Get menu background image from selected game

master
Perttu Ahola 2013-02-15 21:13:53 +02:00
parent b28734c82c
commit 084be3599a
7 changed files with 172 additions and 136 deletions

View File

@ -162,6 +162,8 @@ enum
GUI_ID_SERVERLIST_TOGGLE,
GUI_ID_SERVERLIST_DELETE,
GUI_ID_SERVERLIST_TITLE,
GUI_ID_GAME_BUTTON_FIRST = 130,
GUI_ID_GAME_BUTTON_MAX = 150,
};
enum
@ -255,8 +257,12 @@ void GUIMainMenu::regenerateGui(v2u32 screensize)
{
core::rect<s32> rect(0, 0, size.X, 40);
rect += v2s32(4, 0);
Environment->addStaticText(narrow_to_wide(
"Minetest " VERSION_STRING).c_str(),
std::string t = "Minetest " VERSION_STRING;
if(m_data->selected_game != ""){
t += "/";
t += m_data->selected_game;
}
Environment->addStaticText(narrow_to_wide(t).c_str(),
rect, false, true, this, -1);
}
@ -900,6 +906,27 @@ void GUIMainMenu::regenerateGui(v2u32 screensize)
}
}
/* Add game selection buttons */
video::IVideoDriver* driver = Environment->getVideoDriver();
for(size_t i=0; i<m_data->games.size(); i++){
const SubgameSpec *spec = &m_data->games[i];
v2s32 p(8 + i*(48+8), screensize.Y - (48+8));
core::rect<s32> rect(0, 0, 48, 48);
rect += p;
video::ITexture *bgtexture = NULL;
if(spec->menuicon_path != "")
bgtexture = driver->getTexture(spec->menuicon_path.c_str());
gui::IGUIButton *b = Environment->addButton(rect, this,
GUI_ID_GAME_BUTTON_FIRST+i, narrow_to_wide(wrap_rows(spec->id, 4)).c_str());
if(bgtexture){
b->setImage(bgtexture);
b->setText(L"");
b->setDrawBorder(false);
b->setUseAlphaChannel(true);
}
}
m_is_regenerating = false;
}
@ -909,7 +936,9 @@ void GUIMainMenu::drawMenu()
if (!skin)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
/* Draw menu background */
/*video::SColor bgcolor(140,0,0,0);
driver->draw2DRectangle(bgcolor, AbsoluteRect, &AbsoluteClippingRect);*/
@ -976,6 +1005,8 @@ void GUIMainMenu::drawMenu()
}
}
/* Draw UI elements */
gui::IGUIElement::draw();
}
@ -1221,7 +1252,7 @@ bool GUIMainMenu::OnEvent(const SEvent& event)
return true;
}
case GUI_ID_CREATE_WORLD_BUTTON: {
std::vector<SubgameSpec> games = getAvailableGames();
const std::vector<SubgameSpec> &games = m_data->games;
if(games.size() == 0){
wchar_t* text = wgettext("Cannot create world: No games found");
GUIMessageMenu *menu = new GUIMessageMenu(env, parent,
@ -1308,6 +1339,14 @@ bool GUIMainMenu::OnEvent(const SEvent& event)
}
#endif
}
/* Game buttons */
int eid = event.GUIEvent.Caller->getID();
if(eid >= GUI_ID_GAME_BUTTON_FIRST &&
eid <= GUI_ID_GAME_BUTTON_MAX){
m_data->selected_game =
m_data->games[eid - GUI_ID_GAME_BUTTON_FIRST].id;
regenerateGui(m_screensize_old);
}
}
if(event.GUIEvent.EventType==gui::EGET_EDITBOX_ENTER)
{

View File

@ -39,6 +39,7 @@ struct MainMenuData
// These are in the native format of the gui elements
// Generic
int selected_tab;
std::string selected_game;
// Client options
std::string servername;
std::string serverdescription;
@ -78,6 +79,7 @@ struct MainMenuData
MainMenuData():
// Generic
selected_tab(0),
selected_game("minetest"),
// Client opts
fancy_trees(false),
smooth_lighting(false),

