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577 lines
17 KiB
C++
577 lines
17 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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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#include "gui/mainmenumanager.h"
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#include "clouds.h"
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#include "gui/touchscreengui.h"
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#include "server.h"
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#include "filesys.h"
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#include "gui/guiMainMenu.h"
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#include "game.h"
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#include "player.h"
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#include "chat.h"
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#include "gettext.h"
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#include "profiler.h"
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#include "gui/guiEngine.h"
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#include "fontengine.h"
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#include "clientlauncher.h"
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#include "version.h"
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#include "renderingengine.h"
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#include "network/networkexceptions.h"
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#include <IGUISpriteBank.h>
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#include <ICameraSceneNode.h>
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#include <unordered_map>
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#if USE_SOUND
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#include "sound/sound_openal.h"
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#endif
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/* mainmenumanager.h
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*/
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gui::IGUIEnvironment *guienv = nullptr;
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gui::IGUIStaticText *guiroot = nullptr;
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MainMenuManager g_menumgr;
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// Passed to menus to allow disconnecting and exiting
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MainGameCallback *g_gamecallback = nullptr;
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#if 0
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// This can be helpful for the next code cleanup
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static void dump_start_data(const GameStartData &data)
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{
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std::cout <<
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"\ndedicated " << (int)data.is_dedicated_server <<
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"\nport " << data.socket_port <<
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"\nworld_path " << data.world_spec.path <<
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"\nworld game " << data.world_spec.gameid <<
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"\ngame path " << data.game_spec.path <<
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"\nplayer name " << data.name <<
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"\naddress " << data.address << std::endl;
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}
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#endif
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ClientLauncher::~ClientLauncher()
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{
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delete input;
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g_settings->deregisterChangedCallback("gui_scaling", setting_changed_callback, this);
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delete g_fontengine;
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g_fontengine = nullptr;
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delete g_gamecallback;
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g_gamecallback = nullptr;
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guiroot = nullptr;
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guienv = nullptr;
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assert(g_menumgr.menuCount() == 0);
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delete m_rendering_engine;
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// delete event receiver only after all Irrlicht stuff is gone
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delete receiver;
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#if USE_SOUND
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g_sound_manager_singleton.reset();
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#endif
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}
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bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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{
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/* This function is called when a client must be started.
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* Covered cases:
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* - Singleplayer (address but map provided)
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* - Join server (no map but address provided)
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* - Local server (for main menu only)
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*/
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init_args(start_data, cmd_args);
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#if USE_SOUND
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if (g_settings->getBool("enable_sound"))
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g_sound_manager_singleton = createSoundManagerSingleton();
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#endif
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if (!init_engine())
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return false;
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if (!m_rendering_engine->get_video_driver()) {
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errorstream << "Could not initialize video driver." << std::endl;
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return false;
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}
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m_rendering_engine->setupTopLevelWindow();
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// Create game callback for menus
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g_gamecallback = new MainGameCallback();
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m_rendering_engine->setResizable(true);
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init_input();
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m_rendering_engine->get_scene_manager()->getParameters()->
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setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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guienv = m_rendering_engine->get_gui_env();
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config_guienv();
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g_settings->registerChangedCallback("gui_scaling", setting_changed_callback, this);
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g_fontengine = new FontEngine(guienv);
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// Create the menu clouds
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// This is only global so it can be used by RenderingEngine::draw_load_screen().
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assert(!g_menucloudsmgr && !g_menuclouds);
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g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
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g_menuclouds = new Clouds(g_menucloudsmgr, nullptr, -1, rand());
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g_menuclouds->setHeight(100.0f);
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g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255));
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scene::ICameraSceneNode* camera;
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camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100));
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camera->setFarValue(10000);
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/*
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GUI stuff
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*/
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ChatBackend chat_backend;
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// If an error occurs, this is set to something by menu().
