virtual void serializeBody(std::ostream &os);
virtual std::string infoText();
- std::string getText(){ return m_text; }
- void setText(std::string t){ m_text = t; }
+ virtual bool allowsTextInput(){ return true; }
+ virtual std::string getText(){ return m_text; }
+ virtual void setText(const std::string &t){ m_text = t; }
private:
std::string m_text;
#include "gettext.h"
#include "log.h"
#include "filesys.h"
-// Needed for writing to signs (CONTENT_SIGN_WALL)
-// TODO: A generic way for handling such should be created
-#include "content_mapnode.h"
-// Needed for sign text input
-// TODO: A generic way for handling such should be created
-#include "content_nodemeta.h"
// Needed for determining pointing to nodes
#include "mapnode_contentfeatures.h"
Client *m_client;
};
-struct TextDestSignNode : public TextDest
+struct TextDestNodeMetadata : public TextDest
{
- TextDestSignNode(v3s16 p, Client *client)
+ TextDestNodeMetadata(v3s16 p, Client *client)
{
m_p = p;
m_client = client;
menu->setDrawSpec(draw_spec);
menu->drop();
}
- else if(meta && meta->typeId() == CONTENT_SIGN_WALL && !random_input)
+ // If metadata provides text input, activate text input
+ else if(meta && meta->allowsTextInput() && !random_input)
{
- infostream<<"Sign node right-clicked"<<std::endl;
-
- SignNodeMetadata *signmeta = (SignNodeMetadata*)meta;
+ infostream<<"Launching metadata text input"<<std::endl;
// Get a new text for it
- TextDest *dest = new TextDestSignNode(nodepos, &client);
+ TextDest *dest = new TextDestNodeMetadata(nodepos, &client);
- std::wstring wtext =
- narrow_to_wide(signmeta->getText());
+ std::wstring wtext = narrow_to_wide(meta->getText());
(new GUITextInputMenu(guienv, guiroot, -1,
&g_menumgr, dest,
wtext))->drop();
}
+ // Otherwise report right click to server
else
{
client.groundAction(1, nodepos, neighbourpos, g_selected_item);
#include <iostream>
/*
- Used for storing:
+ NodeMetadata stores arbitary amounts of data for special blocks.
+ Used for furnaces, chests and signs.
- Oven:
- - Item that is being burned
- - Burning time
- - Item stack that is being heated
- - Result item stack
-
- Sign:
- - Text
+ There are two interaction methods: inventory menu and text input.
+ Only one can be used for a single metadata, thus only inventory OR
+ text input should exist in a metadata.
*/
class Inventory;
virtual std::string getInventoryDrawSpecString(){return "";}
// primarily used for locking chests, but others can play too
virtual std::string getOwner(){ return std::string(""); }
- virtual void setOwner(std::string t){ }
-
+ virtual void setOwner(std::string t){}
+ virtual bool allowsTextInput(){ return false; }
+ virtual std::string getText(){ return ""; }
+ virtual void setText(const std::string &t){}
protected:
static void registerType(u16 id, Factory f);
private: