aboutsummaryrefslogtreecommitdiff
path: root/src/guiMainMenu.h
blob: 711ad10f8fd61afaa2bddfce2605c34961093d88 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
/*
Minetest
Copyright (C) 2010-2013 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 GUIMAINMENU_HEADER
#define GUIMAINMENU_HEADER

#include "irrlichttypes_extrabloated.h"
#include "modalMenu.h"
#include <string>
#include <list>

struct MainMenuDataForScript {

	MainMenuDataForScript() :
		reconnect_requested(false)
	{}

	// Whether the server has requested a reconnect
	bool reconnect_requested;

	std::string errormessage;
};

struct MainMenuData {
	// Client options
	std::string servername;
	std::string serverdescription;
	std::string address;
	std::string port;
	std::string name;
	std::string password;
	// Whether to reconnect
	bool do_reconnect;

	// Server options
	bool enable_public;
	int selected_world;
	bool simple_singleplayer_mode;

	// Data to be passed to the script
	MainMenuDataForScript script_data;

	MainMenuData():
		do_reconnect(false),
		enable_public(false),
		selected_world(0),
		simple_singleplayer_mode(false)
	{}
};

#endif

c">#define BS 10 #define MAP_BLOCKSIZE 16 /* This makes mesh updates too slow, as many meshes are updated during the main loop (related to TempMods and day/night) */ //#define MAP_BLOCKSIZE 32 // Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps #define SECTOR_HEIGHTMAP_SPLIT (MAP_BLOCKSIZE/8) // Time after building, during which the following limit // is in use //#define FULL_BLOCK_SEND_ENABLE_MIN_TIME_FROM_BUILDING 2.0 // This many blocks are sent when player is building #define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 0 // Override for the previous one when distance of block // is very low #define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1 #define PLAYER_INVENTORY_SIZE (8*4) #define SIGN_TEXT_MAX_LENGTH 50 // Whether to catch all std::exceptions. // Assert will be called on such an event. // In debug mode, leave these for the debugger and don't catch them. #ifdef NDEBUG #define CATCH_UNHANDLED_EXCEPTIONS 1 #else #define CATCH_UNHANDLED_EXCEPTIONS 0 #endif /* Collecting active blocks is stopped after object data size reaches this */ #define MAX_OBJECTDATA_SIZE 450 /* This is good to be a bit different than 0 so that water level is not between two MapBlocks */ #define WATER_LEVEL 1 // Length of cracking animation in count of images #define CRACK_ANIMATION_LENGTH 5 // Some stuff needed by old code moved to here from heightmap.h #define GROUNDHEIGHT_NOTFOUND_SETVALUE (-10e6) #define GROUNDHEIGHT_VALID_MINVALUE ( -9e6) #endif