Page MenuHomePhabricator (Chris)

No OneTemporary

Authored By
Unknown
Size
259 KB
Referenced Files
None
Subscribers
None
This file is larger than 256 KB, so syntax highlighting was skipped.
diff --git a/data/gfx/gui.png b/data/gfx/gui.png
index dafa6ad..47c8ae6 100644
Binary files a/data/gfx/gui.png and b/data/gfx/gui.png differ
diff --git a/src/GUITextArea.cpp b/src/GUITextArea.cpp
index 9690472..b1b5755 100644
--- a/src/GUITextArea.cpp
+++ b/src/GUITextArea.cpp
@@ -1,1055 +1,1069 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Functions.h"
#include "UTF8Functions.h"
#include "GUITextArea.h"
#include "ThemeManager.h"
#include "WordWrapper.h"
#include <cmath>
#include <algorithm>
#include <assert.h>
#include <ctype.h>
#include <SDL_ttf_fontfallback.h>
using namespace std;
#define SPACE_PER_TAB 2
GUITextArea::GUITextArea(ImageManager& imageManager, SDL_Renderer& renderer,int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(imageManager,renderer,left,top,width,height,NULL,-1,enabled,visible),editable(true){
//Set some default values.
state=0;
setFont(fontText);
highlightLineStart=highlightLineEnd=0;
highlightStartX=highlightEndX=0;
highlightStart=highlightEnd=0;
//Add empty text.
lines.push_back("");
linesCache.push_back(nullptr);
//Create scrollbar widget.
scrollBar=new GUIScrollBar(imageManager,renderer,width-16,0,16,height,1,0,0,0);
childControls.push_back(scrollBar);
scrollBarH=new GUIScrollBar(imageManager,renderer,0,height-16,width-16,16,0,0,0,0,100,500,true,false);
childControls.push_back(scrollBarH);
}
void GUITextArea::setFont(TTF_Font* font){
//NOTE: This fuction shouldn't be called after adding items, so no need to update the whole cache.
widgetFont=font;
fontHeight=TTF_FontHeight(font)+1;
}
void GUITextArea::inputText(SDL_Renderer &renderer, const char* s) {
if (s && s[0]) {
//Split into lines.
vector<string> newLines;
newLines.push_back(std::string());
for (int i = 0; s[i]; i++) {
if (s[i] == '\r') continue;
if (s[i] == '\n') {
newLines.push_back(std::string());
continue;
}
if (s[i] == '\t') {
// Replace tabs by spaces.
newLines.back() += std::string(SPACE_PER_TAB, ' ');
continue;
}
newLines.back().push_back(s[i]);
}
const int m = newLines.size();
if (m == 1 && newLines[0].empty()) return;
//Remove selected text.
removeHighlight(renderer);
//Calculate the width of the last line.
int advance = 0;
{
const char* lastLine = newLines[m - 1].c_str();
for (int i = 0;;) {
int a = 0;
int ch = utf8ReadForward(lastLine, i);
if (ch <= 0) break;
TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &a);
advance += a;
}
}
if (m > 1) {
//Multiple lines.
highlightEnd = newLines[m - 1].size();
highlightStartX = highlightEndX = advance;
newLines[m - 1] += lines[highlightLineStart].substr(highlightStart);
lines[highlightLineStart] = lines[highlightLineStart].substr(0, highlightStart) + newLines[0];
lines.insert(lines.begin() + (highlightLineStart + 1), newLines.begin() + 1, newLines.end());
for (int i = 0; i < m - 1; i++) {
linesCache.insert(linesCache.begin() + (highlightLineStart + 1), nullptr);
}
highlightStart = highlightEnd;
} else {
//Single line.
highlightEnd = highlightStart + newLines[0].size();
lines[highlightLineStart].insert(highlightStart, newLines[0]);
highlightStart = highlightEnd;
highlightStartX = highlightEndX = highlightStartX + advance;
}
//Update cache.
highlightLineEnd = highlightLineStart + m - 1;
for (int i = highlightLineStart; i <= highlightLineEnd; i++) {
linesCache[i] = textureFromText(renderer, *widgetFont, lines[i].c_str(), objThemes.getTextColor(true));
}
highlightLineStart = highlightLineEnd;
//Update view if needed.
adjustView();
//If there is an event callback then call it.
if (eventCallback){
GUIEvent e = { eventCallback, name, this, GUIEventChange };
GUIEventQueue.push_back(e);
}
}
}
void GUITextArea::scrollScrollbar(int dx, int dy) {
if (dx && scrollBarH->visible){
scrollBarH->value = clamp(scrollBarH->value + dx, 0, scrollBarH->maxValue);
}
if (dy) {
scrollBar->value = clamp(scrollBar->value + dy, 0, scrollBar->maxValue);
}
}
bool GUITextArea::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Update the vertical scrollbar.
b=b||scrollBar->handleEvents(renderer,x,y,enabled,visible,b);
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b && editable){
if ((event.key.keysym.mod & KMOD_CTRL) == 0) {
//Check if the key is supported.
if (event.key.keysym.sym == SDLK_BACKSPACE){
//Delete one character direct to prevent a lag.
backspaceChar(renderer);
} else if (event.key.keysym.sym == SDLK_DELETE){
//Delete one character direct to prevent a lag.
deleteChar(renderer);
} else if (event.key.keysym.sym == SDLK_RETURN){
removeHighlight(renderer);
//Split the current line and update.
string str2 = lines.at(highlightLineEnd).substr(highlightStart);
lines.at(highlightLineStart) = lines.at(highlightLineStart).substr(0, highlightStart);
linesCache.at(highlightLineStart) =
textureFromText(renderer, *widgetFont, lines.at(highlightLineStart).c_str(), objThemes.getTextColor(true));
//Calculate indentation.
int indent = 0;
for (int i = 0; i < (int)lines.at(highlightLineStart).length(); i++){
if (isspace(lines.at(highlightLineStart)[i]))
indent++;
else
break;
}
str2.insert(0, indent, ' ');
//Add the rest in a new line.
highlightLineStart++;
highlightStart = indent;
highlightEnd = highlightStart;
highlightLineEnd++;
highlightStartX = 0;
for (int i = 0; i < indent; i++){
int advance;
TTF_GlyphMetrics(widgetFont, str2.at(i), NULL, NULL, NULL, NULL, &advance);
highlightStartX += advance;
}
highlightEndX = highlightStartX;
lines.insert(lines.begin() + highlightLineStart, str2);
auto tex = textureFromText(renderer, *widgetFont, str2.c_str(), objThemes.getTextColor(true));
linesCache.insert(linesCache.begin() + highlightLineStart, std::move(tex));
adjustView();
//If there is an event callback then call it.
if (eventCallback){
GUIEvent e = { eventCallback, name, this, GUIEventChange };
GUIEventQueue.push_back(e);
}
} else if (event.key.keysym.sym == SDLK_TAB){
//Calculate the width of a space.
int advance;
TTF_GlyphMetrics(widgetFont, ' ', NULL, NULL, NULL, NULL, &advance);
int start = highlightLineStart, end = highlightLineEnd;
if (start > end) std::swap(start, end);
for (int line = start; line <= end; line++) {
int count = 0;
std::string &s = lines[line];
if (event.key.keysym.mod & KMOD_SHIFT) {
// remove spaces
for (; count < SPACE_PER_TAB; count++) {
if (s.c_str()[count] != ' ') break;
}
if (count > 0) {
s.erase(0, count);
count = -count;
}
} else {
// add spaces
count = SPACE_PER_TAB;
s.insert(0, count, ' ');
}
//Update cache.
if (count) {
linesCache.at(line) = textureFromText(renderer, *widgetFont, s.c_str(), objThemes.getTextColor(true));
}
//Update selection.
if (line == highlightLineStart) {
highlightStart += count;
highlightStartX += count*advance;
if (highlightStart <= 0) {
highlightStart = 0;
highlightStartX = 0;
}
}
if (line == highlightLineEnd) {
highlightEnd += count;
highlightEndX += count*advance;
if (highlightEnd <= 0) {
highlightEnd = 0;
highlightEndX = 0;
}
}
}
adjustView();
} else if (event.key.keysym.sym == SDLK_RIGHT){
//Move the carrot once to prevent a lag.
moveCarrotRight();
} else if (event.key.keysym.sym == SDLK_LEFT){
//Move the carrot once to prevent a lag.
moveCarrotLeft();
} else if (event.key.keysym.sym == SDLK_DOWN){
//Move the carrot once to prevent a lag.
moveCarrotDown();
} else if (event.key.keysym.sym == SDLK_UP){
//Move the carrot once to prevent a lag.
moveCarrotUp();
}
} else {
//Check hotkey.
if (event.key.keysym.sym == SDLK_a) {
//Select all.
highlightLineStart = 0;
highlightStart = 0;
highlightStartX = 0;
highlightLineEnd = lines.size() - 1;
highlightEnd = lines.back().size();
highlightEndX = 0;
if (highlightEnd > 0) {
TTF_SizeUTF8(widgetFont, lines.back().c_str(), &highlightEndX, NULL);
}
} else if (event.key.keysym.sym == SDLK_x || event.key.keysym.sym == SDLK_c) {
//Cut or copy.
int startLine = highlightLineStart, endLine = highlightLineEnd;
int start = highlightStart, end = highlightEnd;
if (startLine > endLine || (startLine == endLine && start > end)) {
std::swap(startLine, endLine);
std::swap(start, end);
}
std::string s;
if (startLine < endLine) {
//Multiple lines.
s = lines[startLine].substr(start);
s.push_back('\n');
for (int i = startLine + 1; i < endLine; i++) {
s += lines[i];
s.push_back('\n');
}
s += lines[endLine].substr(0, end);
} else {
//Single line.
s = lines[startLine].substr(start, end - start);
}
if (!s.empty()) {
SDL_SetClipboardText(s.c_str());
if (event.key.keysym.sym == SDLK_x) {
//Cut.
removeHighlight(renderer);
//If there is an event callback then call it.
if (eventCallback){
GUIEvent e = { eventCallback, name, this, GUIEventChange };
GUIEventQueue.push_back(e);
}
}
}
} else if (event.key.keysym.sym == SDLK_v) {
//Paste.
if (SDL_HasClipboardText()) {
char *s = SDL_GetClipboardText();
inputText(renderer, s);
SDL_free(s);
}
}
}
//The event has been processed.
b=true;
} else if (state == 2 && event.type == SDL_TEXTINPUT && !b && editable){
inputText(renderer, event.text.text);
} else if (state == 2 && event.type == SDL_TEXTEDITING && !b && editable){
// TODO: process SDL_TEXTEDITING event
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for mouse wheel scrolling.
