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      return (false); // consistency check: if we aren't connected, don't do anything
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      return (false); // consistency check: if we aren't connected, don't do anything
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   // are we NOT logged in yet AND is our socket valid AND is there nothing in the center of the screen yet ?
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   // are we NOT logged in yet AND is our socket valid AND is there nothing in the center of the screen yet ?
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   if (!player->is_logged_in && (player->our_socket != INVALID_SOCKET) && !the_scene.gui.central_text.is_displayed)
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   if (!player->is_logged_in && (player->our_socket != INVALID_SOCKET) && !the_scene.gui.central_text.is_displayed)
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   {
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   {
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      Scene_SetText (&the_scene.gui.central_text, 50.0f, 40.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191),
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                     999999.0f, true, LOCALIZE (L"Connecting")); // display "connecting" in the middle of the screen
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      Scene_UpdateText (&the_scene.gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, LOCALIZE (L"Connecting")); // display "connecting" in the middle of the screen
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      the_scene.gui.want_spinwheel = true; // start spinning wheel
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      the_scene.gui.want_spinwheel = true; // start spinning wheel
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   }
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   }
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   do_update = false; // assume we don't need to update the scene until told otherwise
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   do_update = false; // assume we don't need to update the scene until told otherwise
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