minetest/src/gui/guiEngine.h

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/*
Minetest
Copyright (C) 2013 sapier
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
(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.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
/******************************************************************************/
/* Includes */
/******************************************************************************/
#include "irrlichttypes.h"
#include "modalMenu.h"
#include "guiFormSpecMenu.h"
#include "client/sound.h"
#include "client/tile.h"
#include "util/enriched_string.h"
/******************************************************************************/
/* Typedefs and macros */
/******************************************************************************/
/** texture layer ids */
typedef enum {
TEX_LAYER_BACKGROUND = 0,
TEX_LAYER_OVERLAY,
TEX_LAYER_HEADER,
TEX_LAYER_FOOTER,
TEX_LAYER_MAX
} texture_layer;
typedef struct {
video::ITexture *texture = nullptr;
bool tile;
unsigned int minsize;
} image_definition;
/******************************************************************************/
/* forward declarations */
/******************************************************************************/
class GUIEngine;
class MainMenuScripting;
class Clouds;
struct MainMenuData;
/******************************************************************************/
/* declarations */
/******************************************************************************/
/** GUIEngine specific implementation of TextDest used within guiFormSpecMenu */
class TextDestGuiEngine : public TextDest
{
public:
/**
* default constructor
* @param engine the engine data is transmitted for further processing
*/
TextDestGuiEngine(GUIEngine* engine) : m_engine(engine) {};
/**
* receive fields transmitted by guiFormSpecMenu
* @param fields map containing formspec field elements currently active
*/
void gotText(const StringMap &fields);
/**
* receive text/events transmitted by guiFormSpecMenu
* @param text textual representation of event
*/
void gotText(const std::wstring &text);
private:
/** target to transmit data to */
GUIEngine *m_engine = nullptr;
};
/** GUIEngine specific implementation of ISimpleTextureSource */
class MenuTextureSource : public ISimpleTextureSource
{
public:
/**
* default constructor
* @param driver the video driver to load textures from
*/
MenuTextureSource(video::IVideoDriver *driver) : m_driver(driver) {};
/**
* destructor, removes all loaded textures
*/
virtual ~MenuTextureSource();
/**
* get a texture, loading it if required
* @param name path to the texture
* @param id receives the texture ID, always 0 in this implementation
*/
video::ITexture *getTexture(const std::string &name, u32 *id = NULL);
private:
/** driver to get textures from */
video::IVideoDriver *m_driver = nullptr;
/** set of texture names to delete */
std::set<std::string> m_to_delete;
};
/** GUIEngine specific implementation of OnDemandSoundFetcher */
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class MenuMusicFetcher: public OnDemandSoundFetcher
{
public:
/**
* get sound file paths according to sound name
* @param name sound name
* @param dst_paths receives possible paths to sound files
* @param dst_datas receives binary sound data (not used here)
*/
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void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas);
private:
/** set of fetched sound names */
std::set<std::string> m_fetched;
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};
/** implementation of main menu based uppon formspecs */
class GUIEngine {
/** grant ModApiMainMenu access to private members */
friend class ModApiMainMenu;
friend class ModApiSound;
public:
/**
* default constructor
* @param dev device to draw at
* @param parent parent gui element
* @param menumgr manager to add menus to
* @param smgr scene manager to add scene elements to
* @param data struct to transfer data to main game handling
*/
GUIEngine(JoystickController *joystick,
gui::IGUIElement *parent,
IMenuManager *menumgr,
MainMenuData *data,
bool &kill);
/** default destructor */
virtual ~GUIEngine();
/**
* return MainMenuScripting interface
*/
MainMenuScripting *getScriptIface()
{
return m_script;
}
/**
* return dir of current menuscript
*/
std::string getScriptDir()
{
return m_scriptdir;
}
/** pass async callback to scriptengine **/
unsigned int queueAsync(const std::string &serialized_fct,
const std::string &serialized_params);
private:
/** find and run the main menu script */
bool loadMainMenuScript();
/** run main menu loop */
void run();
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/** update size of topleftext element */
void updateTopLeftTextSize();
/** parent gui element */
gui::IGUIElement *m_parent = nullptr;
/** manager to add menus to */
IMenuManager *m_menumanager = nullptr;
/** scene manager to add scene elements to */
scene::ISceneManager *m_smgr = nullptr;
/** pointer to data beeing transfered back to main game handling */
MainMenuData *m_data = nullptr;
/** pointer to texture source */
ISimpleTextureSource *m_texture_source = nullptr;
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/** pointer to soundmanager*/
ISoundManager *m_sound_manager = nullptr;
/** representation of form source to be used in mainmenu formspec */
FormspecFormSource *m_formspecgui = nullptr;
/** formspec input receiver */
TextDestGuiEngine *m_buttonhandler = nullptr;
/** the formspec menu */
GUIFormSpecMenu *m_menu = nullptr;
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/** reference to kill variable managed by SIGINT handler */
bool &m_kill;
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/** variable used to abort menu and return back to main game handling */
bool m_startgame = false;
/** scripting interface */
MainMenuScripting *m_script = nullptr;
/** script basefolder */
std::string m_scriptdir = "";
void setFormspecPrepend(const std::string &fs);
/**
* draw background layer
* @param driver to use for drawing
*/
void drawBackground(video::IVideoDriver *driver);
/**
* draw overlay layer
* @param driver to use for drawing
*/
void drawOverlay(video::IVideoDriver *driver);
/**
* draw header layer
* @param driver to use for drawing
*/
void drawHeader(video::IVideoDriver *driver);
/**
* draw footer layer
* @param driver to use for drawing
*/
void drawFooter(video::IVideoDriver *driver);
/**
* load a texture for a specified layer
* @param layer draw layer to specify texture
* @param texturepath full path of texture to load
*/
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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bool setTexture(texture_layer layer, const std::string &texturepath,
bool tile_image, unsigned int minsize);
/**
* download a file using curl
* @param url url to download
* @param target file to store to
*/
static bool downloadFile(const std::string &url, const std::string &target);
/** array containing pointers to current specified texture layers */
image_definition m_textures[TEX_LAYER_MAX];
/**
* specify text to appear as top left string
* @param text to set
*/
void setTopleftText(const std::string &text);
/** pointer to gui element shown at topleft corner */
irr::gui::IGUIStaticText *m_irr_toplefttext = nullptr;
/** and text that is in it */
EnrichedString m_toplefttext;
/** initialize cloud subsystem */
void cloudInit();
/** do preprocessing for cloud subsystem */
void cloudPreProcess();
/** do postprocessing for cloud subsystem */
void cloudPostProcess();
/** internam data required for drawing clouds */
struct clouddata {
/** delta time since last cloud processing */
f32 dtime;
/** absolute time of last cloud processing */
u32 lasttime;
/** pointer to cloud class */
Clouds *clouds = nullptr;
/** camera required for drawing clouds */
scene::ICameraSceneNode *camera = nullptr;
};
/** is drawing of clouds enabled atm */
bool m_clouds_enabled = true;
/** data used to draw clouds */
clouddata m_cloud;
/** start playing a sound and return handle */
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.
2019-05-18 17:19:13 +02:00
s32 playSound(const SimpleSoundSpec &spec, bool looped);
/** stop playing a sound started with playSound() */
void stopSound(s32 handle);
};