minetest/src/gui/guiFormSpecMenu.cpp

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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
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(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.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <cstdlib>
#include <algorithm>
#include <iterator>
#include <sstream>
#include <limits>
#include "guiButton.h"
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#include "guiFormSpecMenu.h"
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#include "guiTable.h"
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#include "constants.h"
#include "gamedef.h"
#include "client/keycode.h"
#include "util/strfnd.h"
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#include <IGUICheckBox.h>
#include <IGUIEditBox.h>
#include <IGUIButton.h>
#include <IGUIStaticText.h>
#include <IGUIFont.h>
#include <IGUITabControl.h>
#include <IGUIComboBox.h>
#include "client/renderingengine.h"
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#include "log.h"
#include "client/tile.h" // ITextureSource
#include "client/hud.h" // drawItemStack
#include "filesys.h"
#include "gettime.h"
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#include "gettext.h"
#include "scripting_server.h"
#include "mainmenumanager.h"
#include "porting.h"
#include "settings.h"
#include "client/client.h"
#include "client/fontengine.h"
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#include "util/hex.h"
#include "util/numeric.h"
#include "util/string.h" // for parseColorString()
#include "irrlicht_changes/static_text.h"
#include "client/guiscalingfilter.h"
#include "guiEditBoxWithScrollbar.h"
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#include "intlGUIEditBox.h"
#define MY_CHECKPOS(a,b) \
if (v_pos.size() != 2) { \
errorstream<< "Invalid pos for element " << a << "specified: \"" \
<< parts[b] << "\"" << std::endl; \
return; \
}
#define MY_CHECKGEOM(a,b) \
if (v_geom.size() != 2) { \
errorstream<< "Invalid geometry for element " << a << \
"specified: \"" << parts[b] << "\"" << std::endl; \
return; \
}
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/*
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GUIFormSpecMenu
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*/
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
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static unsigned int font_line_height(gui::IGUIFont *font)
{
return font->getDimension(L"Ay").Height + font->getKerningHeight();
}
inline u32 clamp_u8(s32 value)
{
return (u32) MYMIN(MYMAX(value, 0), 255);
}
GUIFormSpecMenu::GUIFormSpecMenu(JoystickController *joystick,
gui::IGUIElement *parent, s32 id, IMenuManager *menumgr,
Client *client, ISimpleTextureSource *tsrc, IFormSource *fsrc, TextDest *tdst,
Optimize string (mis)handling (#8128) * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
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const std::string &formspecPrepend,
bool remap_dbl_click):
GUIModalMenu(RenderingEngine::get_gui_env(), parent, id, menumgr),
m_invmgr(client),
m_tsrc(tsrc),
m_client(client),
m_formspec_prepend(formspecPrepend),
m_form_src(fsrc),
m_text_dst(tdst),
m_joystick(joystick),
m_remap_dbl_click(remap_dbl_click)
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{
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current_keys_pending.key_down = false;
current_keys_pending.key_up = false;
current_keys_pending.key_enter = false;
current_keys_pending.key_escape = false;
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m_doubleclickdetect[0].time = 0;
m_doubleclickdetect[1].time = 0;
m_doubleclickdetect[0].pos = v2s32(0, 0);
m_doubleclickdetect[1].pos = v2s32(0, 0);
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m_tooltip_show_delay = (u32)g_settings->getS32("tooltip_show_delay");
m_tooltip_append_itemname = g_settings->getBool("tooltip_append_itemname");
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}
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GUIFormSpecMenu::~GUIFormSpecMenu()
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{
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removeChildren();
for (auto &table_it : m_tables) {
table_it.second->drop();
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}
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delete m_selected_item;
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delete m_form_src;
delete m_text_dst;
}
void GUIFormSpecMenu::create(GUIFormSpecMenu *&cur_formspec, Client *client,
JoystickController *joystick, IFormSource *fs_src, TextDest *txt_dest,
const std::string &formspecPrepend)
{
if (cur_formspec == nullptr) {
cur_formspec = new GUIFormSpecMenu(joystick, guiroot, -1, &g_menumgr,
client, client->getTextureSource(), fs_src, txt_dest, formspecPrepend);
cur_formspec->doPause = false;
/*
Caution: do not call (*cur_formspec)->drop() here --
the reference might outlive the menu, so we will
periodically check if *cur_formspec is the only
remaining reference (i.e. the menu was removed)
and delete it in that case.
*/
} else {
cur_formspec->setFormspecPrepend(formspecPrepend);
cur_formspec->setFormSource(fs_src);
cur_formspec->setTextDest(txt_dest);
}
}
void GUIFormSpecMenu::removeChildren()
{
const core::list<gui::IGUIElement*> &children = getChildren();
while(!children.empty()) {
(*children.getLast())->remove();
}
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if(m_tooltip_element) {
m_tooltip_element->remove();
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m_tooltip_element->drop();
m_tooltip_element = NULL;
}
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}
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void GUIFormSpecMenu::setInitialFocus()
{
// Set initial focus according to following order of precedence:
// 1. first empty editbox
// 2. first editbox
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// 3. first table
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// 4. last button
// 5. first focusable (not statictext, not tabheader)
// 6. first child element
core::list<gui::IGUIElement*> children = getChildren();
// in case "children" contains any NULL elements, remove them
for (core::list<gui::IGUIElement*>::Iterator it = children.begin();
it != children.end();) {
if (*it)
++it;
else
it = children.erase(it);
}
// 1. first empty editbox
for (gui::IGUIElement *it : children) {
if (it->getType() == gui::EGUIET_EDIT_BOX
&& it->getText()[0] == 0) {
Environment->setFocus(it);
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return;
}
}
// 2. first editbox
for (gui::IGUIElement *it : children) {
if (it->getType() == gui::EGUIET_EDIT_BOX) {
Environment->setFocus(it);
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return;
}
}
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// 3. first table
for (gui::IGUIElement *it : children) {
if (it->getTypeName() == std::string("GUITable")) {
Environment->setFocus(it);
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return;
}
}
// 4. last button
for (core::list<gui::IGUIElement*>::Iterator it = children.getLast();
it != children.end(); --it) {
if ((*it)->getType() == gui::EGUIET_BUTTON) {
Environment->setFocus(*it);
return;
}
}
// 5. first focusable (not statictext, not tabheader)
for (gui::IGUIElement *it : children) {
if (it->getType() != gui::EGUIET_STATIC_TEXT &&
it->getType() != gui::EGUIET_TAB_CONTROL) {
Environment->setFocus(it);
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return;
}
}
// 6. first child element
if (children.empty())
Environment->setFocus(this);
else
Environment->setFocus(*(children.begin()));
}
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GUITable* GUIFormSpecMenu::getTable(const std::string &tablename)
{
for (auto &table : m_tables) {
if (tablename == table.first.fname)
return table.second;
}
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return 0;
}
std::vector<std::string>* GUIFormSpecMenu::getDropDownValues(const std::string &name)
{
for (auto &dropdown : m_dropdowns) {
if (name == dropdown.first.fname)
return &dropdown.second;
}
return NULL;
}
v2s32 GUIFormSpecMenu::getElementBasePos(bool absolute,
const std::vector<std::string> *v_pos)
{
v2s32 pos = padding;
if (absolute)
pos += AbsoluteRect.UpperLeftCorner;
v2f32 pos_f = v2f32(pos.X, pos.Y) + pos_offset * spacing;
if (v_pos) {
pos_f.X += stof((*v_pos)[0]) * spacing.X;
pos_f.Y += stof((*v_pos)[1]) * spacing.Y;
}
return v2s32(pos_f.X, pos_f.Y);
}
v2s32 GUIFormSpecMenu::getRealCoordinateBasePos(bool absolute,
const std::vector<std::string> &v_pos)
{
v2f32 pos_f = v2f32(0.0f, 0.0f);
pos_f.X += stof(v_pos[0]) + pos_offset.X;
pos_f.Y += stof(v_pos[1]) + pos_offset.Y;
if (absolute)
return v2s32(pos_f.X * imgsize.X + AbsoluteRect.UpperLeftCorner.X,
pos_f.Y * imgsize.Y + AbsoluteRect.UpperLeftCorner.Y);
return v2s32(pos_f.X * imgsize.X, pos_f.Y * imgsize.Y);
}
v2s32 GUIFormSpecMenu::getRealCoordinateGeometry(const std::vector<std::string> &v_geom)
{
return v2s32(stof(v_geom[0]) * imgsize.X, stof(v_geom[1]) * imgsize.Y);
}
void GUIFormSpecMenu::parseSize(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,',');
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if (((parts.size() == 2) || parts.size() == 3) ||
((parts.size() > 3) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
if (parts[1].find(';') != std::string::npos)
parts[1] = parts[1].substr(0,parts[1].find(';'));
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
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data->invsize.X = MYMAX(0, stof(parts[0]));
data->invsize.Y = MYMAX(0, stof(parts[1]));
lockSize(false);
#ifndef __ANDROID__
if (parts.size() == 3) {
if (parts[2] == "true") {
lockSize(true,v2u32(800,600));
}
}
#endif
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
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data->explicit_size = true;
return;
}
errorstream<< "Invalid size element (" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseContainer(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element, ',');
if (parts.size() >= 2) {
if (parts[1].find(';') != std::string::npos)
parts[1] = parts[1].substr(0, parts[1].find(';'));
container_stack.push(pos_offset);
pos_offset.X += stof(parts[0]);
pos_offset.Y += stof(parts[1]);
return;
}
errorstream<< "Invalid container start element (" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseContainerEnd(parserData* data)
{
if (container_stack.empty()) {
errorstream<< "Invalid container end element, no matching container start element" << std::endl;
} else {
pos_offset = container_stack.top();
container_stack.pop();
}
}
void GUIFormSpecMenu::parseList(parserData* data, const std::string &element)
{
if (m_client == 0) {
warningstream<<"invalid use of 'list' with m_client==0"<<std::endl;
return;
}
std::vector<std::string> parts = split(element,';');
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if (((parts.size() == 4) || (parts.size() == 5)) ||
((parts.size() > 5) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::string location = parts[0];
std::string listname = parts[1];
std::vector<std::string> v_pos = split(parts[2],',');
std::vector<std::string> v_geom = split(parts[3],',');
std::string startindex;
if (parts.size() == 5)
startindex = parts[4];
MY_CHECKPOS("list",2);
MY_CHECKGEOM("list",3);
InventoryLocation loc;
if (location == "context" || location == "current_name")
loc = m_current_inventory_location;
else
loc.deSerialize(location);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates)
pos = getRealCoordinateBasePos(true, v_pos);
else
pos = getElementBasePos(true, &v_pos);
geom.X = stoi(v_geom[0]);
geom.Y = stoi(v_geom[1]);
s32 start_i = 0;
if (!startindex.empty())
start_i = stoi(startindex);
if (geom.X < 0 || geom.Y < 0 || start_i < 0) {
errorstream<< "Invalid list element: '" << element << "'" << std::endl;
return;
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
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if(!data->explicit_size)
warningstream<<"invalid use of list without a size[] element"<<std::endl;
m_inventorylists.emplace_back(loc, listname, pos, geom, start_i, data->real_coordinates);
return;
}
errorstream<< "Invalid list element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseListRing(parserData* data, const std::string &element)
{
if (m_client == 0) {
errorstream << "WARNING: invalid use of 'listring' with m_client==0" << std::endl;
return;
}
std::vector<std::string> parts = split(element, ';');
if (parts.size() == 2) {
std::string location = parts[0];
std::string listname = parts[1];
InventoryLocation loc;
if (location == "context" || location == "current_name")
loc = m_current_inventory_location;
else
loc.deSerialize(location);
m_inventory_rings.emplace_back(loc, listname);
return;
}
if (element.empty() && m_inventorylists.size() > 1) {
size_t siz = m_inventorylists.size();
// insert the last two inv list elements into the list ring
const ListDrawSpec &spa = m_inventorylists[siz - 2];
const ListDrawSpec &spb = m_inventorylists[siz - 1];
m_inventory_rings.emplace_back(spa.inventoryloc, spa.listname);
m_inventory_rings.emplace_back(spb.inventoryloc, spb.listname);
return;
}
errorstream<< "Invalid list ring element(" << parts.size() << ", "
<< m_inventorylists.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseCheckbox(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
if (((parts.size() >= 3) && (parts.size() <= 4)) ||
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((parts.size() > 4) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::string name = parts[1];
std::string label = parts[2];
std::string selected;
if (parts.size() >= 4)
selected = parts[3];
MY_CHECKPOS("checkbox",0);
bool fselected = false;
if (selected == "true")
fselected = true;
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std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
const core::dimension2d<u32> label_size = m_font->getDimension(wlabel.c_str());
s32 cb_size = Environment->getSkin()->getSize(gui::EGDS_CHECK_BOX_WIDTH);
s32 y_center = (std::max(label_size.Height, (u32)cb_size) + 1) / 2;
v2s32 pos;
core::rect<s32> rect;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
rect = core::rect<s32>(
pos.X,
pos.Y - y_center,
pos.X + label_size.Width + cb_size + 7,
pos.Y + y_center
);
} else {
pos = getElementBasePos(false, &v_pos);
rect = core::rect<s32>(
pos.X,
pos.Y + imgsize.Y / 2 - y_center,
pos.X + label_size.Width + cb_size + 7,
pos.Y + imgsize.Y / 2 + y_center
);
}
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
wlabel, //Needed for displaying text on MSVC
wlabel,
258+m_fields.size()
);
spec.ftype = f_CheckBox;
2014-06-19 18:17:35 +02:00
gui::IGUICheckBox* e = Environment->addCheckBox(fselected, rect, this,
spec.fid, spec.flabel.c_str());
2013-08-19 11:26:51 +02:00
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("checkbox", name);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
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if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
m_checkboxes.emplace_back(spec,e);
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid checkbox element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseScrollBar(parserData* data, const std::string &element)
2014-06-19 18:17:35 +02:00
{
std::vector<std::string> parts = split(element,';');
if (parts.size() >= 5) {
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
2015-04-19 22:06:34 +02:00
std::string name = parts[3];
2014-06-19 18:17:35 +02:00
std::string value = parts[4];
MY_CHECKPOS("scrollbar",0);
MY_CHECKGEOM("scrollbar",1);
2014-06-19 18:17:35 +02:00
v2s32 pos;
v2s32 dim;
