mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 16:08:51 -05:00
94 lines
2.0 KiB
C++
94 lines
2.0 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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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#ifndef GUIMAINMENU_HEADER
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#define GUIMAINMENU_HEADER
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#include "common_irrlicht.h"
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#include "modalMenu.h"
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#include "utility.h"
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#include <string>
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// For IGameCallback
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#include "guiPauseMenu.h"
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struct MainMenuData
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{
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MainMenuData():
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// Client opts
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fancy_trees(false),
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smooth_lighting(false),
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// Server opts
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creative_mode(false),
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enable_damage(false),
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// Actions
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delete_map(false)
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{}
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// These are in the native format of the gui elements
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// Client options
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std::wstring address;
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std::wstring port;
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std::wstring name;
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std::wstring password;
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bool fancy_trees;
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bool smooth_lighting;
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// Server options
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bool creative_mode;
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bool enable_damage;
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// If map deletion is requested, this is set to true
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bool delete_map;
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};
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class GUIMainMenu : public GUIModalMenu
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{
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public:
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GUIMainMenu(gui::IGUIEnvironment* env,
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gui::IGUIElement* parent, s32 id,
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IMenuManager *menumgr,
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MainMenuData *data,
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IGameCallback *gamecallback);
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~GUIMainMenu();
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void removeChildren();
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/*
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Remove and re-add (or reposition) stuff
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*/
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void regenerateGui(v2u32 screensize);
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void drawMenu();
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void acceptInput();
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bool getStatus()
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{
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return m_accepted;
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}
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bool OnEvent(const SEvent& event);
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private:
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MainMenuData *m_data;
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bool m_accepted;
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IGameCallback *m_gamecallback;
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};
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#endif
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