Generic NodeMetadata text input

This commit is contained in:
Perttu Ahola 2011-11-13 12:48:05 +02:00
parent 79c9f14aec
commit 64fa59e24f
3 changed files with 20 additions and 28 deletions

@ -36,8 +36,9 @@ public:
virtual void serializeBody(std::ostream &os);
virtual std::string infoText();
std::string getText(){ return m_text; }
void setText(std::string t){ m_text = t; }
virtual bool allowsTextInput(){ return true; }
virtual std::string getText(){ return m_text; }
virtual void setText(const std::string &t){ m_text = t; }
private:
std::string m_text;

@ -43,12 +43,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gettext.h"
#include "log.h"
#include "filesys.h"
// Needed for writing to signs (CONTENT_SIGN_WALL)
// TODO: A generic way for handling such should be created
#include "content_mapnode.h"
// Needed for sign text input
// TODO: A generic way for handling such should be created
#include "content_nodemeta.h"
// Needed for determining pointing to nodes
#include "mapnode_contentfeatures.h"
@ -115,9 +109,9 @@ struct TextDestChat : public TextDest
Client *m_client;
};
struct TextDestSignNode : public TextDest
struct TextDestNodeMetadata : public TextDest
{
TextDestSignNode(v3s16 p, Client *client)
TextDestNodeMetadata(v3s16 p, Client *client)
{
m_p = p;
m_client = client;
@ -1784,23 +1778,22 @@ void the_game(
menu->setDrawSpec(draw_spec);
menu->drop();
}
else if(meta && meta->typeId() == CONTENT_SIGN_WALL && !random_input)
// If metadata provides text input, activate text input
else if(meta && meta->allowsTextInput() && !random_input)
{
infostream<<"Sign node right-clicked"<<std::endl;
SignNodeMetadata *signmeta = (SignNodeMetadata*)meta;
infostream<<"Launching metadata text input"<<std::endl;
// Get a new text for it
TextDest *dest = new TextDestSignNode(nodepos, &client);
TextDest *dest = new TextDestNodeMetadata(nodepos, &client);
std::wstring wtext =
narrow_to_wide(signmeta->getText());
std::wstring wtext = narrow_to_wide(meta->getText());
(new GUITextInputMenu(guienv, guiroot, -1,
&g_menumgr, dest,
wtext))->drop();
}
// Otherwise report right click to server
else
{
client.groundAction(1, nodepos, neighbourpos, g_selected_item);

@ -25,16 +25,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <iostream>
/*
Used for storing:
NodeMetadata stores arbitary amounts of data for special blocks.
Used for furnaces, chests and signs.
Oven:
- Item that is being burned
- Burning time
- Item stack that is being heated
- Result item stack
Sign:
- Text
There are two interaction methods: inventory menu and text input.
Only one can be used for a single metadata, thus only inventory OR
text input should exist in a metadata.
*/
class Inventory;
@ -67,8 +63,10 @@ public:
virtual std::string getInventoryDrawSpecString(){return "";}
// primarily used for locking chests, but others can play too
virtual std::string getOwner(){ return std::string(""); }
virtual void setOwner(std::string t){ }
virtual void setOwner(std::string t){}
virtual bool allowsTextInput(){ return false; }
virtual std::string getText(){ return ""; }
virtual void setText(const std::string &t){}
protected:
static void registerType(u16 id, Factory f);
private: