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* Shaders rework.RealBadAngel2013-12-03
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* Change mainmenu texture handling + small misc changesKahrl2013-09-11
| | | | | | | | | | | | | | Texture names must now be escaped in formspec elements image[], background[], image_button[], image_button_exit[]. Instead of special-case handling of texture loading (and unloading which was missing) in guiFormSpecMenu.cpp, use the newly created ISimpleTextureSource interface which is a minimal subset of ITextureSource. There is an implementation of this interface used by GUIEngine (MenuTextureSource). Fix an off-by-one bug in unescape_string; it caused requests for a texture called "\0".
* Add texture pack selection to main menuNovatux2013-08-04
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* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
| | | | | | | | | | | | | TextureSource has a list of textures to delete (m_texture_trash) so this provides a proper, non-hacky way to delete RTT textures. Also, the prior, hacky way of deleting them seems to be broken (see pull request #803). To avoid header file clutter by repeating the same long list of arguments over and over again, store the arguments of generateTextureFromMesh in a struct called TextureFromMeshParams. Also fix issue #782 (Only use bilinear (and others) on item textures when settings allow it).
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Get menu background image from selected gamePerttu Ahola2013-05-02
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* Add option to use texture alpha channelkwolekr2013-04-23
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* 6d facedirRealBadAngel2013-03-23
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Fix tile MaterialType to make sense and make lava surface be shader'd lower ↵Perttu Ahola2012-12-02
| | | | like water
* Add the ability for client to check if image existsPerttu Ahola2012-11-30
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Optimize headersPerttu Ahola2012-06-17
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Node texture animationPerttu Ahola2012-06-16
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Properly update textures in node definitionsPerttu Ahola2011-11-29
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* Sending of textures WIPPerttu Ahola2011-11-29
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* Make possible and do update textures in node definitions after late texture ↵Perttu Ahola2011-11-29
| | | | atlas making
* GameDef compilesPerttu Ahola2011-11-29
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* Improve rendering and fix tiling in mesh generationPerttu Ahola2011-10-18
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* Convert any inventory item into a mesh, bring back ↵Kahrl2011-09-19
| | | | InventoryItem::getImageRay(), some const-correctness fixes
* All textures are are now searched first from the directory specified by the ↵Perttu Ahola2011-05-21
| | | | texture_path setting.
* Modified block mesh generation to have clearer input and output. Instead of ↵Perttu Ahola2011-04-03
| | | | being a messy object oriented cludge, it now is a messy cludge with separate parameters.
* cube inventory texture rendering thing (not good yet)Perttu Ahola2011-02-14
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* fully working i guessPerttu Ahola2011-02-11
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* new texture stuff quite workingPerttu Ahola2011-02-11
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* work-in-progress texture atlas optimizationPerttu Ahola2011-02-10
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* bug-fixin'Perttu Ahola2011-02-08
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* Now texture handling is fast. Also now players are saved on disk.Perttu Ahola2011-01-28
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* Reworked texture, material, mineral and whatever handlingPerttu Ahola2011-01-26
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* Mainly some texture tweakingPerttu Ahola2011-01-24
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* Added a more flexible path system (and fixed some minor stuff)Perttu Ahola2011-01-07
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* minecraft-like craftingPerttu Ahola2010-12-25
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* crafting system!Perttu Ahola2010-12-22
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* Cracking blocks while diggingPerttu Ahola2010-12-21
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* framework for modifying texturesPerttu Ahola2010-12-20
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* before adding day/night lightingPerttu Ahola2010-12-18
| | | | | --HG-- rename : data/light.png => data/cloud.png
* added some missing filesPerttu Ahola2010-12-14
">*joystick, gui::IGUIElement *parent, IMenuManager *menumgr, MainMenuData *data, bool &kill); /** default destructor */ virtual ~GUIEngine(); /** * return MainMenuScripting interface */ MainMenuScripting *getScriptIface() { return m_script; } /** * return dir of current menuscript */ std::string getScriptDir() { return m_scriptdir; } /** pass async callback to scriptengine **/ unsigned int queueAsync(const std::string &serialized_fct, const std::string &serialized_params); private: /** find and run the main menu script */ bool loadMainMenuScript(); /** run main menu loop */ void run(); /** update size of topleftext element */ void updateTopLeftTextSize(); /** parent gui element */ gui::IGUIElement *m_parent = nullptr; /** manager to add menus to */ IMenuManager *m_menumanager = nullptr; /** scene manager to add scene elements to */ scene::ISceneManager *m_smgr = nullptr; /** pointer to data beeing transfered back to main game handling */ MainMenuData *m_data = nullptr; /** pointer to texture source */ ISimpleTextureSource *m_texture_source = nullptr; /** pointer to soundmanager*/ ISoundManager *m_sound_manager = nullptr; /** representation of form source to be used in mainmenu formspec */ FormspecFormSource *m_formspecgui = nullptr; /** formspec input receiver */ TextDestGuiEngine *m_buttonhandler = nullptr; /** the formspec menu */ GUIFormSpecMenu *m_menu = nullptr; /** reference to kill variable managed by SIGINT handler */ bool &m_kill; /** variable used to abort menu and return back to main game handling */ bool m_startgame = false; /** scripting interface */ MainMenuScripting *m_script = nullptr; /** script basefolder */ std::string m_scriptdir = ""; void setFormspecPrepend(const std::string &fs); /** * draw background layer * @param driver to use for drawing */ void drawBackground(video::IVideoDriver *driver); /** * draw overlay layer * @param driver to use for drawing */ void drawOverlay(video::IVideoDriver *driver); /** * draw header layer * @param driver to use for drawing */ void drawHeader(video::IVideoDriver *driver); /** * draw footer layer * @param driver to use for drawing */ void drawFooter(video::IVideoDriver *driver); /** * load a texture for a specified layer * @param layer draw layer to specify texture * @param texturepath full path of texture to load */ bool setTexture(texture_layer layer, const std::string &texturepath, bool tile_image, unsigned int minsize); /** * download a file using curl * @param url url to download * @param target file to store to */ static bool downloadFile(const std::string &url, const std::string &target); /** array containing pointers to current specified texture layers */ image_definition m_textures[TEX_LAYER_MAX]; /** * specify text to appear as top left string * @param text to set */ void setTopleftText(const std::string &text); /** pointer to gui element shown at topleft corner */ irr::gui::IGUIStaticText *m_irr_toplefttext = nullptr; /** and text that is in it */ EnrichedString m_toplefttext; /** initialize cloud subsystem */ void cloudInit(); /** do preprocessing for cloud subsystem */ void cloudPreProcess(); /** do postprocessing for cloud subsystem */ void cloudPostProcess(); /** internam data required for drawing clouds */ struct clouddata { /** delta time since last cloud processing */ f32 dtime; /** absolute time of last cloud processing */ u32 lasttime; /** pointer to cloud class */ Clouds *clouds = nullptr; /** camera required for drawing clouds */ scene::ICameraSceneNode *camera = nullptr; }; /** is drawing of clouds enabled atm */ bool m_clouds_enabled = true; /** data used to draw clouds */ clouddata m_cloud; /** start playing a sound and return handle */ s32 playSound(const SimpleSoundSpec &spec, bool looped); /** stop playing a sound started with playSound() */ void stopSound(s32 handle); };