void Join_Screen::ApplyEvent(ID::Event* e) { // Com_protocol pm; Protocol_Manager Pm; Protocol p; int fd; // char buf[512]; if (Sockets_manager::GetInstance()->GetSockets()->begin() != Sockets_manager::GetInstance()->GetSockets()->end()) { fd = (*Sockets_manager::GetInstance()->GetSockets()->begin())->fd; p.AddCmdGameCreateUnit(1, 2, 2, 1); p.AddCmdGameCreateUnit(1, 3, 7, 2); p.AddCmdGameCreateUnit(2, 34, 16, 5); p.AddCmdGameDeleteUnit(4, 4); p.AddCmdGameDeleteUnit(4, 6); p.AddCmdGameOrderAttack(2, 3, 4, 5); p.AddCmdGameOrderMove(10, 11, 2, 3); p.AddCmdGameOrderMove(1, 2, 3, 4); p.AddCmdGameOrderAttack(4, 2, 8, 7); p.AddCmdGameSetGroup(43); p.AddCmdGameUseGroup(10, 1); p.AddCmdGameOrderAttack(7, 8, 9, 10); //skill c'est pas fini // p.AddCmdGameBuild(24, 34); } if (e->type == ID::EVENT_KEY_DOWN) { if (e->keyDown.keysym.sym == ID::KEY_ESCAPE) __Join_Screen__backCbClickDown(0, 0, 0); else if (e->keyDown.keysym.sym == ID::KEY_a) { if (Sockets_manager::GetInstance()->GetSockets()->begin() != Sockets_manager::GetInstance()->GetSockets()->end()) { // Pm.Write(fd, &p); } } } }