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work-in-progress gui system updating + some settings system updating

This commit is contained in:
Perttu Ahola 2010-12-23 17:09:49 +02:00
parent 2816d8f638
commit 7e490e7213
9 changed files with 340 additions and 243 deletions

View file

@ -224,11 +224,12 @@ TODO: Convert the text input system to use a modal menu... or something
#include "constants.h"
#include "strfnd.h"
#include "porting.h"
#include "guiPauseMenu.h"
#include "irrlichtwrapper.h"
#include "gettime.h"
#include "porting.h"
#include "guiPauseMenu.h"
#include "guiInventoryMenu.h"
#include "guiTextInputMenu.h"
IrrlichtWrapper *g_irrlicht;
@ -287,12 +288,6 @@ Queue<InventoryAction*> inventory_action_queue;
// This is a copy of the inventory that the client's environment has
Inventory local_inventory;
std::wstring g_text_buffer;
bool g_text_buffer_accepted = false;
// When true, the mouse and keyboard are grabbed
bool g_game_focused = true;
/*
Debug streams
*/
@ -334,6 +329,15 @@ public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
/*
React to nothing here if a menu is active
*/
if(noMenuActive() == false)
{
clearInput();
return false;
}
// Remember whether each key is down or up
if(event.EventType == irr::EET_KEY_INPUT_EVENT)
{
@ -342,82 +346,46 @@ public:
if(event.KeyInput.PressedDown)
{
//dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;
if(g_game_focused == false)
{
s16 key = event.KeyInput.Key;
if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)
{
g_text_buffer_accepted = true;
}
else if(key == irr::KEY_BACK)
{
if(g_text_buffer.size() > 0)
g_text_buffer = g_text_buffer.substr
(0, g_text_buffer.size()-1);
}
else
{
wchar_t wc = event.KeyInput.Char;
if(wc != 0)
g_text_buffer += wc;
}
}
//if(pauseMenu != NULL)
/*
Launch menus
*/
if(guienv != NULL && guiroot != NULL && g_device != NULL)
{
if(event.KeyInput.Key == irr::KEY_ESCAPE)
{
if(g_game_focused == true && noMenuActive())
{
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching pause menu"<<std::endl;
// It will delete itself by itself
GUIPauseMenu *menu = new
GUIPauseMenu(guienv, guiroot, -1, g_device,
&g_active_menu_count);
menu->drop();
return true;
}
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching pause menu"<<std::endl;
// It will delete itself by itself
(new GUIPauseMenu(guienv, guiroot, -1, g_device,
&g_active_menu_count))->drop();
return true;
}
}
//if(inventoryMenu != NULL)
if(guienv != NULL && guiroot != NULL && g_device != NULL)
{
if(event.KeyInput.Key == irr::KEY_KEY_I)
{
if(g_game_focused == true && noMenuActive())
{
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching inventory"<<std::endl;
GUIInventoryMenu *inventoryMenu = new
GUIInventoryMenu(guienv, guiroot, -1,
&local_inventory, &inventory_action_queue,
&g_active_menu_count);
inventoryMenu->drop();
return true;
}
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching inventory"<<std::endl;
(new GUIInventoryMenu(guienv, guiroot, -1,
&local_inventory, &inventory_action_queue,
