[Freeciv-Dev] Re: [Patch] Extended connect dialog (PR#977)
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Raimar Falke writes:
> On Mon, Oct 01, 2001 at 03:21:00PM +0200, Andreas Kemnade wrote:
> Content-Description: message body text
> > Here is a new version of the patch.
> > I hope all the issues mentioned before are fixed.
> > connectdlg_g.h is extended and contains some new functions.
> >
> > This patch is only for the gtk client. I will do the stuff for the
> > win32 client.
> > I haven't done xaw and mui development for a long time, so I can only
> > provide stubs (and call gui_server_connect() in popup_main_menu).
>
> - WNOHANG wasn't defined in client/gui-gtk/connectdlg.c
Doesn't running autoheader and autoconf solve the problem?
> - in the connect dialog should be a "Back" button
Instead of quit or do you want an extra button?
> - I think that the control logic should be in a client/*.c file with
> specific gui depended callbacks. Or put the fork/wait/pipe code into common.
The problem is the symbol SOCKET_ZERO_ISNT_STDIN. If we put the stuff into
common, we had to put a lot of #ifdefs into it, too. SIGCHLD has also
to be tested, which leads to additional #ifdefs. That code would
not look very nice.
start_server_load_game(char *), start_server_for_new_game():
I haven't put them into client/*.c because gui-win32 and gui-mui
clients will certainly have a start_server(char *commandline) function
because the underlying API does not support char **argv.
I don't think that simple callbacks should have stuff in client/*.c.
example: new_game_callback
in connectdlg.c:
static void new_game_callback(GtkWidget *w, gpointer data)
{
start_new_game();
}
void start_new_game_gui(void)
{
input_dialog_create(...);
}
in client/*.c
void start_new_game(void)
{
start_new_game_gui();
}
I think this is really not sensible.
Please explain to me which control logic you would like to have in
client/*.c.
Greetings
Andreas Kemnade
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