View File

@ -612,122 +612,65 @@ private:
bool rightreleased;
};
//Draw the tiled menu background
void drawMenuBackground(video::IVideoDriver* driver) {
core::dimension2d<u32> screensize = driver->getScreenSize();
void drawMenuBackground(video::IVideoDriver* driver, const SubgameSpec *spec)
{
v2u32 screensize = driver->getScreenSize();
std::string path = getTexturePath("menubg.png");
if (path[0]) {
static const video::ITexture *bgtexture =
driver->getTexture(path.c_str());
if (bgtexture) {
s32 scaledsize = 128;
// The important difference between destsize and screensize is
// that destsize is rounded to whole scaled pixels.
// These formulas use component-wise multiplication and division of v2u32.
v2u32 texturesize = bgtexture->getSize();
v2u32 sourcesize = texturesize * screensize / scaledsize + v2u32(1,1);
v2u32 destsize = scaledsize * sourcesize / texturesize;
// Default texture wrapping mode in Irrlicht is ETC_REPEAT.
driver->draw2DImage(bgtexture,
core::rect<s32>(0, 0, destsize.X, destsize.Y),
core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
NULL, NULL, true);
}
/* Figure out background texture */
video::ITexture *texture = NULL;
if(spec && spec->menubackground_path != ""){
texture = driver->getTexture(spec->menubackground_path.c_str());
}
/* If no texture, draw background of solid color */
if(!texture){
video::SColor color(255,80,58,37);
core::rect<s32> rect(0, 0, screensize.X, screensize.Y);
driver->draw2DRectangle(color, rect, NULL);
return;
}
/* Draw background texture */
v2u32 sourcesize = texture->getSize();
driver->draw2DImage(texture,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
NULL, NULL, true);
}
//Draw the footer at the bottom of the window
void drawMenuFooter(video::IVideoDriver* driver, bool clouds) {
core::dimension2d<u32> screensize = driver->getScreenSize();
std::string path = getTexturePath(clouds ?
"menufooter_clouds.png" : "menufooter.png");
if (path[0]) {
static const video::ITexture *footertexture =
driver->getTexture(path.c_str());
void drawMenuOverlay(video::IVideoDriver* driver, const SubgameSpec *spec)
{
v2u32 screensize = driver->getScreenSize();
if (footertexture) {
f32 mult = (((f32)screensize.Width)) /
((f32)footertexture->getOriginalSize().Width);
v2s32 footersize(((f32)footertexture->getOriginalSize().Width) * mult,
((f32)footertexture->getOriginalSize().Height) * mult);
// Don't draw the footer if there isn't enough room
s32 free_space = (((s32)screensize.Height)-320)/2;
if (free_space > footersize.Y) {
core::rect<s32> rect(0,0,footersize.X,footersize.Y);
rect += v2s32(screensize.Width/2,screensize.Height-footersize.Y);
rect -= v2s32(footersize.X/2, 0);
driver->draw2DImage(footertexture, rect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(footertexture->getSize())),
NULL, NULL, true);
}
}
/* Figure out overlay texture */
video::ITexture *texture = NULL;
if(spec && spec->menuoverlay_path != ""){
texture = driver->getTexture(spec->menuoverlay_path.c_str());
}
/* If no texture, draw nothing */
if(!texture)
return;
/* Draw overlay texture */
v2u32 sourcesize = texture->getSize();
driver->draw2DImage(texture,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
NULL, NULL, true);
}
// Draw the Header over the main menu
void drawMenuHeader(video::IVideoDriver* driver) {
core::dimension2d<u32> screensize = driver->getScreenSize();
std::string path = getTexturePath("menuheader.png");
if (path[0]) {
static const video::ITexture *splashtexture =
driver->getTexture(path.c_str());
if(splashtexture) {
f32 mult = (((f32)screensize.Width / 2)) /
((f32)splashtexture->getOriginalSize().Width);
v2s32 splashsize(((f32)splashtexture->getOriginalSize().Width) * mult,
((f32)splashtexture->getOriginalSize().Height) * mult);
// Don't draw the header is there isn't enough room
s32 free_space = (((s32)screensize.Height)-320)/2;
if (free_space > splashsize.Y) {
core::rect<s32> splashrect(0, 0, splashsize.X, splashsize.Y);
splashrect += v2s32((screensize.Width/2)-(splashsize.X/2),
((free_space/2)-splashsize.Y/2)+10);
video::SColor bgcolor(255,50,50,50);
driver->draw2DImage(splashtexture, splashrect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(splashtexture->getSize())),
NULL, NULL, true);
}
static const SubgameSpec* getMenuGame(const MainMenuData &menudata)
{
for(size_t i=0; i<menudata.games.size(); i++){
if(menudata.games[i].id == menudata.selected_game){
return &menudata.games[i];
}
}
return NULL;
}
// Draw the Splash over the clouds and under the main menu
void drawMenuSplash(video::IVideoDriver* driver) {