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if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
dim = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
dim.X = stof(v_geom[0]) * spacing.X;
dim.Y = stof(v_geom[1]) * spacing.Y;
2014-06-19 18:17:35 +02:00
}
core::rect<s32> rect =
core::rect<s32>(pos.X, pos.Y, pos.X + dim.X, pos.Y + dim.Y);
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
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L"",
L"",
258+m_fields.size()
);
bool is_horizontal = true;
if (parts[2] == "vertical")
is_horizontal = false;
spec.ftype = f_ScrollBar;
spec.send = true;
gui::IGUIScrollBar* e =
Environment->addScrollBar(is_horizontal,rect,this,spec.fid);
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("scrollbar", name);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
2014-06-19 18:17:35 +02:00
e->setMax(1000);
e->setMin(0);
e->setPos(stoi(parts[4]));
e->setSmallStep(10);
e->setLargeStep(100);
m_scrollbars.emplace_back(spec,e);
2014-06-19 18:17:35 +02:00
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid scrollbar element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseImage(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
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if ((parts.size() == 3) ||
((parts.size() > 3) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = unescape_string(parts[2]);
MY_CHECKPOS("image", 0);
MY_CHECKGEOM("image", 1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(true, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(true, &v_pos);
geom.X = stof(v_geom[0]) * (float)imgsize.X;
geom.Y = stof(v_geom[1]) * (float)imgsize.Y;
}
if (!data->explicit_size)
warningstream<<"invalid use of image without a size[] element"<<std::endl;
m_images.emplace_back(name, pos, geom);
return;
}
if (parts.size() == 2) {
std::vector<std::string> v_pos = split(parts[0],',');
std::string name = unescape_string(parts[1]);
MY_CHECKPOS("image", 0);
v2s32 pos = getElementBasePos(true, &v_pos);
if (!data->explicit_size)
warningstream<<"invalid use of image without a size[] element"<<std::endl;
m_images.emplace_back(name, pos);
return;
}
errorstream<< "Invalid image element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseItemImage(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
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if ((parts.size() == 3) ||
((parts.size() > 3) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = parts[2];
MY_CHECKPOS("itemimage",0);
MY_CHECKGEOM("itemimage",1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(true, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(true, &v_pos);
geom.X = stof(v_geom[0]) * (float)imgsize.X;
geom.Y = stof(v_geom[1]) * (float)imgsize.Y;
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(!data->explicit_size)
warningstream<<"invalid use of item_image without a size[] element"<<std::endl;
m_itemimages.emplace_back("", name, pos, geom);
return;
}
errorstream<< "Invalid ItemImage element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseButton(parserData* data, const std::string &element,
const std::string &type)
{
std::vector<std::string> parts = split(element,';');
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if ((parts.size() == 4) ||
((parts.size() > 4) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = parts[2];
std::string label = parts[3];
MY_CHECKPOS("button",0);
MY_CHECKGEOM("button",1);
v2s32 pos;
v2s32 geom;
core::rect<s32> rect;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X,
pos.Y+geom.Y);
} else {
pos = getElementBasePos(false, &v_pos);
geom.X = (stof(v_geom[0]) * spacing.X) - (spacing.X - imgsize.X);
pos.Y += (stof(v_geom[1]) * (float)imgsize.Y)/2;
rect = core::rect<s32>(pos.X, pos.Y - m_btn_height,
pos.X + geom.X, pos.Y + m_btn_height);
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(!data->explicit_size)
warningstream<<"invalid use of button without a size[] element"<<std::endl;
2017-01-31 18:05:03 +01:00
std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
wlabel,
L"",
258+m_fields.size()
);
spec.ftype = f_Button;
if(type == "button_exit")
spec.is_exit = true;
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GUIButton *e = GUIButton::addButton(Environment, rect, this, spec.fid, spec.flabel.c_str());
2019-03-15 20:03:12 +01:00
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement(type, name, (type != "button") ? "button" : "");
if (style.isNotDefault(StyleSpec::BGCOLOR)) {
2019-03-15 20:03:12 +01:00
e->setColor(style.getColor(StyleSpec::BGCOLOR));
}
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if (style.isNotDefault(StyleSpec::TEXTCOLOR)) {
2019-03-15 20:03:12 +01:00
e->setOverrideColor(style.getColor(StyleSpec::TEXTCOLOR));
}
2019-03-16 22:38:36 +01:00
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setDrawBorder(style.getBool(StyleSpec::BORDER, true));
if (style.isNotDefault(StyleSpec::BGIMG)) {
std::string image_name = style.get(StyleSpec::BGIMG, "");
std::string pressed_image_name = style.get(StyleSpec::BGIMG_PRESSED, "");
video::ITexture *texture = 0;
video::ITexture *pressed_texture = 0;
texture = m_tsrc->getTexture(image_name);
if (!pressed_image_name.empty())
pressed_texture = m_tsrc->getTexture(pressed_image_name);
else
pressed_texture = texture;
e->setUseAlphaChannel(style.getBool(StyleSpec::ALPHA, true));
e->setImage(guiScalingImageButton(
Environment->getVideoDriver(), texture, geom.X, geom.Y));
e->setPressedImage(guiScalingImageButton(
Environment->getVideoDriver(), pressed_texture, geom.X, geom.Y));
e->setScaleImage(true);
}
2019-03-15 20:03:12 +01:00
2013-08-19 11:26:51 +02:00
if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid button element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseBackground(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
if ((parts.size() >= 3 && parts.size() <= 5) ||
(parts.size() > 5 && m_formspec_version > FORMSPEC_API_VERSION)) {
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = unescape_string(parts[2]);
MY_CHECKPOS("background",0);
MY_CHECKGEOM("background",1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(true, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(true, &v_pos);
pos.X -= (spacing.X - (float)imgsize.X) / 2;
pos.Y -= (spacing.Y - (float)imgsize.Y) / 2;
geom.X = stof(v_geom[0]) * spacing.X;
geom.Y = stof(v_geom[1]) * spacing.Y;
}
bool clip = false;
if (parts.size() >= 4 && is_yes(parts[3])) {
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos) * -1;
geom = v2s32(0, 0);
} else {
pos.X = stoi(v_pos[0]); //acts as offset
pos.Y = stoi(v_pos[1]);
}
clip = true;
}
core::rect<s32> middle;
if (parts.size() >= 5) {
std::vector<std::string> v_middle = split(parts[4], ',');
if (v_middle.size() == 1) {
s32 x = stoi(v_middle[0]);
middle.UpperLeftCorner = core::vector2di(x, x);
middle.LowerRightCorner = core::vector2di(-x, -x);
} else if (v_middle.size() == 2) {
s32 x = stoi(v_middle[0]);
s32 y = stoi(v_middle[1]);
middle.UpperLeftCorner = core::vector2di(x, y);
middle.LowerRightCorner = core::vector2di(-x, -y);
// `-x` is interpreted as `w - x`
} else if (v_middle.size() == 4) {
middle.UpperLeftCorner = core::vector2di(stoi(v_middle[0]), stoi(v_middle[1]));
middle.LowerRightCorner = core::vector2di(stoi(v_middle[2]), stoi(v_middle[3]));
} else {
warningstream << "Invalid rectangle given to middle param of background[] element" << std::endl;
}
}
if (!data->explicit_size && !clip)
warningstream << "invalid use of unclipped background without a size[] element" << std::endl;
m_backgrounds.emplace_back(name, pos, geom, middle, clip);
return;
}
errorstream<< "Invalid background element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseTableOptions(parserData* data, const std::string &element)
{
2013-08-23 12:24:11 +02:00
std::vector<std::string> parts = split(element,';');
data->table_options.clear();
for (const std::string &part : parts) {
2013-08-23 12:24:11 +02:00
// Parse table option
std::string opt = unescape_string(part);
2013-08-23 12:24:11 +02:00
data->table_options.push_back(GUITable::splitOption(opt));
}
}
void GUIFormSpecMenu::parseTableColumns(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
2013-08-23 12:24:11 +02:00
data->table_columns.clear();
for (const std::string &part : parts) {
std::vector<std::string> col_parts = split(part,',');
2013-08-23 12:24:11 +02:00
GUITable::TableColumn column;
// Parse column type
if (!col_parts.empty())
column.type = col_parts[0];
// Parse column options
for (size_t j = 1; j < col_parts.size(); ++j) {
std::string opt = unescape_string(col_parts[j]);
column.options.push_back(GUITable::splitOption(opt));
}
data->table_columns.push_back(column);
}
}
void GUIFormSpecMenu::parseTable(parserData* data, const std::string &element)
{
2013-08-23 12:24:11 +02:00
std::vector<std::string> parts = split(element,';');
2014-06-25 19:04:47 +02:00
if (((parts.size() == 4) || (parts.size() == 5)) ||
((parts.size() > 5) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = parts[2];
std::vector<std::string> items = split(parts[3],',');
std::string str_initial_selection;
std::string str_transparent = "false";
if (parts.size() >= 5)
str_initial_selection = parts[4];
2013-08-23 12:24:11 +02:00
MY_CHECKPOS("table",0);
MY_CHECKGEOM("table",1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
geom.X = stof(v_geom[0]) * spacing.X;
geom.Y = stof(v_geom[1]) * spacing.Y;
}
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X, pos.Y+geom.Y);
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
L"",
L"",
258+m_fields.size()
);
2013-08-23 12:24:11 +02:00
spec.ftype = f_Table;
for (std::string &item : items) {
2017-01-31 18:05:03 +01:00
item = wide_to_utf8(unescape_translate(utf8_to_wide(unescape_string(item))));
2013-08-23 12:24:11 +02:00
}
//now really show table
GUITable *e = new GUITable(Environment, this, spec.fid, rect,
m_tsrc);
2013-08-19 11:26:51 +02:00
if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
2013-08-23 12:24:11 +02:00
e->setTable(data->table_options, data->table_columns, items);
2015-06-10 01:54:33 +02:00
if (data->table_dyndata.find(name) != data->table_dyndata.end()) {
e->setDynamicData(data->table_dyndata[name]);
2013-08-23 12:24:11 +02:00
}
2013-07-07 21:53:40 +02:00
if (!str_initial_selection.empty() && str_initial_selection != "0")
e->setSelected(stoi(str_initial_selection));
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("table", name);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
m_tables.emplace_back(spec, e);
2013-08-23 12:24:11 +02:00
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid table element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseTextList(parserData* data, const std::string &element)
{
2013-08-23 12:24:11 +02:00
std::vector<std::string> parts = split(element,';');
2014-06-25 19:04:47 +02:00
if (((parts.size() == 4) || (parts.size() == 5) || (parts.size() == 6)) ||
((parts.size() > 6) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
2013-08-23 12:24:11 +02:00
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = parts[2];
std::vector<std::string> items = split(parts[3],',');
std::string str_initial_selection;
2013-08-23 12:24:11 +02:00
std::string str_transparent = "false";
if (parts.size() >= 5)
str_initial_selection = parts[4];
if (parts.size() >= 6)
str_transparent = parts[5];
MY_CHECKPOS("textlist",0);
MY_CHECKGEOM("textlist",1);
v2s32 pos;
2013-08-23 12:24:11 +02:00
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
geom.X = stof(v_geom[0]) * spacing.X;
geom.Y = stof(v_geom[1]) * spacing.Y;
}
2013-08-23 12:24:11 +02:00
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X, pos.Y+geom.Y);
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
2013-08-23 12:24:11 +02:00
L"",
L"",
258+m_fields.size()
);
spec.ftype = f_Table;
for (std::string &item : items) {
2017-01-31 18:05:03 +01:00
item = wide_to_utf8(unescape_translate(utf8_to_wide(unescape_string(item))));
}
2013-08-23 12:24:11 +02:00
//now really show list
GUITable *e = new GUITable(Environment, this, spec.fid, rect,
m_tsrc);
if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
2013-08-23 12:24:11 +02:00
e->setTextList(items, is_yes(str_transparent));
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if (data->table_dyndata.find(name) != data->table_dyndata.end()) {
e->setDynamicData(data->table_dyndata[name]);
}
if (!str_initial_selection.empty() && str_initial_selection != "0")
e->setSelected(stoi(str_initial_selection));
2013-07-07 21:53:40 +02:00
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("textlist", name);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
m_tables.emplace_back(spec, e);
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid textlist element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseDropDown(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
2014-06-25 19:04:47 +02:00
if ((parts.size() == 5) ||
((parts.size() > 5) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::string name = parts[2];
std::vector<std::string> items = split(parts[3],',');
std::string str_initial_selection;
str_initial_selection = parts[4];
MY_CHECKPOS("dropdown",0);
v2s32 pos;
v2s32 geom;
core::rect<s32> rect;
if (data->real_coordinates) {
std::vector<std::string> v_geom = split(parts[1],',');
if (v_geom.size() == 1)
v_geom.emplace_back("1");
MY_CHECKGEOM("dropdown",1);
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X, pos.Y+geom.Y);
} else {
pos = getElementBasePos(false, &v_pos);
s32 width = stof(parts[1]) * spacing.Y;
rect = core::rect<s32>(pos.X, pos.Y,
pos.X + width, pos.Y + (m_btn_height * 2));
}
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
L"",
L"",
258+m_fields.size()
);
spec.ftype = f_DropDown;
spec.send = true;
//now really show list
gui::IGUIComboBox *e = Environment->addComboBox(rect, this,spec.fid);
2013-08-19 11:26:51 +02:00
if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
for (const std::string &item : items) {
2017-01-31 18:05:03 +01:00
e->addItem(unescape_translate(unescape_string(
utf8_to_wide(item))).c_str());
}
if (!str_initial_selection.empty())
e->setSelected(stoi(str_initial_selection)-1);
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("dropdown", name);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
m_fields.push_back(spec);
m_dropdowns.emplace_back(spec, std::vector<std::string>());
std::vector<std::string> &values = m_dropdowns.back().second;
for (const std::string &item : items) {
values.push_back(unescape_string(item));
}
return;
}
errorstream << "Invalid dropdown element(" << parts.size() << "): '"
<< element << "'" << std::endl;
}
void GUIFormSpecMenu::parseFieldCloseOnEnter(parserData *data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
if (parts.size() == 2 ||
(parts.size() > 2 && m_formspec_version > FORMSPEC_API_VERSION)) {
field_close_on_enter[parts[0]] = is_yes(parts[1]);
}
}
void GUIFormSpecMenu::parsePwdField(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
if ((parts.size() == 4) || (parts.size() == 5) ||
((parts.size() > 5) && (m_formspec_version > FORMSPEC_API_VERSION)))
2014-06-25 19:04:47 +02:00
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = parts[2];
std::string label = parts[3];
MY_CHECKPOS("pwdfield",0);
MY_CHECKGEOM("pwdfield",1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
pos -= padding;
geom.X = (stof(v_geom[0]) * spacing.X) - (spacing.X - imgsize.X);
pos.Y += (stof(v_geom[1]) * (float)imgsize.Y)/2;
pos.Y -= m_btn_height;
geom.Y = m_btn_height*2;
}
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X, pos.Y+geom.Y);
2017-01-31 18:05:03 +01:00
std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
wlabel,
L"",
258+m_fields.size()
);
spec.send = true;
gui::IGUIEditBox * e = Environment->addEditBox(0, rect, true, this, spec.fid);
2013-08-19 11:26:51 +02:00
