#include "gui/mainmenumanager.h"
#include "clouds.h"
#include "gui/touchcontrols.h"
#include "filesys.h"
#include "gui/guiMainMenu.h"
#include "game.h"
#include "player.h"
#include "chat.h"
#include "gettext.h"
#include "inputhandler.h"
#include "profiler.h"
#include "exceptions.h"
#include "gui/guiEngine.h"
#include "fontengine.h"
#include "clientlauncher.h"
#include "version.h"
#include "renderingengine.h"
#include "settings.h"
#include "gettime.h"
#include "util/numeric.h"
#include "util/tracy_wrapper.h"
#include <IGUISpriteBank.h>
#include <ICameraSceneNode.h>
#include <unordered_map>
#if USE_SOUND
#include "sound/sound_openal.h"
#endif
*/
gui::IGUIEnvironment *guienv = nullptr;
gui::IGUIStaticText *guiroot = nullptr;
MainMenuManager g_menumgr;
MainGameCallback *g_gamecallback = nullptr;
#if 0
static void dump_start_data(const GameStartData &data)
{
std::cout <<
"\ndedicated " << (int)data.is_dedicated_server <<
"\nport " << data.socket_port <<
"\nworld_path " << data.world_spec.path <<
"\nworld game " << data.world_spec.gameid <<
"\ngame path " << data.game_spec.path <<
"\nplayer name " << data.name <<
"\naddress " << data.address << std::endl;
}
#endif
ClientLauncher::~ClientLauncher()
{
delete input;
g_settings->deregisterAllChangedCallbacks(this);
if (g_menucloudsmgr) {
assert(g_menucloudsmgr->getReferenceCount() == 1);
g_menucloudsmgr->drop();
g_menucloudsmgr = nullptr;
}
if (g_menuclouds) {
assert(g_menuclouds->getReferenceCount() == 1);
g_menuclouds->drop();
g_menuclouds = nullptr;
}
delete g_fontengine;
g_fontengine = nullptr;
delete g_gamecallback;
g_gamecallback = nullptr;
assert(g_menumgr.menuCount() == 0);
delete m_rendering_engine;
guiroot = nullptr;
guienv = nullptr;
delete receiver;
#if USE_SOUND
g_sound_manager_singleton.reset();
#endif
}
bool ClientLauncher::run(const GameParams &game_params, const Settings &cmd_args)
{
GameStartData start_data;
static_cast<GameParams &>(start_data) = game_params;
init_args(start_data, cmd_args);
try {
init_engine();
} catch (BaseException &e) {
errorstream << e.what() << std::endl;
RenderingEngine::showErrorMessageBox(e.what());
return false;
}
sanity_check(m_rendering_engine->get_video_driver() != nullptr);
m_rendering_engine->setupTopLevelWindow();
g_gamecallback = new MainGameCallback();
m_rendering_engine->setResizable(true);
#if USE_SOUND
g_sound_manager_singleton = createSoundManagerSingleton();
#endif
init_input();
guienv = m_rendering_engine->get_gui_env();
config_guienv();
g_settings->registerChangedCallback("dpi_change_notifier", setting_changed_callback, this);
g_settings->registerChangedCallback("display_density_factor", setting_changed_callback, this);
g_settings->registerChangedCallback("gui_scaling", setting_changed_callback, this);
g_settings->registerChangedCallback("smooth_scrolling", setting_changed_callback, this);
try {
g_fontengine = new FontEngine(guienv);
} catch (BaseException &e) {
errorstream << e.what() << std::endl;
RenderingEngine::showErrorMessageBox(e.what());
return false;
}
assert(!g_menucloudsmgr && !g_menuclouds);
std::unique_ptr<IWritableShaderSource> ssrc;
try {
ssrc.reset(createShaderSource());
ssrc->addShaderUniformSetterFactory(std::make_unique<FogShaderUniformSetterFactory>());
g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
auto tm = mt_localtime();
u32 seed = (tm.tm_year << 16) | tm.tm_yday;
g_menuclouds = new Clouds(g_menucloudsmgr, ssrc.get(), -1, seed);
} catch (BaseException &e) {
errorstream << e.what() << std::endl;
RenderingEngine::showErrorMessageBox(e.what());
return false;
}
g_menuclouds->setHeight(100.0f);
g_menuclouds->update(v3f(0, 0, 0), m_rendering_engine->m_menu_clouds_color);
scene::ICameraSceneNode* camera;
camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100));
camera->setFarValue(10000);
GUI stuff
*/
ChatBackend chat_backend;
GameErrorData errordata;
bool first_loop = true;
Menu-game loop
*/
bool retval = true;
volatile auto *kill = porting::signal_handler_killstatus();
while (m_rendering_engine->run() && !*kill &&
!g_gamecallback->shutdown_requested) {
auto driver_name = m_rendering_engine->getVideoDriver()->getName();
std::string caption = std::string(PROJECT_NAME_C) +
" " + g_version_hash +
" [" + gettext("Main Menu") + "]" +
" [" + driver_name + "]";
m_rendering_engine->get_raw_device()->
setWindowCaption(utf8_to_wide(caption).c_str());
#ifdef NDEBUG
try {
#endif
guienv->clear();
We need some kind of a root node to be able to add
custom gui elements directly on the screen.
