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path: root/src/script/lua_api/l_mainmenu.cpp
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* Reduce gettext wide/narrow and string/char* conversionsShadowNinja2015-02-05
* Fix all warnings and remove -Wno-unused-but-set cflagkwolekr2015-01-18
* Reorganize supported video driver query mechanismskwolekr2015-01-18
* Add core.get_mapgen_names() to Main Menu API (and use it)kwolekr2014-12-29
* Add video driver selection to settings menu (based uppon idea from webdesigne...sapier2014-08-23
* Fix the *CDP displaySmallJoker2014-08-15
* Remove a lot of superfluous ifndef USE_CURL checkssapier2014-06-19
* Fix regression dirt texture not beeing default in non cloud menusapier2014-06-14
* Organize builtin into subdirectoriesShadowNinja2014-05-07
* Fix code style of async APIShadowNinja2014-04-27
* Remove dependency on marshal and many other async changesShadowNinja2014-04-27
* Add support for dpi based HUD scalingsapier2014-04-27
* Minor fixes for file/modlist download in mainmenusapier2014-04-09
* Fix invalid check for fread error on extracting zipsapier2014-02-07
* Add formspec tableKahrl2014-01-13
* Fix absence of images when compiled with RUN_IN_PLACE=0.Ilya Zhuravlev2014-01-05
* Implement search tab and version pickersapier2013-12-11
* Fix modstore/favourites hang by adding asynchronous lua job supportsapier2013-11-29
* Fix invalid usage of temporary object in mainmenu json conversionsapier2013-11-11
* Show git hash in version string at top left corner of windowKahrl2013-09-28
* Fix umlauts/special character issue in lua gettextBlockMen2013-08-19
* Allow SIGINT to kill mainmenu againKahrl2013-08-19
* Add translation for main menusapier2013-08-17
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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 MAPBLOCK_MESH_HEADER #define MAPBLOCK_MESH_HEADER #include "irrlichttypes_extrabloated.h" #include "client/tile.h" #include "voxel.h" #include <map> class IGameDef; class IShaderSource; /* Mesh making stuff */ class MapBlock; struct MinimapMapblock; struct MeshMakeData { VoxelManipulator m_vmanip; v3s16 m_blockpos; v3s16 m_crack_pos_relative; bool m_smooth_lighting; bool m_show_hud; IGameDef *m_gamedef; bool m_use_shaders; bool m_use_tangent_vertices; MeshMakeData(IGameDef *gamedef, bool use_shaders, bool use_tangent_vertices = false); /* Copy central data directly from block, and other data from parent of block. */ void fill(MapBlock *block); /* Set up with only a single node at (1,1,1) */ void fillSingleNode(MapNode *node); /* Set the (node) position of a crack */ void setCrack(int crack_level, v3s16 crack_pos); /* Enable or disable smooth lighting */ void setSmoothLighting(bool smooth_lighting); }; /* Holds a mesh for a mapblock. Besides the SMesh*, this contains information used for animating the vertex positions, colors and texture coordinates of the mesh. For example: - cracks [implemented] - day/night transitions [implemented] - animated flowing liquids [not implemented] - animating vertex positions for e.g. axles [not implemented] */ class MapBlockMesh { public: // Builds the mesh given MapBlockMesh(MeshMakeData *data, v3s16 camera_offset); ~MapBlockMesh(); // Main animation function, parameters: // faraway: whether the block is far away from the camera (~50 nodes) // time: the global animation time, 0 .. 60 (repeats every minute) // daynight_ratio: 0 .. 1000 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off) // Returns true if anything has been changed. bool animate(bool faraway, float time, int crack, u32 daynight_ratio); scene::IMesh *getMesh() { return m_mesh; } MinimapMapblock *moveMinimapMapblock() { MinimapMapblock *p = m_minimap_mapblock; m_minimap_mapblock = NULL; return p; } bool isAnimationForced() const { return m_animation_force_timer == 0; } void decreaseAnimationForceTimer() { if(m_animation_force_timer > 0) m_animation_force_timer--; } void updateCameraOffset(v3s16 camera_offset); private: scene::IMesh *m_mesh; MinimapMapblock *m_minimap_mapblock; IGameDef *m_gamedef; video::IVideoDriver *m_driver; ITextureSource *m_tsrc; IShaderSource *m_shdrsrc; bool m_enable_shaders; bool m_use_tangent_vertices; bool m_enable_vbo; // Must animate() be called before rendering? bool m_has_animation; int m_animation_force_timer; // Animation info: cracks // Last crack value passed to animate() int m_last_crack; // Maps mesh buffer (i.e. material) indices to base texture names std::map<u32, std::string> m_crack_materials; // Animation info: texture animationi // Maps meshbuffers to TileSpecs std::map<u32, TileSpec> m_animation_tiles; std::map<u32, int> m_animation_frames; // last animation frame std::map<u32, int> m_animation_frame_offsets; // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; // For each meshbuffer, maps vertex indices to (day,night) pairs std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs; // Camera offset info -> do we have to translate the mesh? v3s16 m_camera_offset; }; /* This is used because CMeshBuffer::append() is very slow */ struct PreMeshBuffer { TileSpec tile; std::vector<u16> indices; std::vector<video::S3DVertex> vertices; std::vector<video::S3DVertexTangents> tangent_vertices; }; struct MeshCollector { std::vector<PreMeshBuffer> prebuffers; bool m_use_tangent_vertices; MeshCollector(bool use_tangent_vertices): m_use_tangent_vertices(use_tangent_vertices) { } void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices); void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, v3f pos, video::SColor c); }; // This encodes // alpha in the A channel of the returned SColor // day light (0-255) in the R channel of the returned SColor // night light (0-255) in the G channel of the returned SColor // light source (0-255) in the B channel of the returned SColor inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0) { return video::SColor(alpha, (light & 0xff), (light >> 8), light_source); } // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef); u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef); u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data); // Converts from day + night color values (0..255) // and a given daynight_ratio to the final SColor shown on screen. void finalColorBlend(video::SColor& result, u8 day, u8 night, u32 daynight_ratio); // Retrieves the TileSpec of a face of a node // Adds MATERIAL_FLAG_CRACK if the node is cracked TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data); TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data); #endif