if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
if (label.length() >= 1) {
int font_height = g_fontengine->getTextHeight();
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
rect.UpperLeftCorner.Y -= font_height;
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + font_height;
gui::StaticText::add(Environment, spec.flabel.c_str(), rect, false, true,
this, 0);
}
e->setPasswordBox(true,L'*');
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("pwdfield", name, "field");
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setDrawBorder(style.getBool(StyleSpec::BORDER, true));
e->setOverrideColor(style.getColor(StyleSpec::TEXTCOLOR, video::SColor(0xFFFFFFFF)));
irr::SEvent evt;
evt.EventType = EET_KEY_INPUT_EVENT;
evt.KeyInput.Key = KEY_END;
evt.KeyInput.Char = 0;
evt.KeyInput.Control = false;
evt.KeyInput.Shift = false;
evt.KeyInput.PressedDown = true;
e->OnEvent(evt);
if (parts.size() >= 5) {
// TODO: remove after 2016-11-03
warningstream << "pwdfield: use field_close_on_enter[name, enabled]" <<
" instead of the 5th param" << std::endl;
field_close_on_enter[name] = is_yes(parts[4]);
}
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid pwdfield element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::createTextField(parserData *data, FieldSpec &spec,
core::rect<s32> &rect, bool is_multiline)
{
bool is_editable = !spec.fname.empty();
if (!is_editable && !is_multiline) {
// spec field id to 0, this stops submit searching for a value that isn't there
gui::StaticText::add(Environment, spec.flabel.c_str(), rect, false, true,
this, spec.fid);
return;
}
if (is_editable) {
spec.send = true;
} else if (is_multiline &&
spec.fdefault.empty() && !spec.flabel.empty()) {
// Multiline textareas: swap default and label for backwards compat
spec.flabel.swap(spec.fdefault);
}
gui::IGUIEditBox *e = nullptr;
static constexpr bool use_intl_edit_box = USE_FREETYPE &&
IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 9;
if (use_intl_edit_box && g_settings->getBool("freetype")) {
e = new gui::intlGUIEditBox(spec.fdefault.c_str(),
true, Environment, this, spec.fid, rect, is_editable, is_multiline);
e->drop();
} else {
if (is_multiline)
e = new GUIEditBoxWithScrollBar(spec.fdefault.c_str(), true,
Environment, this, spec.fid, rect, is_editable, true);
else if (is_editable)
e = Environment->addEditBox(spec.fdefault.c_str(), rect, true,
this, spec.fid);
}
if (e) {
if (is_editable && spec.fname == data->focused_fieldname)
Environment->setFocus(e);
if (is_multiline) {
e->setMultiLine(true);
e->setWordWrap(true);
e->setTextAlignment(gui::EGUIA_UPPERLEFT, gui::EGUIA_UPPERLEFT);
} else {
irr::SEvent evt;
evt.EventType = EET_KEY_INPUT_EVENT;
evt.KeyInput.Key = KEY_END;
evt.KeyInput.Char = 0;
evt.KeyInput.Control = 0;
evt.KeyInput.Shift = 0;
evt.KeyInput.PressedDown = true;
e->OnEvent(evt);
}
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement(is_multiline ? "textarea" : "field", spec.fname);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setDrawBorder(style.getBool(StyleSpec::BORDER, true));
e->setOverrideColor(style.getColor(StyleSpec::TEXTCOLOR, video::SColor(0xFFFFFFFF)));
if (style.get(StyleSpec::BGCOLOR, "") == "transparent") {
e->setDrawBackground(false);
}
}
if (!spec.flabel.empty()) {
int font_height = g_fontengine->getTextHeight();
rect.UpperLeftCorner.Y -= font_height;
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + font_height;
gui::StaticText::add(Environment, spec.flabel.c_str(), rect, false, true,
this, 0);
}
}
void GUIFormSpecMenu::parseSimpleField(parserData* data,
std::vector<std::string> &parts)
{
std::string name = parts[0];
std::string label = parts[1];
std::string default_val = parts[2];
core::rect<s32> rect;
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(data->explicit_size)
warningstream<<"invalid use of unpositioned \"field\" in inventory"<<std::endl;
v2s32 pos = getElementBasePos(false, nullptr);
pos.Y = ((m_fields.size()+2)*60);
v2s32 size = DesiredRect.getSize();
rect = core::rect<s32>(size.X / 2 - 150, pos.Y,
(size.X / 2 - 150) + 300, pos.Y + (m_btn_height*2));
if(m_form_src)
default_val = m_form_src->resolveText(default_val);
2017-01-31 18:05:03 +01:00
std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
wlabel,
utf8_to_wide(unescape_string(default_val)),
258+m_fields.size()
);
createTextField(data, spec, rect, false);
if (parts.size() >= 4) {
// TODO: remove after 2016-11-03
warningstream << "field/simple: use field_close_on_enter[name, enabled]" <<
" instead of the 4th param" << std::endl;
field_close_on_enter[name] = is_yes(parts[3]);
}
m_fields.push_back(spec);
}
void GUIFormSpecMenu::parseTextArea(parserData* data, std::vector<std::string>& parts,
const std::string &type)
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string name = parts[2];
std::string label = parts[3];
std::string default_val = parts[4];
MY_CHECKPOS(type,0);
MY_CHECKGEOM(type,1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
pos -= padding;
geom.X = (stof(v_geom[0]) * spacing.X) - (spacing.X - imgsize.X);
if (type == "textarea")
{
geom.Y = (stof(v_geom[1]) * (float)imgsize.Y) - (spacing.Y-imgsize.Y);
pos.Y += m_btn_height;
}
else
{
pos.Y += (stof(v_geom[1]) * (float)imgsize.Y)/2;
pos.Y -= m_btn_height;
geom.Y = m_btn_height*2;
}
}
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X, pos.Y+geom.Y);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(!data->explicit_size)
warningstream<<"invalid use of positioned "<<type<<" without a size[] element"<<std::endl;
if(m_form_src)
default_val = m_form_src->resolveText(default_val);
2017-01-31 18:05:03 +01:00
std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
FieldSpec spec(
2015-06-10 01:54:33 +02:00
name,
wlabel,
utf8_to_wide(unescape_string(default_val)),
258+m_fields.size()
);
createTextField(data, spec, rect, type == "textarea");
if (parts.size() >= 6) {
// TODO: remove after 2016-11-03
warningstream << "field/textarea: use field_close_on_enter[name, enabled]" <<
" instead of the 6th param" << std::endl;
field_close_on_enter[name] = is_yes(parts[5]);
}
m_fields.push_back(spec);
}
void GUIFormSpecMenu::parseField(parserData* data, const std::string &element,
const std::string &type)
{
std::vector<std::string> parts = split(element,';');
if (parts.size() == 3 || parts.size() == 4) {
parseSimpleField(data,parts);
return;
}
if ((parts.size() == 5) || (parts.size() == 6) ||
((parts.size() > 6) && (m_formspec_version > FORMSPEC_API_VERSION)))
2014-06-25 19:04:47 +02:00
{
parseTextArea(data,parts,type);
return;
}
errorstream<< "Invalid field element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseLabel(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
2014-06-25 19:04:47 +02:00
if ((parts.size() == 2) ||
((parts.size() > 2) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::string text = parts[1];
MY_CHECKPOS("label",0);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(!data->explicit_size)
warningstream<<"invalid use of label without a size[] element"<<std::endl;
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
std::vector<std::string> lines = split(text, '\n');
for (unsigned int i = 0; i != lines.size(); i++) {
2019-09-07 11:15:12 +02:00
std::wstring wlabel = unescape_translate(unescape_string(
utf8_to_wide(lines[i])));
core::rect<s32> rect;
if (data->real_coordinates) {
// Lines are spaced at the distance of 1/2 imgsize.
// This alows lines that line up with the new elements
// easily without sacrificing good line distance. If
// it was one whole imgsize, it would have too much
// spacing.
v2s32 pos = getRealCoordinateBasePos(false, v_pos);
// Labels are positioned by their center, not their top.
pos.Y += (((float) imgsize.Y) / -2) + (((float) imgsize.Y) * i / 2);
rect = core::rect<s32>(
pos.X, pos.Y,
pos.X + m_font->getDimension(wlabel.c_str()).Width,
pos.Y + imgsize.Y);
} else {
// Lines are spaced at the nominal distance of
// 2/5 inventory slot, even if the font doesn't
// quite match that. This provides consistent
// form layout, at the expense of sometimes
// having sub-optimal spacing for the font.
// We multiply by 2 and then divide by 5, rather
// than multiply by 0.4, to get exact results
// in the integer cases: 0.4 is not exactly
// representable in binary floating point.
v2s32 pos = getElementBasePos(false, nullptr);
pos.X += stof(v_pos[0]) * spacing.X;
pos.Y += (stof(v_pos[1]) + 7.0f / 30.0f) * spacing.Y;
pos.Y += ((float) i) * spacing.Y * 2.0 / 5.0;
rect = core::rect<s32>(
pos.X, pos.Y - m_btn_height,
pos.X + m_font->getDimension(wlabel.c_str()).Width,
pos.Y + m_btn_height);
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
FieldSpec spec(
2015-06-10 01:54:33 +02:00
"",
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
wlabel,
L"",
258+m_fields.size()
);
gui::IGUIStaticText *e = gui::StaticText::add(Environment,
spec.flabel.c_str(), rect, false, false, this, spec.fid);
e->setTextAlignment(gui::EGUIA_UPPERLEFT, gui::EGUIA_CENTER);
2019-03-16 22:38:36 +01:00
auto style = getStyleForElement("label", spec.fname);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setOverrideColor(style.getColor(StyleSpec::TEXTCOLOR, video::SColor(0xFFFFFFFF)));
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
m_fields.push_back(spec);
}
return;
}
errorstream << "Invalid label element(" << parts.size() << "): '" << element
<< "'" << std::endl;
}
void GUIFormSpecMenu::parseVertLabel(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
2014-06-25 19:04:47 +02:00
if ((parts.size() == 2) ||
((parts.size() > 2) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
2017-01-31 18:05:03 +01:00
std::wstring text = unescape_translate(
unescape_string(utf8_to_wide(parts[1])));
MY_CHECKPOS("vertlabel",1);
v2s32 pos;
core::rect<s32> rect;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
// Vertlabels are positioned by center, not left.
pos.X -= imgsize.X / 2;
// We use text.length + 1 because without it, the rect
// isn't quite tall enough and cuts off the text.
rect = core::rect<s32>(pos.X, pos.Y,
pos.X + imgsize.X,
pos.Y + font_line_height(m_font) *
(text.length() + 1));
} else {
pos = getElementBasePos(false, &v_pos);
// As above, the length must be one longer. The width of
// the rect (15 pixels) seems rather arbitrary, but
// changing it might break something.
rect = core::rect<s32>(
pos.X, pos.Y+((imgsize.Y/2) - m_btn_height),
pos.X+15, pos.Y +
font_line_height(m_font) *
(text.length() + 1) +
((imgsize.Y/2) - m_btn_height));
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(!data->explicit_size)
warningstream<<"invalid use of label without a size[] element"<<std::endl;
std::wstring label;
for (wchar_t i : text) {
label += i;
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label += L"\n";
}
FieldSpec spec(
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"",
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label,
L"",
258+m_fields.size()
);
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gui::IGUIStaticText *e = gui::StaticText::add(Environment, spec.flabel.c_str(),
rect, false, false, this, spec.fid);
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e->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER);
auto style = getStyleForElement("vertlabel", spec.fname, "label");
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setOverrideColor(style.getColor(StyleSpec::TEXTCOLOR, video::SColor(0xFFFFFFFF)));
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid vertlabel element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseImageButton(parserData* data, const std::string &element,
const std::string &type)
{
std::vector<std::string> parts = split(element,';');
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if ((((parts.size() >= 5) && (parts.size() <= 8)) && (parts.size() != 6)) ||
((parts.size() > 8) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string image_name = parts[2];
std::string name = parts[3];
std::string label = parts[4];
MY_CHECKPOS("imagebutton",0);
MY_CHECKGEOM("imagebutton",1);
bool noclip = false;
bool drawborder = true;
std::string pressed_image_name;
if (parts.size() >= 7) {
if (parts[5] == "true")
noclip = true;
if (parts[6] == "false")
drawborder = false;
}
if (parts.size() >= 8) {
pressed_image_name = parts[7];
}
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
geom.X = (stof(v_geom[0]) * spacing.X) - (spacing.X - imgsize.X);
geom.Y = (stof(v_geom[1]) * spacing.Y) - (spacing.Y - imgsize.Y);
}
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X,
pos.Y+geom.Y);
if (!data->explicit_size)
warningstream<<"invalid use of image_button without a size[] element"<<std::endl;
image_name = unescape_string(image_name);
pressed_image_name = unescape_string(pressed_image_name);
std::wstring wlabel = utf8_to_wide(unescape_string(label));
FieldSpec spec(
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name,
wlabel,
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utf8_to_wide(image_name),
258+m_fields.size()
);
spec.ftype = f_Button;
if (type == "image_button_exit")
spec.is_exit = true;
video::ITexture *texture = 0;
video::ITexture *pressed_texture = 0;
texture = m_tsrc->getTexture(image_name);
if (!pressed_image_name.empty())
pressed_texture = m_tsrc->getTexture(pressed_image_name);
else
pressed_texture = texture;
gui::IGUIButton *e = Environment->addButton(rect, this, spec.fid, spec.flabel.c_str());
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if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
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auto style = getStyleForElement("image_button", spec.fname);
e->setUseAlphaChannel(style.getBool(StyleSpec::ALPHA, true));
2015-04-01 06:19:10 +02:00
e->setImage(guiScalingImageButton(
Environment->getVideoDriver(), texture, geom.X, geom.Y));
e->setPressedImage(guiScalingImageButton(
Environment->getVideoDriver(), pressed_texture, geom.X, geom.Y));
e->setScaleImage(true);
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if (parts.size() >= 7) {
e->setNotClipped(noclip);
e->setDrawBorder(drawborder);
} else {
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setDrawBorder(style.getBool(StyleSpec::BORDER, true));
}
m_fields.push_back(spec);
return;
}
errorstream<< "Invalid imagebutton element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseTabHeader(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element, ';');
if (((parts.size() == 4) || (parts.size() == 6)) || (parts.size() == 7 &&
data->real_coordinates) || ((parts.size() > 6) &&
(m_formspec_version > FORMSPEC_API_VERSION)))
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{
std::vector<std::string> v_pos = split(parts[0],',');
// If we're using real coordinates, add an extra field for height.
// Width is not here because tabs are the width of the text, and
// there's no reason to change that.
unsigned int i = 0;
std::vector<std::string> v_geom = {"1", "0.75"}; // Dummy width and default height
bool auto_width = true;
if (parts.size() == 7) {
i++;
v_geom = split(parts[1], ',');
if (v_geom.size() == 1)
v_geom.insert(v_geom.begin(), "1"); // Dummy value
else
auto_width = false;
}
std::string name = parts[i+1];
std::vector<std::string> buttons = split(parts[i+2], ',');
std::string str_index = parts[i+3];
bool show_background = true;
bool show_border = true;
int tab_index = stoi(str_index) - 1;
MY_CHECKPOS("tabheader", 0);
if (parts.size() == 6 + i) {
if (parts[4+i] == "true")
show_background = false;
if (parts[5+i] == "false")
show_border = false;
}
FieldSpec spec(
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name,
L"",
L"",
258+m_fields.size()
);
spec.ftype = f_TabHeader;
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
pos.Y -= geom.Y; // TabHeader base pos is the bottom, not the top.
