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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>

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 <string>
#include <iostream>
#include <set>
#include "itemgroup.h"
#include "sound.h"
class IGameDef;
class Client;
struct ToolCapabilities;
#ifndef SERVER
#include "client/tile.h"
struct ItemMesh;
struct ItemStack;
#endif

/*
	Base item definition
*/

enum ItemType
{
	ITEM_NONE,
	ITEM_NODE,
	ITEM_CRAFT,
	ITEM_TOOL,
};

struct ItemDefinition
{
	/*
		Basic item properties
	*/
	ItemType type;
	std::string name; // "" = hand
	std::string description; // Shown in tooltip.

	/*
		Visual properties
	*/
	std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
	std::string inventory_overlay; // Overlay of inventory_image.
	std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
	std::string wield_overlay; // Overlay of wield_image.
	std::string palette_image; // If specified, the item will be colorized based on this
	video::SColor color; // The fallback color of the node.
	v3f wield_scale;

	/*
		Item stack and interaction properties
	*/
	u16 stack_max;
	bool usable;
	bool liquids_pointable;
	// May be NULL. If non-NULL, deleted by destructor
	ToolCapabilities *tool_capabilities;
	ItemGroupList groups;
	SimpleSoundSpec sound_place;
	SimpleSoundSpec sound_place_failed;
	f32 range;

	// Client shall immediately place this node when player places the item.
	// Server will update the precise end result a moment later.
	// "" = no prediction
	std::string node_placement_prediction;

	/*
		Some helpful methods
	*/
	ItemDefinition();
	ItemDefinition(const ItemDefinition &def);
	ItemDefinition& operator=(const ItemDefinition &def);
	~ItemDefinition();
	void reset();
	void serialize(std::ostream &os, u16 protocol_version) const;
	void deSerialize(std::istream &is);
private:
	void resetInitial();
};

class IItemDefManager
{
public:
	IItemDefManager() = default;

	virtual ~IItemDefManager() = default;

	// Get item definition
	virtual const ItemDefinition& get(const std::string &name) const=0;
	// Get alias definition
	virtual const std::string &getAlias(const std::string &name) const=0;
	// Get set of all defined item names and aliases
	virtual void getAll(std::set<std::string> &result) const=0;
	// Check if item is known
	virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
	// Get item inventory texture
	virtual video::ITexture* getInventoryTexture(const std::string &name,
			Client *client) const=0;
	// Get item wield mesh
	virtual ItemMesh* getWieldMesh(const std::string &name,
		Client *client) const=0;
	// Get item palette
	virtual Palette* getPalette(const std::string &name,
		Client *client) const = 0;
	// Returns the base color of an item stack: the color of all
	// tiles that do not define their own color.
	virtual video::SColor getItemstackColor(const ItemStack &stack,
		Client *client) const = 0;
#endif

	virtual void serialize(std::ostream &os, u16 protocol_version)=0;
};

class IWritableItemDefManager : public IItemDefManager
{
public:
	IWritableItemDefManager() = default;

	virtual ~IWritableItemDefManager() = default;

	// Get item definition
	virtual const ItemDefinition& get(const std::string &name) const=0;
	// Get alias definition
	virtual const std::string &getAlias(const std::string &name) const=0;
	// Get set of all defined item names and aliases
	virtual void getAll(std::set<std::string> &result) const=0;
	// Check if item is known
	virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
	// Get item inventory texture
	virtual video::ITexture* getInventoryTexture(const std::string &name,
			Client *client) const=0;
	// Get item wield mesh
	virtual ItemMesh* getWieldMesh(const std::string &name,
		Client *client) const=0;
#endif

	// Remove all registered item and node definitions and aliases
	// Then re-add the builtin item definitions
	virtual void clear()=0;
	// Register item definition
	virtual void registerItem(const ItemDefinition &def)=0;
	virtual void unregisterItem(const std::string &name)=0;
	// Set an alias so that items named <name> will load as <convert_to>.
	// Alias is not set if <name> has already been defined.
	// Alias will be removed if <name> is defined at a later point of time.
	virtual void registerAlias(const std::string &name,
			const std::string &convert_to)=0;

	virtual void serialize(std::ostream &os, u16 protocol_version)=0;
	virtual void deSerialize(std::istream &is)=0;

	// Do stuff asked by threads that can only be done in the main thread
	virtual void processQueue(IGameDef *gamedef)=0;
};

IWritableItemDefManager* createItemDefManager();
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// 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

#include "guiButton.h"


