/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ #pragma once #include "irrlichttypes_bloated.h" #include #include #include #include "mapnode.h" #include "nameidmapping.h" #ifndef SERVER #include "client/tile.h" #include class Client; #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec #include "constants.h" // BS #include "texture_override.h" // TextureOverride #include "tileanimation.h" // PROTOCOL_VERSION >= 37 static const u8 CONTENTFEATURES_VERSION = 13; class IItemDefManager; class ITextureSource; class IShaderSource; class IGameDef; class NodeResolver; #if BUILD_UNITTESTS class TestSchematic; #endif enum ContentParamType { CPT_NONE, CPT_LIGHT, }; enum ContentParamType2 { CPT2_NONE, // Need 8-bit param2 CPT2_FULL, // Flowing liquid properties CPT2_FLOWINGLIQUID, // Direction for chests and furnaces and such CPT2_FACEDIR, // Direction for signs, torches and such CPT2_WALLMOUNTED, // Block level like FLOWINGLIQUID CPT2_LEVELED, // 2D rotation CPT2_DEGROTATE, // Mesh options for plants CPT2_MESHOPTIONS, // Index for palette CPT2_COLOR, // 3 bits of palette index, then facedir CPT2_COLORED_FACEDIR, // 5 bits of palette index, then wallmounted CPT2_COLORED_WALLMOUNTED, // Glasslike framed drawtype internal liquid level, param2 values 0 to 63 CPT2_GLASSLIKE_LIQUID_LEVEL, // 3 bits of palette index, then degrotate CPT2_COLORED_DEGROTATE, }; enum LiquidType { LIQUID_NONE, LIQUID_FLOWING, LIQUID_SOURCE, }; enum NodeBoxType { NODEBOX_REGULAR, // Regular block; allows buildable_to NODEBOX_FIXED, // Static separately defined box(es) NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side) NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ... NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches }; struct NodeBox { enum NodeBoxType type; // NODEBOX_REGULAR (no parameters) // NODEBOX_FIXED std::vector fixed; // NODEBOX_WALLMOUNTED aabb3f wall_top; aabb3f wall_bottom; aabb3f wall_side; // being at the -X side // NODEBOX_CONNECTED std::vector connect_top; std::vector connect_bottom; std::vector connect_front; std::vector connect_left; std::vector connect_back; std::vector connect_right; std::vector disconnected_top; std::vector disconnected_bottom; std::vector disconnected_front; std::vector disconnected_left; std::vector disconnected_back; std::vector disconnected_right; std::vector disconnected; std::vector disconnected_sides; NodeBox() { reset(); } void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); }; struct MapNode; class NodeMetadata; enum LeavesStyle { LEAVES_FANCY, LEAVES_SIMPLE, LEAVES_OPAQUE, }; enum AutoScale : u8 { AUTOSCALE_DISABLE, AUTOSCALE_ENABLE, AUTOSCALE_FORCE, }; enum WorldAlignMode : u8 { WORLDALIGN_DISABLE, WORLDALIGN_ENABLE, WORLDALIGN_FORCE, WORLDALIGN_FORCE_NODEBOX, }; class TextureSettings { public: LeavesStyle leaves_style; WorldAlignMode world_aligned_mode; AutoScale autoscale_mode; int node_texture_size; bool opaque_water; bool connected_glass; bool enable_mesh_cache; bool enable_minimap; TextureSettings() = default; void readSettings(); }; enum NodeDrawType { // A basic solid block NDT_NORMAL, // Nothing is drawn NDT_AIRLIKE, // Do not draw face towards same kind of flowing/source liquid NDT_LIQUID, // A very special kind of thing NDT_FLOWINGLIQUID, // Glass-like, don't draw faces towards other glass NDT_GLASSLIKE, // Leaves-like, draw all faces no matter what NDT_ALLFACES, // Enabled -> ndt_allfaces, disabled -> ndt_normal NDT_ALLFACES_OPTIONAL, // Single plane perpendicular to a surface NDT_TORCHLIKE, // Single plane parallel to a surface NDT_SIGNLIKE, // 2 vertical planes in a 'X' shape diagonal to XZ axes. // paramtype2 = "meshoptions" allows various forms, sizes and // vertical and horizontal random offsets. NDT_PLANTLIKE, // Fenceposts that connect to neighbouring fenceposts with horizontal bars NDT_FENCELIKE, // Selects appropriate junction texture to connect like rails to // neighbouring raillikes. NDT_RAILLIKE, // Custom Lua-definable structure of multiple cuboids NDT_NODEBOX, // Glass-like, draw connected frames and all visible faces. // param2 > 0 defines 64 levels of internal liquid // Uses 3 textures, one for frames, second for faces, // optional third is a 'special tile' for the liquid. NDT_GLASSLIKE_FRAMED, // Draw faces slightly rotated and only on neighbouring nodes NDT_FIRELIKE, // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike NDT_GLASSLIKE_FRAMED_OPTIONAL, // Uses static meshes NDT_MESH, // Combined plantlike-on-solid NDT_PLANTLIKE_ROOTED, }; // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS static const u8 MO_MASK_STYLE = 0x07; static const u8 MO_BIT_RANDOM_OFFSET = 0x08; static const u8 MO_BIT_SCALE_SQRT2 = 0x10; static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20; enum PlantlikeStyle { PLANT_STYLE_CROSS, PLANT_STYLE_CROSS2, PLANT_STYLE_STAR, PLANT_STYLE_HASH, PLANT_STYLE_HASH2, }; enum AlignStyle : u8 { ALIGN_STYLE_NODE, ALIGN_STYLE_WORLD, ALIGN_STYLE_USER_DEFINED, }; enum AlphaMode : u8 { ALPHAMODE_BLEND, ALPHAMODE_CLIP, ALPHAMODE_OPAQUE, ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */ }; /* Stand-alone definition of a TileSpec (basically a server-side TileSpec) */ struct TileDef { std::string name = ""; bool backface_culling = true; // Takes effect only in special cases bool tileable_horizontal = true; bool tileable_vertical = true; //! If true, the tile has its own color. bool has_color = false; //! The color of the tile. video::SColor color = video::SColor(0xFFFFFFFF); AlignStyle align_style = ALIGN_STYLE_NODE; u8 scale = 0; struct TileAnimationParams animation; TileDef() { animation.type = TAT_NONE; } void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is, u8 contentfeatures_version, NodeDrawType drawtype); }; // Defines the number of special tiles per nodedef // // NOTE: When changing this value, the enum entries of OverrideTarget and // parser in TextureOverrideSource must be updated so that all special // tiles can be overridden. #define CF_SPECIAL_COUNT 6 struct ContentFeatures { /* Cached stuff */ #ifndef SERVER // 0 1 2 3 4 5 // up down right left back front TileSpec tiles[6]; // Special tiles // - Currently used for flowing liquids TileSpec special_tiles[CF_SPECIAL_COUNT]; u8 solidness; // Used when choosing which face is drawn u8 visual_solidness; // When solidness=0, this tells how it looks like bool backface_culling; #endif // Server-side cached callback existence for fast skipping bool has_on_construct; bool has_on_destruct; bool has_after_destruct; /* Actual data */ // --- GENERAL PROPERTIES --- std::string name; // "" = undefined node ItemGroupList groups; // Same as in itemdef // Type of MapNode::param1 ContentParamType param_type; // Type of MapNode::param2 ContentParamType2 param_type_2; // --- VISUAL PROPERTIES --- enum NodeDrawType drawtype; std::string mesh; #ifndef SERVER scene::IMesh *mesh_ptr[24]; video::SColor minimap_color; #endif float visual_scale; // Misc. scale parameter TileDef tiledef[6]; // These will be drawn over the base tiles. TileDef tiledef_overlay[6]; TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid AlphaMode alpha; // The color of the node. video::SColor color; std::string palette_name; std::vector *palette; // Used for waving leaves/plants u8 waving; // for NDT_CONNECTED pairing u8 connect_sides; std::vector connects_to; std::vector connects_to_ids; // Post effect color, drawn when the camera is inside the node. video::SColor post_effect_color; // Flowing liquid or leveled nodebox, value = default level u8 leveled; // Maximum value for leveled nodes u8 leveled_max; // --- LIGHTING-RELATED --- bool light_propagates; bool sunlight_propagates; // Amount of light the node emits u8 light_source; // --- MAP GENERATION --- // True for all ground-like things like stone and mud, false for eg. trees bool is_ground_content; // --- INTERACTION PROPERTIES --- // This is used for collision detection. // Also for general solidness queries. bool walkable; // Player can point to these bool pointable; // Player can dig these bool diggable; // Player can climb these bool climbable; // Player can build on these bool buildable_to; // Player cannot build to these (placement prediction disabled) bool rightclickable; u32 damage_per_second; // client dig prediction std::string node_dig_prediction; // --- LIQUID PROPERTIES --- // Whether the node is non-liquid, source liquid or flowing liquid enum LiquidType liquid_type; // If the content is liquid, this is the flowing version of the liquid. std::string liquid_alternative_flowing; content_t liquid_alternative_flowing_id; // If the content is liquid, this is the source version of the liquid. std::string liquid_alternative_source; content_t liquid_alternative_source_id; // Viscosity for fluid flow, ranging from 1 to 7, with // 1 giving almost instantaneous propagation and 7 being // the slowest possible u8 liquid_viscosity; // Is liquid renewable (new liquid source will be created between 2 existing) bool liquid_renewable; // Number of flowing liquids surrounding source u8 liquid_range; u8 drowning; // Liquids flow into and replace node bool floodable; // --- NODEBOXES --- NodeBox node_box; NodeBox selection_box; NodeBox collision_box; // --- SOUND PROPERTIES --- SimpleSoundSpec sound_footstep; SimpleSoundSpec sound_dig; SimpleSoundSpec sound_dug; // --- LEGACY --- // Compatibility with old maps // Set to true if paramtype used to be 'facedir_simple' bool legacy_facedir_simple; // Set to true if wall_mounted used to be set to true bool legacy_wallmounted; /* Methods */ ContentFeatures(); ~ContentFeatures(); void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); /* Some handy methods */ void setDefaultAlphaMode() { switch (drawtype) { case NDT_NORMAL: case NDT_LIQUID: case NDT_FLOWINGLIQUID: alpha = ALPHAMODE_OPAQUE; break; case NDT_NODEBOX: case NDT_MESH: alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE break; default: alpha = ALPHAMODE_CLIP; break; } } bool needsBackfaceCulling() const { switch (drawtype) { case NDT_TORCHLIKE: case NDT_SIGNLIKE: case NDT_FIRELIKE: case NDT_RAILLIKE: case NDT_PLANTLIKE: case NDT_PLANTLIKE_ROOTED: case NDT_MESH: return false; default: return true; } } bool isLiquid() const{ return (liquid_type != LIQUID_NONE); } bool sameLiquid(const ContentFeatures &f) const{ if(!isLiquid() || !f.isLiquid()) return