// Store user/pass, issue login commands void LocalRAUser::Login( const char* sUser, const char* sToken, BOOL bRememberLogin, unsigned int nPoints, unsigned int nMessages ) { char sTitle[256]; char sSubtitle[256]; g_LocalUser.m_bIsLoggedIn = TRUE; sprintf_s( g_LocalUser.m_sUsername, 50, sUser ); sprintf_s( g_LocalUser.m_sToken, 50, sToken ); // Used only for persistence: always store in memory (we need it!) g_LocalUser.m_bStoreToken = bRememberLogin; for( size_t i = 0; i < m_Friends.size(); ++i ) { m_Friends[i].FlushBitmap(); } m_Friends.clear(); RequestAndStoreUserImage(); RequestFriendList(); g_LocalUser.m_nLatestScore = nPoints; sprintf_s( sTitle, 256, " Welcome back %s (%d) ", g_LocalUser.m_sUsername, nPoints ); sprintf_s( sSubtitle, 256, " You have %d new %s. ", nMessages, (nMessages==1) ? "message" : "messages" ); g_PopupWindows.AchievementPopups().AddMessage( sTitle, sSubtitle, MSG_LOGIN ); g_AchievementsDialog.OnLoad_NewRom( g_pActiveAchievements->GameID() ); g_AchievementEditorDialog.OnLoad_NewRom(); g_AchievementOverlay.OnLoad_NewRom(); RA_RebuildMenu(); _RA_UpdateAppTitle(); }
void LocalRAUser::Logout() { m_bIsLoggedIn = FALSE; FlushBitmap(); Clear(); RA_RebuildMenu(); _RA_UpdateAppTitle( "" ); MessageBox( NULL, "You are now logged out.", "Info", MB_OK ); }
void RA_UpdateAppTitle( const char* sCustomMsg ) { if( _RA_UpdateAppTitle != nullptr ) _RA_UpdateAppTitle( sCustomMsg ); }