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16da954bd7
(It can already be accessed via the renderingengine.)
146 lines
3.0 KiB
C++
146 lines
3.0 KiB
C++
/*
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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
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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/*
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All kinds of stuff that needs to be exposed from main.cpp
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*/
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#include "modalMenu.h"
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#include <cassert>
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#include <list>
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class IGameCallback
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{
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public:
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virtual void exitToOS() = 0;
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virtual void keyConfig() = 0;
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virtual void disconnect() = 0;
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virtual void changePassword() = 0;
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virtual void changeVolume() = 0;
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virtual void signalKeyConfigChange() = 0;
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};
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// Handler for the modal menus
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class MainMenuManager : public IMenuManager
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{
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public:
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virtual void createdMenu(gui::IGUIElement *menu)
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{
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#ifndef NDEBUG
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for (gui::IGUIElement *i : m_stack) {
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assert(i != menu);
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}
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#endif
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if(!m_stack.empty())
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m_stack.back()->setVisible(false);
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m_stack.push_back(menu);
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}
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virtual void deletingMenu(gui::IGUIElement *menu)
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{
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// Remove all entries if there are duplicates
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m_stack.remove(menu);
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if(!m_stack.empty())
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m_stack.back()->setVisible(true);
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}
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// Returns true to prevent further processing
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virtual bool preprocessEvent(const SEvent& event)
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{
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if (m_stack.empty())
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return false;
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GUIModalMenu *mm = dynamic_cast<GUIModalMenu*>(m_stack.back());
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return mm && mm->preprocessEvent(event);
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}
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u32 menuCount()
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{
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return m_stack.size();
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}
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bool pausesGame()
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{
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for (gui::IGUIElement *i : m_stack) {
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GUIModalMenu *mm = dynamic_cast<GUIModalMenu*>(i);
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if (mm && mm->pausesGame())
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return true;
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}
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return false;
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}
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std::list<gui::IGUIElement*> m_stack;
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};
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extern MainMenuManager g_menumgr;
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extern bool isMenuActive();
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class MainGameCallback : public IGameCallback
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{
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public:
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MainGameCallback() = default;
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virtual ~MainGameCallback() = default;
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virtual void exitToOS()
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{
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shutdown_requested = true;
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}
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virtual void disconnect()
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{
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disconnect_requested = true;
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}
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virtual void changePassword()
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{
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changepassword_requested = true;
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}
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virtual void changeVolume()
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{
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changevolume_requested = true;
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}
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virtual void keyConfig()
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{
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keyconfig_requested = true;
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}
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virtual void signalKeyConfigChange()
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{
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keyconfig_changed = true;
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}
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bool disconnect_requested = false;
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bool changepassword_requested = false;
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bool changevolume_requested = false;
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bool keyconfig_requested = false;
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bool shutdown_requested = false;
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bool keyconfig_changed = false;
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};
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extern MainGameCallback *g_gamecallback;
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