#include "client/guiscalingfilter.h"
#include "client/tile.h"
#include "IGUISkin.h"
#include "IGUIEnvironment.h"
#include "IVideoDriver.h"
#include "IGUIFont.h"
#include "irrlicht_changes/static_text.h"
#include "porting.h"
#include "StyleSpec.h"
#include "util/numeric.h"

using namespace irr;
using namespace gui;

// Multiply with a color to get the default corresponding hovered color
#define COLOR_HOVERED_MOD 1.25f

// Multiply with a color to get the default corresponding pressed color
#define COLOR_PRESSED_MOD 0.85f

//! constructor
GUIButton::GUIButton(IGUIEnvironment* environment, IGUIElement* parent,
			s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc,
			bool noclip)
: IGUIButton(environment, parent, id, rectangle),
	SpriteBank(0), OverrideFont(0),
	OverrideColorEnabled(false), OverrideColor(video::SColor(101,255,255,255)),
	ClickTime(0), HoverTime(0), FocusTime(0),
	ClickShiftState(false), ClickControlState(false),
	IsPushButton(false), Pressed(false),
	UseAlphaChannel(false), DrawBorder(true), ScaleImage(false), TSrc(tsrc)
{
	setNotClipped(noclip);

	// This element can be tabbed.
	setTabStop(true);
	setTabOrder(-1);

	// PATCH
	for (size_t i = 0; i < 4; i++) {
		Colors[i] = Environment->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);
	}
	StaticText = gui::StaticText::add(Environment, Text.c_str(), core::rect<s32>(0,0,rectangle.getWidth(),rectangle.getHeight()), false, false, this, id);
	StaticText->setTextAlignment(EGUIA_CENTER, EGUIA_CENTER);
	// END PATCH
}

//! destructor
GUIButton::~GUIButton()
{
	if (OverrideFont)
		OverrideFont->drop();

	if (SpriteBank)
		SpriteBank->drop();
}


//! Sets if the images should be scaled to fit the button
void GUIButton::setScaleImage(bool scaleImage)
{
	ScaleImage = scaleImage;
}


//! Returns whether the button scale the used images
bool GUIButton::isScalingImage() const
{
	return ScaleImage;
}


//! Sets if the button should use the skin to draw its border
void GUIButton::setDrawBorder(bool border)
{
	DrawBorder = border;
}


void GUIButton::setSpriteBank(IGUISpriteBank* sprites)
{
	if (sprites)
		sprites->grab();

	if (SpriteBank)
		SpriteBank->drop();

	SpriteBank = sprites;
}

void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
{
	ButtonSprites[(u32)state].Index	= index;
	ButtonSprites[(u32)state].Color	= color;
	ButtonSprites[(u32)state].Loop	= loop;
	ButtonSprites[(u32)state].Scale = scale;
}

//! Get the sprite-index for the given state or -1 when no sprite is set
s32 GUIButton::getSpriteIndex(EGUI_BUTTON_STATE state) const
{
	return ButtonSprites[(u32)state].Index;
}

//! Get the sprite color for the given state. Color is only used when a sprite is set.
video::SColor GUIButton::getSpriteColor(EGUI_BUTTON_STATE state) const
{
	return ButtonSprites[(u32)state].Color;
}

//! Returns if the sprite in the given state does loop
bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
{
	return ButtonSprites[(u32)state].Loop;
}

//! Returns if the sprite in the given state is scaled
bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
{
	return ButtonSprites[(u32)state].Scale;
}

//! called if an event happened.
bool GUIButton::OnEvent(const SEvent& event)
{
	if (!isEnabled())
		return IGUIElement::OnEvent(event);

	switch(event.EventType)
	{
	case EET_KEY_INPUT_EVENT:
		if (event.KeyInput.PressedDown &&
			(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
		{
			if (!IsPushButton)
				setPressed(true);
			else
				setPressed(!Pressed);

			return true;
		}
		if (Pressed && !IsPushButton && event.KeyInput.PressedDown && event.KeyInput.Key == KEY_ESCAPE)
		{
			setPressed(false);
			return true;
		}
		else
		if (!event.KeyInput.PressedDown && Pressed &&
			(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
		{

			if (!IsPushButton)
				setPressed(false);

			if (Parent)
			{
				ClickShiftState = event.KeyInput.Shift;
				ClickControlState = event.KeyInput.Control;

