[Add] Not your boring main menu.

This commit is contained in:
Ritchie Cunningham 2025-09-28 02:21:34 +01:00
parent b1bdb86b76
commit e72cc987ff
6 changed files with 298 additions and 40 deletions

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@ -0,0 +1,34 @@
map -sV 10.0.2.15
ls -la /etc/
ps aux | grep 'sshd'
gcc exploit.c -o exploit
SELECT * FROM users;
import requests
while(true){};
});
sudo rm -rf /
netstat -anp
arp -a
ssh root@192.168.1.1
git commit -m 'Initial commit'
hydra -l user -P wordlist.txt ftp://...
Hello, world.
All your base are belong to us
// TODO: fix this later
42
1337
zerocool
acidburn
cereal_killer
ping -c 4 google.com
traceroute 8.8.8.8
</div>
<a>
password123
GOD
Have you tried turning it off and on again?
Connection established.
SYN/ACK
Firewall breach detected.
Decrypting /etc/shadow...
root::0:0:root:/root:/bin/bash

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@ -1,13 +1,17 @@
#include <cstdio>
#include <memory>
#include <sstream>
#include <thread>
#include <chrono>
#include "../../server/src/network_manager.h"
#include "game_state.h"
#include "gfx/shape_renderer.h"
#include "gfx/txt_renderer.h"
#include "terminal.h"
#include "ui/desktop.h"
#include "ui/ui_window.h"
#include <ui/main_menu.h>
void GameState::_init_desktop(void) {
_desktop = std::make_unique<Desktop>();
@ -18,15 +22,41 @@ void GameState::_init_desktop(void) {
_desktop->add_window(std::move(term_window));
}
void GameState::_run_server(void) {
try {
NetworkManager server;
server.start(1337);
/*
* Server's start() method is non-blocking, but NetworkManager
* object must be kept alive. We'll just loop forever and let the OS
* clean up the thread when main exits ;)
*/
while(true) {
std::this_thread::sleep_for(std::chrono::seconds(5));
}
} catch(const std::exception& e) {
fprintf(stderr, "Single-player server thread exception: %s\n", e.what());
}
}
GameState::GameState(void) : _current_screen(Screen::MAIN_MENU) {}
GameState::~GameState(void) = default;
void GameState::init(void) {
void GameState::init(int screen_width, int screen_height) {
/* Create and connect the network client. */
_network = std::make_unique<ClientNetwork>();
/* TODO: For now, connect immediately, later, trigger by menu option. */
_main_menu = std::make_unique<MainMenu>(screen_width, screen_height);
}
void GameState::start_single_player_now(int screen_width, int screen_height) {
fprintf(stdout, "Starting in single-player mode...\n");
std::thread server_thread(&GameState::_run_server, this);
server_thread.detach();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
_network = std::make_unique<ClientNetwork>();
if(!_network->connect("127.0.0.1", 1337)) {
/* TODO: Handle connection failure. */
}
@ -37,7 +67,9 @@ void GameState::init(void) {
void GameState::handle_event(SDL_Event* event) {
switch(_current_screen) {
case Screen::MAIN_MENU:
/* TODO: */
if(_main_menu) {
_main_menu->handle_event(event);
}
break;
case Screen::BOOTING:
/* TODO: */
@ -52,13 +84,33 @@ void GameState::handle_event(SDL_Event* event) {
void GameState::update(void) {
switch(_current_screen) {
case Screen::MAIN_MENU:
/* TODO: */
case Screen::MAIN_MENU: {
if(!_main_menu) break;
Screen next_screen = _main_menu->update();
if(next_screen != Screen::MAIN_MENU) {
_current_screen = next_screen;
_main_menu.reset(); /* Free mem. */
if(_current_screen == Screen::BOOTING) {
fprintf(stdout, "Starting in single-player mode...\n");
std::thread server_thread(&GameState::_run_server, this);
server_thread.detach();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
if(!_network->connect("127.0.0.1", 1337)) {
/* TODO: Handle connection failure. */
}
/* TODO: transition to book screen. */
_current_screen = Screen::DESKTOP;
_init_desktop();
}
}
break;
}
case Screen::BOOTING:
/* TODO: */
break;
case Screen::DESKTOP:
case Screen::DESKTOP: {
std::string server_msg;
while(_network->poll_message(server_msg)) {
UIWindow* focused_window = _desktop->get_focused_window();
@ -94,12 +146,15 @@ void GameState::update(void) {
break;
}
}
}
void GameState::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
int screen_height, bool show_cursor) {
switch(_current_screen) {
case Screen::MAIN_MENU:
/* TODO: */
if(_main_menu) {
_main_menu->render(shape_renderer, txt_renderer);
}
break;
case Screen::BOOTING:
/* TODO: */