core::dimension2d<u32> screensize = driver->getScreenSize();
std::string path = getTexturePath("menusplash.png");
if (path[0]) {
static const video::ITexture *splashtexture =
driver->getTexture(path.c_str());
if(splashtexture) {
core::rect<s32> splashrect(0, 0, screensize.Width, screensize.Height);
video::SColor bgcolor(255,50,50,50);
driver->draw2DImage(splashtexture, splashrect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(splashtexture->getSize())),
NULL, NULL, true);
}
}
}
#endif
#endif // !SERVER
// These are defined global so that they're not optimized too much.
// Can't change them to volatile.
@ -1558,6 +1501,8 @@ int main(int argc, char *argv[])
menudata.selected_tab = g_settings->getS32("selected_mainmenu_tab");
if(g_settings->exists("selected_serverlist"))
menudata.selected_serverlist = g_settings->getS32("selected_serverlist");
if(g_settings->exists("selected_mainmenu_game"))
menudata.selected_game = g_settings->get("selected_mainmenu_game");
menudata.address = narrow_to_wide(address);
menudata.name = narrow_to_wide(playername);
menudata.port = narrow_to_wide(itos(port));
@ -1611,6 +1556,14 @@ int main(int argc, char *argv[])
}
// Copy worldspecs to menu
menudata.worlds = worldspecs;
// Get game listing
menudata.games = getAvailableGames();
// If selected game doesn't exist, take first from list
if(findSubgame(menudata.selected_game).id == "" &&
!menudata.games.empty()){
menudata.selected_game = menudata.games[0].id;
}
const SubgameSpec *menugame = getMenuGame(menudata);
if(skip_main_menu == false)
{
@ -1623,7 +1576,7 @@ int main(int argc, char *argv[])
break;
driver->beginScene(true, true,
video::SColor(255,128,128,128));
drawMenuBackground(driver);
drawMenuBackground(driver, menugame);
guienv->drawAll();
driver->endScene();
// On some computers framerate doesn't seem to be
@ -1637,21 +1590,17 @@ int main(int argc, char *argv[])
&g_menumgr, &menudata, g_gamecallback);
menu->allowFocusRemoval(true);
// Clouds for the main menu
bool cloud_menu_background = false;
Clouds *clouds = NULL;
if (g_settings->getBool("menu_clouds")) {
cloud_menu_background = true;
clouds = new Clouds(smgr->getRootSceneNode(),
smgr, -1, rand(), 100);
clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
// Always create clouds because they may or may not be
// needed based on the game selected
Clouds *clouds = new Clouds(smgr->getRootSceneNode(),
smgr, -1, rand(), 100);
clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
// A camera to see the clouds
scene::ICameraSceneNode* camera;
camera = smgr->addCameraSceneNode(0,
v3f(0,0,0), v3f(0, 60, 100));
camera->setFarValue(10000);
}
// A camera to see the clouds
scene::ICameraSceneNode* camera;
camera = smgr->addCameraSceneNode(0,
v3f(0,0,0), v3f(0, 60, 100));
camera->setFarValue(10000);
if(error_message != L"")
{
@ -1675,6 +1624,24 @@ int main(int argc, char *argv[])
if(menu->getStatus() == true)
break;
// Game can be selected in the menu
menugame = getMenuGame(menudata);
// Clouds for the main menu
bool cloud_menu_background = g_settings->getBool("menu_clouds");
if(menugame){
// If game has regular background and no overlay, don't use clouds
if(cloud_menu_background &&
menugame->menuoverlay_path.empty() &&
!menugame->menubackground_path.empty()){
cloud_menu_background = false;
}
// If game game has overlay and no regular background, always draw clouds
else if(menugame->menubackground_path.empty() &&
!menugame->menuoverlay_path.empty()){
cloud_menu_background = true;
}
}
// Time calc for the clouds
f32 dtime; // in seconds
if (cloud_menu_background) {
@ -1694,12 +1661,9 @@ int main(int argc, char *argv[])
clouds->step(dtime*3);
clouds->render();
smgr->drawAll();
drawMenuSplash(driver);
drawMenuFooter(driver, true);
drawMenuHeader(driver);
drawMenuOverlay(driver, menugame);
} else {
drawMenuBackground(driver);
drawMenuFooter(driver, false);
drawMenuBackground(driver, menugame);
}
guienv->drawAll();
@ -1735,10 +1699,8 @@ int main(int argc, char *argv[])
infostream<<"Dropping main menu"<<std::endl;
menu->drop();
if (cloud_menu_background) {
clouds->drop();
smgr->clear();
}
clouds->drop();
smgr->clear();
}
playername = wide_to_narrow(menudata.name);
@ -1755,6 +1717,7 @@ int main(int argc, char *argv[])
// Save settings
g_settings->setS32("selected_mainmenu_tab", menudata.selected_tab);
g_settings->setS32("selected_serverlist", menudata.selected_serverlist);
g_settings->set("selected_mainmenu_game", menudata.selected_game);
g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));