//Scroll horizontally if mouse is over the horizontal scrollbar.
//Otherwise scroll vertically.
if(event.type==SDL_MOUSEWHEEL && event.wheel.y) {
if(j>=y+height-16&&scrollBarH->visible){
scrollScrollbar(event.wheel.y < 0 ? 20 : -20, 0);
}else{
scrollScrollbar(0, event.wheel.y < 0 ? 1 : -1);
}
}
//When mouse is not over the scrollbar.
if(i<x+width-16&&j<(scrollBarH->visible?y+height-16:y+height)){
if (editable) {
//Update the cursor type.
currentCursor = CURSOR_CARROT;
if (((event.type == SDL_MOUSEBUTTONUP || event.type == SDL_MOUSEBUTTONDOWN) && event.button.button == 1)
|| (event.type == SDL_MOUSEMOTION && (k & SDL_BUTTON(1))))
{
//Move carrot to the place clicked.
const int mouseLine = clamp((int)floor(float(j - y) / float(fontHeight)) + scrollBar->value, 0, lines.size() - 1);
string* str = &lines.at(mouseLine);
value = str->length();
const int clickX = i - x + scrollBarH->value;
int finalX = 0;
int finalPos = str->length();
for (int i = 0;;){
int advance = 0;
int i0 = i;
int ch = utf8ReadForward(str->c_str(), i);
if (ch <= 0) break;
TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
finalX += advance;
if (clickX < finalX - advance / 2){
finalPos = i0;
finalX -= advance;
break;
}
}
if (event.type == SDL_MOUSEBUTTONUP){
state = 2;
highlightEnd = finalPos;
highlightEndX = finalX;
highlightLineEnd = mouseLine;
} else if (event.type == SDL_MOUSEBUTTONDOWN){
state = 2;
highlightStart = highlightEnd = finalPos;
highlightStartX = highlightEndX = finalX;
highlightLineStart = highlightLineEnd = mouseLine;
} else if (event.type == SDL_MOUSEMOTION){
state = 2;
highlightEnd = finalPos;
highlightEndX = finalX;
highlightLineEnd = mouseLine;
}
}
} else {
const int mouseLine = (int)floor(float(j - y) / float(fontHeight)) + scrollBar->value;
if (mouseLine >= 0 && mouseLine < (int)hyperlinks.size()) {
const int clickX = i - x + scrollBarH->value;
for (const Hyperlink& lnk : hyperlinks[mouseLine]) {
if (clickX >= lnk.startX && clickX < lnk.endX) {
currentCursor = CURSOR_POINTING_HAND;
if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == 1) {
openWebsite(lnk.url);
}
break;
}
}
}
}
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
if(!editable)
highlightLineStart=scrollBar->value;
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUITextArea::removeHighlight(SDL_Renderer& renderer){
if (highlightLineStart==highlightLineEnd) {
if (highlightStart == highlightEnd) return;
int start=highlightStart, end=highlightEnd, startx=highlightStartX;
if(highlightStart>highlightEnd){
start=highlightEnd;
end=highlightStart;
startx=highlightEndX;
}
std::string& str=lines.at(highlightLineStart);
str.erase(start,end-start);
highlightStart=highlightEnd=start;
highlightStartX=highlightEndX=startx;
// Update cache.
linesCache.at(highlightLineStart) = textureFromText(renderer,*widgetFont,str.c_str(),objThemes.getTextColor(true));
}else{
int startLine=highlightLineStart, endLine=highlightLineEnd,
start=highlightStart, end=highlightEnd, startx=highlightStartX;
if(startLine>endLine){
startLine=highlightLineEnd;
endLine=highlightLineStart;
start=highlightEnd;
end=highlightStart;
startx=highlightEndX;
}
lines[startLine] = lines[startLine].substr(0, start) + lines[endLine].substr(end);
lines.erase(lines.begin() + startLine + 1, lines.begin() + endLine + 1);
linesCache.erase(linesCache.begin() + startLine + 1, linesCache.begin() + endLine + 1);
highlightLineStart=highlightLineEnd=startLine;
highlightStart=highlightEnd=start;
highlightStartX=highlightEndX=startx;
// Update cache.
linesCache.at(startLine) = textureFromText(renderer, *widgetFont, lines[startLine].c_str(), objThemes.getTextColor(true));
}
adjustView();
}
void GUITextArea::deleteChar(SDL_Renderer& renderer){
if (highlightLineStart==highlightLineEnd && highlightStart==highlightEnd){
if(highlightEnd>=(int)lines.at(highlightLineEnd).length()){
if(highlightLineEnd<(int)lines.size()-1){
highlightLineEnd++;
highlightEnd=0;
}
} else {
utf8ReadForward(lines.at(highlightLineEnd).c_str(), highlightEnd);
}
}
removeHighlight(renderer);
//If there is an event callback.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::backspaceChar(SDL_Renderer& renderer){
if(highlightLineStart==highlightLineEnd && highlightStart==highlightEnd){
if(highlightStart<=0){
if(highlightLineStart==0){
highlightStart=0;
}else{
highlightLineStart--;
highlightStart=lines.at(highlightLineStart).length();
highlightStartX=0;
if (highlightStart > 0) {
TexturePtr& t = linesCache.at(highlightLineStart);
if (t) highlightStartX = textureWidth(*t);
}
}
}else{
int advance = 0;
int ch = utf8ReadBackward(lines.at(highlightLineStart).c_str(), highlightStart);
if (ch > 0) TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
highlightStartX -= advance;
}
}
removeHighlight(renderer);
//If there is an event callback.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::moveCarrotRight(){
if (highlightEnd>=(int)lines.at(highlightLineEnd).length()){
if (highlightLineEnd<(int)lines.size()-1){
highlightEnd=0;
highlightEndX=0;
highlightLineEnd++;
}
}else{
int advance = 0;
int ch = utf8ReadForward(lines.at(highlightLineEnd).c_str(), highlightEnd);
if (ch > 0) TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
highlightEndX += advance;
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightLineStart=highlightLineEnd;
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
adjustView();
}
void GUITextArea::moveCarrotLeft(){
if (highlightEnd<=0){
if (highlightLineEnd==0){
highlightEnd=0;
}else{
highlightLineEnd--;
highlightEnd=lines.at(highlightLineEnd).length();
highlightEndX=0;
if (highlightEnd > 0) {
TexturePtr& t = linesCache.at(highlightLineEnd);
if (t) highlightEndX = textureWidth(*t);
}
}
}else{
int advance = 0;
int ch = utf8ReadBackward(lines.at(highlightLineEnd).c_str(), highlightEnd);
if (ch > 0) TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
highlightEndX -= advance;
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightLineStart=highlightLineEnd;
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
adjustView();
}
void GUITextArea::moveCarrotUp(){
if(highlightLineEnd==0){
highlightEnd=0;
highlightEndX=0;
}else{
highlightLineEnd--;
const std::string& str=lines.at(highlightLineEnd);
//Find out closest match.
int xPos=0;
int i=0;
for (;;){
int advance = 0;
int i0 = i;
int ch = utf8ReadForward(str.c_str(), i);
if (ch <= 0) break;
TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
xPos += advance;
if(highlightEndX<xPos-advance/2){
highlightEnd=i=i0;
highlightEndX=xPos-advance;
break;
}
}
if (i == 0) {
highlightEnd = highlightEndX = 0;
} else if (i == str.length()){
highlightEnd=str.length();
highlightEndX=0;
if (highlightEnd > 0) {
TexturePtr& t = linesCache.at(highlightLineEnd);
if (t) highlightEndX = textureWidth(*t);
}
}
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
highlightLineStart=highlightLineEnd;
}
adjustView();
}
void GUITextArea::moveCarrotDown(){
if(highlightLineEnd==lines.size()-1){
highlightEnd=lines.at(highlightLineEnd).length();
highlightEndX=0;
if (highlightEnd > 0) {
TexturePtr& t = linesCache.at(highlightLineEnd);
if (t) highlightEndX = textureWidth(*t);
}
}else{
highlightLineEnd++;
string* str=&lines.at(highlightLineEnd);
//Find out closest match.
