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/*
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

="hl opt">) return LIGHT_MAX - 1; return light - 1; } inline u8 diminish_light(u8 light, u8 distance) { if(distance >= light) return 0; return light - distance; } inline u8 undiminish_light(u8 light) { // We don't know if light should undiminish from this particular 0. // Thus, keep it at 0. if(light == 0) return 0; if(light == LIGHT_MAX) return light; return light + 1; } #ifndef SERVER /** * \internal * * \warning DO NOT USE this directly; it is here simply so that decode_light() * can be inlined. * * Array size is #LIGHTMAX+1 * * The array is a lookup table to convert the internal representation of light * (brightness) to the display brightness. * */ extern const u8 *light_decode_table; // 0 <= light <= LIGHT_SUN // 0 <= return value <= 255 inline u8 decode_light(u8 light) { if(light > LIGHT_MAX) light = LIGHT_MAX; return light_decode_table[light]; } // 0.0 <= light <= 1.0 // 0.0 <= return value <= 1.0 inline float decode_light_f(float light_f) { s32 i = (u32)(light_f * LIGHT_MAX + 0.5); if(i <= 0) return (float)light_decode_table[0] / 255.0; if(i >= LIGHT_MAX) return (float)light_decode_table[LIGHT_MAX] / 255.0; float v1 = (float)light_decode_table[i-1] / 255.0; float v2 = (float)light_decode_table[i] / 255.0; float f0 = (float)i - 0.5; float f = light_f * LIGHT_MAX - f0; return f * v2 + (1.0 - f) * v1; } void set_light_table(float gamma); #endif // ifndef SERVER // 0 <= daylight_factor <= 1000 // 0 <= lightday, lightnight <= LIGHT_SUN // 0 <= return value <= LIGHT_SUN inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight) { u32 c = 1000; u32 l = ((daylight_factor * lightday + (c-daylight_factor) * lightnight))/c; if(l > LIGHT_SUN) l = LIGHT_SUN; return l; } #endif