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@ -22,6 +22,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "filesys.h"
#include "settings.h"
#include "log.h"
#ifndef SERVER
#include "tile.h" // getImagePath
#endif
#include "util/string.h"
bool getGameMinetestConfig(const std::string &game_path, Settings &conf)
@ -94,7 +97,16 @@ SubgameSpec findSubgame(const std::string &id)
std::string game_name = getGameName(game_path);
if(game_name == "")
game_name = id;
return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name);
std::string menubackground_path;
std::string menuoverlay_path;
std::string menuicon_path;
#ifndef SERVER
menubackground_path = getImagePath(game_path + DIR_DELIM + "menu/background.png");
menuoverlay_path = getImagePath(game_path + DIR_DELIM + "menu/overlay.png");
menuicon_path = getImagePath(game_path + DIR_DELIM + "menu/icon.png");
#endif
return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name,
menubackground_path, menuoverlay_path, menuicon_path);
}
SubgameSpec findWorldSubgame(const std::string &world_path)

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@ -35,17 +35,26 @@ struct SubgameSpec
std::string gamemods_path; //path to mods of the game
std::set<std::string> addon_mods_paths; //paths to addon mods for this game
std::string name;
std::string menubackground_path;
std::string menuoverlay_path;
std::string menuicon_path;
SubgameSpec(const std::string &id_="",
const std::string &path_="",
const std::string &gamemods_path_="",
const std::set<std::string> &addon_mods_paths_=std::set<std::string>(),
const std::string &name_=""):
const std::string &name_="",
const std::string &menubackground_path_="",
const std::string &menuoverlay_path_="",
const std::string &menuicon_path_=""):
id(id_),
path(path_),
gamemods_path(gamemods_path_),
addon_mods_paths(addon_mods_paths_),
name(name_)
name(name_),
menubackground_path(menubackground_path_),
menuoverlay_path(menuoverlay_path_),
menuicon_path(menuicon_path_)
{}
bool isValid() const

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@ -77,7 +77,7 @@ static bool replace_ext(std::string &path, const char *ext)
If failed, return "".
*/
static std::string getImagePath(std::string path)
std::string getImagePath(std::string path)
{
// A NULL-ended list of possible image extensions
const char *extensions[] = {

View File

@ -34,6 +34,17 @@ class IGameDef;
tile.{h,cpp}: Texture handling stuff.
*/
/*
Find out the full path of an image by trying different filename
extensions.
If failed, return "".
TODO: Should probably be moved out from here, because things needing
this function do not need anything else from this header
*/
std::string getImagePath(std::string path);
/*
Gets the path to a texture by first checking if the texture exists
in texture_path and if not, using the data path.