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authorLoic Blot <loic.blot@unix-experience.fr>2015-03-22 20:09:44 +0100
committerLoic Blot <loic.blot@unix-experience.fr>2015-03-22 20:47:07 +0100
commit0e5e49736c0a5fa29bca257bafc02d7c7a7171c9 (patch)
tree87d7e19f8082099f2570d8094ba75167cf5a7f35 /src/script/lua_api/l_inventory.cpp
parentd6638b4300b091275fa25c43eaee42cd6d13effe (diff)
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Protect Player::hud from concurrent modifications
Sometimes HUD can be modified by ServerThread and EmergeThread results in a crash on client side because the HUD is not correct
Diffstat (limited to 'src/script/lua_api/l_inventory.cpp')
0 files changed, 0 insertions, 0 deletions
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef MAINMENUMANAGER_HEADER
#define MAINMENUMANAGER_HEADER

/*
	All kinds of stuff that needs to be exposed from main.cpp
*/
#include "debug.h" // assert
#include "modalMenu.h"
#include <list>

class IGameCallback
{
public:
	virtual void exitToOS() = 0;
	virtual void disconnect() = 0;
	virtual void changePassword() = 0;
	virtual void changeVolume() = 0;
};

extern gui::IGUIEnvironment* guienv;
extern gui::IGUIStaticText *guiroot;

// Handler for the modal menus

class MainMenuManager : public IMenuManager
{
public:
	virtual void createdMenu(GUIModalMenu *menu)
	{
		for(std::list<GUIModalMenu*>::iterator
				i = m_stack.begin();
				i != m_stack.end(); ++i)
		{
			assert(*i != menu);
		}

		if(m_stack.size() != 0)
			m_stack.back()->setVisible(false);
		m_stack.push_back(menu);
	}

	virtual void deletingMenu(GUIModalMenu *menu)
	{
		// Remove all entries if there are duplicates
		bool removed_entry;
		do{
			removed_entry = false;
			for(std::list<GUIModalMenu*>::iterator
					i = m_stack.begin();
					i != m_stack.end(); ++i)
			{
				if(*i == menu)
				{
					m_stack.erase(i);
					removed_entry = true;
					break;
				}
			}
		}while(removed_entry);

		/*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();
		assert(*i == menu);
		m_stack.erase(i);*/
		
		if(m_stack.size() != 0)
			m_stack.back()->setVisible(true);
	}

	// Returns true to prevent further processing
	virtual bool preprocessEvent(const SEvent& event)
	{
		if(m_stack.size() != 0)
			return m_stack.back()->preprocessEvent(event);
		else
			return false;
	}

	u32 menuCount()
	{
		return m_stack.size();
	}

	bool pausesGame()
	{
		for(std::list<GUIModalMenu*>::iterator
				i = m_stack.begin(); i != m_stack.end(); ++i)
		{
			if((*i)->pausesGame())
				return true;
		}
		return false;
	}

	std::list<GUIModalMenu*> m_stack;
};

extern MainMenuManager g_menumgr;

extern bool noMenuActive();

class MainGameCallback : public IGameCallback
{
public:
	MainGameCallback(IrrlichtDevice *a_device):
		disconnect_requested(false),
		changepassword_requested(false),
		changevolume_requested(false),
		device(a_device)
	{
	}

	virtual void exitToOS()
	{
		device->closeDevice();
	}

	virtual void disconnect()
	{
		disconnect_requested = true;
	}

	virtual void changePassword()
	{
		changepassword_requested = true;
	}

	virtual void changeVolume()
	{
		changevolume_requested = true;
	}
	
	bool disconnect_requested;
	bool changepassword_requested;
	bool changevolume_requested;
	IrrlichtDevice *device;
};

extern MainGameCallback *g_gamecallback;

#endif