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// It is then displayed before the menu shows on the next call to menu()
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std::string error_message;
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bool reconnect_requested = false;
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bool first_loop = true;
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/*
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Menu-game loop
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*/
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bool retval = true;
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bool *kill = porting::signal_handler_killstatus();
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while (m_rendering_engine->run() && !*kill &&
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!g_gamecallback->shutdown_requested) {
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// Set the window caption
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auto driver_name = m_rendering_engine->getVideoDriver()->getName();
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std::string caption = std::string(PROJECT_NAME_C) +
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" " + g_version_hash +
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" [" + gettext("Main Menu") + "]" +
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" [" + driver_name + "]";
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m_rendering_engine->get_raw_device()->
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setWindowCaption(utf8_to_wide(caption).c_str());
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#ifdef NDEBUG
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try {
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#endif
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m_rendering_engine->get_gui_env()->clear();
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/*
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We need some kind of a root node to be able to add
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custom gui elements directly on the screen.
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Otherwise they won't be automatically drawn.
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*/
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guiroot = m_rendering_engine->get_gui_env()->addStaticText(L"",
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core::rect<s32>(0, 0, 10000, 10000));
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bool should_run_game = launch_game(error_message, reconnect_requested,
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start_data, cmd_args);
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// Reset the reconnect_requested flag
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reconnect_requested = false;
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// If skip_main_menu, we only want to startup once
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if (skip_main_menu && !first_loop)
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break;
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first_loop = false;
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if (!should_run_game) {
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if (skip_main_menu)
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break;
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continue;
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}
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// Break out of menu-game loop to shut down cleanly
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if (!m_rendering_engine->run() || *kill)
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break;
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the_game(
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kill,
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input,
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m_rendering_engine,
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start_data,
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error_message,
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chat_backend,
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&reconnect_requested
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);
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#ifdef NDEBUG
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} catch (std::exception &e) {
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error_message = "Some exception: ";
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error_message.append(debug_describe_exc(e));
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errorstream << error_message << std::endl;
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}
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#endif
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m_rendering_engine->get_scene_manager()->clear();
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if (g_touchscreengui) {
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delete g_touchscreengui;
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g_touchscreengui = NULL;
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}
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/* Save the settings when leaving the game.
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* This makes sure that setting changes made in-game are persisted even
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* in case of a later unclean exit from the mainmenu.
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* This is especially useful on Android because closing the app from the
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* "Recents screen" results in an unclean exit.
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* Caveat: This means that the settings are saved twice when exiting Minetest.
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*/
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if (!g_settings_path.empty())
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g_settings->updateConfigFile(g_settings_path.c_str());
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// If no main menu, show error and exit
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if (skip_main_menu) {
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if (!error_message.empty())
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retval = false;
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break;
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}
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} // Menu-game loop
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// If profiler was enabled print it one last time
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if (g_settings->getFloat("profiler_print_interval") > 0) {
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infostream << "Profiler:" << std::endl;
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g_profiler->print(infostream);
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g_profiler->clear();
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}
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assert(g_menucloudsmgr->getReferenceCount() == 1);
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g_menucloudsmgr->drop();
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g_menucloudsmgr = nullptr;
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assert(g_menuclouds->getReferenceCount() == 1);
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g_menuclouds->drop();
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g_menuclouds = nullptr;
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return retval;
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}
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void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
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{
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skip_main_menu = cmd_args.getFlag("go");
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start_data.address = g_settings->get("address");
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if (cmd_args.exists("address")) {
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// Join a remote server
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start_data.address = cmd_args.get("address");
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start_data.world_path.clear();
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start_data.name = g_settings->get("name");
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}
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if (!start_data.world_path.empty()) {
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// Start a singleplayer instance
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start_data.address = "";
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}
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if (cmd_args.exists("name"))
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start_data.name = cmd_args.get("name");
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random_input = g_settings->getBool("random_input")
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|| cmd_args.getFlag("random-input");
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}
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bool ClientLauncher::init_engine()
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{
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receiver = new MyEventReceiver();
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try {
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m_rendering_engine = new RenderingEngine(receiver);
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} catch (std::exception &e) {
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errorstream << e.what() << std::endl;
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}
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return !!m_rendering_engine;
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}
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void ClientLauncher::init_input()
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{
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if (random_input)
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input = new RandomInputHandler();
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else
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input = new RealInputHandler(receiver);
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if (g_settings->getBool("enable_joysticks")) {
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irr::core::array<irr::SJoystickInfo> infos;
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std::vector<irr::SJoystickInfo> joystick_infos;
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// Make sure this is called maximum once per
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// irrlicht device, otherwise it will give you
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// multiple events for the same joystick.
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if (m_rendering_engine->get_raw_device()->activateJoysticks(infos)) {
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infostream << "Joystick support enabled" << std::endl;
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joystick_infos.reserve(infos.size());
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for (u32 i = 0; i < infos.size(); i++) {
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joystick_infos.push_back(infos[i]);
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}
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input->joystick.onJoystickConnect(joystick_infos);
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} else {
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errorstream << "Could not activate joystick support." << std::endl;
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}
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}
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}
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void ClientLauncher::setting_changed_callback(const std::string &name, void *data)
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{
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static_cast<ClientLauncher*>(data)->config_guienv();
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}
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void ClientLauncher::config_guienv()
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{
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gui::IGUISkin *skin = guienv->getSkin();
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skin->setColor(gui::EGDC_WINDOW_SYMBOL, video::SColor(255, 255, 255, 255));
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skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
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skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
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skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30));
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skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
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skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
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skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
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skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128));
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skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49));
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float density = rangelim(g_settings->getFloat("gui_scaling"), 0.5f, 20) *
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RenderingEngine::getDisplayDensity();
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skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
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skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(21.0f * density));
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skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
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static u32 orig_sprite_id = skin->getIcon(gui::EGDI_CHECK_BOX_CHECKED);
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static std::unordered_map<std::string, u32> sprite_ids;
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if (density > 1.5f) {
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// Texture dimensions should be a power of 2
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std::string path = porting::path_share + "/textures/base/pack/";
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if (density > 3.5f)
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path.append("checkbox_64.png");
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else if (density > 2.0f)
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path.append("checkbox_32.png");
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else
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path.append("checkbox_16.png");
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auto cached_id = sprite_ids.find(path);
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if (cached_id != sprite_ids.end()) {
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skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, cached_id->second);
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} else {
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gui::IGUISpriteBank *sprites = skin->getSpriteBank();
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video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
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video::ITexture *texture = driver->getTexture(path.c_str());
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s32 id = sprites->addTextureAsSprite(texture);
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if (id != -1) {
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skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, id);
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sprite_ids.emplace(path, id);
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}
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}
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} else {
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skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, orig_sprite_id);
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}
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}
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bool ClientLauncher::launch_game(std::string &error_message,
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bool reconnect_requested, GameStartData &start_data,
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const Settings &cmd_args)
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{
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// Prepare and check the start data to launch a game
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std::string error_message_lua = error_message;
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error_message.clear();
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if (cmd_args.exists("password"))
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start_data.password = cmd_args.get("password");
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if (cmd_args.exists("password-file")) {
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std::ifstream passfile(cmd_args.get("password-file"));
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if (passfile.good()) {
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std::getline(passfile, start_data.password);
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} else {
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error_message = gettext("Provided password file "
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"failed to open: ")
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+ cmd_args.get("password-file");
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errorstream << error_message << std::endl;
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return false;
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}
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}
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// If a world was commanded, append and select it
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// This is provieded by "get_world_from_cmdline()", main.cpp
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if (!start_data.world_path.empty()) {
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auto &spec = start_data.world_spec;
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spec.path = start_data.world_path;
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spec.gameid = getWorldGameId(spec.path, true);
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spec.name = _("[--world parameter]");
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}
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/* Show the GUI menu
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*/
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std::string server_name, server_description;
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if (!skip_main_menu) {
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// Initialize menu data
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// TODO: Re-use existing structs (GameStartData)
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MainMenuData menudata;
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menudata.address = start_data.address;
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menudata.name = start_data.name;
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menudata.password = start_data.password;
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menudata.port = itos(start_data.socket_port);
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menudata.script_data.errormessage = std::move(error_message_lua);
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menudata.script_data.reconnect_requested = reconnect_requested;
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main_menu(&menudata);
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// Skip further loading if there was an exit signal.