if (auto_width)
geom.X = DesiredRect.getWidth(); // Set automatic width
MY_CHECKGEOM("tabheader", 1);
} else {
v2f32 pos_f = pos_offset * spacing;
pos_f.X += stof(v_pos[0]) * spacing.X;
pos_f.Y += stof(v_pos[1]) * spacing.Y - m_btn_height * 2;
pos = v2s32(pos_f.X, pos_f.Y);
geom.Y = m_btn_height * 2;
geom.X = DesiredRect.getWidth();
}
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X,
pos.Y+geom.Y);
gui::IGUITabControl *e = Environment->addTabControl(rect, this,
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show_background, show_border, spec.fid);
e->setAlignment(irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT,
irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_LOWERRIGHT);
e->setTabHeight(geom.Y);
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if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
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auto style = getStyleForElement("tabheader", name);
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, true));
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for (const std::string &button : buttons) {
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auto tab = e->addTab(unescape_translate(unescape_string(
utf8_to_wide(button))).c_str(), -1);
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if (style.isNotDefault(StyleSpec::BGCOLOR))
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tab->setBackgroundColor(style.getColor(StyleSpec::BGCOLOR));
tab->setTextColor(style.getColor(StyleSpec::TEXTCOLOR, video::SColor(0xFFFFFFFF)));
}
if ((tab_index >= 0) &&
(buttons.size() < INT_MAX) &&
(tab_index < (int) buttons.size()))
e->setActiveTab(tab_index);
m_fields.push_back(spec);
return;
}
errorstream << "Invalid TabHeader element(" << parts.size() << "): '"
<< element << "'" << std::endl;
}
void GUIFormSpecMenu::parseItemImageButton(parserData* data, const std::string &element)
{
if (m_client == 0) {
warningstream << "invalid use of item_image_button with m_client==0"
<< std::endl;
return;
}
std::vector<std::string> parts = split(element,';');
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if ((parts.size() == 5) ||
((parts.size() > 5) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
std::string item_name = parts[2];
std::string name = parts[3];
std::string label = parts[4];
label = unescape_string(label);
item_name = unescape_string(item_name);
MY_CHECKPOS("itemimagebutton",0);
MY_CHECKGEOM("itemimagebutton",1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(false, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(false, &v_pos);
geom.X = (stof(v_geom[0]) * spacing.X) - (spacing.X - imgsize.X);
geom.Y = (stof(v_geom[1]) * spacing.Y) - (spacing.Y - imgsize.Y);
}
core::rect<s32> rect = core::rect<s32>(pos.X, pos.Y, pos.X+geom.X, pos.Y+geom.Y);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if(!data->explicit_size)
warningstream<<"invalid use of item_image_button without a size[] element"<<std::endl;
IItemDefManager *idef = m_client->idef();
ItemStack item;
item.deSerialize(item_name, idef);
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m_tooltips[name] =
2017-01-31 18:05:03 +01:00
TooltipSpec(utf8_to_wide(item.getDefinition(idef).description),
m_default_tooltip_bgcolor,
m_default_tooltip_color);
FieldSpec spec(
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name,
utf8_to_wide(label),
utf8_to_wide(item_name),
258 + m_fields.size()
);
gui::IGUIButton *e = Environment->addButton(rect, this, spec.fid, L"");
2013-08-19 11:26:51 +02:00
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auto style = getStyleForElement("item_image_button", spec.fname, "image_button");
e->setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
e->setDrawBorder(style.getBool(StyleSpec::BORDER, true));
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if (spec.fname == data->focused_fieldname) {
Environment->setFocus(e);
}
spec.ftype = f_Button;
rect+=data->basepos-padding;
spec.rect=rect;
m_fields.push_back(spec);
if (data->real_coordinates)
pos = getRealCoordinateBasePos(true, v_pos);
else
pos = getElementBasePos(true, &v_pos);
m_itemimages.emplace_back("", item_name, e, pos, geom);
m_static_texts.emplace_back(utf8_to_wide(label), rect, e);
return;
}
errorstream<< "Invalid ItemImagebutton element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseBox(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
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if ((parts.size() == 3) ||
((parts.size() > 3) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
std::vector<std::string> v_pos = split(parts[0],',');
std::vector<std::string> v_geom = split(parts[1],',');
MY_CHECKPOS("box",0);
MY_CHECKGEOM("box",1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(true, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(true, &v_pos);
geom.X = stof(v_geom[0]) * spacing.X;
geom.Y = stof(v_geom[1]) * spacing.Y;
}
video::SColor tmp_color;
if (parseColorString(parts[2], tmp_color, false, 0x8C)) {
BoxDrawSpec spec(pos, geom, tmp_color);
m_boxes.push_back(spec);
}
else {
errorstream<< "Invalid Box element(" << parts.size() << "): '" << element << "' INVALID COLOR" << std::endl;
}
return;
}
errorstream<< "Invalid Box element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseBackgroundColor(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
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if (((parts.size() == 1) || (parts.size() == 2)) ||
((parts.size() > 2) && (m_formspec_version > FORMSPEC_API_VERSION))) {
parseColorString(parts[0], m_bgcolor, false);
if (parts.size() == 2) {
std::string fullscreen = parts[1];
m_bgfullscreen = is_yes(fullscreen);
}
return;
}
errorstream << "Invalid bgcolor element(" << parts.size() << "): '" << element << "'"
<< std::endl;
}
void GUIFormSpecMenu::parseListColors(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
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if (((parts.size() == 2) || (parts.size() == 3) || (parts.size() == 5)) ||
((parts.size() > 5) && (m_formspec_version > FORMSPEC_API_VERSION)))
{
2014-10-03 06:11:21 +02:00
parseColorString(parts[0], m_slotbg_n, false);
parseColorString(parts[1], m_slotbg_h, false);
if (parts.size() >= 3) {
2014-10-03 06:11:21 +02:00
if (parseColorString(parts[2], m_slotbordercolor, false)) {
m_slotborder = true;
}
}
if (parts.size() == 5) {
video::SColor tmp_color;
2014-10-03 06:11:21 +02:00
if (parseColorString(parts[3], tmp_color, false))
m_default_tooltip_bgcolor = tmp_color;
2014-10-03 06:11:21 +02:00
if (parseColorString(parts[4], tmp_color, false))
m_default_tooltip_color = tmp_color;
}
return;
}
errorstream<< "Invalid listcolors element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseTooltip(parserData* data, const std::string &element)
{
std::vector<std::string> parts = split(element,';');
if (parts.size() < 2) {
errorstream << "Invalid tooltip element(" << parts.size() << "): '"
<< element << "'" << std::endl;
return;
}
// Get mode and check size
bool rect_mode = parts[0].find(',') != std::string::npos;
size_t base_size = rect_mode ? 3 : 2;
if (parts.size() != base_size && parts.size() != base_size + 2) {
errorstream << "Invalid tooltip element(" << parts.size() << "): '"
<< element << "'" << std::endl;
return;
}
// Read colors
video::SColor bgcolor = m_default_tooltip_bgcolor;
video::SColor color = m_default_tooltip_color;
if (parts.size() == base_size + 2 &&
(!parseColorString(parts[base_size], bgcolor, false) ||
!parseColorString(parts[base_size + 1], color, false))) {
errorstream << "Invalid color in tooltip element(" << parts.size()
<< "): '" << element << "'" << std::endl;
return;
}
// Make tooltip spec
std::string text = unescape_string(parts[rect_mode ? 2 : 1]);
TooltipSpec spec(utf8_to_wide(text), bgcolor, color);
// Add tooltip
if (rect_mode) {
std::vector<std::string> v_pos = split(parts[0], ',');
std::vector<std::string> v_geom = split(parts[1], ',');
MY_CHECKPOS("tooltip", 0);
MY_CHECKGEOM("tooltip", 1);
v2s32 pos;
v2s32 geom;
if (data->real_coordinates) {
pos = getRealCoordinateBasePos(true, v_pos);
geom = getRealCoordinateGeometry(v_geom);
} else {
pos = getElementBasePos(true, &v_pos);
geom.X = stof(v_geom[0]) * spacing.X;
geom.Y = stof(v_geom[1]) * spacing.Y;
}
irr::core::rect<s32> rect(pos, pos + geom);
m_tooltip_rects.emplace_back(rect, spec);
} else {
m_tooltips[parts[0]] = spec;
}
}
bool GUIFormSpecMenu::parseVersionDirect(const std::string &data)
2014-06-25 19:04:47 +02:00
{
//some prechecks
if (data.empty())
2014-06-25 19:04:47 +02:00
return false;
std::vector<std::string> parts = split(data,'[');
if (parts.size() < 2) {
return false;
}
if (parts[0] != "formspec_version") {
return false;
}
if (is_number(parts[1])) {
m_formspec_version = mystoi(parts[1]);
return true;
}
return false;
}
bool GUIFormSpecMenu::parseSizeDirect(parserData* data, const std::string &element)
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
{
if (element.empty())
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
return false;
std::vector<std::string> parts = split(element,'[');
if (parts.size() < 2)
return false;
std::string type = trim(parts[0]);
std::string description = trim(parts[1]);
if (type != "size" && type != "invsize")
return false;
if (type == "invsize")
log_deprecated("Deprecated formspec element \"invsize\" is used");
parseSize(data, description);
return true;
}
bool GUIFormSpecMenu::parsePositionDirect(parserData *data, const std::string &element)
{
if (element.empty())
return false;
std::vector<std::string> parts = split(element, '[');
if (parts.size() != 2)
return false;
std::string type = trim(parts[0]);
std::string description = trim(parts[1]);
if (type != "position")
return false;
parsePosition(data, description);
return true;
}
void GUIFormSpecMenu::parsePosition(parserData *data, const std::string &element)
{
std::vector<std::string> parts = split(element, ',');
if (parts.size() == 2) {
data->offset.X = stof(parts[0]);
data->offset.Y = stof(parts[1]);
return;
}
errorstream << "Invalid position element (" << parts.size() << "): '" << element << "'" << std::endl;
}
bool GUIFormSpecMenu::parseAnchorDirect(parserData *data, const std::string &element)
{
if (element.empty())
return false;
std::vector<std::string> parts = split(element, '[');
if (parts.size() != 2)
return false;
std::string type = trim(parts[0]);
std::string description = trim(parts[1]);
if (type != "anchor")
return false;
parseAnchor(data, description);
return true;
}
void GUIFormSpecMenu::parseAnchor(parserData *data, const std::string &element)
{
std::vector<std::string> parts = split(element, ',');
if (parts.size() == 2) {
data->anchor.X = stof(parts[0]);
data->anchor.Y = stof(parts[1]);
return;
}
errorstream << "Invalid anchor element (" << parts.size() << "): '" << element
<< "'" << std::endl;
}
2019-03-15 20:03:12 +01:00
bool GUIFormSpecMenu::parseStyle(parserData *data, const std::string &element, bool style_type)
{
std::vector<std::string> parts = split(element, ';');
2019-03-16 22:38:36 +01:00
if (parts.size() < 2) {
2019-03-15 20:03:12 +01:00
errorstream << "Invalid style element (" << parts.size() << "): '" << element
<< "'" << std::endl;
return false;
}
std::string selector = trim(parts[0]);
2019-03-16 22:38:36 +01:00
if (selector.empty()) {
errorstream << "Invalid style element (Selector required): '" << element
2019-03-15 20:03:12 +01:00
<< "'" << std::endl;
return false;
}
StyleSpec spec;
2019-03-16 22:38:36 +01:00
for (size_t i = 1; i < parts.size(); i++) {
size_t equal_pos = parts[i].find('=');
if (equal_pos == std::string::npos) {
errorstream << "Invalid style element (Property missing value): '" << element
<< "'" << std::endl;
return false;
}
std::string propname = trim(parts[i].substr(0, equal_pos));
std::string value = trim(unescape_string(parts[i].substr(equal_pos + 1)));
std::transform(propname.begin(), propname.end(), propname.begin(), ::tolower);
StyleSpec::Property prop = StyleSpec::GetPropertyByName(propname);
if (prop == StyleSpec::NONE) {
if (property_warned.find(propname) != property_warned.end()) {
warningstream << "Invalid style element (Unknown property " << propname << "): '"
<< element
<< "'" << std::endl;
property_warned.insert(propname);
}
return false;
}
spec.set(prop, value);
2019-03-15 20:03:12 +01:00
}
if (style_type) {
theme_by_type[selector] |= spec;
} else {
theme_by_name[selector] |= spec;
}
return true;
}
void GUIFormSpecMenu::parseElement(parserData* data, const std::string &element)
{
//some prechecks
if (element.empty())
return;
if (parseVersionDirect(element))
return;
std::vector<std::string> parts = split(element,'[');
2013-07-07 21:53:40 +02:00
// ugly workaround to keep compatibility
if (parts.size() > 2) {
if (trim(parts[0]) == "image") {
for (unsigned int i=2;i< parts.size(); i++) {
parts[1] += "[" + parts[i];
}
}
else { return; }
}
if (parts.size() < 2) {
return;
2013-07-07 21:53:40 +02:00
}
std::string type = trim(parts[0]);
std::string description = trim(parts[1]);
if (type == "container") {
parseContainer(data, description);
return;
}
if (type == "container_end") {
parseContainerEnd(data);
return;
}
if (type == "list") {
parseList(data, description);
return;
}
if (type == "listring") {
parseListRing(data, description);
return;
}
if (type == "checkbox") {
parseCheckbox(data, description);
return;
}
if (type == "image") {
parseImage(data, description);
return;
}
if (type == "item_image") {
parseItemImage(data, description);
return;
}
if (type == "button" || type == "button_exit") {
parseButton(data, description, type);
return;
}
if (type == "background") {
parseBackground(data,description);
return;
}
2013-08-23 12:24:11 +02:00
if (type == "tableoptions"){
parseTableOptions(data,description);
return;
}
if (type == "tablecolumns"){
parseTableColumns(data,description);
return;
}
if (type == "table"){
parseTable(data,description);
return;
}
if (type == "textlist"){
parseTextList(data,description);
return;
}
if (type == "dropdown"){
parseDropDown(data,description);
return;
}
if (type == "field_close_on_enter") {
parseFieldCloseOnEnter(data, description);
return;
}
if (type == "pwdfield") {
parsePwdField(data,description);
return;
}
if ((type == "field") || (type == "textarea")){
parseField(data,description,type);
return;
}
if (type == "label") {
parseLabel(data,description);
return;
}
if (type == "vertlabel") {
parseVertLabel(data,description);
return;
}
2010-12-22 02:34:21 +01:00
if (type == "item_image_button") {
parseItemImageButton(data,description);
return;
2011-04-04 14:13:19 +02:00
}
if ((type == "image_button") || (type == "image_button_exit")) {
parseImageButton(data,description,type);
return;
}
if (type == "tabheader") {
parseTabHeader(data,description);
return;
}
if (type == "box") {
parseBox(data,description);
return;
}
if (type == "bgcolor") {
parseBackgroundColor(data,description);
return;
}
if (type == "listcolors") {
parseListColors(data,description);
return;
}
if (type == "tooltip") {
parseTooltip(data,description);
return;
}
2014-06-19 18:17:35 +02:00
if (type == "scrollbar") {
parseScrollBar(data, description);
return;
}
if (type == "real_coordinates") {
data->real_coordinates = is_yes(description);
return;
}
2019-03-15 20:03:12 +01:00
if (type == "style") {
parseStyle(data, description, false);
return;
}
if (type == "style_type") {
parseStyle(data, description, true);
return;
}
// Ignore others
infostream << "Unknown DrawSpec: type=" << type << ", data=\"" << description << "\""
<< std::endl;
2010-12-25 15:04:51 +01:00
}
2012-07-15 18:19:38 +02:00
void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
2010-12-22 02:34:21 +01:00
{
/* useless to regenerate without a screensize */
if ((screensize.X <= 0) || (screensize.Y <= 0)) {
return;
}
parserData mydata;
2013-08-23 12:24:11 +02:00
//preserve tables
for (auto &m_table : m_tables) {
std::string tablename = m_table.first.fname;
GUITable *table = m_table.second;
2013-08-23 12:24:11 +02:00
mydata.table_dyndata[tablename] = table->getDynamicData();
}
//set focus
if (!m_focused_element.empty())
mydata.focused_fieldname = m_focused_element;
2013-08-19 11:26:51 +02:00
//preserve focus
gui::IGUIElement *focused_element = Environment->getFocus();
if (focused_element && focused_element->getParent() == this) {
s32 focused_id = focused_element->getID();
if (focused_id > 257) {
for (const GUIFormSpecMenu::FieldSpec &field : m_fields) {
if (field.fid == focused_id) {
mydata.focused_fieldname = field.fname;
2013-08-19 11:26:51 +02:00
break;
}
}
}
}
2010-12-25 15:04:51 +01:00
// Remove children
removeChildren();
for (auto &table_it : m_tables) {
table_it.second->drop();
}
mydata.size= v2s32(100,100);
mydata.screensize = screensize;
mydata.offset = v2f32(0.5f, 0.5f);
mydata.anchor = v2f32(0.5f, 0.5f);
2012-07-15 18:19:38 +02:00
// Base position of contents of form
mydata.basepos = getBasePos();
/* Convert m_init_draw_spec to m_inventorylists */
m_inventorylists.clear();
m_images.clear();
2012-11-08 19:22:37 +01:00
m_backgrounds.clear();
m_itemimages.clear();
2013-08-23 12:24:11 +02:00
m_tables.clear();
m_checkboxes.clear();
2014-06-19 18:17:35 +02:00
m_scrollbars.clear();
2012-07-15 18:19:38 +02:00
m_fields.clear();
m_boxes.clear();
m_tooltips.clear();
m_tooltip_rects.clear();
m_inventory_rings.clear();
m_static_texts.clear();
m_dropdowns.clear();
2019-03-15 20:03:12 +01:00
theme_by_name.clear();
theme_by_type.clear();
m_bgfullscreen = false;
{
v3f formspec_bgcolor = g_settings->getV3F("formspec_default_bg_color");
m_bgcolor = video::SColor(
(u8) clamp_u8(g_settings->getS32("formspec_default_bg_opacity")),
clamp_u8(myround(formspec_bgcolor.X)),
clamp_u8(myround(formspec_bgcolor.Y)),
clamp_u8(myround(formspec_bgcolor.Z))
);
}
{
v3f formspec_bgcolor = g_settings->getV3F("formspec_fullscreen_bg_color");
m_fullscreen_bgcolor = video::SColor(
(u8) clamp_u8(g_settings->getS32("formspec_fullscreen_bg_opacity")),
clamp_u8(myround(formspec_bgcolor.X)),
clamp_u8(myround(formspec_bgcolor.Y)),
clamp_u8(myround(formspec_bgcolor.Z))
);
}
m_slotbg_n = video::SColor(255,128,128,128);
m_slotbg_h = video::SColor(255,192,192,192);
m_default_tooltip_bgcolor = video::SColor(255,110,130,60);
m_default_tooltip_color = video::SColor(255,255,255,255);
m_slotbordercolor = video::SColor(200,0,0,0);
m_slotborder = false;
// Add tooltip
{
assert(!m_tooltip_element);
// Note: parent != this so that the tooltip isn't clipped by the menu rectangle
m_tooltip_element = gui::StaticText::add(Environment, L"",
core::rect<s32>(0, 0, 110, 18));
m_tooltip_element->enableOverrideColor(true);
m_tooltip_element->setBackgroundColor(m_default_tooltip_bgcolor);
m_tooltip_element->setDrawBackground(true);
m_tooltip_element->setDrawBorder(true);
m_tooltip_element->setOverrideColor(m_default_tooltip_color);
m_tooltip_element->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER);
m_tooltip_element->setWordWrap(false);
//we're not parent so no autograb for this one!