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@ -4,6 +4,7 @@
class ClientNetwork;
class Desktop;
class MainMenu;
class ShapeRenderer;
class TextRenderer;
union SDL_Event;
@ -19,7 +20,8 @@ public:
GameState(void);
~GameState(void);
void init(void);
void init(int screen_width, int screen_height);
void start_single_player_now(int screen_width, int screen_height);
void handle_event(SDL_Event* event);
void update(void);
void render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
@ -28,7 +30,9 @@ public:
private:
std::unique_ptr<ClientNetwork> _network;
std::unique_ptr<Desktop> _desktop;
std::unique_ptr<MainMenu> _main_menu;
Screen _current_screen;
void _init_desktop(void);
void _run_server(void);
};

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@ -1,47 +1,17 @@
#include <memory>
#include <cstdio>
#include <string>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_keyboard.h>
/* For single player mode. */
#include <string>
#include <thread>
#include <chrono>
#include "../../server/src/network_manager.h"
#include "gfx/shape_renderer.h"
#include "gfx/txt_renderer.h"
#include "game_state.h"
void run_server(void) {
try {
NetworkManager server;
server.start(1337);
/*
* Server's start() method is non-blocking, but NetworkManager
* object must be kept alive. We'll just loop forever and let the OS
* clean up the thread when main exits ;)
*/
while(true) {
std::this_thread::sleep_for(std::chrono::seconds(5));
}
} catch(const std::exception& e) {
fprintf(stderr, "Single-player server thread exception: %s\n", e.what());
}
}
const int SCREEN_WIDTH = 1280;
const int SCREEN_HEIGHT = 720;
int main(int argc, char** argv) {
if(argc > 1 && std::string(argv[1]) == "-sp") {
fprintf(stdout, "Starting in single-player mode...\n");
std::thread server_thread(run_server);
server_thread.detach();
fprintf(stdout, "Waiting for server initialise...\n");
std::this_thread::sleep_for(std::chrono::milliseconds(200));
}
/* Init SDL. */
if(!SDL_Init(SDL_INIT_VIDEO)) {
printf("SDL could not initialise! SDL_ERROR: %s\n", SDL_GetError());
@ -104,7 +74,11 @@ int main(int argc, char** argv) {
ShapeRenderer* shape_renderer_instance = new ShapeRenderer(SCREEN_WIDTH, SCREEN_HEIGHT);
auto game_state = std::make_unique<GameState>();
game_state->init();
if(argc > 1 && std::string(argv[1]) == "-sp") {
game_state->start_single_player_now(SCREEN_WIDTH, SCREEN_HEIGHT);
} else {
game_state->init(SCREEN_WIDTH, SCREEN_HEIGHT);
}
/* timer for cursor blink. */
Uint32 last_blink_time = 0;