int xPos=0;
int i = 0;
for (;;){
int advance = 0;
int i0 = i;
int ch = utf8ReadForward(str->c_str(), i);
if (ch <= 0) break;
TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
xPos += advance;
if (highlightEndX<xPos - advance / 2){
highlightEnd = i = i0;
highlightEndX = xPos - advance;
break;
}
}
if (i == 0) {
highlightEnd = highlightEndX = 0;
} else if (i == str->length()){
highlightEnd=str->length();
highlightEndX=0;
TexturePtr& t = linesCache.at(highlightLineEnd);
if(t) highlightEndX=textureWidth(*t);
}
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
highlightLineStart=highlightLineEnd;
}
adjustView();
}
void GUITextArea::adjustView(){
//Adjust view to current line.
if(fontHeight*(highlightLineEnd-scrollBar->value)+4>height-4)
scrollBar->value=highlightLineEnd-3;
else if(highlightLineEnd-scrollBar->value<0)
scrollBar->value=highlightLineEnd;
//Find out the lenght of the longest line.
int maxWidth=0;
for(const TexturePtr& tex: linesCache){
if(tex) {
const int texWidth = textureWidth(*tex.get());
if(texWidth>width-16&&texWidth>maxWidth)
maxWidth=texWidth;
}
}
//We need the horizontal scrollbar if any line is too long.
if(maxWidth>0){
scrollBar->height=height-16;
scrollBarH->visible=true;
scrollBarH->maxValue=maxWidth-width+24;
}else{
scrollBar->height=height;
scrollBarH->visible=false;
scrollBarH->value=0;
scrollBarH->maxValue=0;
}
//Adjust the horizontal view.
int carrotX=0;
for(int n=0;n<highlightEnd;){
int advance = 0;
int ch = utf8ReadForward(lines.at(highlightLineEnd).c_str(), n);
if (ch <= 0) break;
TTF_GlyphMetrics(widgetFont, ch, NULL, NULL, NULL, NULL, &advance);
carrotX += advance;
}
if(carrotX>width-24)
scrollBarH->value=scrollBarH->maxValue;
else
scrollBarH->value=0;
//Update vertical scrollbar.
int rh=height-(scrollBarH->visible?16:0);
int m=lines.size(),n=(int)floor((float)rh/(float)fontHeight);
if(m>n){
scrollBar->maxValue=m-n;
scrollBar->smallChange=1;
scrollBar->largeChange=n;
}else{
scrollBar->value=0;
scrollBar->maxValue=0;
}
}
void GUITextArea::drawHighlight(SDL_Renderer& renderer, int x,int y,SDL_Rect r,SDL_Color color){
if(r.x<x) {
int tmp_w = r.w - x + r.x;
if(tmp_w<=0) return;
r.w = tmp_w;
r.x = x;
}
if(r.x+r.w > x+width){
int tmp_w=width-r.x+x;
if(tmp_w<=0) return;
r.w=tmp_w;
}
if(r.y<y){
int tmp_h=r.h - y + r.y;
if(tmp_h<=0) return;
r.h=tmp_h;
r.y = y;
}
if(r.y+r.h > y+height){
int tmp_h=height-r.y+y;
if(tmp_h<=0) return;
r.h=tmp_h;
}
SDL_SetRenderDrawColor(&renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(&renderer, &r);
}
void GUITextArea::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the GUIObject when it's invisible.
if(!visible||!draw)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
{
//Draw the box.
const Uint32 color=0xFFFFFFFF;
drawGUIBox(x,y,width,height,renderer,color);
}
//Place the highlighted area.
SDL_Rect r;
const SDL_Color color{128,128,128,255};
if (editable) {
if (highlightLineStart == highlightLineEnd){
r.x = x - scrollBarH->value;
r.y = y + ((highlightLineStart - scrollBar->value)*fontHeight);
r.h = fontHeight;
if (highlightStart < highlightEnd){
r.x += highlightStartX;
r.w = highlightEndX - highlightStartX;
} else{
r.x += highlightEndX;
r.w = highlightStartX - highlightEndX;
}
drawHighlight(renderer, x, y, r, color);
} else if (highlightLineStart < highlightLineEnd){
int lnc = highlightLineEnd - highlightLineStart;
for (int i = 0; i <= lnc; i++){
r.x = x - scrollBarH->value;
r.y = y + ((i + highlightLineStart - scrollBar->value)*fontHeight);
r.w = width + scrollBarH->maxValue;
r.h = fontHeight;
if (i == 0){
r.x += highlightStartX;
r.w -= highlightStartX;
} else if (i == lnc){
r.w = highlightEndX;
}
if (lines.at(i + highlightLineStart).empty()){
r.w = fontHeight / 4;
}
drawHighlight(renderer, x, y, r, color);
}
} else{
int lnc = highlightLineStart - highlightLineEnd;
for (int i = 0; i <= lnc; i++){
r.x = x - scrollBarH->value;
r.y = y + ((i + highlightLineEnd - scrollBar->value)*fontHeight);
r.w = width + scrollBarH->maxValue;
r.h = fontHeight;
if (i == 0){
r.x += highlightEndX;
r.w -= highlightEndX;
} else if (i == lnc){
r.w = highlightStartX;
}
if (lines.at(i + highlightLineEnd).empty()){
r.w = fontHeight / 4;
}
drawHighlight(renderer, x, y, r, color);
}
}
}
//Draw text.
int lineY=0;
for(int line=scrollBar->value;line<(int)linesCache.size();line++){
TexturePtr& it = linesCache[line];
if(it){
if(lineY<height){
SDL_Rect r = { scrollBarH->value, 0, std::min(width - 17, textureWidth(*it.get()) - scrollBarH->value), textureHeight(*it.get()) };
int over=-height+lineY+fontHeight;
if(over>0) r.h-=over;
const SDL_Rect dstRect={x+1,y+1+lineY,r.w,r.h};
if(r.w>0 && r.h>0) SDL_RenderCopy(&renderer,it.get(),&r,&dstRect);
// draw hyperlinks
if (!editable && line<(int)hyperlinks.size()) {
r.y = lineY + fontHeight - 1;
if (r.y < height){
r.y += y + 1;
r.h = 1;
for (const Hyperlink& lnk : hyperlinks[line]) {
r.x = clamp(lnk.startX - scrollBarH->value, 0, width - 17);
r.w = clamp(lnk.endX - scrollBarH->value, 0, width - 17);
if (r.w > r.x) {
r.w -= r.x;
r.x += x + 1;
SDL_SetRenderDrawColor(&renderer, 0, 0, 0, 255);
SDL_RenderFillRect(&renderer, &r);
}
}
}
}
}else{
break;
}
}
lineY+=fontHeight;
}
//Only draw the carrot when focus.
if(state==2&&editable){
r.x=x-scrollBarH->value+highlightEndX;
r.y=y+4+fontHeight*(highlightLineEnd-scrollBar->value);
r.w=2;
r.h=fontHeight-4;
//Make sure that the carrot is inside the textbox.
if((r.y<y+height-4)&&(r.y>y)&&(r.x>x-1)&&(r.x<x+width-16)){
drawHighlight(renderer,x,y,r,SDL_Color{0,0,0,127});
}
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(renderer,x,y,draw);
}
}
void GUITextArea::setString(SDL_Renderer& renderer, const std::string& input, bool wordWrap) {
WordWrapper wrapper;
wrapper.wordWrap = wordWrap;
setString(renderer, input, wrapper);
}
void GUITextArea::setString(SDL_Renderer& renderer, const std::string& input, WordWrapper& wrapper) {
//Clear previous content if any.
//Delete every line.
lines.clear();
linesCache.clear();
//Copy values.
wrapper.maxWidth = width - 16;
wrapper.font = widgetFont;
wrapper.addString(lines, input);
//Render and cache text.
for (const std::string& s : lines) {
linesCache.push_back(textureFromText(renderer, *widgetFont, s.c_str(), objThemes.getTextColor(true)));
}
adjustView();
}
void GUITextArea::setStringArray(SDL_Renderer& renderer, const std::vector<std::string>& input, bool wordWrap) {
WordWrapper wrapper;
wrapper.wordWrap = wordWrap;
setStringArray(renderer, input, wrapper);
}
void GUITextArea::setStringArray(SDL_Renderer& renderer, const std::vector<std::string>& input, WordWrapper& wrapper) {
//Free cached images.
linesCache.clear();
lines.clear();
//Copy values.
wrapper.maxWidth = width - 16;
wrapper.font = widgetFont;
wrapper.addLines(lines, input);
//Render and cache text.
for(const std::string& s: lines) {
linesCache.push_back(textureFromText(renderer,*widgetFont,s.c_str(),objThemes.getTextColor(true)));
}
adjustView();
}
+void GUITextArea::setStringArray(SDL_Renderer &renderer, std::vector<SurfacePtr>& surfaces) {
+ //Free cached images.
+ linesCache.clear();
+ lines.clear();
+
+ //Copy values.
