aboutsummaryrefslogtreecommitdiff
path: root/builtin/mainmenu/tab_online.lua
Commit message (Collapse)AuthorAge
* Add luacheck to check builtin (#7895)rubenwardy2019-08-06
|
* Remove fgettext("") in builtinWuzzy2019-02-09
| | | | This call is useless and wrong, the empty string has a special meaning in Gettext.
* Escape special characters when searching the server list (#7842)ChimneySwift2018-11-10
| | | | | Simple fix to stop searching for "[" or other special characters causing a crash.
* Add a refresh button to the serverlist (#6957)Tre2018-02-19
| | | | | | | | * add refresh button * Make search and refresh buttons smaller * Change to image button
* Main menu: Change tabs to 'Start Game' and 'Join Game' (#6955)Tre2018-01-25
|
* Mainmenu: Improve button alignmentezhh2017-11-19
|
* Formspec: textarea with scrollbar improvementsadrido2017-10-09
| | | | | | | | | | | | Increase scrollrate depending on fontsize Scroll on mousewheel Allow scrolling and marking text on non writable textareas Update lua api about readonly mode Show scrollbar if text overflows
* Change the server description after a search (#6074)Vincent Glize2017-06-29
|
* Menu: Merge singleplayer and server tabs (#5627)Elijah Duffy2017-05-21
Rename "Singleplayer" tab to "Play" and remove "Server" tab placing server functionality under a "Host Game" checkbox in "Play."
an class="hl com">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. */ #pragma once #include "irrlichttypes.h" #include <list> #include <set> #include <vector> #include <string> #include <map> #include <json/json.h> #include <unordered_set> #include "util/basic_macros.h" #include "config.h" #include "metadata.h" #define MODNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_" struct ModSpec { std::string name; std::string author; std::string path; std::string desc; int release = 0; // if normal mod: std::unordered_set<std::string> depends; std::unordered_set<std::string> optdepends; std::unordered_set<std::string> unsatisfied_depends; bool part_of_modpack = false; bool is_modpack = false; // if modpack: std::map<std::string, ModSpec> modpack_content; ModSpec(const std::string &name = "", const std::string &path = "") : name(name), path(path) { } ModSpec(const std::string &name, const std::string &path, bool part_of_modpack) : name(name), path(path), part_of_modpack(part_of_modpack) { } }; // Retrieves depends, optdepends, is_modpack and modpack_content void parseModContents(ModSpec &mod); std::map<std::string, ModSpec> getModsInPath( const std::string &path, bool part_of_modpack = false); // replaces modpack Modspecs with their content std::vector<ModSpec> flattenMods(const std::map<std::string, ModSpec> &mods); // a ModConfiguration is a subset of installed mods, expected to have // all dependencies fullfilled, so it can be used as a list of mods to // load when the game starts. class ModConfiguration { public: // checks if all dependencies are fullfilled. bool isConsistent() const { return m_unsatisfied_mods.empty(); } const std::vector<ModSpec> &getMods() const { return m_sorted_mods; } const std::vector<ModSpec> &getUnsatisfiedMods() const { return m_unsatisfied_mods; } void printUnsatisfiedModsError() const; protected: ModConfiguration(const std::string &worldpath); // adds all mods in the given path. used for games, modpacks // and world-specific mods (worldmods-folders) void addModsInPath(const std::string &path); // adds all mods in the set. void addMods(const std::vector<ModSpec> &new_mods); void addModsFromConfig(const std::string &settings_path, const std::set<std::string> &mods); void checkConflictsAndDeps(); protected: // list of mods sorted such that they can be loaded in the // given order with all dependencies being fullfilled. I.e., // every mod in this list has only dependencies on mods which // appear earlier in the vector. std::vector<ModSpec> m_sorted_mods; private: // move mods from m_unsatisfied_mods to m_sorted_mods // in an order that satisfies dependencies void resolveDependencies(); // mods with unmet dependencies. Before dependencies are resolved, // this is where all mods are stored. Afterwards this contains // only the ones with really unsatisfied dependencies. std::vector<ModSpec> m_unsatisfied_mods; // set of mod names for which an unresolved name conflict // exists. A name conflict happens when two or more mods // at the same level have the same name but different paths. // Levels (mods in higher levels override mods in lower levels): // 1. game mod in modpack; 2. game mod; // 3. world mod in modpack; 4. world mod; // 5. addon mod in modpack; 6. addon mod. std::unordered_set<std::string> m_name_conflicts; // Deleted default constructor ModConfiguration() = default; }; #ifndef SERVER class ClientModConfiguration : public ModConfiguration { public: ClientModConfiguration(const std::string &path); }; #endif class ModMetadata : public Metadata { public: ModMetadata() = delete; ModMetadata(const std::string &mod_name); ~ModMetadata() = default; virtual void clear(); bool save(const std::string &root_path); bool load(const std::string &root_path); bool isModified() const { return m_modified; } const std::string &getModName() const { return m_mod_name; } virtual bool setString(const std::string &name, const std::string &var); private: std::string m_mod_name; bool m_modified = false; };