.
As a result, we no longer need to copy/paste a "find-module package"
to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2).
Find-module packages are now discouraged by the CMake developers, in
favour of having upstream projects behave as config-file packages.
This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR
and SDL2_LIBRARY, but the standard behaviour for config-file packages is
to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword
to make sure we search in config-file package mode, and will not find a
FindSDL2.cmake in some other directory that implements the old interface.
In addition to deleting redundant code, this avoids some assumptions in
FindSDL2 about the layout of a SDL installation. The current libsdl2-dev
package in Debian breaks those assumptions; this is considered a bug
and will hopefully be fixed soon, but it illustrates how fragile these
assumptions can be. We can be more robust against different installation
layouts by relying on SDL's own CMake integration.
When linking to a copy of CMake in a non-standard location, users can
now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point
to it; previously, these users would have used the SDL2DIR environment
variable. This continues to be unnecessary if using matching system-wide
installations of CMake and SDL2, for example both from Debian.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _NEW_NETCLIENT_INCLUDED
#define _NEW_NETCLIENT_INCLUDED
#include <QObject>
#include <QString>
#include <QSslSocket>
#include <QMap>
#include "team.h"
#include "game.h" // for GameState
class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;
class RoomsListModel;
class PlayersListModel;
class QSortFilterProxyModel;
class QAbstractItemModel;
extern char delimiter;
class HWNewNet : public QObject
{
Q_OBJECT
public:
enum ClientState { Disconnected, Connecting, Redirected, Connected, InLobby, InRoom, InGame, InDemo };
HWNewNet();
~HWNewNet();
void Connect(const QString & hostName, quint16 port, bool useTls, const QString & nick);
void ContinueConnection();
void Disconnect();
void SendPasswordHash(const QString & hash);
void NewNick(const QString & nick);
bool isRoomChief();
bool isInRoom();
ClientState clientState();
QString getNick();
QString getRoom();
QString getHost();
RoomsListModel * roomsListModel();
QAbstractItemModel * lobbyPlayersModel();
QAbstractItemModel * roomPlayersModel();
bool allPlayersReady();
bool m_private_game;
private:
bool isChief;
QString mynick;
QString myroom;
QString myhost;
QSslSocket NetSocket;
QString seed;
bool m_game_connected;
bool m_nick_registered;
bool m_demo_data_pending;
RoomsListModel * m_roomsListModel;
PlayersListModel * m_playersModel;
QSortFilterProxyModel * m_lobbyPlayersModel;
QSortFilterProxyModel * m_roomPlayersModel;
QString m_lastRoom;
QString m_passwordHash;
QString m_serverSalt;
QString m_clientSalt;
QString m_serverHash;
QStringList cmdbuf;
int ByteLength(const QString & str);
void RawSendNet(const QString & buf);
void RawSendNet(const QByteArray & buf);
void ParseCmd(const QStringList & lst);
void handleNotice(int n);
void maybeSendPassword();
ClientState netClientState;
signals:
void AskForRunGame();
void AskForOfficialServerDemo();
void connected();
void disconnected(const QString & reason);
void redirected(quint16 port);
void Error(const QString & errmsg);
void Warning(const QString & wrnmsg);
void NickRegistered(const QString & nick);
void NickNotRegistered(const QString & nick);
void NickTaken(const QString & nick);
void AuthFailed();
void EnteredGame();
void LeftRoom(const QString & reason);
void FromNet(const QByteArray & buf);
void adminAccess(bool);
void roomMaster(bool);
void roomNameUpdated(const QString & name);
void askForRoomPassword();
void netSchemeConfig(QStringList);
void paramChanged(const QString & param, const QStringList & value);
void configAsked();
void TeamAccepted(const QString&);
void AddNetTeam(const HWTeam&);
void RemoveNetTeam(const HWTeam&);
void hhnumChanged(const HWTeam&);
void teamColorChanged(const HWTeam&);
void playerInfo(
const QString & nick,
const QString & ip,
const QString & version,
const QString & roomInfo);
void lobbyChatMessage(const QString & nick, const QString & message);
void lobbyChatAction(const QString & nick, const QString & action);
void roomChatMessage(const QString & nick, const QString & message);
void roomChatAction(const QString & nick, const QString & action);
void chatStringFromNet(const QString&);
void roomsList(const QStringList&);
void serverMessage(const QString &);
void serverMessageNew(const QString &);
void serverMessageOld(const QString &);
void latestProtocolVar(int);
void bansList(const QStringList &);
void setMyReadyStatus(bool isReady);
void messageProcessed();
public slots:
void ToggleReady();
void chatLineToNet(const QString& str);
void chatLineToNetWithEcho(const QString&);
void chatLineToLobby(const QString& str);
void SendTeamMessage(const QString& str);
void SendNet(const QByteArray & buf);
void AddTeam(const HWTeam & team);
void RemoveTeam(const HWTeam& team);
void onHedgehogsNumChanged(const HWTeam& team);
void onTeamColorChanged(const HWTeam& team);
void onParamChanged(const QString & param, const QStringList & value);
void setServerMessageNew(const QString &);
void setServerMessageOld(const QString &);
void setLatestProtocolVar(int proto);
void askServerVars();
void JoinRoom(const QString & room, const QString & password);
void CreateRoom(const QString & room, const QString &password);
void updateRoomName(const QString &);
void askRoomsList();
void gameFinished(bool correcly);
void banPlayer(const QString &);
void kickPlayer(const QString &);
void delegateToPlayer(const QString &);
void infoPlayer(const QString &);
void followPlayer(const QString &);
void consoleCommand(const QString &);
void startGame();
void toggleRestrictJoins();
void toggleRestrictTeamAdds();
void toggleRegisteredOnly();
void partRoom();
void clearAccountsCache();
void getBanList();
void removeBan(const QString &);
void banIP(const QString & ip, const QString & reason, int seconds);
void banNick(const QString & nick, const QString & reason, int seconds);
void roomPasswordEntered(const QString & password);
private slots:
void ClientRead();
void OnConnect();
void OnDisconnect();
void displayError(QAbstractSocket::SocketError socketError);
};
#endif // _NEW_NETCLIENT_INCLUDED