&g_active_menu_count))->drop();
return true;
}
}
// Material selection
if(event.KeyInput.Key == irr::KEY_KEY_F)
{
if(g_game_focused == true)
{
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
dstream<<DTIME<<"Selected item: "
<<g_selected_item<<std::endl;
}
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
dstream<<DTIME<<"Selected item: "
<<g_selected_item<<std::endl;
}
// Viewing range selection
if(event.KeyInput.Key == irr::KEY_KEY_R
&& g_game_focused)
if(event.KeyInput.Key == irr::KEY_KEY_R)
{
JMutexAutoLock lock(g_range_mutex);
if(g_viewing_range_all)
@ -433,8 +401,7 @@ public:
}
// Print debug stacks
if(event.KeyInput.Key == irr::KEY_KEY_P
&& g_game_focused)
if(event.KeyInput.Key == irr::KEY_KEY_P)
{
dstream<<"-----------------------------------------"
<<std::endl;
@ -508,10 +475,11 @@ public:
return keyIsDown[keyCode];
}
MyEventReceiver()
void clearInput()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
keyIsDown[i] = false;
leftclicked = false;
rightclicked = false;
leftreleased = false;
@ -522,6 +490,11 @@ public:
right_active = false;
}
MyEventReceiver()
{
clearInput();
}
bool leftclicked;
bool rightclicked;
bool leftreleased;
@ -574,17 +547,6 @@ public:
InputHandler *g_input = NULL;
void focusGame()
{
g_input->clear();
g_game_focused = true;
}
void unFocusGame()
{
g_game_focused = false;
}
class RealInputHandler : public InputHandler
{
public:
@ -617,14 +579,10 @@ public:
virtual bool getLeftClicked()
{
if(g_game_focused == false)
return false;
return m_receiver->leftclicked;
}
virtual bool getRightClicked()
{
if(g_game_focused == false)
return false;
return m_receiver->rightclicked;
}
virtual void resetLeftClicked()
@ -638,14 +596,10 @@ public:
virtual bool getLeftReleased()
{
if(g_game_focused == false)
return false;
return m_receiver->leftreleased;
}
virtual bool getRightReleased()
{
if(g_game_focused == false)
return false;
return m_receiver->rightreleased;
}
virtual void resetLeftReleased()
@ -1015,11 +969,6 @@ private:
Text input system
*/
struct TextDest
{
virtual void sendText(std::string text) = 0;
};
struct TextDestSign : public TextDest
{
TextDestSign(v3s16 blockpos, s16 id, Client *client)
@ -1028,11 +977,12 @@ struct TextDestSign : public TextDest
m_id = id;
m_client = client;
}
void sendText(std::string text)
void gotText(std::wstring text)
{
std::string ntext = wide_to_narrow(text);
dstream<<"Changing text of a sign object: "
<<text<<std::endl;
m_client->sendSignText(m_blockpos, m_id, text);
<<ntext<<std::endl;
m_client->sendSignText(m_blockpos, m_id, ntext);
}
v3s16 m_blockpos;
@ -1040,39 +990,6 @@ struct TextDestSign : public TextDest
Client *m_client;
};
struct TextInput
{
TextDest *dest;
gui::IGUIStaticText* guitext;
/*std::wstring buffer;
bool buffer_accepted;*/
TextInput()
{
dest = NULL;
guitext = NULL;
//buffer_accepted = false;
}
void start(TextDest *a_dest)
{
unFocusGame();
guitext = guienv->addStaticText(L"",
core::rect<s32>(150,100,550,120),
true, // border?
false, // wordwrap?
