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gopher64-netplay/src/ui/gui/netplay_wait.slint
Claude 8e2c29039c UI: session save/resume controls + resync status (#8)
Add UI controls for the netplay session save/resume and resync
indicator features:

- netplay_create.slint: Add 'Resume Session...' button with file picker
  callback for .netplay-state files
- netplay_wait.slint: Add 'Save Session' button (host only, gated by
  is_host property), add resyncing indicator badge
- netplay_page.slint: Add resyncing property to NetplayData global
- src/ui/netplay.rs: Wire on_netplay_resume_session callback (opens
  file picker, placeholder for #3 flow), on_netplay_save_session
  callback (placeholder for #3 flow), set is_host on wait window setup

The save/resume callbacks show placeholder messages until #3 is
implemented. The resync indicator shows during ResyncState != Idle.

Closes #8
2026-08-25 22:19:56 -05:00

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import {
VerticalBox,
HorizontalBox,
TextEdit,
SpinBox,
GroupBox,
LineEdit,
Button,
GridBox,
ScrollView,
} from "std-widgets.slint";
import { NetplayData } from "netplay_page.slint";
import { Page } from "page.slint";
export global NetplayWaitData {
in-out property <string> motd;
in-out property <[string]> players;
in-out property <bool> can_start;
in-out property <string> chat_text;
in-out property <int> input_delay;
in-out property <int> recommended_delay;
in-out property <bool> game_pal;
in-out property <int> connected_peers_count;
in-out property <bool> is_host;
in-out property <bool> resyncing;
}
export component NetplayWait inherits Page {
title: @tr("Netplay: Waiting Room");
callback send_chat_message(string);
callback begin_game(int);
callback save_session;
callback close;
VerticalBox {
alignment: start;
HorizontalBox {
alignment: center;
VerticalBox {
alignment: start;
horizontal-stretch: 0;
Text {
text: @tr("Session Name:") + " " + NetplayData.session_name;
font-size: 15px;
horizontal-alignment: center;
}
Text {
text: @tr("Game Name:") + " " + NetplayData.game_name;
font-size: 15px;
horizontal-alignment: center;
}
HorizontalBox {
alignment: center;
GridBox {
Row {
Text {
text: @tr("Player 1:") + " " + NetplayWaitData.players[0];
}
Text {
text: @tr("Player 2:") + " " + NetplayWaitData.players[1];
}
}
Row {
Text {
text: @tr("Player 3:") + " " + NetplayWaitData.players[2];
}
Text {
text: @tr("Player 4:") + " " + NetplayWaitData.players[3];
}
}
}
}
TextEdit {
read-only: true;
min-height: 110px;
text: NetplayWaitData.chat_text;
}
HorizontalBox {
chat_message := LineEdit {
placeholder-text: @tr("Enter chat message");
key-released(event) => {
if (event.text == Key.Return && chat_message.text != "") {
send_chat_message(chat_message.text);
chat_message.text = "";
}
accept
}
}
Button {
text: @tr("Send Message");
enabled: chat_message.text != "";
clicked => {
send_chat_message(chat_message.text);
chat_message.text = "";
}
}
}
Text {
text: NetplayData.player_name == NetplayWaitData.players[0] ? @tr("Setting the input delay too low will cause the game to lag.\nYou can lower the input delay in-game by pressing Alt+[ and raise it with Alt+].") : NetplayWaitData.motd;
horizontal-alignment: center;
wrap: word-wrap;
}
if NetplayData.player_name == NetplayWaitData.players[0]: HorizontalBox {
alignment: center;
Text {
text: @tr("Local Input Delay:");
horizontal-alignment: center;
vertical-alignment: center;
}
SpinBox {
height: self.min-height;
minimum: 1;
maximum: 16;
value: NetplayWaitData.input_delay;
enabled: NetplayWaitData.recommended_delay != 0;
edited => {
NetplayWaitData.input_delay = self.value;
}
}
Text {
text: @tr("Recommended: ") + (NetplayWaitData.recommended_delay == 0 ? "Calculating..." : NetplayWaitData.recommended_delay);
horizontal-alignment: center;
vertical-alignment: center;
}
}
HorizontalBox {
alignment: center;
Button {
property <bool> mesh_complete: NetplayWaitData.players.length == (NetplayWaitData.connected_peers_count + 1);
text: mesh_complete ? @tr("Start Game") : @tr("Waiting for P2P mesh ") + (NetplayWaitData.connected_peers_count + 1) + "/" + NetplayWaitData.players.length;
enabled: NetplayWaitData.players[0] == NetplayData.player_name && NetplayWaitData.can_start && NetplayWaitData.recommended_delay != 0 && mesh_complete;
clicked => {
NetplayWaitData.can_start = false;
begin_game(NetplayWaitData.input_delay);
}
}
if NetplayWaitData.is_host: Button {
text: @tr("Save Session");
enabled: NetplayWaitData.can_start;
clicked => {
save_session();
}
}
Button {
text: @tr("Cancel");
clicked => {
close();
}
}
}
if NetplayWaitData.resyncing: Rectangle {
background: #ffaa00;
height: 24px;
Text {
text: @tr("Resyncing…");
horizontal-alignment: center;
vertical-alignment: center;
color: white;
}
}
}
}
}
}