m_tooltip_element->grab();
}
std::vector<std::string> elements = split(m_formspec_string,']');
2014-06-25 19:04:47 +02:00
unsigned int i = 0;
/* try to read version from first element only */
if (!elements.empty()) {
if (parseVersionDirect(elements[0])) {
2014-06-25 19:04:47 +02:00
i++;
}
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
/* we need size first in order to calculate image scale */
mydata.explicit_size = false;
for (; i< elements.size(); i++) {
if (!parseSizeDirect(&mydata, elements[i])) {
break;
}
}
/* "position" element is always after "size" element if it used */
for (; i< elements.size(); i++) {
if (!parsePositionDirect(&mydata, elements[i])) {
break;
}
}
/* "anchor" element is always after "position" (or "size" element) if it used */
for (; i< elements.size(); i++) {
if (!parseAnchorDirect(&mydata, elements[i])) {
break;
}
}
/* "no_prepend" element is always after "position" (or "size" element) if it used */
bool enable_prepends = true;
for (; i < elements.size(); i++) {
if (elements[i].empty())
break;
std::vector<std::string> parts = split(elements[i], '[');
if (trim(parts[0]) == "no_prepend")
enable_prepends = false;
else
break;
}
/* Copy of the "real_coordinates" element for after the form size. */
mydata.real_coordinates = m_formspec_version >= 2;
for (; i < elements.size(); i++) {
std::vector<std::string> parts = split(elements[i], '[');
std::string name = trim(parts[0]);
if (name != "real_coordinates" || parts.size() != 2)
break; // Invalid format
mydata.real_coordinates = is_yes(trim(parts[1]));
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if (mydata.explicit_size) {
// compute scaling for specified form size
if (m_lock) {
v2u32 current_screensize = RenderingEngine::get_video_driver()->getScreenSize();
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
v2u32 delta = current_screensize - m_lockscreensize;
if (current_screensize.Y > m_lockscreensize.Y)
delta.Y /= 2;
else
delta.Y = 0;
if (current_screensize.X > m_lockscreensize.X)
delta.X /= 2;
else
delta.X = 0;
offset = v2s32(delta.X,delta.Y);
mydata.screensize = m_lockscreensize;
} else {
offset = v2s32(0,0);
}
double gui_scaling = g_settings->getFloat("gui_scaling");
double screen_dpi = RenderingEngine::getDisplayDensity() * 96;
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
double use_imgsize;
if (m_lock) {
// In fixed-size mode, inventory image size
// is 0.53 inch multiplied by the gui_scaling
// config parameter. This magic size is chosen
// to make the main menu (15.5 inventory images
// wide, including border) just fit into the
// default window (800 pixels wide) at 96 DPI
// and default scaling (1.00).
use_imgsize = 0.5555 * screen_dpi * gui_scaling;
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
} else {
// In variable-size mode, we prefer to make the
// inventory image size 1/15 of screen height,
// multiplied by the gui_scaling config parameter.
// If the preferred size won't fit the whole
// form on the screen, either horizontally or
// vertically, then we scale it down to fit.
// (The magic numbers in the computation of what
// fits arise from the scaling factors in the
// following stanza, including the form border,
// help text space, and 0.1 inventory slot spare.)
// However, a minimum size is also set, that
// the image size can't be less than 0.3 inch
// multiplied by gui_scaling, even if this means
// the form doesn't fit the screen.
#ifdef __ANDROID__
// For mobile devices these magic numbers are
// different and forms should always use the
// maximum screen space available.
double prefer_imgsize = mydata.screensize.Y / 10 * gui_scaling;
double fitx_imgsize = mydata.screensize.X /
((12.0 / 8.0) * (0.5 + mydata.invsize.X));
double fity_imgsize = mydata.screensize.Y /
((15.0 / 11.0) * (0.85 + mydata.invsize.Y));
use_imgsize = MYMIN(prefer_imgsize,
MYMIN(fitx_imgsize, fity_imgsize));
#else
double prefer_imgsize = mydata.screensize.Y / 15 * gui_scaling;
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
double fitx_imgsize = mydata.screensize.X /
((5.0 / 4.0) * (0.5 + mydata.invsize.X));
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
double fity_imgsize = mydata.screensize.Y /
((15.0 / 13.0) * (0.85 * mydata.invsize.Y));
double screen_dpi = RenderingEngine::getDisplayDensity() * 96;
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
double min_imgsize = 0.3 * screen_dpi * gui_scaling;
use_imgsize = MYMAX(min_imgsize, MYMIN(prefer_imgsize,
MYMIN(fitx_imgsize, fity_imgsize)));
#endif
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
}
// Everything else is scaled in proportion to the
// inventory image size. The inventory slot spacing
// is 5/4 image size horizontally and 15/13 image size
// vertically. The padding around the form (incorporating
// the border of the outer inventory slots) is 3/8
// image size. Font height (baseline to baseline)
// is 2/5 vertical inventory slot spacing, and button
// half-height is 7/8 of font height.
imgsize = v2s32(use_imgsize, use_imgsize);
spacing = v2f32(use_imgsize*5.0/4, use_imgsize*15.0/13);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
padding = v2s32(use_imgsize*3.0/8, use_imgsize*3.0/8);
m_btn_height = use_imgsize*15.0/13 * 0.35;
m_font = g_fontengine->getFont();
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
if (mydata.real_coordinates) {
mydata.size = v2s32(
mydata.invsize.X*imgsize.X,
mydata.invsize.Y*imgsize.Y
);
} else {
mydata.size = v2s32(
padding.X*2+spacing.X*(mydata.invsize.X-1.0)+imgsize.X,
padding.Y*2+spacing.Y*(mydata.invsize.Y-1.0)+imgsize.Y + m_btn_height*2.0/3.0
);
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
DesiredRect = mydata.rect = core::rect<s32>(
(s32)((f32)mydata.screensize.X * mydata.offset.X) - (s32)(mydata.anchor.X * (f32)mydata.size.X) + offset.X,
(s32)((f32)mydata.screensize.Y * mydata.offset.Y) - (s32)(mydata.anchor.Y * (f32)mydata.size.Y) + offset.Y,
(s32)((f32)mydata.screensize.X * mydata.offset.X) + (s32)((1.0 - mydata.anchor.X) * (f32)mydata.size.X) + offset.X,
(s32)((f32)mydata.screensize.Y * mydata.offset.Y) + (s32)((1.0 - mydata.anchor.Y) * (f32)mydata.size.Y) + offset.Y
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
);
} else {
// Non-size[] form must consist only of text fields and
// implicit "Proceed" button. Use default font, and
// temporary form size which will be recalculated below.
m_font = g_fontengine->getFont();
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
m_btn_height = font_line_height(m_font) * 0.875;
DesiredRect = core::rect<s32>(
(s32)((f32)mydata.screensize.X * mydata.offset.X) - (s32)(mydata.anchor.X * 580.0),
(s32)((f32)mydata.screensize.Y * mydata.offset.Y) - (s32)(mydata.anchor.Y * 300.0),
(s32)((f32)mydata.screensize.X * mydata.offset.X) + (s32)((1.0 - mydata.anchor.X) * 580.0),
(s32)((f32)mydata.screensize.Y * mydata.offset.Y) + (s32)((1.0 - mydata.anchor.Y) * 300.0)
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
);
}
recalculateAbsolutePosition(false);
mydata.basepos = getBasePos();
m_tooltip_element->setOverrideFont(m_font);
gui::IGUISkin *skin = Environment->getSkin();
sanity_check(skin);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
gui::IGUIFont *old_font = skin->getFont();
skin->setFont(m_font);
pos_offset = v2f32();
if (enable_prepends) {
// Backup the coordinates so that prepends can use the coordinates of choice.
bool rc_backup = mydata.real_coordinates;
u16 version_backup = m_formspec_version;
mydata.real_coordinates = false; // Old coordinates by default.
std::vector<std::string> prepend_elements = split(m_formspec_prepend, ']');
for (const auto &element : prepend_elements)
parseElement(&mydata, element);
m_formspec_version = version_backup;
mydata.real_coordinates = rc_backup; // Restore coordinates
}
2014-06-25 19:04:47 +02:00
for (; i< elements.size(); i++) {
parseElement(&mydata, elements[i]);
2011-04-04 14:13:19 +02:00
}
if (!container_stack.empty()) {
errorstream << "Invalid formspec string: container was never closed!"
<< std::endl;
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
// If there are fields without explicit size[], add a "Proceed"
// button and adjust size to fit all the fields.