142
client/src/ui/main_menu.cpp Normal file
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@ -0,0 +1,142 @@
#include <SDL3/SDL_events.h>
#include <fstream>
#include <vector>
#include "gfx/shape_renderer.h"
#include "gfx/txt_renderer.h"
#include "main_menu.h"
/* Get a random snippet form loaded word list. */
const std::string& get_random_snippet(const std::vector<std::string>& snippets) {
/* If empty, return a default to avoid a crash? */
if(snippets.empty()) {
static const std::string empty_str = "ERROR: snippets file not found";
return empty_str;
}
int index = rand() % snippets.size();
return snippets[index];
}
MainMenu::MainMenu(int screen_width, int screen_height) :
_screen_width(screen_width), _screen_height(screen_height),
_next_screen(Screen::MAIN_MENU) {
/* Load snippets form file. */
std::ifstream snippet_file("assets/menu_background_snippets.txt");
if(!snippet_file.is_open()) {
printf("ERROR: Failed to open assets/menu_background_snippets.txt\n");
} else {
std::string line;
while(std::getline(snippet_file, line)) {
if(!line.empty()) {
_snippets.push_back(line);
}
}
}
/* Initialise buttons. */
const int button_width = 200;
const int button_height = 50;
const int center_x = (screen_width/2) - (button_width/2);
const int center_y = (screen_height/2);
_buttons.push_back({
"Single-Player",
{ center_x, center_y + 30, button_width, button_height },
Screen::BOOTING, /* This will trigger the booting screen. */
false
});
_buttons.push_back({
"Online",
{ center_x, center_y - 30, button_width, button_height },
Screen::BOOTING,
false
});
/* Initialise animated background. */
srand(time(NULL));
for(int i = 0; i < 100; ++i) {
_background_text.push_back({
get_random_snippet(_snippets),
(float)(rand() % screen_width),
(float)(rand() % screen_height),
(float)(rand() % 50 + 20) / 100.0f /* Random speed. */
});
}
}
MainMenu::~MainMenu(void) {}
void MainMenu::handle_event(SDL_Event* event) {
if(event->type == SDL_EVENT_MOUSE_MOTION) {
int mouse_x = event->motion.x;
int mouse_y = event->motion.y;
for(auto& button : _buttons) {
/* Invert mouse_y for UI coordinate system. */
int inverted_y = _screen_height - mouse_y;
button.is_hovered = (mouse_x >= button.rect.x
&& mouse_x <= button.rect.x + button.rect.w
&& inverted_y >= button.rect.y
&& inverted_y <= button.rect.y + button.rect.h);
}
} else if(event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
for(const auto& button : _buttons) {
if(button.is_hovered) {
_next_screen = button.action;
break; /* Once clicked button found, exit. */
}
}
}
}
Screen MainMenu::update(void) {
_update_background();
return _next_screen;
}
void MainMenu::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer) {
_render_background(txt_renderer);
/* Button colours. */
const Color button_color = { 0.1f, 0.15f, 0.2f };
const Color button_hover_color = { 0.2f, 0.25f, 0.3f };
const Color text_color = { 0.8f, 0.8f, 0.8f };
for(const auto& button : _buttons) {
/* Draw button background. */
if(button.is_hovered) {
shape_renderer->draw_rect(button.rect.x, button.rect.y, button.rect.w,
button.rect.h, button_hover_color);
} else {
shape_renderer->draw_rect(button.rect.x, button.rect.y, button.rect.w,
button.rect.h, button_color);
}
/*
* Draw button text centered.
* TODO: Calculate text width for perfect centering.
*/
txt_renderer->render_text(button.label.c_str(), button.rect.x + 50,
button.rect.y + 18, 1.0f, text_color);
}
}
void MainMenu::_update_background(void) {
for(auto& line : _background_text) {
line.y -= line.speed;
if(line.y < 0) {
line.y = _screen_height;
line.x = (float)(rand() % _screen_width);
line.text = get_random_snippet(_snippets);
}
}
}
void MainMenu::_render_background(TextRenderer* txt_renderer) {
const Color background_text_color = { 0.0f, 0.35f, 0.15f }; /* Dark green. */
for(const auto& line : _background_text) {
txt_renderer->render_text(line.text.c_str(), line.x, line.y, 1.0f,
background_text_color);
}
}

49
client/src/ui/main_menu.h Normal file
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@ -0,0 +1,49 @@
#pragma once
#include <vector>
#include <string>
#include "gfx/txt_renderer.h"
#include "gfx/shape_renderer.h"
#include "gfx/types.h"
#include "game_state.h"
union SDL_Event;
struct MenuButton {
std::string label;
Rect rect;
Screen action; /* Change state. */
bool is_hovered = false;
};
class MainMenu {
public:
MainMenu(int screen_width, int screen_height);
~MainMenu(void);
void handle_event(SDL_Event* event);
Screen update(void);
void render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer);
private:
void _update_background(void);
void _render_background(TextRenderer* txdt_renderer);
/* For animated background. */
struct ScrollingText {
std::string text;
float x;
float y;
float speed;
};
std::vector<ScrollingText> _background_text;
int _screen_height;
int _screen_width;
/* Buttons. */
std::vector<MenuButton> _buttons;
std::vector<std::string> _snippets;
Screen _next_screen;
};