Esempio n. 1
0
		void Runner::RunProtected() {
			SPADES_MARK_FUNCTION();
			std::string err;
			try{
				Run();
			}catch(const spades::Exception& ex){
				err = ex.GetShortMessage();
				SPLog("Unhandled exception in SDLRunner:\n%s", ex.what());
			}catch(const std::exception& ex){
				err = ex.what();
				SPLog("Unhandled exception in SDLRunner:\n%s", ex.what());
			}
			if(!err.empty()){
				ErrorDialog dlg;
				dlg.set_modal();
				dlg.result = 0;
				
				// TODO: free this buffer (just leaking)
				Fl_Text_Buffer *buf = new Fl_Text_Buffer;
				buf->append(err.c_str());
				dlg.infoView->wrap_mode(Fl_Text_Display::WRAP_AT_BOUNDS, 0);
				dlg.infoView->buffer(buf);
				dlg.helpView->value("See SystemMessages.log for more details.");
				dlg.show();
				while(dlg.visible()){
					Fl::wait();
				}
			}
		}
Esempio n. 2
0
void DataAccessConditions::onBtnSaveClicked() {
	try {
		Gtk::MessageDialog dialog("value: " + Utils::intToStrHex(calcAccessBits()));
		dialog.run();
	} catch(const std::runtime_error& e) {
		ErrorDialog error;
		error.show(e.what());
	}
}
//lm: this doesnt really belong here, should be somewhere in core or client probably?
//	we might need to introduce some base object that will handle global state and whatnot..
//	now all windows just spawn eachother, instead of being managed from a central place.
void MainWindow::StartGame(const spades::ServerAddress &host) {
	SPADES_MARK_FUNCTION();
	
	//hide();
	
#if 0
	SDLRunner r(host);
	r.Run();
#else
	std::string err;
	try{
		if(cg_smp){
			SDLAsyncRunner r(host, cg_playerName);
			r.Run();
		}else{
			SDLRunner r(host, cg_playerName);
			r.Run();
		}
	}catch(const spades::Exception& ex){
		err = ex.GetShortMessage();
		SPLog("Unhandled exception in SDLRunner:\n%s", ex.what());
	}catch(const std::exception& ex){
		err = ex.what();
		SPLog("Unhandled exception in SDLRunner:\n%s", ex.what());
	}
	if(!err.empty()){
		ErrorDialog dlg;
		dlg.set_modal();
		dlg.result = 0;
		
		// TODO: free this buffer (just leaking)
		Fl_Text_Buffer *buf = new Fl_Text_Buffer;
		buf->append(err.c_str());
		dlg.infoView->wrap_mode(Fl_Text_Display::WRAP_AT_BOUNDS, 0);
		dlg.infoView->buffer(buf);
		dlg.helpView->value("See SystemMessages.log for more details.");
		dlg.show();
		while(dlg.visible()){
			Fl::wait();
		}
		if( dlg.result == 1 ){
			//show();
		}
	}
#endif
}