if (!m_fields.empty() && !mydata.explicit_size) {
mydata.rect = core::rect<s32>(
mydata.screensize.X/2 - 580/2,
mydata.screensize.Y/2 - 300/2,
mydata.screensize.X/2 + 580/2,
mydata.screensize.Y/2 + 240/2+(m_fields.size()*60)
2012-07-15 18:19:38 +02:00
);
DesiredRect = mydata.rect;
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recalculateAbsolutePosition(false);
mydata.basepos = getBasePos();
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{
v2s32 pos = mydata.basepos;
2012-07-15 18:19:38 +02:00
pos.Y = ((m_fields.size()+2)*60);
v2s32 size = DesiredRect.getSize();
mydata.rect =
core::rect<s32>(size.X/2-70, pos.Y,
(size.X/2-70)+140, pos.Y + (m_btn_height*2));
const wchar_t *text = wgettext("Proceed");
Environment->addButton(mydata.rect, this, 257, text);
delete[] text;
2012-07-15 18:19:38 +02:00
}
2012-07-15 18:19:38 +02:00
}
2013-08-19 11:26:51 +02:00
//set initial focus if parser didn't set it
focused_element = Environment->getFocus();
if (!focused_element
|| !isMyChild(focused_element)
|| focused_element->getType() == gui::EGUIET_TAB_CONTROL)
setInitialFocus();
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
skin->setFont(old_font);
2010-12-22 15:30:23 +01:00
}
#ifdef __ANDROID__
bool GUIFormSpecMenu::getAndroidUIInput()
{
if (!hasAndroidUIInput())
return false;
std::string fieldname = m_jni_field_name;
m_jni_field_name.clear();
for(std::vector<FieldSpec>::iterator iter = m_fields.begin();
2015-08-25 22:23:05 +02:00
iter != m_fields.end(); ++iter) {
if (iter->fname != fieldname) {
continue;
}
IGUIElement* tochange = getElementFromId(iter->fid);
if (tochange == 0) {
return false;
}
if (tochange->getType() != irr::gui::EGUIET_EDIT_BOX) {
return false;
}
std::string text = porting::getInputDialogValue();
((gui::IGUIEditBox *)tochange)->setText(utf8_to_wide(text).c_str());
}
return false;
}
#endif
2012-07-15 18:19:38 +02:00
GUIFormSpecMenu::ItemSpec GUIFormSpecMenu::getItemAtPos(v2s32 p) const
2010-12-22 15:30:23 +01:00
{
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
for (const GUIFormSpecMenu::ListDrawSpec &s : m_inventorylists) {
for(s32 i=0; i<s.geom.X*s.geom.Y; i++) {
2012-07-24 19:57:17 +02:00
s32 item_i = i + s.start_item_i;
s32 x;
s32 y;
if (s.real_coordinates) {
x = (i%s.geom.X) * (imgsize.X * 1.25);
y = (i/s.geom.X) * (imgsize.Y * 1.25);
} else {
x = (i%s.geom.X) * spacing.X;
y = (i/s.geom.X) * spacing.Y;
}
2010-12-22 15:30:23 +01:00
v2s32 p0(x,y);
core::rect<s32> rect = imgrect + s.pos + p0;
if(rect.isPointInside(p))
{
2012-07-24 19:57:17 +02:00
return ItemSpec(s.inventoryloc, s.listname, item_i);
2010-12-22 15:30:23 +01:00
}
}
}
return ItemSpec(InventoryLocation(), "", -1);
2010-12-22 02:34:21 +01:00
}
void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int layer,
2016-01-24 14:19:17 +01:00
bool &item_hovered)
2010-12-22 02:34:21 +01:00
{
2010-12-22 15:30:23 +01:00
video::IVideoDriver* driver = Environment->getVideoDriver();
Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
if(!inv){
warningstream<<"GUIFormSpecMenu::drawList(): "
<<"The inventory location "
<<"\""<<s.inventoryloc.dump()<<"\" doesn't exist"
<<std::endl;
return;
}
2011-04-04 14:13:19 +02:00
InventoryList *ilist = inv->getList(s.listname);
if(!ilist){
warningstream<<"GUIFormSpecMenu::drawList(): "
<<"The inventory list \""<<s.listname<<"\" @ \""
<<s.inventoryloc.dump()<<"\" doesn't exist"
<<std::endl;
return;
}
2010-12-22 15:30:23 +01:00
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
for (s32 i = 0; i < s.geom.X * s.geom.Y; i++) {
s32 item_i = i + s.start_item_i;
if (item_i >= (s32)ilist->getSize())
2012-07-24 19:57:17 +02:00
break;
s32 x;
s32 y;
if (s.real_coordinates) {
x = (i%s.geom.X) * (imgsize.X * 1.25);
y = (i/s.geom.X) * (imgsize.Y * 1.25);
} else {
x = (i%s.geom.X) * spacing.X;
y = (i/s.geom.X) * spacing.Y;
}
2010-12-22 15:30:23 +01:00
v2s32 p(x,y);
core::rect<s32> rect = imgrect + s.pos + p;
ItemStack item = ilist->getItem(item_i);
2010-12-22 15:30:23 +01:00
bool selected = m_selected_item
&& m_invmgr->getInventory(m_selected_item->inventoryloc) == inv
&& m_selected_item->listname == s.listname
&& m_selected_item->i == item_i;
bool hovering = rect.isPointInside(m_pointer);
ItemRotationKind rotation_kind = selected ? IT_ROT_SELECTED :
(hovering ? IT_ROT_HOVERED : IT_ROT_NONE);
if (layer == 0) {
2016-01-24 14:19:17 +01:00
if (hovering) {
item_hovered = true;
driver->draw2DRectangle(m_slotbg_h, rect, &AbsoluteClippingRect);
2016-01-24 14:19:17 +01:00
} else {
driver->draw2DRectangle(m_slotbg_n, rect, &AbsoluteClippingRect);
2016-01-24 14:19:17 +01:00
}
}
//Draw inv slot borders
if (m_slotborder) {
s32 x1 = rect.UpperLeftCorner.X;
s32 y1 = rect.UpperLeftCorner.Y;
s32 x2 = rect.LowerRightCorner.X;
s32 y2 = rect.LowerRightCorner.Y;
s32 border = 1;
driver->draw2DRectangle(m_slotbordercolor,
core::rect<s32>(v2s32(x1 - border, y1 - border),
v2s32(x2 + border, y1)), NULL);
driver->draw2DRectangle(m_slotbordercolor,
core::rect<s32>(v2s32(x1 - border, y2),
v2s32(x2 + border, y2 + border)), NULL);
driver->draw2DRectangle(m_slotbordercolor,
core::rect<s32>(v2s32(x1 - border, y1),
v2s32(x1, y2)), NULL);
driver->draw2DRectangle(m_slotbordercolor,
core::rect<s32>(v2s32(x2, y1),
v2s32(x2 + border, y2)), NULL);
2011-12-01 10:25:55 +01:00
}
if (layer == 1) {
if (selected)
item.takeItem(m_selected_amount);
if (!item.empty()) {
// Draw item stack
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
drawItemStack(driver, m_font, item,
rect, &AbsoluteClippingRect, m_client,
rotation_kind);
// Draw tooltip
if (hovering && !m_selected_item) {
std::string tooltip = item.getDescription(m_client->idef());
if (m_tooltip_append_itemname)
tooltip += "\n[" + item.name + "]";
showTooltip(utf8_to_wide(tooltip), m_default_tooltip_color,
m_default_tooltip_bgcolor);
}
}
2011-02-14 16:41:49 +01:00
}
2010-12-22 15:30:23 +01:00
}
2010-12-22 02:34:21 +01:00
}
2012-07-15 18:19:38 +02:00
void GUIFormSpecMenu::drawSelectedItem()
{
video::IVideoDriver* driver = Environment->getVideoDriver();
2016-01-24 14:19:17 +01:00
if (!m_selected_item) {
drawItemStack(driver, m_font, ItemStack(),
core::rect<s32>(v2s32(0, 0), v2s32(0, 0)),
NULL, m_client, IT_ROT_DRAGGED);
2016-01-24 14:19:17 +01:00
return;
}
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
sanity_check(inv);
InventoryList *list = inv->getList(m_selected_item->listname);
sanity_check(list);
ItemStack stack = list->getItem(m_selected_item->i);
stack.count = m_selected_amount;
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
core::rect<s32> rect = imgrect + (m_pointer - imgrect.getCenter());
rect.constrainTo(driver->getViewPort());
drawItemStack(driver, m_font, stack, rect, NULL, m_client, IT_ROT_DRAGGED);
}
2012-07-15 18:19:38 +02:00
void GUIFormSpecMenu::drawMenu()
2010-12-22 02:34:21 +01:00
{
if (m_form_src) {
const std::string &newform = m_form_src->getForm();
if (newform != m_formspec_string) {
m_formspec_string = newform;
regenerateGui(m_screensize_old);
}
}
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
gui::IGUISkin* skin = Environment->getSkin();
sanity_check(skin != NULL);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
gui::IGUIFont *old_font = skin->getFont();
skin->setFont(m_font);
updateSelectedItem();
2010-12-22 02:34:21 +01:00
video::IVideoDriver* driver = Environment->getVideoDriver();
v2u32 screenSize = driver->getScreenSize();
core::rect<s32> allbg(0, 0, screenSize.X, screenSize.Y);
if (m_bgfullscreen)
driver->draw2DRectangle(m_fullscreen_bgcolor, allbg, &allbg);
else
driver->draw2DRectangle(m_bgcolor, AbsoluteRect, &AbsoluteClippingRect);
2010-12-22 02:34:21 +01:00
m_tooltip_element->setVisible(false);
for (const auto &pair : m_tooltip_rects) {
if (pair.first.isPointInside(m_pointer)) {
const std::wstring &text = pair.second.tooltip;
if (!text.empty()) {
showTooltip(text, pair.second.color, pair.second.bgcolor);
break;
}
}
}
2012-11-08 19:22:37 +01:00
/*
Draw backgrounds
*/
for (const GUIFormSpecMenu::ImageDrawSpec &spec : m_backgrounds) {
video::ITexture *texture = m_tsrc->getTexture(spec.name);
if (texture != 0) {
// Image size on screen
core::rect<s32> imgrect(0, 0, spec.geom.X, spec.geom.Y);
// Image rectangle on screen
core::rect<s32> rect = imgrect + spec.pos;
// Middle rect for 9-slicing
core::rect<s32> middle = spec.middle;
if (spec.clip) {
core::dimension2d<s32> absrec_size = AbsoluteRect.getSize();
rect = core::rect<s32>(AbsoluteRect.UpperLeftCorner.X - spec.pos.X,
AbsoluteRect.UpperLeftCorner.Y - spec.pos.Y,
AbsoluteRect.UpperLeftCorner.X + absrec_size.Width + spec.pos.X,
AbsoluteRect.UpperLeftCorner.Y + absrec_size.Height + spec.pos.Y);
}
if (middle.getArea() == 0) {
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
draw2DImageFilterScaled(driver, texture, rect,
core::rect<s32>(core::position2d<s32>(0, 0),
core::dimension2di(texture->getOriginalSize())),
NULL/*&AbsoluteClippingRect*/, colors, true);
} else {
// `-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, rect, middle);
}
} else {
errorstream << "GUIFormSpecMenu::drawMenu() Draw backgrounds unable to load texture:" << std::endl;
errorstream << "\t" << spec.name << std::endl;
}
}
/*
Draw Boxes
*/
for (const GUIFormSpecMenu::BoxDrawSpec &spec : m_boxes) {
irr::video::SColor todraw = spec.color;
core::rect<s32> rect(spec.pos.X,spec.pos.Y,
spec.pos.X + spec.geom.X,spec.pos.Y + spec.geom.Y);
driver->draw2DRectangle(todraw, rect, 0);
}
2016-01-24 14:19:17 +01:00
/*
Call base class
*/
gui::IGUIElement::draw();
2010-12-22 10:29:06 +01:00
/*
Draw images
2010-12-22 10:29:06 +01:00
*/
for (const GUIFormSpecMenu::ImageDrawSpec &spec : m_images) {
video::ITexture *texture = m_tsrc->getTexture(spec.name);
if (texture != 0) {
const core::dimension2d<u32>& img_origsize = texture->getOriginalSize();
// Image size on screen
core::rect<s32> imgrect;
if (spec.scale)
imgrect = core::rect<s32>(0,0,spec.geom.X, spec.geom.Y);
else {
imgrect = core::rect<s32>(0,0,img_origsize.Width,img_origsize.Height);
}
// Image rectangle on screen
core::rect<s32> rect = imgrect + spec.pos;
const video::SColor color(255,255,255,255);
const video::SColor colors[] = {color,color,color,color};
draw2DImageFilterScaled(driver, texture, rect,
core::rect<s32>(core::position2d<s32>(0,0),img_origsize),
NULL/*&AbsoluteClippingRect*/, colors, true);
}
else {
errorstream << "GUIFormSpecMenu::drawMenu() Draw images unable to load texture:" << std::endl;
errorstream << "\t" << spec.name << std::endl;
}
2010-12-22 10:29:06 +01:00
}
2013-01-02 00:03:47 +01:00
/*
Draw item images
*/
for (const GUIFormSpecMenu::ImageDrawSpec &spec : m_itemimages) {
if (m_client == 0)
break;
IItemDefManager *idef = m_client->idef();
2013-01-02 00:03:47 +01:00
ItemStack item;
2016-01-24 14:19:17 +01:00
item.deSerialize(spec.item_name, idef);
2013-01-02 00:03:47 +01:00
core::rect<s32> imgrect(0, 0, spec.geom.X, spec.geom.Y);
2016-01-24 14:19:17 +01:00
// Viewport rectangle on screen
2013-01-02 00:03:47 +01:00
core::rect<s32> rect = imgrect + spec.pos;
if (spec.parent_button && spec.parent_button->isPressed()) {
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
rect += core::dimension2d<s32>(
0.05 * (float)rect.getWidth(), 0.05 * (float)rect.getHeight());
#else
rect += core::dimension2d<s32>(
skin->getSize(irr::gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X),
skin->getSize(irr::gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y));
#endif
}
2016-01-24 14:19:17 +01:00
drawItemStack(driver, m_font, item, rect, &AbsoluteClippingRect,
m_client, IT_ROT_NONE);
2013-01-02 00:03:47 +01:00
}
/*
Draw items
Layer 0: Item slot rectangles
Layer 1: Item images; prepare tooltip
*/
2016-01-24 14:19:17 +01:00
bool item_hovered = false;
for (int layer = 0; layer < 2; layer++) {
for (const GUIFormSpecMenu::ListDrawSpec &spec : m_inventorylists) {
drawList(spec, layer, item_hovered);
2016-01-24 14:19:17 +01:00
}
}
if (!item_hovered) {
drawItemStack(driver, m_font, ItemStack(),
core::rect<s32>(v2s32(0, 0), v2s32(0, 0)),
NULL, m_client, IT_ROT_HOVERED);
}
/* TODO find way to show tooltips on touchscreen */
#ifndef HAVE_TOUCHSCREENGUI
m_pointer = RenderingEngine::get_raw_device()->getCursorControl()->getPosition();
#endif
/*
Draw static text elements
*/
for (const GUIFormSpecMenu::StaticTextSpec &spec : m_static_texts) {
core::rect<s32> rect = spec.rect;
if (spec.parent_button && spec.parent_button->isPressed()) {
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
rect += core::dimension2d<s32>(
0.05 * (float)rect.getWidth(), 0.05 * (float)rect.getHeight());
#else
// Use image offset instead of text's because its a bit smaller
// and fits better, also TEXT_OFFSET_X is always 0
rect += core::dimension2d<s32>(
skin->getSize(irr::gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X),
skin->getSize(irr::gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y));
#endif
}
video::SColor color(255, 255, 255, 255);
m_font->draw(spec.text.c_str(), rect, color, true, true, &rect);
}
/*
Draw fields/buttons tooltips
*/
gui::IGUIElement *hovered =
Environment->getRootGUIElement()->getElementFromPoint(m_pointer);
if (hovered != NULL) {
s32 id = hovered->getID();
2014-10-30 07:53:20 +01:00
u64 delta = 0;
if (id == -1) {
m_old_tooltip_id = id;
2014-10-30 07:53:20 +01:00
} else {
if (id == m_old_tooltip_id) {
delta = porting::getDeltaMs(m_hovered_time, porting::getTimeMs());
2014-10-30 07:53:20 +01:00
} else {
m_hovered_time = porting::getTimeMs();
2014-10-30 07:53:20 +01:00
m_old_tooltip_id = id;
}
2014-07-02 15:32:54 +02:00
}
2014-10-30 07:53:20 +01:00
// Find and update the current tooltip
2014-07-02 15:32:54 +02:00
if (id != -1 && delta >= m_tooltip_show_delay) {
for (const FieldSpec &field : m_fields) {
if (field.fid != id)
continue;
const std::wstring &text = m_tooltips[field.fname].tooltip;
if (!text.empty())
showTooltip(text, m_tooltips[field.fname].color,
m_tooltips[field.fname].bgcolor);
break;
}
}
}
m_tooltip_element->draw();
/*
Draw dragged item stack
*/
drawSelectedItem();
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
skin->setFont(old_font);
2010-12-22 02:34:21 +01:00
}
void GUIFormSpecMenu::showTooltip(const std::wstring &text,
const irr::video::SColor &color, const irr::video::SColor &bgcolor)
{
2017-01-31 18:05:03 +01:00
const std::wstring ntext = translate_string(text);
m_tooltip_element->setOverrideColor(color);
m_tooltip_element->setBackgroundColor(bgcolor);
2017-01-31 18:05:03 +01:00
setStaticText(m_tooltip_element, ntext.c_str());
// Tooltip size and offset
s32 tooltip_width = m_tooltip_element->getTextWidth() + m_btn_height;
#if (IRRLICHT_VERSION_MAJOR <= 1 && IRRLICHT_VERSION_MINOR <= 8 && IRRLICHT_VERSION_REVISION < 2) || USE_FREETYPE == 1
2017-01-31 18:05:03 +01:00
std::vector<std::wstring> text_rows = str_split(ntext, L'\n');
s32 tooltip_height = m_tooltip_element->getTextHeight() * text_rows.size() + 5;
#else
s32 tooltip_height = m_tooltip_element->getTextHeight() + 5;
#endif
v2u32 screenSize = Environment->getVideoDriver()->getScreenSize();
int tooltip_offset_x = m_btn_height;
int tooltip_offset_y = m_btn_height;
#ifdef __ANDROID__
tooltip_offset_x *= 3;
tooltip_offset_y = 0;
if (m_pointer.X > (s32)screenSize.X / 2)
tooltip_offset_x = -(tooltip_offset_x + tooltip_width);
#endif
// Calculate and set the tooltip position
s32 tooltip_x = m_pointer.X + tooltip_offset_x;
s32 tooltip_y = m_pointer.Y + tooltip_offset_y;
if (tooltip_x + tooltip_width > (s32)screenSize.X)
tooltip_x = (s32)screenSize.X - tooltip_width - m_btn_height;
if (tooltip_y + tooltip_height > (s32)screenSize.Y)
tooltip_y = (s32)screenSize.Y - tooltip_height - m_btn_height;
m_tooltip_element->setRelativePosition(
core::rect<s32>(
core::position2d<s32>(tooltip_x, tooltip_y),
core::dimension2d<s32>(tooltip_width, tooltip_height)
)
);
// Display the tooltip
m_tooltip_element->setVisible(true);
bringToFront(m_tooltip_element);
}
2012-07-15 18:19:38 +02:00
void GUIFormSpecMenu::updateSelectedItem()
{
verifySelectedItem();
// If craftresult is nonempty and nothing else is selected, select it now.
if (!m_selected_item) {
for (const GUIFormSpecMenu::ListDrawSpec &s : m_inventorylists) {
if (s.listname != "craftpreview")
continue;
Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
if (!inv)
continue;
InventoryList *list = inv->getList("craftresult");
if (!list || list->getSize() == 0)
continue;
const ItemStack &item = list->getItem(0);
if (item.empty())
continue;
// Grab selected item from the crafting result list
m_selected_item = new ItemSpec;
m_selected_item->inventoryloc = s.inventoryloc;
m_selected_item->listname = "craftresult";
m_selected_item->i = 0;
m_selected_amount = item.count;
m_selected_dragging = false;
break;
}
}
// If craftresult is selected, keep the whole stack selected
if (m_selected_item && m_selected_item->listname == "craftresult")
m_selected_amount = verifySelectedItem().count;
}
ItemStack GUIFormSpecMenu::verifySelectedItem()
{
// If the selected stack has become empty for some reason, deselect it.
