/******************************************************************************/
#include "irrlichttypes.h"
#include "modalMenu.h"
-#include "clouds.h"
-#include "guiLuaApi.h"
#include "guiFormSpecMenu.h"
+#include "sound.h"
+#include "tile.h"
/******************************************************************************/
/* Typedefs and macros */
/******************************************************************************/
-#define MAX_MENUBAR_BTN_COUNT 10
-#define MAX_MENUBAR_BTN_ID 256
-#define MIN_MENUBAR_BTN_ID (MAX_MENUBAR_BTN_ID - MAX_MENUBAR_BTN_COUNT)
-
/** texture layer ids */
typedef enum {
TEX_LAYER_BACKGROUND = 0,
/* forward declarations */
/******************************************************************************/
class GUIEngine;
+class MainMenuScripting;
+class Clouds;
struct MainMenuData;
/******************************************************************************/
* @param engine the engine data is transmitted for further processing
*/
TextDestGuiEngine(GUIEngine* engine);
+
/**
* receive fields transmitted by guiFormSpecMenu
* @param fields map containing formspec field elements currently active
* @param text textual representation of event
*/
void gotText(std::wstring text);
+
private:
/** target to transmit data to */
GUIEngine* m_engine;
};
+/** 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);
+
+ /**
+ * 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;
+ /** set of texture names to delete */
+ std::set<std::string> m_to_delete;
+};
+
+/** GUIEngine specific implementation of OnDemandSoundFetcher */
+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)
+ */
+ 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;
+};
/** implementation of main menu based uppon formspecs */
class GUIEngine {
-public:
- /** TextDestGuiEngine needs to transfer data to engine */
- friend class TextDestGuiEngine;
- /** guiLuaApi is used to initialize contained stack */
- friend class guiLuaApi;
+ /** grant ModApiMainMenu access to private members */
+ friend class ModApiMainMenu;
+public:
/**
* default constructor
* @param dev device to draw at
gui::IGUIElement* parent,
IMenuManager *menumgr,
scene::ISceneManager* smgr,
- MainMenuData* data);
+ MainMenuData* data,
+ bool& kill);
/** default destructor */
virtual ~GUIEngine();
-protected:
/**
- * process field data recieved from formspec
- * @param fields data in field format
+ * return MainMenuScripting interface
*/
- void handleButtons(std::map<std::string, std::string> fields);
- /**
- * process events received from formspec
- * @param text events in textual form
- */
- void handleEvent(std::string text);
+ MainMenuScripting* getScriptIface() {
+ return m_script;
+ }
/**
* return dir of current menuscript
private:
- /* run main menu loop */
+ /** find and run the main menu script */
+ bool loadMainMenuScript();
+
+ /** run main menu loop */
void run();
/** handler to limit frame rate within main menu */
scene::ISceneManager* m_smgr;
/** pointer to data beeing transfered back to main game handling */
MainMenuData* m_data;
+ /** pointer to texture source */
+ ISimpleTextureSource* m_texture_source;
+ /** pointer to soundmanager*/
+ ISoundManager* m_sound_manager;
/** representation of form source to be used in mainmenu formspec */
FormspecFormSource* m_formspecgui;
/** the formspec menu */
GUIFormSpecMenu* m_menu;
+ /** reference to kill variable managed by SIGINT handler */
+ bool& m_kill;
+
/** variable used to abort menu and return back to main game handling */
bool m_startgame;
- /**
- * initialize lua stack
- * @param L stack to initialize
- */
- void initalize_api(lua_State * L);
-
- /**
- * run a lua script
- * @param script full path to script to run
- */
- bool runScript(std::string script);
-
- /**
- * script error handler to process errors within lua
- */
- void scriptError(const char *fmt, ...);
-
- /** lua stack */
- lua_State* m_engineluastack;
- /** lua internal stack number of error handler*/
- int m_luaerrorhandler;
+ /** scripting interface */
+ MainMenuScripting* m_script;
/** script basefolder */
std::string m_scriptdir;
/** data used to draw clouds */
clouddata m_cloud;
+ /** start playing a sound and return handle */
+ s32 playSound(SimpleSoundSpec spec, bool looped);
+ /** stop playing a sound started with playSound() */
+ void stopSound(s32 handle);
+
+
};