Otherwise they won't be automatically drawn.
*/
guiroot = guienv->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
bool should_run_game = launch_game(errordata, start_data, cmd_args);
errordata.reconnect_requested = false;
if (skip_main_menu && !first_loop)
break;
first_loop = false;
if (!should_run_game) {
if (skip_main_menu)
break;
continue;
}
if (!m_rendering_engine->run() || *kill)
break;
the_game(
kill,
input,
m_rendering_engine,
start_data,
errordata,
chat_backend
);
#ifdef NDEBUG
} catch (std::exception &e) {
errordata.message = "Some exception: " + debug_describe_exc(e);
errorstream << errordata.message << std::endl;
}
#endif
m_rendering_engine->get_scene_manager()->clear();
delete g_touchcontrols;
g_touchcontrols = nullptr;
* This makes sure that setting changes made in-game are persisted even
* in case of a later unclean exit from the mainmenu.
* 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 Luanti.
*/
if (!g_settings_path.empty())
g_settings->updateConfigFile(g_settings_path.c_str());
if (skip_main_menu) {
if (!errordata.message.empty())
retval = false;
break;
}
}
if (g_settings->getFloat("profiler_print_interval") > 0) {
infostream << "Profiler:" << std::endl;
g_profiler->print(infostream);
g_profiler->clear();
}
return retval;
}
void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
{
skip_main_menu = cmd_args.getFlag("go");
start_data.address = g_settings->get("address");
if (cmd_args.exists("address")) {
start_data.mode = GameClientData::GM_JOIN;
start_data.address = cmd_args.get("address");
start_data.world_path.clear();
start_data.name = g_settings->get("name");
}
if (!start_data.world_path.empty()) {
start_data.mode = GameClientData::GM_SINGLEPLAYER;
start_data.address = "";
}
if (cmd_args.exists("name"))
start_data.name = cmd_args.get("name");
if (!start_data.world_path.empty()) {
if (!start_data.name.empty())
start_data.mode = GameClientData::GM_HOST_AND_JOIN;
auto &spec = start_data.world_spec;
spec.path = start_data.world_path;
spec.gameid = getWorldGameId(spec.path, true);
spec.name = _("[--world parameter]");
}
random_input = g_settings->getBool("random_input")
|| cmd_args.getFlag("random-input");
}
void ClientLauncher::init_engine()
{
receiver = new MyEventReceiver();
m_rendering_engine = new RenderingEngine(receiver);
}
void ClientLauncher::init_input()
{
if (random_input)
input = new RandomInputHandler();
else
input = new RealInputHandler(receiver);
}
void ClientLauncher::setting_changed_callback(const std::string &name, void *data)
{
static_cast<ClientLauncher*>(data)->config_guienv();
}
static video::ITexture *loadTexture(video::IVideoDriver *driver, const char *path)
{
video::ITexture *texture = nullptr;
verbosestream << "Loading texture " << path << std::endl;
if (auto *image = driver->createImageFromFile(path); image) {
texture = driver->addTexture(fs::GetFilenameFromPath(path), image);
image->drop();
}
return texture;
}
void ClientLauncher::config_guienv()
{
gui::IGUISkin *skin = guienv->getSkin();
skin->setColor(gui::EGDC_WINDOW_SYMBOL, video::SColor(255, 255, 255, 255));
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30));
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128));
skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49));
float density = rangelim(g_settings->getFloat("gui_scaling"), 0.5f, 20) *
RenderingEngine::getDisplayDensity();
skin->setScale(density);
skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(21.0f * density));
skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
skin->setBehavior(gui::EGDB_SMOOTH_SCROLL, g_settings->getBool("smooth_scrolling"));
skin->setBehavior(gui::EGDB_SCOLLBAR_JUMP_TO_CLICKED, true);
static u32 orig_sprite_id = skin->getIcon(gui::EGDI_CHECK_BOX_CHECKED);
static std::unordered_map<std::string, u32> sprite_ids;
if (density > 1.5f) {
std::string path = porting::path_share + "/textures/base/pack/";
if (density > 3.5f)
path.append("checkbox_64.png");
else if (density > 2.0f)
path.append("checkbox_32.png");
else
path.append("checkbox_16.png");
auto cached_id = sprite_ids.find(path);
if (cached_id != sprite_ids.end()) {
skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, cached_id->second);
} else {