+ lines.resize(surfaces.size());
+ for (SurfacePtr& surface : surfaces) {
+ linesCache.emplace_back(SDL_CreateTextureFromSurface(&renderer, surface.get()));
+ }
+
+ adjustView();
+}
+
void GUITextArea::extractHyperlinks() {
const int lm = lines.size();
hyperlinks.clear();
if (lm <= 0) return;
hyperlinks.resize(lm);
for (int l = 0; l < lm; l++) {
const char* s = lines[l].c_str();
for (int i = 0, m = lines[l].size(); i < m; i++) {
const int lps = i;
std::string url;
// we only support http or https
if ((s[i] == 'H' || s[i] == 'h')
&& (s[i + 1] == 'T' || s[i + 1] == 't')
&& (s[i + 2] == 'T' || s[i + 2] == 't')
&& (s[i + 3] == 'P' || s[i + 3] == 'p'))
{
if (s[i + 4] == ':' && s[i + 5] == '/' && s[i + 6] == '/') {
// http
i += 7;
url = "http://";
} else if ((s[i + 4] == 'S' || s[i + 4] == 's') && s[i + 5] == ':' && s[i + 6] == '/' && s[i + 7] == '/') {
// https
i += 8;
url = "https://";
} else {
continue;
}
for (; i < m; i++) {
char c = s[i];
// url ends with following character
if (c == '\0' || c == ' ' || c == ')' || c == ']' || c == '}' || c == '>' || c == '\r' || c == '\n' || c == '\t') {
break;
}
url.push_back(c);
}
} else {
continue;
}
const int lpe = i;
Hyperlink hyperlink = {};
TTF_SizeUTF8(widgetFont, lines[l].substr(0, lps).c_str(), &hyperlink.startX, NULL);
TTF_SizeUTF8(widgetFont, lines[l].substr(0, lpe).c_str(), &hyperlink.endX, NULL);
hyperlink.url = lines[l].substr(lps, lpe - lps);
hyperlinks[l].push_back(hyperlink);
}
}
}
string GUITextArea::getString(){
string tmp;
for(vector<string>::iterator it=lines.begin();it!=lines.end();++it){
//Append a newline only if not the first line.
if(it!=lines.begin())
tmp.append(1,'\n');
//Append the line.
tmp.append(*it);
}
return tmp;
}
void GUITextArea::onResize(){
scrollBar->left=width-16;
scrollBar->height=height;
if(scrollBarH->visible)
scrollBar->height-=16;
scrollBarH->top=height-16;
scrollBarH->width=width-16;
adjustView();
}
diff --git a/src/GUITextArea.h b/src/GUITextArea.h
index 9f52195..85fd293 100644
--- a/src/GUITextArea.h
+++ b/src/GUITextArea.h
@@ -1,140 +1,141 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GUITEXTAREA_H
#define GUITEXTAREA_H
#include "GUIObject.h"
#include "GUIScrollBar.h"
class WordWrapper;
//Widget for multiline text input.
class GUITextArea:public GUIObject{
private:
//Method that will remove the last character of the text.
void backspaceChar(SDL_Renderer &renderer);
void deleteChar(SDL_Renderer &renderer);
//Methods to move the carrot by one character/line.
void moveCarrotLeft();
void moveCarrotRight();
void moveCarrotUp();
void moveCarrotDown();
// Remove all highlighted text.
void removeHighlight(SDL_Renderer &renderer);
// Input new text.
void inputText(SDL_Renderer &renderer, const char* s);
//Method to adjust view so carrot stays visible.
void adjustView();
//Pointer to the font used in the widget.
TTF_Font* widgetFont;
//Widget's text.
//One line per vector element.
std::vector<std::string> lines;
//Cache for rendered lines.
//Will be updated alongside with variable text.
std::vector<TexturePtr> linesCache;
//Variable for carrot position.
int highlightLineStart;
int highlightLineEnd;
int highlightStart;
int highlightStartX;
int highlightEnd;
int highlightEndX;
//Height of the font.
int fontHeight;
//Scrollbar widget.
GUIScrollBar* scrollBar;
GUIScrollBar* scrollBarH;
//A struct to save hyperlink.
struct Hyperlink {
int startX, endX;
std::string url;
};
//Hyperlinks.
std::vector<std::vector<Hyperlink> > hyperlinks;
void drawHighlight(SDL_Renderer& renderer, int x, int y, SDL_Rect r, SDL_Color color);
public:
//Constructor.
//left: The relative x location of the GUITextArea.
//top: The relative y location of the GUITextArea.
//witdh: The width of the GUITextArea.
//height: The height of the GUITextArea.
//enabled: Boolean if the GUITextArea is enabled or not.
//visible: Boolean if the GUITextArea is visisble or not.
GUITextArea(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,bool enabled=true,bool visible=true);
//Method used to change the font.
//font: Pointer to the font
void setFont(TTF_Font* font);
//Method used to reposition scrollbars after a resize.
void onResize() override;
//Method used to get widget's text in a single string.
std::string getString();
//Method used to set widget's text.
//NOTE: wordWrap will actually change the text saved in the text area!
void setString(SDL_Renderer& renderer, const std::string& input, bool wordWrap = false);
void setStringArray(SDL_Renderer &renderer, const std::vector<std::string>& input, bool wordWrap = false);
void setString(SDL_Renderer& renderer, const std::string& input, WordWrapper& wrapper);
void setStringArray(SDL_Renderer &renderer, const std::vector<std::string>& input, WordWrapper& wrapper);
+ void setStringArray(SDL_Renderer &renderer, std::vector<SurfacePtr>& surfaces);
//Extract hyperlinks from text.
//Currently only http and https links are extracted.
void extractHyperlinks();
//Bool if user can edit text in the widget.
bool editable;
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&renderer, int x=0, int y=0, bool enabled=true, bool visible=true, bool processed=false);
//Method that will render the GUITextArea.
//x: The x location to draw the GUITextArea. (x+left)
//y: The y location to draw the GUITextArea. (y+top)
virtual void render(SDL_Renderer &renderer, int x=0, int y=0, bool draw=true);
//Scroll the scrollbar.
//dx: horizontal scroll (in pixels), typically multiple of 20
//dy: vertical scroll (in lines)
void scrollScrollbar(int dx, int dy);
};
#endif
diff --git a/src/HelpManager.cpp b/src/HelpManager.cpp
new file mode 100644
index 0000000..ea360bc
--- /dev/null
+++ b/src/HelpManager.cpp
@@ -0,0 +1,723 @@
+/*
+ * Copyright (C) 2019 Me and My Shadow
+ *
+ * This file is part of Me and My Shadow.
+ *
+ * Me and My Shadow is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * Me and My Shadow is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "HelpManager.h"
+#include "Functions.h"
+#include "GUIWindow.h"
+#include "GUIListBox.h"
+#include "GUITextArea.h"
+#include "WordWrapper.h"
+#include "ThemeManager.h"
+#include <iostream>
+#include <fstream>
+#include <algorithm>
+
+#include "SDL_ttf_fontfallback.h"
+
+class Chunk {
+public:
+ int cachedMaxWidth, cachedWidth, cachedNumberOfLines;
+
+public:
+ Chunk() : cachedMaxWidth(-1), cachedWidth(-1), cachedNumberOfLines(-1) {}
+ virtual ~Chunk() {}
+
+ void updateSize(int maxWidth) {
+ if (maxWidth != cachedMaxWidth) updateSizeForced(maxWidth);
+ }
+
+ virtual void updateSizeForced(int maxWidth) = 0;
+ virtual void createSurfaces(std::vector<SurfacePtr>& surfaces) = 0;
+};
+
+class ParagraphChunk : public Chunk {
+public:
+ std::string text;
+
+ std::vector<std::string> cachedLines;
+
+ virtual void updateSizeForced(int maxWidth) override {
+ WordWrapper wrapper;
+ wrapper.font = fontText;
+ wrapper.wordWrap = true;
+ wrapper.maxWidth = maxWidth;
+ wrapper.hyphen = "-";
+ wrapper.hyphenatorLanguage = "en";
+
+ //TODO: verbatim support
+ cachedLines.clear();
+ cachedMaxWidth = maxWidth;
+ cachedWidth = wrapper.addString(cachedLines, text);
+ cachedNumberOfLines = cachedLines.size();
+ }
+
+ virtual void createSurfaces(std::vector<SurfacePtr>& surfaces) override {
+ SDL_Color fg = objThemes.getTextColor(true);
+ for (const std::string& s : cachedLines) {
+ surfaces.emplace_back(TTF_RenderUTF8_Blended(fontText, s.c_str(), fg));
+ }
+ }
+};
+
+class ItemizeChunk : public Chunk {
+public:
+ std::vector<Chunk*> items;
+
+ virtual ~ItemizeChunk() {
+ for (auto item : items) {
+ delete item;
+ }
+ }
+
+ virtual void updateSizeForced(int maxWidth) override {
+ cachedMaxWidth = maxWidth;
+ cachedWidth = 0;
+ cachedNumberOfLines = 0;
+
+ for (auto item : items) {
+ if (item) {
+ item->updateSize(maxWidth - 16);
+ cachedWidth = std::max(item->cachedWidth, cachedWidth);
+ cachedNumberOfLines += item->cachedNumberOfLines;
+ }
+ }
+
+ cachedWidth += 16;
