minetest/src/gui/guiFormSpecMenu.h

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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.
*/
#pragma once
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#include <utility>
#include <stack>
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#include <unordered_set>
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#include "irrlichttypes_extrabloated.h"
#include "inventorymanager.h"
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#include "modalMenu.h"
#include "guiInventoryList.h"
#include "guiScrollBar.h"
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#include "guiTable.h"
#include "network/networkprotocol.h"
#include "client/joystick_controller.h"
#include "util/string.h"
#include "util/enriched_string.h"
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#include "StyleSpec.h"
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class InventoryManager;
class ISimpleTextureSource;
class Client;
class GUIScrollContainer;
typedef enum {
f_Button,
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f_Table,
f_TabHeader,
f_CheckBox,
f_DropDown,
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f_ScrollBar,
f_Box,
f_ItemImage,
f_HyperText,
f_AnimatedImage,
f_Unknown
} FormspecFieldType;
typedef enum {
quit_mode_no,
quit_mode_accept,
quit_mode_cancel
} FormspecQuitMode;
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struct TextDest
{
virtual ~TextDest() = default;
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// This is deprecated I guess? -celeron55
virtual void gotText(const std::wstring &text) {}
virtual void gotText(const StringMap &fields) = 0;
std::string m_formname;
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};
class IFormSource
{
public:
virtual ~IFormSource() = default;
virtual const std::string &getForm() const = 0;
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// Fill in variables in field text
virtual std::string resolveText(const std::string &str) { return str; }
};
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class GUIFormSpecMenu : public GUIModalMenu
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{
struct ListRingSpec
{
ListRingSpec() = default;
ListRingSpec(const InventoryLocation &a_inventoryloc,
const std::string &a_listname):
inventoryloc(a_inventoryloc),
listname(a_listname)
{
}
InventoryLocation inventoryloc;
std::string listname;
};
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struct FieldSpec
{
FieldSpec() = default;
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FieldSpec(const std::string &name, const std::wstring &label,
const std::wstring &default_text, s32 id, int priority = 0,
gui::ECURSOR_ICON cursor_icon = ECI_NORMAL) :
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fname(name),
flabel(label),
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fdefault(unescape_enriched(translate_string(default_text))),
fid(id),
send(false),
ftype(f_Unknown),
is_exit(false),
priority(priority),
fcursor_icon(cursor_icon)
{
}
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std::string fname;
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std::wstring flabel;
std::wstring fdefault;
s32 fid;
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bool send;
FormspecFieldType ftype;
bool is_exit;
// Draw priority for formspec version < 3
int priority;
core::rect<s32> rect;
gui::ECURSOR_ICON fcursor_icon;
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};
struct TooltipSpec
{
TooltipSpec() = default;
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TooltipSpec(const std::wstring &a_tooltip, irr::video::SColor a_bgcolor,
irr::video::SColor a_color):
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tooltip(translate_string(a_tooltip)),
bgcolor(a_bgcolor),
color(a_color)
{
}
std::wstring tooltip;
irr::video::SColor bgcolor;
irr::video::SColor color;
};
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public:
GUIFormSpecMenu(JoystickController *joystick,
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gui::IGUIElement* parent, s32 id,
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IMenuManager *menumgr,
Client *client,
ISimpleTextureSource *tsrc,
IFormSource* fs_src,
TextDest* txt_dst,
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 = true);
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~GUIFormSpecMenu();
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static void create(GUIFormSpecMenu *&cur_formspec, Client *client,
JoystickController *joystick, IFormSource *fs_src, TextDest *txt_dest,
const std::string &formspecPrepend);
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void setFormSpec(const std::string &formspec_string,
const InventoryLocation &current_inventory_location)
{
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m_formspec_string = formspec_string;
m_current_inventory_location = current_inventory_location;
m_is_form_regenerated = false;
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regenerateGui(m_screensize_old);
}
const InventoryLocation &getFormspecLocation()
{
return m_current_inventory_location;
}
void setFormspecPrepend(const std::string &formspecPrepend)
{
m_formspec_prepend = formspecPrepend;
}
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// form_src is deleted by this GUIFormSpecMenu
void setFormSource(IFormSource *form_src)
{
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delete m_form_src;
m_form_src = form_src;
}
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// text_dst is deleted by this GUIFormSpecMenu
void setTextDest(TextDest *text_dst)