auto *driver = m_rendering_engine->get_video_driver();
auto *texture = loadTexture(driver, path.c_str());
s32 id = skin->getSpriteBank()->addTextureAsSprite(texture);
if (id != -1) {
skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, id);
sprite_ids.emplace(path, id);
}
}
} else {
skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, orig_sprite_id);
}
}
bool ClientLauncher::launch_game(GameErrorData &errordata, GameStartData &start_data,
const Settings &cmd_args)
{
std::string &error_message = errordata.message;
if (cmd_args.exists("password"))
start_data.password = cmd_args.get("password");
if (cmd_args.exists("password-file")) {
std::ifstream passfile(cmd_args.get("password-file"));
if (passfile.good()) {
std::getline(passfile, start_data.password);
} else {
error_message = gettext("Provided password file "
"failed to open: ")
+ cmd_args.get("password-file");
errorstream << error_message << std::endl;
return false;
}
}
* Show the GUI menu
*/
if (!skip_main_menu) {
MainMenuData menudata(errordata);
(GameClientData &)menudata = start_data;
menudata.port = itos(start_data.socket_port);
main_menu(&menudata);
if (!m_rendering_engine->run() || *porting::signal_handler_killstatus())
return false;
if (!menudata.script_data.message.empty()) {
* next iteration (if any) causing it to be displayed by the GUI
*/
error_message = menudata.script_data.message;
return false;
}
int newport = stoi(menudata.port);
if (newport != 0)
start_data.socket_port = newport;
std::vector<WorldSpec> worldspecs = getAvailableWorlds();
int world_index = menudata.selected_world;
if (world_index >= 0 && world_index < (int)worldspecs.size()) {
start_data.world_spec = worldspecs[world_index];
start_data.world_path = start_data.world_spec.path;
}
(GameClientData &)start_data = menudata;
}
if (!start_data.isSinglePlayer() && start_data.name.empty()) {
error_message = gettext("Please choose a name!");
errorstream << error_message << std::endl;
return false;
}
if (start_data.isSinglePlayer()) {
start_data.name = "singleplayer";
start_data.password = "";
start_data.socket_port = 0;
} else {
g_settings->set("name", start_data.name);
}
if (!is_valid_player_name(start_data.name)) {
error_message = gettext("Player name is invalid.");
return false;
}
if (start_data.isAnyServer()) {
auto &worldspec = start_data.world_spec;
if (worldspec.path.empty()) {
errordata.setError(
gettext("No world selected and no address provided. Nothing to do.")
);
return false;
}
infostream << "Selected world: " << worldspec.name
<< " [" << worldspec.path << "]" << std::endl;
bool world_exists = getWorldExists(worldspec.path);
if (world_exists) {
auto world_game = findWorldSubgame(worldspec.path);
if (world_game.isValid())
start_data.game_spec = world_game;
}
if (!start_data.game_spec.isValid()) {
std::string msg;
if (world_exists) {
msg = gettext("Could not find or load game: ") + worldspec.gameid;
} else {
msg = gettext("World does not exist and no game selected to create one.");
}
errordata.setError(msg);
return false;
}
}
return true;
}
void ClientLauncher::main_menu(MainMenuData *menudata)
{
volatile auto *kill = porting::signal_handler_killstatus();
video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
auto *device = m_rendering_engine->get_raw_device();
infostream << "Waiting for app to be in foreground" << std::endl;
while (m_rendering_engine->run() && !*kill) {
if (device->isWindowVisible())
break;
sleep_ms(25);
}
infostream << "Waited for app to be in foreground" << std::endl;
infostream << "Waiting for other menus" << std::endl;
auto framemarker = FrameMarker("ClientLauncher::main_menu()-wait-frame").started();
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();
framemarker.end();
sleep_ms(25);
framemarker.start();
}
framemarker.end();
infostream << "Waited for other menus" << std::endl;
auto *cur_control = device->getCursorControl();
if (cur_control) {
cur_control->setVisible(true);
cur_control->setRelativeMode(false);
}
GUIEngine mymenu(guiroot, m_rendering_engine, &g_menumgr, menudata, *kill);
m_rendering_engine->get_scene_manager()->clear();
* 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 Luanti.
*/
if (!g_settings_path.empty())
g_settings->updateConfigFile(g_settings_path.c_str());
}