+ }
+
+ virtual void createSurfaces(std::vector<SurfacePtr>& surfaces) override {
+ auto bmGUI = getImageManager().loadImage(getDataPath() + "gfx/gui.png");
+
+ for (auto item : items) {
+ if (item) {
+ std::vector<SurfacePtr> tempSurfaces;
+ item->createSurfaces(tempSurfaces);
+
+ for (int i = 0, m = tempSurfaces.size(); i < m; i++) {
+ SDL_Surface *src = tempSurfaces[i].get();
+ SurfacePtr surface = createSurface(src->w + 16, src->h);
+
+ SDL_Rect srcrect = { 0, 0, src->w, src->h };
+ SDL_Rect dstrect = { 16, 0, src->w, src->h };
+ SDL_BlitSurface(src, &srcrect, surface.get(), &dstrect);
+
+ if (i == 0) {
+ srcrect = SDL_Rect{ 80, 64, 16, 16 };
+ dstrect = SDL_Rect{ 0, (src->h - 16) / 2, 16, 16 };
+ SDL_BlitSurface(bmGUI, &srcrect, surface.get(), &dstrect);
+ }
+
+ surfaces.push_back(std::move(surface));
+ }
+ }
+ }
+ }
+};
+
+class TableChunk : public Chunk {
+public:
+ int columns, rows;
+ std::vector<Chunk*> items;
+ std::vector<int> cachedRowWidth;
+
+ static const int lineWidth = 16;
+
+ TableChunk() : columns(0), rows(0) {}
+ virtual ~TableChunk() {
+ for (auto item : items) {
+ delete item;
+ }
+ }
+
+ virtual void updateSizeForced(int maxWidth) override {
+ cachedMaxWidth = maxWidth;
+ cachedWidth = 0;
+ cachedNumberOfLines = 0;
+ cachedRowWidth.clear();
+
+ for (int i = 0; i < columns; i++) {
+ int mw = (i < columns - 1) ? 0x40000000 : (maxWidth - lineWidth * 2 - cachedWidth);
+
+ int w = 0;
+ for (int j = 0; j < rows; j++) {
+ auto item = items[j * columns + i];
+ if (item) {
+ item->updateSize(mw);
+ w = std::max(item->cachedWidth, w);
+ }
+ }
+
+ cachedRowWidth.push_back(w);
+ cachedWidth += w + lineWidth;
+ }
+ cachedWidth += lineWidth;
+
+ for (int j = 0; j < rows; j++) {
+ int h = 0;
+ for (int i = 0; i < columns; i++) {
+ auto item = items[j * columns + i];
+ if (item) {
+ h = std::max(item->cachedNumberOfLines, h);
+ }
+ }
+ cachedNumberOfLines += h;
+ }
+ cachedNumberOfLines += 3;
+ }
+
+ SurfacePtr createSurfaceWithGridLine(int height, bool drawHorizontal, int verticalTop, int verticalBottom) {
+ SurfacePtr surface = createSurface(cachedWidth, height);
+
+ SDL_Color fg = objThemes.getTextColor(true);
+ Uint32 color = SDL_MapRGBA(surface->format, fg.r, fg.g, fg.b, 255);
+
+ if (drawHorizontal) {
+ SDL_Rect r = { lineWidth / 2, height / 2, cachedWidth - lineWidth, 1 };
+ SDL_FillRect(surface.get(), &r, color);
+ }
+ if (verticalBottom > verticalTop) {
+ SDL_Rect r = { lineWidth / 2, verticalTop, 1, verticalBottom - verticalTop };
+ SDL_FillRect(surface.get(), &r, color);
+ for (int w : cachedRowWidth) {
+ r.x += w + lineWidth;
+ SDL_FillRect(surface.get(), &r, color);
+ }
+ }
+
+ return surface;
+ }
+
+ virtual void createSurfaces(std::vector<SurfacePtr>& surfaces) override {
+ int height = TTF_FontHeight(fontText) + 1;
+
+ for (int j = 0; j < rows; j++) {
+ if (j == 0) surfaces.push_back(createSurfaceWithGridLine(height, true, height / 2, height));
+
+ std::vector<std::vector<SurfacePtr> > tempSurfaces(columns);
+ int h = 0;
+
+ for (int i = 0; i < columns; i++) {
+ auto item = items[j * columns + i];
+ if (item) {
+ item->createSurfaces(tempSurfaces[i]);
+ h = std::max<int>(tempSurfaces[i].size(), h);
+ }
+ }
+
+ for (int y = 0; y < h; y++) {
+ SurfacePtr surface = createSurfaceWithGridLine(height, false, 0, height);
+ int x = lineWidth;
+
+ for (int i = 0; i < columns; i++) {
+ if (y < (int)tempSurfaces[i].size()) {
+ auto src = tempSurfaces[i][y].get();
+ SDL_Rect srcrect = { 0, 0, src->w, src->h };
+ SDL_Rect dstrect = { x, 0, src->w, src->h };
+ SDL_BlitSurface(src, &srcrect, surface.get(), &dstrect);
+ }
+ x += cachedRowWidth[i] + lineWidth;
+ }
+
+ surfaces.push_back(std::move(surface));
+ }
+
+ if (j == 0) surfaces.push_back(createSurfaceWithGridLine(height, true, 0, height));
+ }
+
+ surfaces.push_back(createSurfaceWithGridLine(height, true, 0, height / 2));
+ }
+};
+
+class CodeChunk : public Chunk {
+public:
+ std::vector<std::string> lines;
+
+ virtual void updateSizeForced(int maxWidth) override {
+ int width = 0;
+
+ for (const std::string& s : lines) {
+ int w = 0;
+ TTF_SizeUTF8(fontMono, s.c_str(), &w, NULL);
+ width = std::max(width, w);
+ }
+
+ cachedMaxWidth = maxWidth;
+ cachedWidth = width;
+ cachedNumberOfLines = lines.size() + 1;
+ }
+
+ virtual void createSurfaces(std::vector<SurfacePtr>& surfaces) override {
+ SDL_Color fg = objThemes.getTextColor(true);
+ surfaces.emplace_back(TTF_RenderUTF8_Blended(fontText, "Copy code", fg));
+ for (const std::string& s : lines) {
+ surfaces.emplace_back(TTF_RenderUTF8_Blended(fontMono, s.c_str(), fg));
+ }
+ }
+};
+
+class HeaderChunk : public Chunk {
+public:
+ int level;
+ Chunk *child;
+
+ HeaderChunk() : level(0), child(NULL) {}
+ virtual ~HeaderChunk() {
+ delete child;
+ }
+
+ int getAdditionalWidth() const {
+ return (level <= 1) ? 0 : (level == 2) ? 24 : 20;
+ }
+
+ int getAdditionalHeight() const {
+ return (level <= 1) ? 1 : 0;
+ }
+
+ virtual void updateSizeForced(int maxWidth) override {
+ const int additionalWidth = getAdditionalWidth();
+ const int additionalHeight = getAdditionalHeight();
+
+ cachedMaxWidth = maxWidth;
+ child->updateSize(maxWidth - additionalWidth);
+ cachedWidth = child->cachedWidth + additionalWidth;
+ cachedNumberOfLines = child->cachedNumberOfLines + additionalHeight;
+ }
+
+ virtual void createSurfaces(std::vector<SurfacePtr>& surfaces) override {
+ if (level <= 1) {
+ child->createSurfaces(surfaces);
+
+ int h = TTF_FontHeight(fontText);
+ SurfacePtr surface = createSurface(cachedWidth, h);
+
+ SDL_Color fg = objThemes.getTextColor(true);
+ Uint32 color = SDL_MapRGBA(surface->format, fg.r, fg.g, fg.b, 255);
+
+ if (level <= 0) {
+ SDL_Rect r[2] = {
+ { 0, h / 2 - 3, cachedWidth, 2 },
+ { 0, h / 2 + 1, cachedWidth, 2 },
+ };
+ SDL_FillRects(surface.get(), r, 2, color);
+ } else {
+ SDL_Rect r = { 0, h / 2 - 1, cachedWidth, 2 };
+ SDL_FillRect(surface.get(), &r, color);
+ }
+
+ surfaces.push_back(std::move(surface));
+ } else {
+ auto bmGUI = getImageManager().loadImage(getDataPath() + "gfx/gui.png");
+
+ std::vector<SurfacePtr> tempSurfaces;
+ child->createSurfaces(tempSurfaces);
+
+ const int additionalWidth = getAdditionalWidth();
+
+ for (int i = 0, m = tempSurfaces.size(); i < m; i++) {
+ SDL_Surface *src = tempSurfaces[i].get();
+ SurfacePtr surface = createSurface(src->w + additionalWidth, src->h);
+
+ SDL_Rect srcrect = { 0, 0, src->w, src->h };
+ SDL_Rect dstrect = { additionalWidth, 0, src->w, src->h };
+ SDL_BlitSurface(src, &srcrect, surface.get(), &dstrect);
+
+ if (i == 0) {
+ if (level == 2) {
+ srcrect = SDL_Rect{ 64, 0, 16, 16 };
+ } else {
+ srcrect = SDL_Rect{ 96, 16, 16, 16 };
+ }
+ dstrect = SDL_Rect{ (additionalWidth - 16) / 2, (src->h - 16) / 2, 16, 16 };
+ SDL_BlitSurface(bmGUI, &srcrect, surface.get(), &dstrect);
+ }
+
+ surfaces.push_back(std::move(surface));
+ }
+ }
+ }
+};
+
+class HelpPage {
+public:
+ int level;
+ std::string title;
+ std::vector<Chunk*> chunks;
+
+ HelpPage() : level(0) {}
+ ~HelpPage() {
+ for (auto chunk : chunks) {
+ delete chunk;
+ }
+ }
+
+ void show(SDL_Renderer& renderer, GUITextArea *textArea) {
+ SDL_Color fg = objThemes.getTextColor(true);
+ std::vector<SurfacePtr> surfaces;
+
+ for (auto chunk : chunks) {
+ if (chunk) {
+ chunk->updateSize(textArea->width - 16);
+ chunk->createSurfaces(surfaces);
+ surfaces.emplace_back(TTF_RenderUTF8_Blended(fontText, " ", fg));
+ }
+ }
+
+ textArea->setStringArray(renderer, surfaces);
+ }
+};
+
+void parseText(const std::vector<std::string>& lines, size_t start, size_t end, size_t startOfNonSpaces, std::string& output) {
+ bool init = false;
+
+ for (size_t i = start; i < end; i++) {
+ size_t lp = (i == start) ? startOfNonSpaces : 0;
+ const std::string& line = lines[i];
+ bool isSpace = true, isVerbatim = false;
+ for (; lp < line.size(); lp++) {
+ char c = line[lp];
+ if (c == ' ' || c == '\t') {
+ if (isVerbatim) output.push_back(' ');