// If the selected stack has become inaccessible, deselect it.
// If the selected stack has become smaller, adjust m_selected_amount.
// Return the selected stack.
if(m_selected_item)
{
if(m_selected_item->isValid())
{
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
if(inv)
{
InventoryList *list = inv->getList(m_selected_item->listname);
if(list && (u32) m_selected_item->i < list->getSize())
{
ItemStack stack = list->getItem(m_selected_item->i);
if (!m_selected_swap.empty()) {
if (m_selected_swap.name == stack.name &&
m_selected_swap.count == stack.count)
m_selected_swap.clear();
} else {
m_selected_amount = std::min(m_selected_amount, stack.count);
}
if (!stack.empty())
return stack;
}
}
}
// selection was not valid
delete m_selected_item;
m_selected_item = NULL;
m_selected_amount = 0;
m_selected_dragging = false;
}
return ItemStack();
}
void GUIFormSpecMenu::acceptInput(FormspecQuitMode quitmode=quit_mode_no)
2012-07-15 18:19:38 +02:00
{
if(m_text_dst)
{
StringMap fields;
if (quitmode == quit_mode_accept) {
fields["quit"] = "true";
}
if (quitmode == quit_mode_cancel) {
fields["quit"] = "true";
m_text_dst->gotText(fields);
return;
}
2013-07-07 21:53:40 +02:00
if (current_keys_pending.key_down) {
fields["key_down"] = "true";
current_keys_pending.key_down = false;
}
if (current_keys_pending.key_up) {
fields["key_up"] = "true";
current_keys_pending.key_up = false;
}
if (current_keys_pending.key_enter) {
fields["key_enter"] = "true";
current_keys_pending.key_enter = false;
}
if (!current_field_enter_pending.empty()) {
fields["key_enter_field"] = current_field_enter_pending;
current_field_enter_pending = "";
}
2013-07-07 21:53:40 +02:00
if (current_keys_pending.key_escape) {
fields["key_escape"] = "true";
current_keys_pending.key_escape = false;
}
for (const GUIFormSpecMenu::FieldSpec &s : m_fields) {
if(s.send) {
2015-06-10 01:54:33 +02:00
std::string name = s.fname;
if (s.ftype == f_Button) {
fields[name] = wide_to_utf8(s.flabel);
} else if (s.ftype == f_Table) {
2013-08-23 12:24:11 +02:00
GUITable *table = getTable(s.fname);
if (table) {
fields[name] = table->checkEvent();
}
}
else if(s.ftype == f_DropDown) {
// no dynamic cast possible due to some distributions shipped
// without rtti support in irrlicht
IGUIElement * element = getElementFromId(s.fid);
gui::IGUIComboBox *e = NULL;
if ((element) && (element->getType() == gui::EGUIET_COMBO_BOX)) {
e = static_cast<gui::IGUIComboBox*>(element);
}
s32 selected = e->getSelected();
if (selected >= 0) {
std::vector<std::string> *dropdown_values =
getDropDownValues(s.fname);
if (dropdown_values && selected < (s32)dropdown_values->size()) {
fields[name] = (*dropdown_values)[selected];
}
}
}
else if (s.ftype == f_TabHeader) {
// no dynamic cast possible due to some distributions shipped
// without rttzi support in irrlicht
IGUIElement * element = getElementFromId(s.fid);
gui::IGUITabControl *e = NULL;
if ((element) && (element->getType() == gui::EGUIET_TAB_CONTROL)) {
e = static_cast<gui::IGUITabControl *>(element);
}
if (e != 0) {
std::stringstream ss;
ss << (e->getActiveTab() +1);
fields[name] = ss.str();
}
}
else if (s.ftype == f_CheckBox) {
// no dynamic cast possible due to some distributions shipped
// without rtti support in irrlicht
IGUIElement * element = getElementFromId(s.fid);
gui::IGUICheckBox *e = NULL;
if ((element) && (element->getType() == gui::EGUIET_CHECK_BOX)) {
e = static_cast<gui::IGUICheckBox*>(element);
}
if (e != 0) {
if (e->isChecked())
fields[name] = "true";
else
fields[name] = "false";
}
}
2014-06-19 18:17:35 +02:00
else if (s.ftype == f_ScrollBar) {
// no dynamic cast possible due to some distributions shipped
// without rtti support in irrlicht
IGUIElement * element = getElementFromId(s.fid);
gui::IGUIScrollBar *e = NULL;
if ((element) && (element->getType() == gui::EGUIET_SCROLL_BAR)) {
e = static_cast<gui::IGUIScrollBar*>(element);
2014-06-19 18:17:35 +02:00
}
if (e != 0) {
std::stringstream os;
os << e->getPos();
if (s.fdefault == L"Changed")
fields[name] = "CHG:" + os.str();
else
fields[name] = "VAL:" + os.str();
}
}
2012-07-15 18:19:38 +02:00
else
{
IGUIElement* e = getElementFromId(s.fid);
if(e != NULL) {
2015-06-10 01:54:33 +02:00
fields[name] = wide_to_utf8(e->getText());
2012-07-15 18:19:38 +02:00
}
}
}
}
2012-07-15 18:19:38 +02:00
m_text_dst->gotText(fields);
}
}
static bool isChild(gui::IGUIElement * tocheck, gui::IGUIElement * parent)
{
while(tocheck != NULL) {
if (tocheck == parent) {
return true;
}
tocheck = tocheck->getParent();
}
return false;
}
2013-08-19 11:26:51 +02:00
bool GUIFormSpecMenu::preprocessEvent(const SEvent& event)
{
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
// The IGUITabControl renders visually using the skin's selected
// font, which we override for the duration of form drawing,
// but computes tab hotspots based on how it would have rendered
// using the font that is selected at the time of button release.
// To make these two consistent, temporarily override the skin's
// font while the IGUITabControl is processing the event.
if (event.EventType == EET_MOUSE_INPUT_EVENT &&
event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) {
s32 x = event.MouseInput.X;
s32 y = event.MouseInput.Y;
gui::IGUIElement *hovered =
Environment->getRootGUIElement()->getElementFromPoint(
core::position2d<s32>(x, y));
if (hovered && isMyChild(hovered) &&
hovered->getType() == gui::EGUIET_TAB_CONTROL) {
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
gui::IGUISkin* skin = Environment->getSkin();
sanity_check(skin != NULL);
Scale form elements consistently The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
2014-08-21 00:42:27 +02:00
gui::IGUIFont *old_font = skin->getFont();
skin->setFont(m_font);
bool retval = hovered->OnEvent(event);
skin->setFont(old_font);
return retval;
}
}
2013-08-23 12:24:11 +02:00
// Fix Esc/Return key being eaten by checkboxen and tables
if(event.EventType==EET_KEY_INPUT_EVENT) {
2013-08-19 11:26:51 +02:00
KeyPress kp(event.KeyInput);
if (kp == EscapeKey || kp == CancelKey
|| kp == getKeySetting("keymap_inventory")
|| event.KeyInput.Key==KEY_RETURN) {
2013-08-19 11:26:51 +02:00
gui::IGUIElement *focused = Environment->getFocus();
if (focused && isMyChild(focused) &&
(focused->getType() == gui::EGUIET_LIST_BOX ||
focused->getType() == gui::EGUIET_CHECK_BOX) &&
(focused->getParent()->getType() != gui::EGUIET_COMBO_BOX ||
event.KeyInput.Key != KEY_RETURN)) {
2013-08-19 11:26:51 +02:00
OnEvent(event);
return true;
}
}
}
// Mouse wheel events: send to hovered element instead of focused
if(event.EventType==EET_MOUSE_INPUT_EVENT
&& event.MouseInput.Event == EMIE_MOUSE_WHEEL) {
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s32 x = event.MouseInput.X;
s32 y = event.MouseInput.Y;
gui::IGUIElement *hovered =
Environment->getRootGUIElement()->getElementFromPoint(
core::position2d<s32>(x, y));
if (hovered && isMyChild(hovered)) {
hovered->OnEvent(event);
return true;
}
}
if (event.EventType == EET_MOUSE_INPUT_EVENT) {
s32 x = event.MouseInput.X;
s32 y = event.MouseInput.Y;
gui::IGUIElement *hovered =
Environment->getRootGUIElement()->getElementFromPoint(
core::position2d<s32>(x, y));
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
m_old_tooltip_id = -1;
}
if (!isChild(hovered,this)) {
if (DoubleClickDetection(event)) {
return true;
}
}
}
if (event.EventType == irr::EET_JOYSTICK_INPUT_EVENT) {
/* TODO add a check like:
if (event.JoystickEvent != joystick_we_listen_for)
return false;
*/
bool handled = m_joystick->handleEvent(event.JoystickEvent);
if (handled) {
if (m_joystick->wasKeyDown(KeyType::ESC)) {
tryClose();
} else if (m_joystick->wasKeyDown(KeyType::JUMP)) {
if (m_allowclose) {
acceptInput(quit_mode_accept);
quitMenu();
}
}
}
return handled;
}
return GUIModalMenu::preprocessEvent(event);
}
/******************************************************************************/
bool GUIFormSpecMenu::DoubleClickDetection(const SEvent event)
{
/* The following code is for capturing double-clicks of the mouse button
* and translating the double-click into an EET_KEY_INPUT_EVENT event
* -- which closes the form -- under some circumstances.
*
* There have been many github issues reporting this as a bug even though it
* was an intended feature. For this reason, remapping the double-click as
* an ESC must be explicitly set when creating this class via the
* /p remap_dbl_click parameter of the constructor.
*/
if (!m_remap_dbl_click)
return false;
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
m_doubleclickdetect[0].pos = m_doubleclickdetect[1].pos;
m_doubleclickdetect[0].time = m_doubleclickdetect[1].time;
m_doubleclickdetect[1].pos = m_pointer;
m_doubleclickdetect[1].time = porting::getTimeMs();
}
else if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) {
u64 delta = porting::getDeltaMs(m_doubleclickdetect[0].time, porting::getTimeMs());
if (delta > 400) {
return false;
}
double squaredistance =
m_doubleclickdetect[0].pos
.getDistanceFromSQ(m_doubleclickdetect[1].pos);
if (squaredistance > (30*30)) {
return false;
}
SEvent* translated = new SEvent();
assert(translated != 0);
//translate doubleclick to escape
memset(translated, 0, sizeof(SEvent));
translated->EventType = irr::EET_KEY_INPUT_EVENT;
translated->KeyInput.Key = KEY_ESCAPE;
translated->KeyInput.Control = false;
translated->KeyInput.Shift = false;
translated->KeyInput.PressedDown = true;
translated->KeyInput.Char = 0;
OnEvent(*translated);
// no need to send the key up event as we're already deleted
// and no one else did notice this event
delete translated;
return true;
}
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return false;
}
void GUIFormSpecMenu::tryClose()
{
if (m_allowclose) {
doPause = false;
acceptInput(quit_mode_cancel);
quitMenu();
} else {
m_text_dst->gotText(L"MenuQuit");
}
}
enum ButtonEventType : u8
{
BET_LEFT,
BET_RIGHT,
BET_MIDDLE,
BET_WHEEL_UP,
BET_WHEEL_DOWN,
BET_UP,
BET_DOWN,
BET_MOVE,
BET_OTHER
};
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bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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{
if (event.EventType==EET_KEY_INPUT_EVENT) {
KeyPress kp(event.KeyInput);
if (event.KeyInput.PressedDown && (
(kp == EscapeKey) || (kp == CancelKey) ||
((m_client != NULL) && (kp == getKeySetting("keymap_inventory"))))) {
tryClose();
2010-12-22 02:34:21 +01:00
return true;
}
if (m_client != NULL && event.KeyInput.PressedDown &&
(kp == getKeySetting("keymap_screenshot"))) {
m_client->makeScreenshot();
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}
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if (event.KeyInput.PressedDown &&
(event.KeyInput.Key==KEY_RETURN ||
event.KeyInput.Key==KEY_UP ||
event.KeyInput.Key==KEY_DOWN)
) {
switch (event.KeyInput.Key) {
case KEY_RETURN:
current_keys_pending.key_enter = true;
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break;
case KEY_UP:
current_keys_pending.key_up = true;
break;
case KEY_DOWN:
current_keys_pending.key_down = true;
break;
break;
default:
//can't happen at all!
FATAL_ERROR("Reached a source line that can't ever been reached");
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break;
}
if (current_keys_pending.key_enter && m_allowclose) {
acceptInput(quit_mode_accept);
quitMenu();
} else {
acceptInput();
}
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return true;
}
2013-07-07 21:53:40 +02:00
2010-12-22 02:34:21 +01:00
}
/* Mouse event other than movement, or crossing the border of inventory
field while holding right mouse button
*/
if (event.EventType == EET_MOUSE_INPUT_EVENT &&
(event.MouseInput.Event != EMIE_MOUSE_MOVED ||
(event.MouseInput.Event == EMIE_MOUSE_MOVED &&
event.MouseInput.isRightPressed() &&
getItemAtPos(m_pointer).i != getItemAtPos(m_old_pointer).i))) {
2011-12-01 10:25:55 +01:00
// Get selected item and hovered/clicked item (s)
m_old_tooltip_id = -1;
updateSelectedItem();
ItemSpec s = getItemAtPos(m_pointer);
Inventory *inv_selected = NULL;
Inventory *inv_s = NULL;
InventoryList *list_s = NULL;
if (m_selected_item) {
inv_selected = m_invmgr->getInventory(m_selected_item->inventoryloc);
sanity_check(inv_selected);
sanity_check(inv_selected->getList(m_selected_item->listname) != NULL);
}
u32 s_count = 0;
if (s.isValid())
do { // breakable
inv_s = m_invmgr->getInventory(s.inventoryloc);
if (!inv_s) {
errorstream << "InventoryMenu: The selected inventory location "
<< "\"" << s.inventoryloc.dump() << "\" doesn't exist"
<< std::endl;
s.i = -1; // make it invalid again
break;
}
list_s = inv_s->getList(s.listname);
if (list_s == NULL) {
verbosestream << "InventoryMenu: The selected inventory list \""
<< s.listname << "\" does not exist" << std::endl;
s.i = -1; // make it invalid again
break;
}
if ((u32)s.i >= list_s->getSize()) {
infostream << "InventoryMenu: The selected inventory list \""
<< s.listname << "\" is too small (i=" << s.i << ", size="
<< list_s->getSize() << ")" << std::endl;
s.i = -1; // make it invalid again
break;
}
s_count = list_s->getItem(s.i).count;
} while(0);
bool identical = m_selected_item && s.isValid() &&
(inv_selected == inv_s) &&
(m_selected_item->listname == s.listname) &&
(m_selected_item->i == s.i);
ButtonEventType button = BET_LEFT;
ButtonEventType updown = BET_OTHER;
switch (event.MouseInput.Event) {
case EMIE_LMOUSE_PRESSED_DOWN:
button = BET_LEFT; updown = BET_DOWN;
break;
case EMIE_RMOUSE_PRESSED_DOWN:
button = BET_RIGHT; updown = BET_DOWN;
break;
case EMIE_MMOUSE_PRESSED_DOWN:
button = BET_MIDDLE; updown = BET_DOWN;
break;
case EMIE_MOUSE_WHEEL:
button = (event.MouseInput.Wheel > 0) ?
