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path: root/src/gui/guiScrollContainer.h
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/*
Minetest
Copyright (C) 2020 DS

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_extrabloated.h"
#include "util/string.h"
#include "guiScrollBar.h"

class GUIScrollContainer : public gui::IGUIElement
{
public:
	GUIScrollContainer(gui::IGUIEnvironment *env, gui::IGUIElement *parent, s32 id,
			const core::rect<s32> &rectangle, const std::string &orientation,
			f32 scrollfactor);

	virtual bool OnEvent(const SEvent &event) override;

	virtual void draw() override;

	inline void onScrollEvent(gui::IGUIElement *caller)
	{
		if (caller == m_scrollbar)
			updateScrolling();
	}

	inline void setScrollBar(GUIScrollBar *scrollbar)
	{
		m_scrollbar = scrollbar;
		updateScrolling();
	}

private:
	enum OrientationEnum
	{
		VERTICAL,
		HORIZONTAL,
		UNDEFINED
	};

	GUIScrollBar *m_scrollbar;
	OrientationEnum m_orientation;
	f32 m_scrollfactor;

	void updateScrolling();
};
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-- Minetest: builtin/item_entity.lua

function core.spawn_item(pos, item)
	-- Take item in any format
	local stack = ItemStack(item)
	local obj = core.add_entity(pos, "__builtin:item")
	-- Don't use obj if it couldn't be added to the map.
	if obj then
		obj:get_luaentity():set_item(stack:to_string())
	end
	return obj
end

-- If item_entity_ttl is not set, enity will have default life time
-- Setting it to -1 disables the feature

local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81


core.register_entity(":__builtin:item", {
	initial_properties = {
		hp_max = 1,
		physical = true,
		collide_with_objects = false,
		collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
		visual = "wielditem",
		visual_size = {x = 0.4, y = 0.4},
		textures = {""},
		spritediv = {x = 1, y = 1},
		initial_sprite_basepos = {x = 0, y = 0},
		is_visible = false,
	},

	itemstring = "",
	moving_state = true,
	slippery_state = false,
	physical_state = true,
	-- Item expiry
	age = 0,
	-- Pushing item out of solid nodes
	force_out = nil,
	force_out_start = nil,

	set_item = function(self, item)
		local stack = ItemStack(item or self.itemstring)
		self.itemstring = stack:to_string()
		if self.itemstring == "" then
			-- item not yet known
			return
		end

		-- Backwards compatibility: old clients use the texture
		-- to get the type of the item
		local itemname = stack:is_known() and stack:get_name() or "unknown"

		local max_count = stack:get_stack_max()
		local count = math.min(stack:get_count(), max_count)
		local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
		local coll_height = size * 0.75
		local def = core.registered_nodes[itemname]
		local glow = def and def.light_source

		self.object:set_properties({
			is_visible = true,
			visual = "wielditem",
			textures = {itemname},
			visual_size = {x = size, y = size},
			collisionbox = {-size, -coll_height, -size,
				size, coll_height, size},
			selectionbox = {-size, -size, -size, size, size, size},
			automatic_rotate = math.pi * 0.5 * 0.2 / size,
			wield_item = self.itemstring,
			glow = glow,
		})

	end,

	get_staticdata = function(self)
		return core.serialize({
			itemstring = self.itemstring,
			age = self.age,
			dropped_by = self.dropped_by
		})
	end,

	on_activate = function(self, staticdata, dtime_s)
		if string.sub(staticdata, 1, string.len("return")) == "return" then
			local data = core.deserialize(staticdata)
			if data and type(data) == "table" then
				self.itemstring = data.itemstring
				self.age = (data.age or 0) + dtime_s
				self.dropped_by = data.dropped_by
			end
		else
			self.itemstring = staticdata
		end
		self.object:set_armor_groups({immortal = 1})
		self.object:set_velocity({x = 0, y = 2, z = 0})
		self.object:set_acceleration({x = 0, y = -gravity, z = 0})
		self:set_item()
	end,

	try_merge_with = function(self, own_stack, object, entity)
		if self.age == entity.age then
			-- Can not merge with itself
			return false
		end

		local stack = ItemStack(entity.itemstring)
		local name = stack:get_name()
		if own_stack:get_name() ~= name or
				own_stack:get_meta() ~= stack:get_meta() or
				own_stack:get_wear() ~= stack:get_wear() or
				own_stack:get_free_space() == 0 then
			-- Can not merge different or full stack
			return false
		end

