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* Change UniqueQueue to use a queue and a set.unknown2015-01-15
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* Make MutexQueue use jsemaphore for signalingsapier2014-01-10
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* Implement httpfetch module and initialize it from main()Kahrl2013-12-13
| | | | | | | | Add curl_parallel_limit setting that will replace media_fetch_threads in a later commit. Fix a typo in MutexedQueue::pop_back() that made it impossible to compile code that used this function. (Noticed this while implementing httpfetch.)
* Cleanup jthread and fix win32 buildsapier2013-12-01
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* Always use builtin JThread librarykwolekr2013-09-15
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Add texture pack selection to main menuNovatux2013-08-04
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* On-demand item meshes and texturesPerttu Ahola2012-12-02
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* Initially split utility.h to multiple files in util/Perttu Ahola2012-06-17
opt">; extern ITextureSource *g_texturesource; // Global profiler #include "profiler.h" extern Profiler g_profiler; // Debug streams #include <fstream> extern std::ostream *dout_con_ptr; extern std::ostream *derr_con_ptr; extern std::ostream *dout_client_ptr; extern std::ostream *derr_client_ptr; extern std::ostream *dout_server_ptr; extern std::ostream *derr_server_ptr; #define dout_con (*dout_con_ptr) #define derr_con (*derr_con_ptr) #define dout_client (*dout_client_ptr) #define derr_client (*derr_client_ptr) #define dout_server (*dout_server_ptr) #define derr_server (*derr_server_ptr) /* All kinds of stuff that needs to be exposed from main.cpp */ #include "modalMenu.h" #include "guiPauseMenu.h" //For IGameCallback extern gui::IGUIEnvironment* guienv; extern gui::IGUIStaticText *guiroot; // Handler for the modal menus class MainMenuManager : public IMenuManager { public: virtual void createdMenu(GUIModalMenu *menu) { for(core::list<GUIModalMenu*>::Iterator i = m_stack.begin(); i != m_stack.end(); i++) { assert(*i != menu); } if(m_stack.size() != 0) (*m_stack.getLast())->setVisible(false); m_stack.push_back(menu); } virtual void deletingMenu(GUIModalMenu *menu) { // Remove all entries if there are duplicates bool removed_entry; do{ removed_entry = false; for(core::list<GUIModalMenu*>::Iterator i = m_stack.begin(); i != m_stack.end(); i++) { if(*i == menu) { m_stack.erase(i); removed_entry = true; break; } } }while(removed_entry); /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast(); assert(*i == menu); m_stack.erase(i);*/ if(m_stack.size() != 0) (*m_stack.getLast())->setVisible(true); } u32 menuCount() { return m_stack.size(); } core::list<GUIModalMenu*> m_stack; }; extern MainMenuManager g_menumgr; extern bool noMenuActive(); class MainGameCallback : public IGameCallback { public: MainGameCallback(IrrlichtDevice *a_device): disconnect_requested(false), changepassword_requested(false), device(a_device) { } virtual void exitToOS() { device->closeDevice(); } virtual void disconnect() { disconnect_requested = true; } virtual void changePassword() { changepassword_requested = true; } bool disconnect_requested; bool changepassword_requested; IrrlichtDevice *device; }; extern MainGameCallback *g_gamecallback; #endif