				SEvent newEvent;
				newEvent.EventType = EET_GUI_EVENT;
				newEvent.GUIEvent.Caller = this;
				newEvent.GUIEvent.Element = 0;
				newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
				Parent->OnEvent(newEvent);
			}
			return true;
		}
		break;
	case EET_GUI_EVENT:
		if (event.GUIEvent.Caller == this)
		{
			if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST)
			{
				if (!IsPushButton)
					setPressed(false);
				FocusTime = (u32)porting::getTimeMs();
			}
			else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED)
			{
				FocusTime = (u32)porting::getTimeMs();
			}
			else if (event.GUIEvent.EventType == EGET_ELEMENT_HOVERED || event.GUIEvent.EventType == EGET_ELEMENT_LEFT)
			{
				HoverTime = (u32)porting::getTimeMs();
			}
		}
		break;
	case EET_MOUSE_INPUT_EVENT:
		if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
		{
			// Sometimes formspec elements can receive mouse events when the
			// mouse is outside of the formspec. Thus, we test the position here.
			if ( !IsPushButton && AbsoluteClippingRect.isPointInside(
						core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ))) {
				setPressed(true);
			}

			return true;
		}
		else
		if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
		{
			bool wasPressed = Pressed;

			if ( !AbsoluteClippingRect.isPointInside( core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ) ) )
			{
				if (!IsPushButton)
					setPressed(false);
				return true;
			}

			if (!IsPushButton)
				setPressed(false);
			else
			{
				setPressed(!Pressed);
			}

			if ((!IsPushButton && wasPressed && Parent) ||
				(IsPushButton && wasPressed != Pressed))
			{
				ClickShiftState = event.MouseInput.Shift;
				ClickControlState = event.MouseInput.Control;

				SEvent newEvent;
				newEvent.EventType = EET_GUI_EVENT;
				newEvent.GUIEvent.Caller = this;
				newEvent.GUIEvent.Element = 0;
				newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
				Parent->OnEvent(newEvent);
			}

			return true;
		}
		break;
	default:
		break;
	}

	return Parent ? Parent->OnEvent(event) : false;
}


//! draws the element and its children
void GUIButton::draw()
{
	if (!IsVisible)
		return;

	// PATCH
	// Track hovered state, if it has changed then we need to update the style.
	bool hovered = isHovered();
	if (hovered != WasHovered) {
		WasHovered = hovered;
		setFromState();
	}

	GUISkin* skin = dynamic_cast<GUISkin*>(Environment->getSkin());
	video::IVideoDriver* driver = Environment->getVideoDriver();
	// END PATCH

	if (DrawBorder)
	{
		if (!Pressed)
		{
			// PATCH
			skin->drawColored3DButtonPaneStandard(this, AbsoluteRect,
					&AbsoluteClippingRect, Colors);
			// END PATCH
		}
		else
		{
			// PATCH
			skin->drawColored3DButtonPanePressed(this, AbsoluteRect,
					&AbsoluteClippingRect, Colors);
			// END PATCH
		}
	}

	const core::position2di buttonCenter(AbsoluteRect.getCenter());
	// PATCH
	// The image changes based on the state, so we use the default every time.
	EGUI_BUTTON_IMAGE_STATE imageState = EGBIS_IMAGE_UP;
	// END PATCH
	if ( ButtonImages[(u32)imageState].Texture )
	{
		core::position2d<s32> pos(buttonCenter);
		core::rect<s32> sourceRect(ButtonImages[(u32)imageState].SourceRect);
		if ( sourceRect.getWidth() == 0 && sourceRect.getHeight() == 0 )
			sourceRect = core::rect<s32>(core::position2di(0,0), ButtonImages[(u32)imageState].Texture->getOriginalSize());

		pos.X -= sourceRect.getWidth() / 2;
		pos.Y -= sourceRect.getHeight() / 2;

		if ( Pressed )
		{
			// Create a pressed-down effect by moving the image when it looks identical to the unpressed state image
			EGUI_BUTTON_IMAGE_STATE unpressedState = getImageState(false);
			if ( unpressedState == imageState || ButtonImages[(u32)imageState] == ButtonImages[(u32)unpressedState] )
			{
				pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
				pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
			}
		}