false; return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id); } int getGroup(const std::string &group) const { return itemgroup_get(groups, group); } #ifndef SERVER void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings); #endif private: #ifndef SERVER /* * Checks if any tile texture has any transparent pixels. * Prints a warning and returns true if that is the case, false otherwise. * This is supposed to be used for use_texture_alpha backwards compatibility. */ bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles, int length); #endif void setAlphaFromLegacy(u8 legacy_alpha); u8 getAlphaForLegacy() const; }; /*! * @brief This class is for getting the actual properties of nodes from their * content ID. * * @details The nodes on the map are represented by three numbers (see MapNode). * The first number (param0) is the type of a node. All node types have own * properties (see ContentFeatures). This class is for storing and getting the * properties of nodes. * The manager is first filled with registered nodes, then as the game begins, * functions only get `const` pointers to it, to prevent modification of * registered nodes. */ class NodeDefManager { public: /*! * Creates a NodeDefManager, and registers three ContentFeatures: * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE. */ NodeDefManager(); ~NodeDefManager(); /*! * Returns the properties for the given content type. * @param c content type of a node * @return properties of the given content type, or \ref CONTENT_UNKNOWN * if the given content type is not registered. */ inline const ContentFeatures& get(content_t c) const { return c < m_content_features.size() ? m_content_features[c] : m_content_features[CONTENT_UNKNOWN]; } /*! * Returns the properties of the given node. * @param n a map node * @return properties of the given node or @ref CONTENT_UNKNOWN if the * given content type is not registered. */ inline const ContentFeatures& get(const MapNode &n) const { return get(n.getContent()); } /*! * Returns the node properties for a node name. * @param name name of a node * @return properties of the given node or @ref CO// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once #include "IrrCompileConfig.h" #include <IGUIStaticText.h> #include "irrlicht_changes/static_text.h" #include "IGUIButton.h" #include "IGUISpriteBank.h" #include "ITexture.h" #include "SColor.h" #include "guiSkin.h" #include "StyleSpec.h" using namespace irr; #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8) namespace irr { namespace gui { //! State of buttons used for drawing texture images. //! Note that only a single state is active at a time //! Also when no image is defined for a state it will use images from another state //! and if that state is not set from the replacement for that,etc. //! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient. enum EGUI_BUTTON_IMAGE_STATE { //! When no other states have images they will all use this one. EGBIS_IMAGE_UP, //! When not set EGBIS_IMAGE_UP is used. EGBIS_IMAGE_UP_MOUSEOVER, //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used. EGBIS_IMAGE_UP_FOCUSED, //! When not set EGBIS_IMAGE_UP_FOCUSED is used. EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER, //! When not set EGBIS_IMAGE_UP is used. EGBIS_IMAGE_DOWN, //! When not set EGBIS_IMAGE_DOWN is used. EGBIS_IMAGE_DOWN_MOUSEOVER, //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used. EGBIS_IMAGE_DOWN_FOCUSED, //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used. EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER, //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state). EGBIS_IMAGE_DISABLED, //! not used, counts the number of enumerated items EGBIS_COUNT }; //! Names for gui button image states const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] = { "Image", // not "ImageUp" as it otherwise breaks serialization of old files "ImageUpOver", "ImageUpFocused", "ImageUpFocusedOver", "PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files "ImageDownOver", "ImageDownFocused", "ImageDownFocusedOver", "ImageDisabled", 0 // count }; }} #endif class ISimpleTextureSource; class GUIButton : public gui::IGUIButton { public: //! constructor GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent, s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc, bool noclip=false); //! destructor virtual ~GUIButton(); //! called if an event happened. virtual bool OnEvent(const SEvent& event) override; //! draws the element and its children virtual void draw() override; //! sets another skin independent font. if this is set to zero, the button uses the font of the skin. virtual void setOverrideFont(gui::IGUIFont* font=0) override; //! Gets the override font (if any) virtual gui::IGUIFont* getOverrideFont() const override; //! Get the font which is used right now for drawing virtual gui::IGUIFont* getActiveFont() const override; //! Sets another color for the button text. virtual void setOverrideColor(video::SColor color); //! Gets the override color virtual video::SColor getOverrideColor(void) const; //! Sets if the button text should use the override color or the color in the gui skin.