BET_WHEEL_UP : BET_WHEEL_DOWN;
updown = BET_DOWN;
break;
case EMIE_LMOUSE_LEFT_UP:
button = BET_LEFT; updown = BET_UP;
break;
case EMIE_RMOUSE_LEFT_UP:
button = BET_RIGHT; updown = BET_UP;
break;
case EMIE_MMOUSE_LEFT_UP:
button = BET_MIDDLE; updown = BET_UP;
break;
case EMIE_MOUSE_MOVED:
updown = BET_MOVE;
break;
default:
break;
}
// Set this number to a positive value to generate a move action
// from m_selected_item to s.
u32 move_amount = 0;
// Set this number to a positive value to generate a move action
// from s to the next inventory ring.
u32 shift_move_amount = 0;
// Set this number to a positive value to generate a drop action
// from m_selected_item.
u32 drop_amount = 0;
// Set this number to a positive value to generate a craft action at s.
u32 craft_amount = 0;
switch (updown) {
case BET_DOWN:
// Some mouse button has been pressed
//infostream<<"Mouse button "<<button<<" pressed at p=("
// <<p.X<<","<<p.Y<<")"<<std::endl;
m_selected_dragging = false;
if (s.isValid() && s.listname == "craftpreview") {
// Craft preview has been clicked: craft
craft_amount = (button == BET_MIDDLE ? 10 : 1);
} else if (!m_selected_item) {
if (s_count && button != BET_WHEEL_UP) {
// Non-empty stack has been clicked: select or shift-move it
m_selected_item = new ItemSpec(s);
u32 count;
if (button == BET_RIGHT)
count = (s_count + 1) / 2;
else if (button == BET_MIDDLE)
count = MYMIN(s_count, 10);
else if (button == BET_WHEEL_DOWN)
count = 1;
else // left
count = s_count;
if (!event.MouseInput.Shift) {
// no shift: select item
m_selected_amount = count;
m_selected_dragging = button != BET_WHEEL_DOWN;
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m_auto_place = false;
} else {
// shift pressed: move item, right click moves 1
shift_move_amount = button == BET_RIGHT ? 1 : count;
}
2010-12-22 15:30:23 +01:00
}
} else { // m_selected_item != NULL
assert(m_selected_amount >= 1);
if (s.isValid()) {
// Clicked a slot: move
if (button == BET_RIGHT || button == BET_WHEEL_UP)
move_amount = 1;
else if (button == BET_MIDDLE)
move_amount = MYMIN(m_selected_amount, 10);
else if (button == BET_LEFT)
move_amount = m_selected_amount;
// else wheeldown
if (identical) {
if (button == BET_WHEEL_DOWN) {
if (m_selected_amount < s_count)
++m_selected_amount;
} else {
if (move_amount >= m_selected_amount)
m_selected_amount = 0;
else
m_selected_amount -= move_amount;
move_amount = 0;
}
}
} else if (!getAbsoluteClippingRect().isPointInside(m_pointer)
&& button != BET_WHEEL_DOWN) {
// Clicked outside of the window: drop
if (button == BET_RIGHT || button == BET_WHEEL_UP)
drop_amount = 1;
else if (button == BET_MIDDLE)
drop_amount = MYMIN(m_selected_amount, 10);
else // left
drop_amount = m_selected_amount;
}
}
break;
case BET_UP:
// Some mouse button has been released
//infostream<<"Mouse button "<<button<<" released at p=("
// <<p.X<<","<<p.Y<<")"<<std::endl;
if (m_selected_dragging && m_selected_item) {
if (s.isValid()) {
if (!identical) {
// Dragged to different slot: move all selected
move_amount = m_selected_amount;
}
} else if (!getAbsoluteClippingRect().isPointInside(m_pointer)) {
// Dragged outside of window: drop all selected
drop_amount = m_selected_amount;
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}
}
m_selected_dragging = false;
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// Keep track of whether the mouse button be released
// One click is drag without dropping. Click + release
// + click changes to drop item when moved mode
if (m_selected_item)
m_auto_place = true;
break;
case BET_MOVE:
// Mouse has been moved and rmb is down and mouse pointer just
// entered a new inventory field (checked in the entry-if, this
// is the only action here that is generated by mouse movement)
if (m_selected_item && s.isValid() && s.listname != "craftpreview") {
// Move 1 item
// TODO: middle mouse to move 10 items might be handy
2017-10-17 21:50:58 +02:00
if (m_auto_place) {
// Only move an item if the destination slot is empty
// or contains the same item type as what is going to be
// moved
InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
InventoryList *list_to = list_s;
assert(list_from && list_to);
ItemStack stack_from = list_from->getItem(m_selected_item->i);
ItemStack stack_to = list_to->getItem(s.i);
if (stack_to.empty() || stack_to.name == stack_from.name)
move_amount = 1;
}
}
break;
default:
break;
}
// Possibly send inventory action to server
if (move_amount > 0) {
// Send IAction::Move
assert(m_selected_item && m_selected_item->isValid());
assert(s.isValid());
assert(inv_selected && inv_s);
InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
InventoryList *list_to = list_s;
assert(list_from && list_to);
ItemStack stack_from = list_from->getItem(m_selected_item->i);
ItemStack stack_to = list_to->getItem(s.i);
// Check how many items can be moved
move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
ItemStack leftover = stack_to.addItem(stack_from, m_client->idef());
bool move = true;
// If source stack cannot be added to destination stack at all,
// they are swapped
if (leftover.count == stack_from.count &&
leftover.name == stack_from.name) {
if (m_selected_swap.empty()) {
m_selected_amount = stack_to.count;
m_selected_dragging = false;
// WARNING: BLACK MAGIC, BUT IN A REDUCED SET
// Skip next validation checks due async inventory calls
m_selected_swap = stack_to;
} else {
move = false;
}
}
// Source stack goes fully into destination stack
else if (leftover.empty()) {
m_selected_amount -= move_amount;
}
// Source stack goes partly into destination stack
else {
move_amount -= leftover.count;
m_selected_amount -= move_amount;
}
if (move) {
infostream << "Handing IAction::Move to manager" << std::endl;
IMoveAction *a = new IMoveAction();
a->count = move_amount;
a->from_inv = m_selected_item->inventoryloc;
a->from_list = m_selected_item->listname;
a->from_i = m_selected_item->i;
a->to_inv = s.inventoryloc;
a->to_list = s.listname;
a->to_i = s.i;
m_invmgr->inventoryAction(a);
}
} else if (shift_move_amount > 0) {
u32 mis = m_inventory_rings.size();
u32 i = 0;
for (; i < mis; i++) {
const ListRingSpec &sp = m_inventory_rings[i];
if (sp.inventoryloc == s.inventoryloc
&& sp.listname == s.listname)
break;
}
do {
if (i >= mis) // if not found
break;
u32 to_inv_ind = (i + 1) % mis;
const ListRingSpec &to_inv_sp = m_inventory_rings[to_inv_ind];
InventoryList *list_from = list_s;
if (!s.isValid())
break;
Inventory *inv_to = m_invmgr->getInventory(to_inv_sp.inventoryloc);
if (!inv_to)
break;
InventoryList *list_to = inv_to->getList(to_inv_sp.listname);
if (!list_to)
break;
ItemStack stack_from = list_from->getItem(s.i);
assert(shift_move_amount <= stack_from.count);
infostream << "Handing IAction::Move to manager" << std::endl;
IMoveAction *a = new IMoveAction();
a->count = shift_move_amount;
a->from_inv = s.inventoryloc;
a->from_list = s.listname;
a->from_i = s.i;
a->to_inv = to_inv_sp.inventoryloc;
a->to_list = to_inv_sp.listname;
a->move_somewhere = true;
m_invmgr->inventoryAction(a);
} while (0);
} else if (drop_amount > 0) {
// Send IAction::Drop
assert(m_selected_item && m_selected_item->isValid());
assert(inv_selected);
InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
assert(list_from);
ItemStack stack_from = list_from->getItem(m_selected_item->i);
// Check how many items can be dropped
drop_amount = stack_from.count = MYMIN(drop_amount, stack_from.count);
assert(drop_amount > 0 && drop_amount <= m_selected_amount);
m_selected_amount -= drop_amount;
infostream << "Handing IAction::Drop to manager" << std::endl;
IDropAction *a = new IDropAction();
a->count = drop_amount;
a->from_inv = m_selected_item->inventoryloc;
a->from_list = m_selected_item->listname;
a->from_i = m_selected_item->i;
m_invmgr->inventoryAction(a);
} else if (craft_amount > 0) {
assert(s.isValid());
// if there are no items selected or the selected item
// belongs to craftresult list, proceed with crafting
if (m_selected_item == NULL ||
!m_selected_item->isValid() || m_selected_item->listname == "craftresult") {
assert(inv_s);
// Send IACTION_CRAFT
infostream << "Handing IACTION_CRAFT to manager" << std::endl;
ICraftAction *a = new ICraftAction();
a->count = craft_amount;
a->craft_inv = s.inventoryloc;
m_invmgr->inventoryAction(a);
}
}
// If m_selected_amount has been decreased to zero, deselect
if (m_selected_amount == 0) {
m_selected_swap.clear();
delete m_selected_item;
m_selected_item = NULL;
m_selected_amount = 0;
m_selected_dragging = false;
2010-12-22 02:34:21 +01:00
}
m_old_pointer = m_pointer;
2010-12-22 02:34:21 +01:00
}
if (event.EventType == EET_GUI_EVENT) {
if (event.GUIEvent.EventType == gui::EGET_TAB_CHANGED
&& isVisible()) {
// find the element that was clicked
for (GUIFormSpecMenu::FieldSpec &s : m_fields) {
if ((s.ftype == f_TabHeader) &&
(s.fid == event.GUIEvent.Caller->getID())) {
s.send = true;
acceptInput();
s.send = false;
return true;
}
}
}
if (event.GUIEvent.EventType == gui::EGET_ELEMENT_FOCUS_LOST
&& isVisible()) {
if (!canTakeFocus(event.GUIEvent.Element)) {
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infostream<<"GUIFormSpecMenu: Not allowing focus change."
2010-12-22 02:34:21 +01:00
<<std::endl;
// Returning true disables focus change
return true;
}
}
if ((event.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED) ||
(event.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED) ||
2014-06-19 18:17:35 +02:00
(event.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED) ||
(event.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED)) {
unsigned int btn_id = event.GUIEvent.Caller->getID();
if (btn_id == 257) {
if (m_allowclose) {
acceptInput(quit_mode_accept);
quitMenu();
} else {
acceptInput();
2015-06-10 01:54:33 +02:00
m_text_dst->gotText(L"ExitButton");
}
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// quitMenu deallocates menu
return true;
}
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// find the element that was clicked
for (GUIFormSpecMenu::FieldSpec &s : m_fields) {
// if its a button, set the send field so
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// lua knows which button was pressed
if ((s.ftype == f_Button || s.ftype == f_CheckBox) &&
s.fid == event.GUIEvent.Caller->getID()) {
2012-07-15 18:19:38 +02:00
s.send = true;
if (s.is_exit) {
if (m_allowclose) {
acceptInput(quit_mode_accept);
quitMenu();
} else {
2015-06-10 01:54:33 +02:00
m_text_dst->gotText(L"ExitButton");
}
return true;
}
acceptInput(quit_mode_no);
s.send = false;
return true;
} else if ((s.ftype == f_DropDown) &&
(s.fid == event.GUIEvent.Caller->getID())) {
// only send the changed dropdown
for (GUIFormSpecMenu::FieldSpec &s2 : m_fields) {
if (s2.ftype == f_DropDown) {
s2.send = false;
}
}
s.send = true;
acceptInput(quit_mode_no);
// revert configuration to make sure dropdowns are sent on
// regular button click
for (GUIFormSpecMenu::FieldSpec &s2 : m_fields) {
if (s2.ftype == f_DropDown) {
s2.send = true;
}
}
return true;
} else if ((s.ftype == f_ScrollBar) &&
(s.fid == event.GUIEvent.Caller->getID())) {
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s.fdefault = L"Changed";
acceptInput(quit_mode_no);
s.fdefault = L"";
}
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}
}
2014-06-19 18:17:35 +02:00
if (event.GUIEvent.EventType == gui::EGET_EDITBOX_ENTER) {
if (event.GUIEvent.Caller->getID() > 257) {
bool close_on_enter = true;
for (GUIFormSpecMenu::FieldSpec &s : m_fields) {
if (s.ftype == f_Unknown &&
s.fid == event.GUIEvent.Caller->getID()) {
current_field_enter_pending = s.fname;
std::unordered_map<std::string, bool>::const_iterator it =
field_close_on_enter.find(s.fname);
if (it != field_close_on_enter.end())
close_on_enter = (*it).second;
break;
}
}
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if (m_allowclose && close_on_enter) {
current_keys_pending.key_enter = true;
acceptInput(quit_mode_accept);
quitMenu();
} else {
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current_keys_pending.key_enter = true;
acceptInput();
}
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// quitMenu deallocates menu
return true;
}
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}
if (event.GUIEvent.EventType == gui::EGET_TABLE_CHANGED) {
int current_id = event.GUIEvent.Caller->getID();
if (current_id > 257) {
// find the element that was clicked
for (GUIFormSpecMenu::FieldSpec &s : m_fields) {
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// if it's a table, set the send field
// so lua knows which table was changed
if ((s.ftype == f_Table) && (s.fid == current_id)) {
s.send = true;
acceptInput();
s.send=false;
}
}
return true;
}
}
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}
return Parent ? Parent->OnEvent(event) : false;
}
/**
* get name of element by element id
* @param id of element
* @return name string or empty string
*/
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std::string GUIFormSpecMenu::getNameByID(s32 id)
{
for (FieldSpec &spec : m_fields) {
if (spec.fid == id) {
return spec.fname;
}
}
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return "";
}
/**
* get label of element by id
* @param id of element
* @return label string or empty string
*/
std::wstring GUIFormSpecMenu::getLabelByID(s32 id)
{
for (FieldSpec &spec : m_fields) {
if (spec.fid == id) {
return spec.flabel;
}
}
return L"";
}
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StyleSpec GUIFormSpecMenu::getStyleForElement(const std::string &type,
const std::string &name, const std::string &parent_type) {
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StyleSpec ret;
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if (!parent_type.empty()) {
auto it = theme_by_type.find(parent_type);
if (it != theme_by_type.end()) {
ret |= it->second;
}
}
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auto it = theme_by_type.find(type);
if (it != theme_by_type.end()) {
ret |= it->second;
}
it = theme_by_name.find(name);
if (it != theme_by_name.end()) {
ret |= it->second;
}
return ret;
}