{
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delete m_text_dst;
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m_text_dst = text_dst;
}
void allowClose(bool value)
{
m_allowclose = value;
}
void lockSize(bool lock,v2u32 basescreensize=v2u32(0,0))
{
m_lock = lock;
m_lockscreensize = basescreensize;
}
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void removeChildren();
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void setInitialFocus();
void setFocus(const std::string &elementname)
{
m_focused_element = elementname;
}
Client *getClient() const
{
return m_client;
}
const GUIInventoryList::ItemSpec *getSelectedItem() const
{
return m_selected_item;
}
const u16 getSelectedAmount() const
{
return m_selected_amount;
}
bool doTooltipAppendItemname() const
{
return m_tooltip_append_itemname;
}
void addHoveredItemTooltip(const std::string &name)
{
m_hovered_item_tooltips.emplace_back(name);
}
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/*
Remove and re-add (or reposition) stuff
*/
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void regenerateGui(v2u32 screensize);
GUIInventoryList::ItemSpec getItemAtPos(v2s32 p) const;
void drawSelectedItem();
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void drawMenu();
void updateSelectedItem();
ItemStack verifySelectedItem();
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void acceptInput(FormspecQuitMode quitmode);
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bool preprocessEvent(const SEvent& event);
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bool OnEvent(const SEvent& event);
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bool doPause;
bool pausesGame() { return doPause; }
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GUITable* getTable(const std::string &tablename);
std::vector<std::string>* getDropDownValues(const std::string &name);
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#ifdef __ANDROID__
bool getAndroidUIInput();
#endif
protected:
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v2s32 getBasePos() const
{
return padding + offset + AbsoluteRect.UpperLeftCorner;
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}
std::wstring getLabelByID(s32 id);
std::string getNameByID(s32 id);
const FieldSpec *getSpecByID(s32 id);
v2s32 getElementBasePos(const std::vector<std::string> *v_pos);
v2s32 getRealCoordinateBasePos(const std::vector<std::string> &v_pos);
v2s32 getRealCoordinateGeometry(const std::vector<std::string> &v_geom);
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std::unordered_map<std::string, std::vector<StyleSpec>> theme_by_type;
std::unordered_map<std::string, std::vector<StyleSpec>> theme_by_name;
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std::unordered_set<std::string> property_warned;
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StyleSpec getDefaultStyleForElement(const std::string &type,
const std::string &name="", const std::string &parent_type="");
std::array<StyleSpec, StyleSpec::NUM_STATES> getStyleForElement(const std::string &type,
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const std::string &name="", const std::string &parent_type="");
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v2s32 padding;
v2f32 spacing;
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v2s32 imgsize;
v2s32 offset;
v2f32 pos_offset;
std::stack<v2f32> container_stack;
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InventoryManager *m_invmgr;
ISimpleTextureSource *m_tsrc;
Client *m_client;
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std::string m_formspec_string;
std::string m_formspec_prepend;
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InventoryLocation m_current_inventory_location;
// Default true because we can't control regeneration on resizing, but
// we can control cases when the formspec is shown intentionally.
bool m_is_form_regenerated = true;
std::vector<GUIInventoryList *> m_inventorylists;
std::vector<ListRingSpec> m_inventory_rings;
std::vector<gui::IGUIElement *> m_backgrounds;
std::unordered_map<std::string, bool> field_close_on_enter;
std::unordered_map<std::string, bool> m_dropdown_index_event;
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std::vector<FieldSpec> m_fields;
std::vector<std::pair<FieldSpec, GUITable *>> m_tables;
std::vector<std::pair<FieldSpec, gui::IGUICheckBox *>> m_checkboxes;
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std::map<std::string, TooltipSpec> m_tooltips;
std::vector<std::pair<gui::IGUIElement *, TooltipSpec>> m_tooltip_rects;
std::vector<std::pair<FieldSpec, GUIScrollBar *>> m_scrollbars;
std::vector<std::pair<FieldSpec, std::vector<std::string>>> m_dropdowns;
std::vector<gui::IGUIElement *> m_clickthrough_elements;
std::vector<std::pair<std::string, GUIScrollContainer *>> m_scroll_containers;
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GUIInventoryList::ItemSpec *m_selected_item = nullptr;
u16 m_selected_amount = 0;
bool m_selected_dragging = false;
ItemStack m_selected_swap;
gui::IGUIStaticText *m_tooltip_element = nullptr;
u64 m_tooltip_show_delay;
bool m_tooltip_append_itemname;
u64 m_hovered_time = 0;
s32 m_old_tooltip_id = -1;
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bool m_auto_place = false;
bool m_allowclose = true;
bool m_lock = false;
v2u32 m_lockscreensize;
bool m_bgnonfullscreen;
bool m_bgfullscreen;
video::SColor m_bgcolor;
video::SColor m_fullscreen_bgcolor;
video::SColor m_default_tooltip_bgcolor;
video::SColor m_default_tooltip_color;
private:
IFormSource *m_form_src;