NULL);
guitext->setDrawBackground(true);
g_text_buffer = L"";
g_text_buffer_accepted = false;
dest = a_dest;
}
};
int main(int argc, char *argv[])
{
/*
@ -1318,15 +1235,18 @@ int main(int argc, char *argv[])
{
snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str());
}
else if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)
else if(is_yes(g_settings.get("host_game")) == false)
{
std::cout<<g_settings.get("address")<<std::endl;
snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());
}
else
{
std::cout<<"Address to connect to [empty = host a game]: ";
std::cin.getline(connect_name, 100);
if(g_settings.get("address") != "")
{
std::cout<<g_settings.get("address")<<std::endl;
snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());
}
else
{
std::cout<<"Address to connect to [empty = host a game]: ";
std::cin.getline(connect_name, 100);
}
}
if(connect_name[0] == 0){
@ -1545,9 +1465,6 @@ int main(int argc, char *argv[])
Add some gui stuff
*/
// Text input system
TextInput text_input;
GUIQuickInventory *quick_inventory = new GUIQuickInventory
(guienv, NULL, v2s32(10, 70), 5, &local_inventory);
@ -1559,15 +1476,9 @@ int main(int argc, char *argv[])
guiroot = guienv->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
// Pause menu
//pauseMenu = new GUIPauseMenu(guienv, root, -1, device);
// Inventory menu
/*inventoryMenu = new GUIInventoryMenu(guienv, guiroot, -1, &local_inventory,
&inventory_action_queue);*/
//pauseMenu->launch();
//inventoryMenu->launch();
// Test the text input system
/*(new GUITextInputMenu(guienv, guiroot, -1, &g_active_menu_count,
NULL))->drop();*/
// First line of debug text
gui::IGUIStaticText *guitext = guienv->addStaticText(
@ -1619,9 +1530,6 @@ int main(int argc, char *argv[])
v2u32 screensize = driver->getScreenSize();
core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);
/*pauseMenu->resizeGui();
inventoryMenu->resizeGui();*/
// Hilight boxes collected during the loop and displayed
core::list< core::aabbox3d<f32> > hilightboxes;
@ -1652,7 +1560,6 @@ int main(int argc, char *argv[])
Viewing range
*/
//updateViewingRange(dtime, &client);
updateViewingRange(busytime, &client);
/*
@ -1771,24 +1678,10 @@ int main(int argc, char *argv[])
*/
g_input->step(dtime);
/*
Special keys
*/
/*if(g_esc_pressed)
{
break;
}*/
/*if(g_i_pressed)
{
inventoryMenu->setVisible(true);
g_i_pressed = false;
}*/
/*
Player speed control
*/
if(g_game_focused)
{
/*bool a_up,
bool a_down,
@ -1810,14 +1703,7 @@ int main(int argc, char *argv[])
);
client.setPlayerControl(control);
}
else
{
// Set every key to inactive
PlayerControl control;
client.setPlayerControl(control);
}
//timer1.stop();
/*
Process environment
*/
@ -1842,11 +1728,7 @@ int main(int argc, char *argv[])
Mouse and camera control
*/
if((device->isWindowActive()
&& g_game_focused
&& noMenuActive()
)
|| random_input)
if((device->isWindowActive() && noMenuActive()) || random_input)
{
if(!random_input)
device->getCursorControl()->setVisible(false);
@ -1940,16 +1822,24 @@ int main(int argc, char *argv[])
if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)
{
dstream<<"Sign object right-clicked"<<std::endl;
text_input.start(new TextDestSign(
selected_object->getBlock()->getPos(),
selected_object->getId(),
&client));
if(random_input)
if(random_input == false)
{
g_text_buffer = L"ASD LOL 8)";
g_text_buffer_accepted = true;
// Get a new text for it
TextDest *dest = new TextDestSign(
selected_object->getBlock()->getPos(),
selected_object->getId(),
&client);
SignObject *sign_object = (SignObject*)selected_object;
std::wstring wtext =
narrow_to_wide(sign_object->getText());
(new GUITextInputMenu(guienv, guiroot, -1,
&g_active_menu_count, dest,
wtext))->drop();
}
}
/*
@ -2328,38 +2218,6 @@ int main(int argc, char *argv[])
delete a;
}
if(text_input.guitext != NULL)
{
/*wchar_t temptext[100];
swprintf(temptext, 100,
SWPRINTF_CHARSTRING,
g_text_buffer.substr(0,99).c_str()
);*/
text_input.guitext->setText(g_text_buffer.c_str());
}
/*
Text input stuff
*/
if(text_input.guitext != NULL && g_text_buffer_accepted)
{
text_input.guitext->remove();
text_input.guitext = NULL;
if(text_input.dest != NULL)
{
std::string text = wide_to_narrow(g_text_buffer);
dstream<<"Sending text: "<<text<<std::endl;
text_input.dest->sendText(text);
delete text_input.dest;
text_input.dest = NULL;
}
focusGame();
}
//guiupdatetimer.stop();
/*
Drawing begins
*/