+ isSpace = true;
+ } else {
+ if (!isVerbatim && init && isSpace) output.push_back(' ');
+ if (c == '`') isVerbatim = !isVerbatim;
+ output.push_back(c);
+ init = true;
+ isSpace = false;
+ }
+ }
+ }
+}
+
+ParagraphChunk* parseParagraph(const std::vector<std::string>& lines, size_t start, size_t end, size_t startOfNonSpaces) {
+ auto ret = new ParagraphChunk;
+ parseText(lines, start, end, startOfNonSpaces, ret->text);
+ return ret;
+}
+
+CodeChunk* parseCode(const std::vector<std::string>& lines, size_t start, size_t end) {
+ auto ret = new CodeChunk;
+ for (size_t i = start; i < end; i++) {
+ ret->lines.push_back(lines[i]);
+ }
+ return ret;
+}
+
+ItemizeChunk* parseItemize(const std::vector<std::string>& lines, size_t start, size_t end, char marker) {
+ auto ret = new ItemizeChunk;
+ size_t last = start, startOfNonSpaces = 0;
+
+ for (size_t i = start; i <= end; i++) {
+ bool isNewItem = false;
+ size_t lp = 0;
+
+ if (i < end) {
+ lp = lines[i].find_first_not_of(" \t");
+ if (lp != std::string::npos && lp + 1 < (int)lines[i].size() && lines[i][lp] == marker) {
+ char c = lines[i][lp + 1];
+ isNewItem = (c == ' ' || c == '\t');
+ }
+ } else {
+ isNewItem = true;
+ }
+
+ if (isNewItem) {
+ if (last != i) {
+ ret->items.push_back(parseParagraph(lines, last, i, startOfNonSpaces));
+ }
+ last = i;
+ startOfNonSpaces = lp + 1;
+ }
+ }
+ return ret;
+}
+
+void parseRow(const std::string& text, std::vector<std::string>& output) {
+ output.clear();
+
+ size_t lps = text.find_first_not_of(" \t");
+ if (lps == std::string::npos) return;
+ if (text[lps] == '|') lps++;
+
+ size_t lpe = text.find_last_not_of(" \t");
+ if (lpe < lps) return;
+ if (text[lpe] != '|') lpe++;
+
+ std::string item;
+
+ for (size_t lp = lps; lp <= lpe; lp++) {
+ char c = (lp < lpe) ? text[lp] : '|';
+ if (c == '|') {
+ output.push_back(item);
+ item.clear();
+ } else {
+ item.push_back(c);
+ }
+ }
+}
+
+TableChunk* parseTable(const std::vector<std::string>& lines, size_t start, size_t end) {
+ auto ret = new TableChunk;
+
+ std::vector<std::string> row;
+
+ //determine the number of columns
+ parseRow(lines[start], row);
+ int columns = row.size(), rows = 0;
+
+ if (columns > 0) {
+ ret->columns = columns;
+ ret->rows = rows = end - start - 1;
+ ret->items.resize(columns * rows, NULL);
+
+ for (int i = 0; i < columns; i++) {
+ ret->items[i] = parseParagraph(row, i, i + 1, 0);
+ }
+
+ for (int j = 1; j < rows; j++) {
+ parseRow(lines[start + j + 1], row);
+ for (int i = 0, m = std::min<int>(row.size(), columns); i < m; i++) {
+ ret->items[j * columns + i] = parseParagraph(row, i, i + 1, 0);
+ }
+ }
+ }
+
+ return ret;
+}
+
+HeaderChunk* parseHeader(const std::vector<std::string>& lines, size_t start, size_t end, size_t startOfNonSpaces, int level) {
+ auto ret = new HeaderChunk;
+ ret->level = level;
+ ret->child = parseParagraph(lines, start, end, startOfNonSpaces);
+ return ret;
+}
+
+Chunk* parseChunk(const std::vector<std::string>& lines, size_t& start) {
+ size_t end, startOfNonSpaces;
+
+ // skip empty lines
+ for (; start < lines.size(); start++) {
+ startOfNonSpaces = lines[start].find_first_not_of(" \t");
+ if (startOfNonSpaces != std::string::npos) break;
+ }
+
+ if (start >= lines.size()) return NULL;
+
+ // check if it's code
+ if (lines[start].find("~~~") == 0) {
+ start++;
+ if (start >= lines.size()) return NULL;
+ for (end = start; end < lines.size(); end++) {
+ if (lines[end].find("~~~") == 0) break;
+ }
+ auto ret = parseCode(lines, start, end);
+ start = end + 1;
+ return ret;
+ } else {
+ for (end = start; end < lines.size(); end++) {
+ if (lines[end].find_first_not_of(" \t") == std::string::npos) break;
+ }
+ }
+
+ if (end == start) return NULL;
+
+ // check if it's itemize
+ if (startOfNonSpaces + 1 < (int)lines[start].size()) {
+ char c = lines[start][startOfNonSpaces];
+ char c2 = lines[start][startOfNonSpaces + 1];
+ if ((c == '*' || c == '+' || c == '-') && (c2 == ' ' || c2 == '\t')) {
+ auto ret = parseItemize(lines, start, end, c);
+ start = end;
+ return ret;
+ }
+ }
+
+ // check if it's table
+ if (end - start >= 3 && lines[start].find_first_of('|') != std::string::npos && lines[start + 1].find_first_not_of(" \t-|") == std::string::npos) {
+ auto ret = parseTable(lines, start, end);
+ start = end;
+ return ret;
+ }
+
+ // check if it's header of syntax "### title"
+ if (lines[start][startOfNonSpaces] == '#') {
+ int level = 0;
+ for (; level < 5; level++) {
+ if ((size_t)(startOfNonSpaces + level + 1) >= lines[start].size()) {
+ level = -1;
+ break;
+ }
+ char c = lines[start][startOfNonSpaces + level + 1];
+ if (c == ' ' || c == '\t') break;
+ else if (c != '#') {
+ level = -1;
+ break;
+ }
+ }
+ if (level >= 0) {
+ auto ret = parseHeader(lines, start, end, startOfNonSpaces + level + 1, level);
+ start = end;
+ return ret;
+ }
+ }
+
+ // check if it's header of syntax "title\n==="
+ if (end - start >= 2) {
+ int level = -1;
+ if (lines[end - 1].find_first_not_of(" \t=") == std::string::npos) level = 0;
+ else if (lines[end - 1].find_first_not_of(" \t-") == std::string::npos) level = 1;
+ if (level >= 0) {
+ auto ret = parseHeader(lines, start, end - 1, startOfNonSpaces, level);
+ start = end;
+ return ret;
+ }
+ }
+
+ // now assume it's a normal paragraph
+ auto ret = parseParagraph(lines, start, end, startOfNonSpaces);
+ start = end;
+ return ret;
+}
+
+HelpManager::HelpManager(GUIEventCallback *parent)
+ : parent(parent)
+{
+ std::vector<std::string> lines;
+
+ {
+ std::ifstream fin((getDataPath() + "../docs/ScriptAPI.md").c_str());
+ if (fin) {
+ //Loop the lines of the file.
+ std::string line;
+ char c;
+ while (fin.get(c)) {
+ if (c == '\r') {
+ } else if (c == '\n') {
+ lines.push_back(line);
+ line.clear();
+ } else {
+ line.push_back(c);
+ }
+ }
+ lines.push_back(line);
+ } else {
+ std::cerr << "ERROR: Unable to open the ScriptAPI.md file." << std::endl;
+ lines.push_back("ERROR: Unable to open the ScriptAPI.md file.");
+ }
+ }
+
+ //TEST ONLY! TODO:
+ auto page = new HelpPage;
+ pages.push_back(page);
+
+ size_t start = 0;
+ while (auto chunk = parseChunk(lines, start)) {
+ page->chunks.push_back(chunk);
+ }
+}
+
+HelpManager::~HelpManager() {
+ for (auto page : pages) {
+ delete page;
+ }
+}
+
+GUIWindow* HelpManager::newWindow(ImageManager& imageManager, SDL_Renderer& renderer, int pageIndex) {
+ //Create the GUI.
+ GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 500) / 2, 600, 500, true, true, _("Scripting Help"));
+ root->minWidth = root->width; root->minHeight = root->height;
+ root->name = "scriptingHelpWindow";
+ root->eventCallback = this;
+
+ GUIButton* btn;
+
+ const int BUTTON_SPACE = 70;
+
+ //Some navigation buttons
+ btn = new GUIButton(imageManager, renderer, root->width / 2 - BUTTON_SPACE * 3, 60, -1, 36, _("Homepage"), 0, true, true, GUIGravityCenter);
+ btn->gravityLeft = btn->gravityRight = GUIGravityCenter;
+ btn->name = "Homepage";
+ btn->smallFont = true;
+ btn->eventCallback = root;
+ root->addChild(btn);
+ btn = new GUIButton(imageManager, renderer, root->width / 2 - BUTTON_SPACE, 60, -1, 36, _("Back"), 0, false, true, GUIGravityCenter);
+ btn->gravityLeft = btn->gravityRight = GUIGravityCenter;
+ btn->name = "Back";
+ btn->smallFont = true;
+ btn->eventCallback = root;
+ root->addChild(btn);
+ btn = new GUIButton(imageManager, renderer, root->width / 2 + BUTTON_SPACE, 60, -1, 36, _("Forward"), 0, false, true, GUIGravityCenter);
+ btn->gravityLeft = btn->gravityRight = GUIGravityCenter;
+ btn->name = "Forward";
+ btn->smallFont = true;
+ btn->eventCallback = root;
+ root->addChild(btn);
+ btn = new GUIButton(imageManager, renderer, root->width / 2 + BUTTON_SPACE * 3, 60, -1, 36, _("Search"), 0, true, true, GUIGravityCenter);
+ btn->gravityLeft = btn->gravityRight = GUIGravityCenter;
+ btn->name = "Search";
+ btn->smallFont = true;
+ btn->eventCallback = root;
+ root->addChild(btn);
+
+ //Add a text area.
