forked from Mirrorlandia_minetest/minetest
906417cc0d
This in particular fixes incorrect event propagation to menus that are no longer shown, such as the key change menu when opened within the settings tab.
152 lines
3.1 KiB
C++
152 lines
3.1 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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extern gui::IGUIEnvironment *guienv;
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extern gui::IGUIStaticText *guiroot;
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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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guienv->setFocus(m_stack.back());
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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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guienv->setFocus(m_stack.back());
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}
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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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