aboutsummaryrefslogtreecommitdiff
path: root/src/gui/mainmenumanager.h
blob: 102492255b78860f2baf11db7ea6ad5ed783b68d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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

/*
	All kinds of stuff that needs to be exposed from main.cpp
*/
#include "modalMenu.h"
#include <cassert>
#include <list>

class IGameCallback
{
public:
	virtual void exitToOS() = 0;
	virtual void keyConfig() = 0;
	virtual void disconnect() = 0;
	virtual void changePassword() = 0;
	virtual void changeVolume() = 0;

	virtual void signalKeyConfigChange() = 0;
};

extern gui::IGUIEnvironment *guienv;
extern gui::IGUIStaticText *guiroot;

// Handler for the modal menus

class MainMenuManager : public IMenuManager
{
public:
	virtual void createdMenu(gui::IGUIElement *menu)
	{
#ifndef NDEBUG
		for (gui::IGUIElement *i : m_stack) {
			assert(i != menu);
		}
#endif

		if(!m_stack.empty())
			m_stack.back()->setVisible(false);
		m_stack.push_back(menu);
	}

	virtual void deletingMenu(gui::IGUIElement *menu)
	{
		// Remove all entries if there are duplicates
		m_stack.remove(menu);

		/*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();
		assert(*i == menu);
		m_stack.erase(i);*/

		if(!m_stack.empty())
			m_stack.back()->setVisible(true);
	}

	// Returns true to prevent further processing
	virtual bool preprocessEvent(const SEvent& event)
	{
		if (m_stack.empty())
			return false;
		GUIModalMenu *mm = dynamic_cast<GUIModalMenu*>(m_stack.back());
		return mm && mm->preprocessEvent(event);
	}

	u32 menuCount()
	{
		return m_stack.size();
	}

	bool pausesGame()
	{
		for (gui::IGUIElement *i : m_stack) {
			GUIModalMenu *mm = dynamic_cast<GUIModalMenu*>(i);
			if (mm && mm->pausesGame())
				return true;
		}
		return false;
	}

	std::list<gui::IGUIElement*> m_stack;
};

extern MainMenuManager g_menumgr;

extern bool isMenuActive();

class MainGameCallback : public IGameCallback
{
public:
	MainGameCallback() = default;
	virtual ~MainGameCallback() = default;

	virtual void exitToOS()
	{
		shutdown_requested = true;
	}

	virtual void disconnect()
	{
		disconnect_requested = true;
	}

	virtual void changePassword()
	{
		changepassword_requested = true;
	}

	virtual void changeVolume()
	{
		changevolume_requested = true;
	}

	virtual void keyConfig()
	{
		keyconfig_requested = true;
	}

	virtual void signalKeyConfigChange()
	{
		keyconfig_changed = true;
	}


	bool disconnect_requested = false;
	bool changepassword_requested = false;
	bool changevolume_requested = false;
	bool keyconfig_requested = false;
	bool shutdown_requested = false;

	bool keyconfig_changed = false;
};

extern MainGameCallback *g_gamecallback;
ss="hl kwb">const wchar_t *caption, const char *btn_image); // add toggle button to be shown void addToggleButton(touch_gui_button_id id, const wchar_t *caption, const char *btn_image_1, const char *btn_image_2); // detect settings bar button events bool isButton(const SEvent &event); // handle released hud buttons bool isReleaseButton(int eventID); // step handler void step(float dtime); // deactivate button bar void deactivate(); // hide the whole buttonbar void hide(); // unhide the buttonbar void show(); private: ISimpleTextureSource *m_texturesource = nullptr; irr::video::IVideoDriver *m_driver; IGUIEnvironment *m_guienv; IEventReceiver *m_receiver; button_info m_starter; std::vector<button_info *> m_buttons; v2s32 m_upper_left; v2s32 m_lower_right; // show settings bar bool m_active = false; bool m_visible = true; // settings bar timeout float m_timeout = 0.0f; float m_timeout_value = 3.0f; bool m_initialized = false; autohide_button_bar_dir m_dir = AHBB_Dir_Right_Left; }; class TouchScreenGUI { public: TouchScreenGUI(IrrlichtDevice *device, IEventReceiver *receiver); ~TouchScreenGUI(); void translateEvent(const SEvent &event); void init(ISimpleTextureSource *tsrc); double getYawChange() { double res = m_camera_yaw_change; m_camera_yaw_change = 0; return res; } double getPitch() { return m_camera_pitch; } /*! * Returns a line which describes what the player is pointing at. * The starting point and looking direction are significant, * the line should be scaled to match its length to the actual distance * the player can reach. * The line starts at the camera and ends on the camera's far plane. * The coordinates do not contain the camera offset. */ line3d<f32> getShootline() { return m_shootline; } void step(float dtime); void resetHud(); void registerHudItem(int index, const rect<s32> &rect); void Toggle(bool visible); void hide(); void show(); private: IrrlichtDevice *m_device; IGUIEnvironment *m_guienv; IEventReceiver *m_receiver; ISimpleTextureSource *m_texturesource; v2u32 m_screensize; double m_touchscreen_threshold; std::map<int, rect<s32>> m_hud_rects; std::map<int, irr::EKEY_CODE> m_hud_ids; bool m_visible; // is the gui visible // value in degree double m_camera_yaw_change = 0.0; double m_camera_pitch = 0.0; // forward, backward, left, right touch_gui_button_id m_joystick_names[5] = { forward_id, backward_id, left_id, right_id, special1_id}; bool m_joystick_status[5] = {false, false, false, false, false}; /*! * A line starting at the camera and pointing towards the * selected object. * The line ends on the camera's far plane. * The coordinates do not contain the camera offset. */ line3d<f32> m_shootline; int m_move_id = -1; bool m_move_has_really_moved = false; s64 m_move_downtime = 0; bool m_move_sent_as_mouse_event = false; v2s32 m_move_downlocation = v2s32(-10000, -10000); int m_joystick_id = -1; bool m_joystick_has_really_moved = false; bool m_fixed_joystick = false; bool m_joystick_triggers_special1 = false; button_info *m_joystick_btn_off = nullptr; button_info *m_joystick_btn_bg = nullptr; button_info *m_joystick_btn_center = nullptr; button_info m_buttons[after_last_element_id];