		// PATCH
		video::ITexture* texture = ButtonImages[(u32)imageState].Texture;
		video::SColor image_colors[] = { BgColor, BgColor, BgColor, BgColor };
		if (BgMiddle.getArea() == 0) {
			driver->draw2DImage(texture,
					ScaleImage? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
					sourceRect, &AbsoluteClippingRect,
					image_colors, UseAlphaChannel);
		} else {
			core::rect<s32> middle = BgMiddle;
			// `-x` is interpreted as `w - x`
			if (middle.LowerRightCorner.X < 0)
				middle.LowerRightCorner.X += texture->getOriginalSize().Width;
			if (middle.LowerRightCorner.Y < 0)
				middle.LowerRightCorner.Y += texture->getOriginalSize().Height;
			draw2DImage9Slice(driver, texture,
					ScaleImage ? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
					middle, &AbsoluteClippingRect, image_colors);
		}
		// END PATCH
	}

	if (SpriteBank)
	{
		core::position2di pos(buttonCenter);

		if (isEnabled())
		{
			// pressed / unpressed animation
			EGUI_BUTTON_STATE state = Pressed ? EGBS_BUTTON_DOWN : EGBS_BUTTON_UP;
			drawSprite(state, ClickTime, pos);

			// focused / unfocused animation
			state = Environment->hasFocus(this) ? EGBS_BUTTON_FOCUSED : EGBS_BUTTON_NOT_FOCUSED;
			drawSprite(state, FocusTime, pos);

			// mouse over / off animation
			state = isHovered() ? EGBS_BUTTON_MOUSE_OVER : EGBS_BUTTON_MOUSE_OFF;
			drawSprite(state, HoverTime, pos);
		}
		else
		{
			// draw disabled
//			drawSprite(EGBS_BUTTON_DISABLED, 0, pos);
		}
	}

	IGUIElement::draw();
}

void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center)
{
	u32 stateIdx = (u32)state;

	if (ButtonSprites[stateIdx].Index != -1)
	{
		if ( ButtonSprites[stateIdx].Scale )
		{
			const video::SColor colors[] = {ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color};
			SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect.UpperLeftCorner,
					&AbsoluteClippingRect, colors[0], // FIXME: remove [0]
					porting::getTimeMs()-startTime, ButtonSprites[stateIdx].Loop);
		}
		else
		{
			SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
				&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, porting::getTimeMs(),
				ButtonSprites[stateIdx].Loop, true);
		}
	}
}

EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const
{
	// PATCH
	return getImageState(pressed, ButtonImages);
	// END PATCH
}

EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed, const ButtonImage* images) const
{
	// figure state we should have
	EGUI_BUTTON_IMAGE_STATE state = EGBIS_IMAGE_DISABLED;
	bool focused = Environment->hasFocus((IGUIElement*)this);
	bool mouseOver = isHovered();
	if (isEnabled())
	{
		if ( pressed )
		{
			if ( focused && mouseOver )
				state = EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER;
			else if ( focused )
				state = EGBIS_IMAGE_DOWN_FOCUSED;
			else if ( mouseOver )
				state = EGBIS_IMAGE_DOWN_MOUSEOVER;
			else
				state = EGBIS_IMAGE_DOWN;
		}
		else // !pressed
		{
			if ( focused && mouseOver )
				state = EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER;
			else if ( focused )
				state = EGBIS_IMAGE_UP_FOCUSED;
			else if ( mouseOver )
				state = EGBIS_IMAGE_UP_MOUSEOVER;
			else
				state = EGBIS_IMAGE_UP;
		}
	}

	// find a compatible state that has images
	while ( state != EGBIS_IMAGE_UP && !images[(u32)state].Texture )
	{
		// PATCH
		switch ( state )
		{
			case EGBIS_IMAGE_UP_FOCUSED:
				state = EGBIS_IMAGE_UP;
				break;
			case EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER:
				state = EGBIS_IMAGE_UP_FOCUSED;
				break;
			case EGBIS_IMAGE_DOWN_MOUSEOVER:
				state = EGBIS_IMAGE_DOWN;
				break;
			case EGBIS_IMAGE_DOWN_FOCUSED:
				state = EGBIS_IMAGE_DOWN;
				break;
			case EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER:
				state = EGBIS_IMAGE_DOWN_FOCUSED;
				break;
			case EGBIS_IMAGE_DISABLED:
				if ( pressed )
					state = EGBIS_IMAGE_DOWN;
				else
					state = EGBIS_IMAGE_UP;
				break;
			default:
				state = EGBIS_IMAGE_UP;
		}
		// END PATCH
	}

	return state;
}

//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
void GUIButton::setOverrideFont(IGUIFont* font)
{
	if (OverrideFont == font)
		return;

	if (OverrideFont)
		OverrideFont->drop();

	OverrideFont = font;

	if (OverrideFont)
		OverrideFont->grab();

	StaticText->setOverrideFont(font);
}

//! Gets the override font (if any)
IGUIFont * GUIButton::getOverrideFont() const
{
	return OverrideFont;
}

//! Get the font which is used right now for drawing
IGUIFont* GUIButton::getActiveFont() const
{