TextDest *m_text_dst;
std::string m_last_formname;
u16 m_formspec_version = 1;
std::string m_focused_element = "";
JoystickController *m_joystick;
bool m_show_debug = false;
typedef struct {
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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bool explicit_size;
bool real_coordinates;
u8 simple_field_count;
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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v2f invsize;
v2s32 size;
v2f32 offset;
v2f32 anchor;
core::rect<s32> rect;
v2s32 basepos;
v2u32 screensize;
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GUITable::TableOptions table_options;
GUITable::TableColumns table_columns;
gui::IGUIElement *current_parent = nullptr;
GUIInventoryList::Options inventorylist_options;
struct {
s32 max = 1000;
s32 min = 0;
s32 small_step = 10;
s32 large_step = 100;
s32 thumb_size = 1;
GUIScrollBar::ArrowVisibility arrow_visiblity = GUIScrollBar::DEFAULT;
} scrollbar_options;
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// used to restore table selection/scroll/treeview state
std::unordered_map<std::string, GUITable::DynamicData> table_dyndata;
} parserData;
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typedef struct {
bool key_up;
bool key_down;
bool key_enter;
bool key_escape;
} fs_key_pendig;
fs_key_pendig current_keys_pending;
std::string current_field_enter_pending = "";
std::vector<std::string> m_hovered_item_tooltips;
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void parseElement(parserData* data, const std::string &element);
void parseSize(parserData* data, const std::string &element);
void parseContainer(parserData* data, const std::string &element);
void parseContainerEnd(parserData* data);
void parseScrollContainer(parserData *data, const std::string &element);
void parseScrollContainerEnd(parserData *data);
void parseList(parserData* data, const std::string &element);
void parseListRing(parserData* data, const std::string &element);
void parseCheckbox(parserData* data, const std::string &element);
void parseImage(parserData* data, const std::string &element);
void parseAnimatedImage(parserData *data, const std::string &element);
void parseItemImage(parserData* data, const std::string &element);
void parseButton(parserData* data, const std::string &element,
const std::string &typ);
void parseBackground(parserData* data, const std::string &element);
void parseTableOptions(parserData* data, const std::string &element);
void parseTableColumns(parserData* data, const std::string &element);
void parseTable(parserData* data, const std::string &element);
void parseTextList(parserData* data, const std::string &element);
void parseDropDown(parserData* data, const std::string &element);
void parseFieldCloseOnEnter(parserData *data, const std::string &element);
void parsePwdField(parserData* data, const std::string &element);
void parseField(parserData* data, const std::string &element, const std::string &type);
void createTextField(parserData *data, FieldSpec &spec,
core::rect<s32> &rect, bool is_multiline);
void parseSimpleField(parserData* data,std::vector<std::string> &parts);
void parseTextArea(parserData* data,std::vector<std::string>& parts,
const std::string &type);
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void parseHyperText(parserData *data, const std::string &element);
void parseLabel(parserData* data, const std::string &element);
void parseVertLabel(parserData* data, const std::string &element);
void parseImageButton(parserData* data, const std::string &element,
const std::string &type);
void parseItemImageButton(parserData* data, const std::string &element);
void parseTabHeader(parserData* data, const std::string &element);
void parseBox(parserData* data, const std::string &element);
void parseBackgroundColor(parserData* data, const std::string &element);
void parseListColors(parserData* data, const std::string &element);
void parseTooltip(parserData* data, const std::string &element);
bool parseVersionDirect(const std::string &data);
bool parseSizeDirect(parserData* data, const std::string &element);
void parseScrollBar(parserData* data, const std::string &element);
void parseScrollBarOptions(parserData *data, const std::string &element);
bool parsePositionDirect(parserData *data, const std::string &element);
void parsePosition(parserData *data, const std::string &element);
bool parseAnchorDirect(parserData *data, const std::string &element);
void parseAnchor(parserData *data, const std::string &element);
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bool parseStyle(parserData *data, const std::string &element, bool style_type);
void parseSetFocus(const std::string &element);
void parseModel(parserData *data, const std::string &element);
void tryClose();
void showTooltip(const std::wstring &text, const irr::video::SColor &color,
const irr::video::SColor &bgcolor);
/**
* In formspec version < 2 the elements were not ordered properly. Some element
* types were drawn before others.
* This function sorts the elements in the old order for backwards compatibility.
*/
void legacySortElements(core::list<IGUIElement *>::Iterator from);
int m_btn_height;
gui::IGUIFont *m_font = nullptr;
};
class FormspecFormSource: public IFormSource
{
public:
FormspecFormSource(const std::string &formspec):
m_formspec(formspec)
{
}
~FormspecFormSource() = default;
void setForm(const std::string &formspec)
{
m_formspec = formspec;
}
const std::string &getForm() const
{
return m_formspec;
}
std::string m_formspec;
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};