		local count = own_stack:get_count()
		local total_count = stack:get_count() + count
		local max_count = stack:get_stack_max()

		if total_count > max_count then
			return false
		end
		-- Merge the remote stack into this one

		local pos = object:get_pos()
		pos.y = pos.y + ((total_count - count) / max_count) * 0.15
		self.object:move_to(pos)

		self.age = 0 -- Handle as new entity
		own_stack:set_count(total_count)
		self:set_item(own_stack)

		entity.itemstring = ""
		object:remove()
		return true
	end,

	enable_physics = function(self)
		if not self.physical_state then
			self.physical_state = true
			self.object:set_properties({physical = true})
			self.object:set_velocity({x=0, y=0, z=0})
			self.object:set_acceleration({x=0, y=-gravity, z=0})
		end
	end,

	disable_physics = function(self)
		if self.physical_state then
			self.physical_state = false
			self.object:set_properties({physical = false})
			self.object:set_velocity({x=0, y=0, z=0})
			self.object:set_acceleration({x=0, y=0, z=0})
		end
	end,

	on_step = function(self, dtime)
		self.age = self.age + dtime
		if time_to_live > 0 and self.age > time_to_live then
			self.itemstring = ""
			self.object:remove()
			return
		end

		local pos = self.object:get_pos()
		local node = core.get_node_or_nil({
			x = pos.x,
			y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
			z = pos.z
		})
		-- Delete in 'ignore' nodes
		if node and node.name == "ignore" then
			self.itemstring = ""
			self.object:remove()
			return
		end

		local is_stuck = false
		local snode = core.get_node_or_nil(pos)
		if snode then
			local sdef = core.registered_nodes[snode.name] or {}
			is_stuck = (sdef.walkable == nil or sdef.walkable == true)
				and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
				and (sdef.node_box == nil or sdef.node_box.type == "regular")
		end

		-- Push item out when stuck inside solid node
		if is_stuck then
			local shootdir
			local order = {
				{x=1, y=0, z=0}, {x=-1, y=0, z= 0},
				{x=0, y=0, z=1}, {x= 0, y=0, z=-1},
			}

			-- Check which one of the 4 sides is free
			for o = 1, #order do
				local cnode = core.get_node(vector.add(pos, order[o])).name
				local cdef = core.registered_nodes[cnode] or {}
				if cnode ~= "ignore" and cdef.walkable == false then
					shootdir = order[o]
					break
				end
			end
			-- If none of the 4 sides is free, check upwards
			if not shootdir then
				shootdir = {x=0, y=1, z=0}
				local cnode = core.get_node(vector.add(pos, shootdir)).name
				if cnode == "ignore" then
					shootdir = nil -- Do not push into ignore
				end
			end

			if shootdir then
				-- Set new item moving speed accordingly
				local newv = vector.multiply(shootdir, 3)
				self:disable_physics()
				self.object:set_velocity(newv)

				self.force_out = newv
				self.force_out_start = vector.round(pos)
				return
			end
		elseif self.force_out then
			-- This code runs after the entity got a push from the above code.
			-- It makes sure the entity is entirely outside the solid node
			local c = self.object:get_properties().collisionbox
			local s = self.force_out_start
			local f = self.force_out
			local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
				(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
				(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
				(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
				(f.z < 0 and pos.z + c[6] < s.z - 0.5)
			if ok then
				-- Item was successfully forced out
				self.force_out = nil
				self:enable_physics()
			end
		end

		if not self.physical_state then
			return -- Don't do anything
		end

		-- Slide on slippery nodes
		local vel = self.object:get_velocity()
		local def = node and core.registered_nodes[node.name]
		local is_moving = (def and not def.walkable) or
			vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
		local is_slippery = false

		if def and def.walkable then
			local slippery = core.get_item_group(node.name, "slippery")
			is_slippery = slippery ~= 0
			if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
				-- Horizontal deceleration
				local slip_factor = 4.0 / (slippery + 4)
				self.object:set_acceleration({
					x = -vel.x * slip_factor,
					y = 0,
					z = -vel.z * slip_factor
				})
			elseif vel.y == 0 then
				is_moving = false