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'core.show_formspec' now shows and updates the inventory formspec as if it was opened using the hotkey on client-side.
70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2024 cx384
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#pragma once
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#include <memory>
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#include <string>
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#include "irr_v3d.h"
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#include "scripting_pause_menu.h"
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class Client;
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class RenderingEngine;
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class InputHandler;
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class ISoundManager;
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class GUIFormSpecMenu;
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/*
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This object intend to contain the core fromspec functionality.
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It includes:
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- methods to show specific formspec menus
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- storing the opened fromspec
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- handling fromspec related callbacks
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*/
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struct GameFormSpec
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{
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void init(Client *client, RenderingEngine *rendering_engine, InputHandler *input);
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~GameFormSpec() { reset(); }
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void showFormSpec(const std::string &formspec, const std::string &formname);
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void showCSMFormSpec(const std::string &formspec, const std::string &formname);
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// Used by the Lua pause menu environment to show formspecs.
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// Currently only used for the in-game settings menu.
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void showPauseMenuFormSpec(const std::string &formspec, const std::string &formname);
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void showNodeFormspec(const std::string &formspec, const v3s16 &nodepos);
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/// If `!fs_override`: Uses `player->inventory_formspec`.
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/// If ` fs_override`: Uses a temporary formspec until an update is received.
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void showPlayerInventory(const std::string *fs_override);
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void showDeathFormspecLegacy();
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// Shows the hardcoded "main" pause menu.
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void showPauseMenu();
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void update();
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void disableDebugView();
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bool handleCallbacks();
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void reset();
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#ifdef __ANDROID__
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// Returns false if no formspec open
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bool handleAndroidUIInput();
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#endif
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private:
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Client *m_client;
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RenderingEngine *m_rendering_engine;
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InputHandler *m_input;
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std::unique_ptr<PauseMenuScripting> m_pause_script;
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/// The currently open formspec that is not a submenu of the pause menu
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/// FIXME: Layering is already managed by `GUIModalMenu` (`g_menumgr`), hence this
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/// variable should be removed in long-term.
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GUIFormSpecMenu *m_formspec = nullptr;
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bool handleEmptyFormspec(const std::string &formspec, const std::string &formname);
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void deleteFormspec();
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};
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