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/*
Minetest-c55
Copyright (C) 2010-2012 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>
#include "subgame.h"
#include "serverlist.h"
class IGameCallback;
struct MainMenuData
{
// These are in the native format of the gui elements
// Generic
int selected_tab;
// Client options
std::string servername;
std::string serverdescription;
std::wstring address;
std::wstring port;
std::wstring name;
std::wstring password;
bool fancy_trees;
bool smooth_lighting;
bool clouds_3d;
bool opaque_water;
bool mip_map;
bool anisotropic_filter;
bool bilinear_filter;
bool trilinear_filter;
int enable_shaders;
bool preload_item_visuals;
bool enable_particles;
// Server options
bool creative_mode;
bool enable_damage;
int selected_world;
bool simple_singleplayer_mode;
// Actions
std::wstring create_world_name;
std::string create_world_gameid;
bool only_refresh;
bool serverlist_show_available; // if false show local favorites only
std::vector<WorldSpec> worlds;
std::vector<SubgameSpec> games;
std::vector<ServerListSpec> servers;
MainMenuData():
// Generic
selected_tab(0),
// Client opts
fancy_trees(false),
smooth_lighting(false),
// Server opts
creative_mode(false),
enable_damage(false),
selected_world(0),
simple_singleplayer_mode(false),
// Actions
only_refresh(false),
serverlist_show_available(false)
{}
};
class GUIMainMenu : public GUIModalMenu
{
public:
GUIMainMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IMenuManager *menumgr,
MainMenuData *data,
IGameCallback *gamecallback);
~GUIMainMenu();
void removeChildren();
// Remove and re-add (or reposition) stuff
void regenerateGui(v2u32 screensize);
void drawMenu();
void readInput(MainMenuData *dst);
void acceptInput();
bool getStatus()
{ return m_accepted; }
bool OnEvent(const SEvent& event);
void createNewWorld(std::wstring name, std::string gameid);
void deleteWorld(const std::vector<std::string> &paths);
int getTab();
void displayMessageMenu(std::wstring msg);
private:
MainMenuData *m_data;
bool m_accepted;
IGameCallback *m_gamecallback;
gui::IGUIEnvironment* env;
gui::IGUIElement* parent;
s32 id;
IMenuManager *menumgr;
bool m_is_regenerating;
v2s32 m_topleft_client;
v2s32 m_size_client;
v2s32 m_topleft_server;
v2s32 m_size_server;
void updateGuiServerList();
void serverListOnSelected();
ServerListSpec getServerListSpec(std::string address, std::string port);
};
#endif
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