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* Add missing return value for filter/mipmap dropdown in mainmenukilbith2015-01-15
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* Small tweaking (alignement - client tab)kilbith2015-01-15
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* Reorganizing client and server tabsjeanpatrick.guerrero@gmail.com2015-01-15
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* Remove automatic consistent formspec size <-> font size (now has to be done ↵sapier2015-01-09
| | | | | | | manually) Set builtin formspecs to autoscale in order to get consistent formspec look and feel Uncouple label positioning from font size (May break some formspecs but is required to allow manual font adjustment)
* Fix forgotten favourite list image update of simple menusapier2015-01-04
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* Re-add lost way to debug simple menu on PCsapier2015-01-04
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* Add core.get_mapgen_names() to Main Menu API (and use it)kwolekr2014-12-29
| | | | Also rewrite mapgen registration for static initialization
* Ignore downloaded public serverlist if public_serverlist is falseKahrl2014-12-30
| | | | | Fixes #1807: When the server list finishes downloading, the local server list resets in certain conditions
* MainMenu: Save 'hide gamemods' and 'hide modpack contents' checkbox state ↵fz722014-12-28
| | | | (fixes #1960)
* Remove vertlabels from main menu and relayout a bitKahrl2014-12-13
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* Display serverlist flags as iconsKahrl2014-12-13
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* Ignore .name directories and filesSmallJoker2014-12-10
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Always escape user provided data in mainmenu fieldsKahrl2014-12-08
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* Fix Android main menu crash, and user data directory check.Kodexky2014-11-26
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Update credits menuShadowNinja2014-11-21
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* Simplify loading of Android version of menuShadowNinja2014-11-20
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* Fix leaking global in texture pack menuShadowNinja2014-11-20
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* Add tooltips to main menu subgames button barWuzzy2014-11-09
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* Add mgv5. New noise code, uses biome API. Eased 3d noise for terrain, caves, ↵paramat2014-11-08
| | | | blobs
* Add notice when only minimal is installedrubenwardy2014-10-28
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* Change topleft text when switching subgames, fixes #1728Kahrl2014-10-09
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* Add optional framed glasslike drawtypeBlockMen2014-10-02
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* Fix wrong video_driver setting when changing in mainmenuSmallJoker2014-09-21
| | | | Fixes issue with direct3d(8|9)
* Add video driver selection to settings menu (based uppon idea from ↵sapier2014-08-23
| | | | webdesigner97)
* Fix caption of config mods button (simple menu)sapier2014-08-19
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* Fix mainmenu game initialisationBlockMen2014-08-14
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* Formspec escape fixed seen in world creation menuShadowNinja2014-08-05
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* Add srollbar formspec elementsapier2014-07-16
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* Remove proller from creditsproller2014-07-12
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* Remove indev mapgenproller2014-07-12
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* Remove math mapgenproller2014-07-12
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* Add support for Android 2.3+sapier2014-06-29
| | | | | | | | | | | | | There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
* Fix menu crash due to lack of favourites listsapier2014-06-22
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* Support for scalable font and gui elementssapier2014-06-22
| | | | | Fix positioning of tabheader in order to be usable for scaling GUIs WARNING: this changes position of current tabheaders, mods have to adjust!
* Fix broken serverdescription in multiplayer tabsapier2014-06-19
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* Fix bounding rect for formspec elements label vertlabel and checkboxessapier2014-06-18
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* Fix regression dirt texture not beeing default in non cloud menusapier2014-06-14
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* Re-add missing shaders setting. (Generate normalmaps)RealBadAngel2014-06-04
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* Fix a bunch of small bugs due to mainmenu cleanupsapier2014-05-24
| | | | | | | Fix doubleclick not working in singleplayer Fix of by one issue on accessing raw list Fix this->self Fix copy&paste error for scroll button
* Fix singleplayer dialogs missing game customizationsapier2014-05-17
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* Add formspec toolkit and refactor mainmenu to use itsapier2014-05-16
| | | | | Fix crash on using cursor keys in client menu without selected server Add support for non fixed size tabviews
* Use "core" namespace internallyShadowNinja2014-05-08
