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 /* Minetest-c55 Copyright (C) 2011 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 General Public License as published by the Free Software Foundation; either version 2 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 General Public License for more details. You should have received a copy of the GNU 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. */ #include "nameidmapping.h" #include "utility.h" void NameIdMapping::serialize(std::ostream &os) const { writeU8(os, 0); // version writeU16(os, m_id_to_name.size()); for(std::map<u16, std::string>::const_iterator i = m_id_to_name.begin(); i != m_id_to_name.end(); i++){ writeU16(os, i->first); os<<serializeString(i->second); } } void NameIdMapping::deSerialize(std::istream &is) { int version #include "subgame.h" class IGameCallback; struct MainMenuData { // These are in the native format of the gui elements // Generic int selected_tab; // Client options std::wstring address; std::wstring port; std::wstring name; std::wstring password; bool fancy_trees; bool smooth_lighting; bool clouds_3d; bool opaque_water; // 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; std::vector<WorldSpec> worlds; std::vector<SubgameSpec> games; 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) {} }; 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(); 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; }; #endif