forked from Mirrorlandia_minetest/minetest
Generic NodeMetadata text input
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parent
79c9f14aec
commit
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@ -36,8 +36,9 @@ public:
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virtual void serializeBody(std::ostream &os);
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virtual std::string infoText();
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std::string getText(){ return m_text; }
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void setText(std::string t){ m_text = t; }
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virtual bool allowsTextInput(){ return true; }
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virtual std::string getText(){ return m_text; }
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virtual void setText(const std::string &t){ m_text = t; }
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private:
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std::string m_text;
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23
src/game.cpp
23
src/game.cpp
@ -43,12 +43,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gettext.h"
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#include "log.h"
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#include "filesys.h"
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// Needed for writing to signs (CONTENT_SIGN_WALL)
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// TODO: A generic way for handling such should be created
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#include "content_mapnode.h"
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// Needed for sign text input
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// TODO: A generic way for handling such should be created
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#include "content_nodemeta.h"
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// Needed for determining pointing to nodes
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#include "mapnode_contentfeatures.h"
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@ -115,9 +109,9 @@ struct TextDestChat : public TextDest
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Client *m_client;
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};
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struct TextDestSignNode : public TextDest
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struct TextDestNodeMetadata : public TextDest
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{
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TextDestSignNode(v3s16 p, Client *client)
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TextDestNodeMetadata(v3s16 p, Client *client)
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{
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m_p = p;
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m_client = client;
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@ -1784,23 +1778,22 @@ void the_game(
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menu->setDrawSpec(draw_spec);
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menu->drop();
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}
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else if(meta && meta->typeId() == CONTENT_SIGN_WALL && !random_input)
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// If metadata provides text input, activate text input
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else if(meta && meta->allowsTextInput() && !random_input)
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{
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infostream<<"Sign node right-clicked"<<std::endl;
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SignNodeMetadata *signmeta = (SignNodeMetadata*)meta;
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infostream<<"Launching metadata text input"<<std::endl;
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// Get a new text for it
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TextDest *dest = new TextDestSignNode(nodepos, &client);
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TextDest *dest = new TextDestNodeMetadata(nodepos, &client);
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std::wstring wtext =
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narrow_to_wide(signmeta->getText());
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std::wstring wtext = narrow_to_wide(meta->getText());
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(new GUITextInputMenu(guienv, guiroot, -1,
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&g_menumgr, dest,
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wtext))->drop();
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}
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// Otherwise report right click to server
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else
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{
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client.groundAction(1, nodepos, neighbourpos, g_selected_item);
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@ -25,16 +25,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <iostream>
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/*
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Used for storing:
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NodeMetadata stores arbitary amounts of data for special blocks.
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Used for furnaces, chests and signs.
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Oven:
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- Item that is being burned
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- Burning time
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- Item stack that is being heated
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- Result item stack
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Sign:
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- Text
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There are two interaction methods: inventory menu and text input.
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Only one can be used for a single metadata, thus only inventory OR
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text input should exist in a metadata.
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*/
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class Inventory;
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@ -68,7 +64,9 @@ public:
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// primarily used for locking chests, but others can play too
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virtual std::string getOwner(){ return std::string(""); }
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virtual void setOwner(std::string t){}
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virtual bool allowsTextInput(){ return false; }
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virtual std::string getText(){ return ""; }
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virtual void setText(const std::string &t){}
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protected:
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static void registerType(u16 id, Factory f);
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private:
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