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if (*porting::signal_handler_killstatus())
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return false;
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if (!menudata.script_data.errormessage.empty()) {
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/* The calling function will pass this back into this function upon the
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* next iteration (if any) causing it to be displayed by the GUI
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*/
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error_message = menudata.script_data.errormessage;
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return false;
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}
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int newport = stoi(menudata.port);
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if (newport != 0)
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start_data.socket_port = newport;
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// Update world information using main menu data
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std::vector<WorldSpec> worldspecs = getAvailableWorlds();
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int world_index = menudata.selected_world;
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if (world_index >= 0 && world_index < (int)worldspecs.size()) {
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start_data.world_spec = worldspecs[world_index];
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}
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start_data.name = menudata.name;
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start_data.password = menudata.password;
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start_data.address = std::move(menudata.address);
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start_data.allow_login_or_register = menudata.allow_login_or_register;
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server_name = menudata.servername;
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server_description = menudata.serverdescription;
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start_data.local_server = !menudata.simple_singleplayer_mode &&
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start_data.address.empty();
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} else {
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start_data.local_server = !start_data.world_path.empty() &&
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start_data.address.empty() && !start_data.name.empty();
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}
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if (!m_rendering_engine->run())
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return false;
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if (!start_data.isSinglePlayer() && start_data.name.empty()) {
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error_message = gettext("Please choose a name!");
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errorstream << error_message << std::endl;
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return false;
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}
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// If using simple singleplayer mode, override
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if (start_data.isSinglePlayer()) {
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start_data.name = "singleplayer";
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start_data.password = "";
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start_data.socket_port = myrand_range(49152, 65535);
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} else {
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g_settings->set("name", start_data.name);
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}
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if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
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error_message = gettext("Player name too long.");
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start_data.name.resize(PLAYERNAME_SIZE);
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|
g_settings->set("name", start_data.name);
|
|
return false;
|
|
}
|
|
|
|
auto &worldspec = start_data.world_spec;
|
|
infostream << "Selected world: " << worldspec.name
|
|
<< " [" << worldspec.path << "]" << std::endl;
|
|
|
|
if (start_data.address.empty()) {
|
|
// For singleplayer and local server
|
|
if (worldspec.path.empty()) {
|
|
error_message = gettext("No world selected and no address "
|
|
"provided. Nothing to do.");
|
|
errorstream << error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
if (!fs::PathExists(worldspec.path)) {
|
|
error_message = gettext("Provided world path doesn't exist: ")
|
|
+ worldspec.path;
|
|
errorstream << error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
// Load gamespec for required game
|
|
start_data.game_spec = findWorldSubgame(worldspec.path);
|
|
if (!start_data.game_spec.isValid()) {
|
|
error_message = gettext("Could not find or load game: ")
|
|
+ worldspec.gameid;
|
|
errorstream << error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
start_data.world_path = start_data.world_spec.path;
|
|
return true;
|
|
}
|
|
|
|
void ClientLauncher::main_menu(MainMenuData *menudata)
|
|
{
|
|
bool *kill = porting::signal_handler_killstatus();
|
|
video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
|
|
|
|
infostream << "Waiting for other menus" << std::endl;
|
|
while (m_rendering_engine->run() && !*kill) {
|
|
if (!isMenuActive())
|
|
break;
|
|
driver->beginScene(true, true, video::SColor(255, 128, 128, 128));
|
|
m_rendering_engine->get_gui_env()->drawAll();
|
|
driver->endScene();
|
|
// On some computers framerate doesn't seem to be automatically limited
|
|
sleep_ms(25);
|
|
}
|
|
infostream << "Waited for other menus" << std::endl;
|
|
|
|
auto *cur_control = m_rendering_engine->get_raw_device()->getCursorControl();
|
|
if (cur_control) {
|
|
// Cursor can be non-visible when coming from the game
|
|
cur_control->setVisible(true);
|
|
// Set absolute mouse mode
|
|
cur_control->setRelativeMode(false);
|
|
}
|
|
|
|
/* show main menu */
|
|
GUIEngine mymenu(&input->joystick, guiroot, m_rendering_engine, &g_menumgr, menudata, *kill);
|
|
|
|
/* leave scene manager in a clean state */
|
|
m_rendering_engine->get_scene_manager()->clear();
|
|
|
|
/* Save the settings when leaving the mainmenu.
|
|
* This makes sure that setting changes made in the mainmenu are persisted
|
|
* even in case of a later unclean exit from the game.
|
|
* This is especially useful on Android because closing the app from the
|
|
* "Recents screen" results in an unclean exit.
|
|
* Caveat: This means that the settings are saved twice when exiting Minetest.
|
|
*/
|
|
if (!g_settings_path.empty())
|
|
g_settings->updateConfigFile(g_settings_path.c_str());
|
|
}
|