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* Organize builtin into subdirectoriesShadowNinja2014-05-07
td::string getPropertyPacket(); void sendPosition(bool do_interpolate, bool is_movement_end); std::string m_init_name; std::string m_init_state; bool m_registered; struct ObjectProperties m_prop; s16 m_hp; v3f m_velocity; v3f m_acceleration; float m_yaw; ItemGroupList m_armor_groups; bool m_properties_sent; float m_last_sent_yaw; v3f m_last_sent_position; v3f m_last_sent_velocity; float m_last_sent_position_timer; float m_last_sent_move_precision; bool m_armor_groups_sent; v2f m_animation_range; float m_animation_speed; float m_animation_blend; bool m_animation_loop; bool m_animation_sent; std::map<std::string, core::vector2d<v3f> > m_bone_position; bool m_bone_position_sent; int m_attachment_parent_id; std::set<int> m_attachment_child_ids; std::string m_attachment_bone; v3f m_attachment_position; v3f m_attachment_rotation; bool m_attachment_sent; }; /* PlayerSAO needs some internals exposed. */ class LagPool { float m_pool; float m_max; public: LagPool(): m_pool(15), m_max(15) {} void setMax(float new_max) { m_max = new_max; if(m_pool > new_max) m_pool = new_max; } void add(float dtime) { m_pool -= dtime; if(m_pool < 0) m_pool = 0; } bool grab(float dtime) { if(dtime <= 0) return true; if(m_pool + dtime > m_max) return false; m_pool += dtime; return true; } }; class PlayerSAO : public ServerActiveObject { public: PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, const std::set<std::string> &privs, bool is_singleplayer); ~PlayerSAO(); ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_PLAYER; } ActiveObjectType getSendType() const { return ACTIVEOBJECT_TYPE_GENERIC; } std::string getDescription(); /* Active object <-> environment interface */ void addedToEnvironment(u32 dtime_s); void removingFromEnvironment(); bool isStaticAllowed() const; std::string getClientInitializationData(u16 protocol_version); std::string getStaticData(); bool isAttached(); void step(float dtime, bool send_recommended); void setBasePosition(const v3f &position); void setPos(v3f pos); void moveTo(v3f pos, bool continuous); void setYaw(float); void setPitch(float); /* Interaction interface */ int punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch); void rightClick(ServerActiveObject *clicker); s16 getHP() const; void setHP(s16 hp); s16 readDamage(); u16 getBreath() const; void setBreath(u16 breath); void setArmorGroups(const ItemGroupList &armor_groups); ItemGroupList getArmorGroups(); void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop); void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop); void setBonePosition(const std::string &bone, v3f position, v3f rotation); void getBonePosition(const std::string &bone, v3f *position, v3f *rotation); void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation); void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation); void addAttachmentChild(int child_id); void removeAttachmentChild(int child_id); std::set<int> getAttachmentChildIds(); ObjectProperties* accessObjectProperties(); void notifyObjectPropertiesModified(); void setNametagColor(video::SColor color); video::SColor getNametagColor(); /* Inventory interface */ Inventory* getInventory(); const Inventory* getInventory() const; InventoryLocation getInventoryLocation() const; std::string getWieldList() const; int getWieldIndex() const; void setWieldIndex(int i); /* PlayerSAO-specific */ void disconnected(); Player* getPlayer() { return m_player; } u16 getPeerID() const { return m_peer_id; } // Cheat prevention v3f getLastGoodPosition() const { return m_last_good_position; } float resetTimeFromLastPunch() { float r = m_time_from_last_punch; m_time_from_last_punch = 0.0; return r; } void noCheatDigStart(v3s16 p) { m_nocheat_dig_pos = p; m_nocheat_dig_time = 0; } v3s16 getNoCheatDigPos() { return m_nocheat_dig_pos; } float getNoCheatDigTime() { return m_nocheat_dig_time; } void noCheatDigEnd() { m_nocheat_dig_pos = v3s16(32767, 32767, 32767); } LagPool& getDigPool() { return m_dig_pool; } // Returns true if cheated bool checkMovementCheat(); // Other void updatePrivileges(const std::set<std::string> &privs, bool is_singleplayer) { m_privs = privs; m_is_singleplayer = is_singleplayer; } bool getCollisionBox(aabb3f *toset); bool collideWithObjects(); private: std::string getPropertyPacket(); Player *m_player; u16 m_peer_id; Inventory *m_inventory; s16 m_damage; // Cheat prevention LagPool m_dig_pool; LagPool m_move_pool; v3f m_last_good_position; float m_time_from_last_punch; v3s16 m_nocheat_dig_pos; float m_nocheat_dig_time; int m_wield_index; bool m_position_not_sent; ItemGroupList m_armor_groups; bool m_armor_groups_sent; bool m_properties_sent; struct ObjectProperties m_prop; // Cached privileges for enforcement std::set<std::string> m_privs; bool m_is_singleplayer; v2f m_animation_range; float m_animation_speed; float m_animation_blend; bool m_animation_loop; bool m_animation_sent; std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name bool m_bone_position_sent; int m_attachment_parent_id; std::set<int> m_attachment_child_ids; std::string m_attachment_bone; v3f m_attachment_position; v3f m_attachment_rotation; bool m_attachment_sent; video::SColor m_nametag_color; bool m_nametag_sent; public: float m_physics_override_speed; float m_physics_override_jump; float m_physics_override_gravity; bool m_physics_override_sneak; bool m_physics_override_sneak_glitch; bool m_physics_override_sent; }; #endif