+ GUITextArea* text = new GUITextArea(imageManager, renderer, 50, 100, 500, 340);
+ text->gravityRight = text->gravityBottom = GUIGravityRight;
+ text->name = "Text";
+ text->editable = false;
+ root->addChild(text);
+
+ btn = new GUIButton(imageManager, renderer, int(root->width*0.5f), 500 - 44, -1, 36, _("Close"), 0, true, true, GUIGravityCenter);
+ btn->gravityLeft = btn->gravityRight = GUIGravityCenter;
+ btn->gravityTop = btn->gravityBottom = GUIGravityRight;
+ btn->name = "cfgCancel";
+ btn->eventCallback = root;
+ root->addChild(btn);
+
+ //Show contents.
+ if (pageIndex < 0 || pageIndex >= (int)pages.size()) pageIndex = 0;
+ if (pageIndex < (int)pages.size() && pages[pageIndex]) {
+ pages[pageIndex]->show(renderer, text);
+ }
+
+ return root;
+}
+
+GUIWindow* HelpManager::newSearchWindow(ImageManager& imageManager, SDL_Renderer& renderer) {
+ //TODO:
+ return NULL;
+}
+
+void HelpManager::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name, GUIObject* obj, int eventType) {
+ if (name == "Homepage") {
+ //TODO:
+ return;
+ } else if (name == "Back") {
+ //TODO:
+ return;
+ } else if (name == "Forward") {
+ //TODO:
+ return;
+ } else if (name == "Search") {
+ //TODO:
+ return;
+ }
+
+ //Do the default.
+ parent->GUIEventCallback_OnEvent(imageManager, renderer, name, obj, eventType);
+}
diff --git a/src/HelpManager.h b/src/HelpManager.h
new file mode 100644
index 0000000..d48d4fd
--- /dev/null
+++ b/src/HelpManager.h
@@ -0,0 +1,44 @@
+/*
+ * Copyright (C) 2019 Me and My Shadow
+ *
+ * This file is part of Me and My Shadow.
+ *
+ * Me and My Shadow is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * Me and My Shadow is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef HELPMANAGER_H
+#define HELPMANAGER_H
+
+#include "GUIObject.h"
+
+class GUIWindow;
+class HelpPage;
+
+class HelpManager : public GUIEventCallback {
+private:
+ GUIEventCallback *parent;
+ std::vector<HelpPage*> pages;
+
+public:
+ HelpManager(GUIEventCallback *parent);
+ ~HelpManager();
+
+ GUIWindow* newWindow(ImageManager& imageManager, SDL_Renderer& renderer, int pageIndex = 0);
+
+ GUIWindow* newSearchWindow(ImageManager& imageManager, SDL_Renderer& renderer);
+
+ void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name, GUIObject* obj, int eventType) override;
+};
+
+#endif
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index f4bb33d..08774bb 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,5129 +1,5162 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Block.h"
#include "Commands.h"
#include "CommandManager.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "LevelPack.h"
#include "LevelPackManager.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIWindow.h"
#include "GUISpinBox.h"
#include "GUIMultilineLabel.h"
#include "MusicManager.h"
#include "InputManager.h"
#include "StatisticsManager.h"
+#include "HelpManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdio.h>
#include <sstream>
#include <SDL_ttf_fontfallback.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
//Temporarily disable pgettext
#define pgettext(msgctxt, msgid) (msgid)
//Array containing translateble block names
const char* LevelEditor::blockNames[TYPE_MAX]={
pgettext("block", "Block"), pgettext("block", "Player Start"), pgettext("block", "Shadow Start"),
pgettext("block", "Exit"), pgettext("block", "Shadow Block"), pgettext("block", "Spikes"),
pgettext("block", "Checkpoint"), pgettext("block", "Swap"), pgettext("block", "Fragile"),
pgettext("block", "Moving Block"), pgettext("block", "Moving Shadow Block"), pgettext("block", "Moving Spikes"),
pgettext("block", "Teleporter"), pgettext("block", "Button"), pgettext("block", "Switch"),
pgettext("block", "Conveyor Belt"), pgettext("block", "Shadow Conveyor Belt"), pgettext("block", "Notification Block"),
pgettext("block", "Collectable"), pgettext("block", "Pushable"),
};
//Restore pgettext
#undef pgettext
static const std::array<const char*, static_cast<size_t>(ToolTips::TooltipMax)> tooltipNames = {
__("Select"), __("Add"), __("Delete"), __("Play"), "", "", __("Level settings"), __("Save level"), __("Back to menu"),
__("Select"), __("Delete"), __("Configure")
};
static const std::array<const char*, static_cast<size_t>(ToolTips::TooltipMax)> tooltipHotkey = {
"F2", "F3", "F4", "F5", "", "", "", "Ctrl+S", "",
"", "", ""
};
static const std::array<int, static_cast<size_t>(ToolTips::TooltipMax)> tooltipHotkey2 = {
-1, -1, -1, -1, -1, -1, INPUTMGR_TAB, -1, INPUTMGR_ESCAPE,
-1, -1, -1
};
//Array indicates if block is linkable
static const bool isLinkable[TYPE_MAX]={
false,false,false,
false,false,false,
false,false,false,
true,true,true,
true,true,true,
false,false,false,false
};
std::string LevelEditor::describeSceneryName(const std::string& name) {
//Check if the input is a valid block name.
if (name.size() > 8 && name.substr(name.size() - 8) == "_Scenery") {
auto it = Game::blockNameMap.find(name.substr(0, name.size() - 8));
if (it != Game::blockNameMap.end()){
return tfm::format(_("%s (Scenery)"), LevelEditor::getLocalizedBlockName(it->second));
}
}
return name;
}
std::string LevelEditor::getLocalizedBlockName(int type) {
assert(type >= 0 && type < TYPE_MAX);
return pgettext("block", blockNames[type]);
}
/////////////////LevelEditorActionsPopup/////////////////
class LevelEditorActionsPopup:private GUIEventCallback{
private:
//The parent object.
LevelEditor* parent;
//The position and size of window.
SDL_Rect rect;
//Array containing the actions in this popup.
GUIListBox* actions;
//GUI image.
SDL_Surface* bmGUI;
//Pointer to the object the actions apply to.
GameObject* target;
//The behaviour names.
vector<string> behaviour;
//The fragile block states.
vector<string> states;
//The separator texture.
//NOTE: It's created only when it's used. So don't access it directly!
SharedTexture separatorTexture;
//Get or create a new separator texture.
SharedTexture getOrCreateSeparatorTexture(SDL_Renderer& renderer) {
if (!separatorTexture) {
//NOTE: we use an arbitrart width since it will be updated soon.
createSeparatorTexture(renderer, 16);
}
return separatorTexture;
}
void createSeparatorTexture(SDL_Renderer& renderer, int width) {
//create surface
SurfacePtr surface = createSurface(width, 5);
//draw horizontal separator
const SDL_Rect r0 = { 4, 1, width - 8, 1 };
const SDL_Rect r1 = { 4, 3, width - 8, 1 };
const SDL_Rect r2 = { 4, 2, width - 8, 1 };
Uint32 c0 = SDL_MapRGB(surface->format, 192, 192, 192);
Uint32 c2 = SDL_MapRGB(surface->format, 64, 64, 64);
SDL_FillRect(surface.get(), &r0, c0);
SDL_FillRect(surface.get(), &r1, c0);
SDL_FillRect(surface.get(), &r2, c2);
//over
separatorTexture = textureFromSurface(renderer, std::move(surface));
}
void updateSeparators(SDL_Renderer& renderer) {
createSeparatorTexture(renderer, rect.w);
for (unsigned int i = 0; i < actions->item.size(); i++) {
if (actions->item[i] == "-") {
actions->updateItem(renderer, i, "-", separatorTexture);
}
}
}
public:
SDL_Rect getRect(){
return rect;
}
void dismiss(){
//Remove the actionsPopup from the parent.
if(parent!=NULL && parent->actionsPopup==this){
parent->actionsPopup=NULL;
}
//And delete ourself.
delete this;
}
SharedTexture createItem(SDL_Renderer& renderer,const char* caption,int icon,bool grayed=false){
//FIXME: Add some sort of caching?
//We draw using surfaces and convert to a texture in the end for now.
SDL_Color color = objThemes.getTextColor(true);
if (grayed) {
color.r = 128 + color.r / 2;
color.g = 128 + color.g / 2;
color.b = 128 + color.b / 2;
}
SurfacePtr tip(TTF_RenderUTF8_Blended(fontText,caption,color));
SDL_SetSurfaceBlendMode(tip.get(), SDL_BLENDMODE_NONE);
//Create the surface, we add 16px to the width for an icon,
//plus 8px for the border to make it looks better.
SurfacePtr item = createSurface(tip->w + 24 + (icon >= 0x100 ? 24 : 0), 24);
//Draw the text on the item surface.
applySurface(24 + (icon >= 0x100 ? 24 : 0), 0, tip.get(), item.get(), NULL);
//Temporarily set the blend mode of bmGUI to none, which simply copies RGBA channels to destination.
SDL_BlendMode oldBlendMode = SDL_BLENDMODE_BLEND;
SDL_GetSurfaceBlendMode(bmGUI, &oldBlendMode);
SDL_SetSurfaceBlendMode(bmGUI, SDL_BLENDMODE_NONE);
//Check if we should draw an icon.
if(icon>0){
//Draw the check (or not).
SDL_Rect r={0,0,16,16};
r.x=((icon-1)%8)*16;
r.y=(((icon-1)/8)%8)*16;
applySurface(4,3,bmGUI,item.get(),&r);
}
//Check if we should draw a secondary icon.
if (icon >= 0x100) {
SDL_Rect r = { 0, 0, 16, 16 };
r.x = ((icon / 0x100 - 1) % 8) * 16;
r.y = (((icon / 0x100 - 1) / 8) % 8) * 16;
applySurface(28, 3, bmGUI, item.get(), &r);
}
//Reset the blend mode of bmGUI.
SDL_SetSurfaceBlendMode(bmGUI, oldBlendMode);
//Check if we should update the width., 8px extra on the width is for four pixels spacing on either side.
if(item->w+8>rect.w) {
rect.w=item->w+8;
}
return textureFromSurface(renderer, std::move(item));
}
void updateListBoxSize() {
//Update the size of the GUIListBox.
actions->width = rect.w;
actions->height = rect.h;
int x = rect.x, y = rect.y;
if (x>SCREEN_WIDTH - rect.w) x = SCREEN_WIDTH - rect.w;
else if (x<0) x = 0;
if (y>SCREEN_HEIGHT - rect.h) y = SCREEN_HEIGHT - rect.h;
else if (y<0) y = 0;
rect.x = x;
rect.y = y;
}
void updateItem(SDL_Renderer& renderer,int index,const char* action,const char* caption,int icon=0,bool grayed=false){
auto item=createItem(renderer,caption,icon,grayed);
actions->updateItem(renderer, index,action,item,!grayed);
//Update the size of the GUIListBox.
updateListBoxSize();
}
void addItem(SDL_Renderer& renderer,const char* action,const char* caption,int icon=0,bool grayed=false){
auto item=createItem(renderer,caption,icon,grayed);
actions->addItem(renderer,action,item,!grayed);
//Update the height.
rect.h += 24;
//Update the size of the GUIListBox.
updateListBoxSize();
}
void addSeparator(SDL_Renderer& renderer) {
actions->addItem(renderer, "-", getOrCreateSeparatorTexture(renderer), false);
//Update the height.
rect.h += 5;
}
LevelEditorActionsPopup(ImageManager& imageManager,SDL_Renderer& renderer,LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
rect.x = x;
rect.y = y;
//NOTE: The size gets set in the addItem method, height is already four to prevent a scrollbar.
rect.w=0;
rect.h=4;
//Load the gui images.
bmGUI=imageManager.loadImage(getDataPath()+"gfx/gui.png");
//Create the behaviour vector.
behaviour.push_back(_("On"));
behaviour.push_back(_("Off"));
behaviour.push_back(_("Toggle"));
//Create the states list.
states.push_back(_("Complete"));
states.push_back(_("One step"));
states.push_back(_("Two steps"));
states.push_back(_("Gone"));
//TODO: The width should be based on the longest option.
//Create default actions.
//NOTE: Width and height are determined later on when the options are rendered.
actions=new GUIListBox(imageManager,renderer,0,0,0,0);
actions->eventCallback=this;
//Check if it's a block or not.
if(target!=NULL)
addBlockItems(renderer);
else
addLevelItems(renderer);
}
static std::string getRepeatModeName(int mode) {
switch (mode) {
case Scenery::NEGATIVE_INFINITY:
return _("Negative infinity");
case Scenery::ZERO:
return _("Zero");
case Scenery::LEVEL_SIZE:
return _("Level size");
case Scenery::POSITIVE_INFINITY:
return _("Positive infinity");
default:
return _("Default");
}
}
void addBlockItems(SDL_Renderer& renderer){
//Check if the block is selected or not.
std::vector<GameObject*>::iterator it;
it=find(parent->selection.begin(),parent->selection.end(),target);
if(it!=parent->selection.end())
addItem(renderer,"Deselect",_("Deselect"));
else
addItem(renderer,"Select",_("Select"));
addItem(renderer,"Delete",_("Delete"),8);
addSeparator(renderer);
Scenery *scenery = dynamic_cast<Scenery*>(target);
if (scenery) {
// it is scenery block
addItem(renderer, "RepeatMode0", tfm::format(_("Horizontal repeat start: %s"),
getRepeatModeName(scenery->repeatMode & 0xFF)).c_str(), 8 * 2 + 3);
addItem(renderer, "RepeatMode1", tfm::format(_("Horizontal repeat end: %s"),
getRepeatModeName((scenery->repeatMode >> 8) & 0xFF)).c_str(), 8 * 2 + 4);
addItem(renderer, "RepeatMode2", tfm::format(_("Vertical repeat start: %s"),
getRepeatModeName((scenery->repeatMode >> 16) & 0xFF)).c_str(), 8 * 3 + 3);
addItem(renderer, "RepeatMode3", tfm::format(_("Vertical repeat end: %s"),
getRepeatModeName((scenery->repeatMode >> 24) & 0xFF)).c_str(), 8 * 3 + 4);
if (scenery->sceneryName_.empty()) {
addSeparator(renderer);
addItem(renderer, "CustomScenery", _("Custom scenery"), 8 + 4);
}
return;
}
addItem(renderer, "Visible", _("Visible"), (target->getEditorProperty("visible") == "1") ? 2 : 1);
//Get the type of the target.
int type = target->type;
//Determine what to do depending on the type.
if(isLinkable[type]){
//Check if it's a moving block type or trigger.
if(type==TYPE_BUTTON || type==TYPE_SWITCH || type==TYPE_PORTAL){
addItem(renderer, "Link", _("Link"), 8 * 2 + 8);
addItem(renderer, "Remove Links", _("Remove Links"), 8 * 2 + 7);
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
addItem(renderer,"Automatic",_("Automatic"),(target->getEditorProperty("automatic")=="1")?2:1);
}else{
//Get the current behaviour.
int currentBehaviour=2;
if(target->getEditorProperty("behaviour")=="on"){
currentBehaviour=0;
}else if(target->getEditorProperty("behaviour")=="off"){
currentBehaviour=1;
}
addItem(renderer, "Behaviour", tfm::format(_("Behavior: %s"), behaviour[currentBehaviour]).c_str());
}
}else{
addItem(renderer, "Path", _("Path"), 8 + 5);
addItem(renderer, "Remove Path", _("Remove Path"), 8 * 4 + 2);
addItem(renderer,"Activated",_("Activated"),(target->getEditorProperty("activated")=="1")?2:1);
addItem(renderer,"Looping",_("Looping"),(target->getEditorProperty("loop")=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
addItem(renderer,"Activated",_("Activated"),(target->getEditorProperty("activated")=="1")?2:1);
addItem(renderer,"Speed",_("Speed"));
}
//Check if it's a fragile block.
if(type==TYPE_FRAGILE){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
addItem(renderer, "State", tfm::format(_("State: %s"), states[currentState]).c_str());
}
//Check if it's a notification block.
if (type == TYPE_NOTIFICATION_BLOCK)
addItem(renderer, "Message", _("Message"), 8 * 4 + 5);
else if (type == TYPE_PORTAL || type == TYPE_SWITCH) {
char s[] = {
'M', 'e', 's', 's', 'a', 'g', 'e', '2', (char)type, '\0',
};
addItem(renderer, s, _("Message"), 8 * 4 + 5);
}
//Add the custom appearance menu item.
addItem(renderer, "Appearance", _("Appearance"), 8 + 4);
addSeparator(renderer);
//Finally add scripting to the bottom.
addItem(renderer,"Scripting",_("Scripting"),8*2+1);
}
void addLevelItems(SDL_Renderer& renderer){
// add the layers
{
// background layers.
auto it = parent->sceneryLayers.begin();
for (; it != parent->sceneryLayers.end(); ++it){
if (it->first >= "f") break; // now we meet a foreground layer
int icon = parent->layerVisibility[it->first] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer == it->first ? 3 : 36) << 8;
std::string s = "_layer:" + it->first;
addItem(renderer, s.c_str(), tfm::format(_("Background layer: %s"), it->first.substr(3)).c_str(), icon);
}
// the Blocks layer.
{
int icon = parent->layerVisibility[std::string()] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer.empty() ? 3 : 36) << 8;
addItem(renderer, "_layer:", _("Blocks layer"), icon);
}
// foreground layers.
for (; it != parent->sceneryLayers.end(); ++it){
int icon = parent->layerVisibility[it->first] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer == it->first ? 3 : 36) << 8;
std::string s = "_layer:" + it->first;
addItem(renderer, s.c_str(), tfm::format(_("Foreground layer: %s"), it->first.substr(3)).c_str(), icon);
}
}
addSeparator(renderer);
addItem(renderer, "AddLayer", _("Add new layer"), 8 * 3 + 6);
addItem(renderer, "DeleteLayer", _("Delete selected layer"), 8 * 3 + 7, parent->selectedLayer.empty());
addItem(renderer, "LayerSettings", _("Configure selected layer"), 8 * 3 + 8, parent->selectedLayer.empty());
addItem(renderer, "MoveToLayer", _("Move selected object to layer"), 0, parent->selectedLayer.empty() || parent->selection.empty());
addSeparator(renderer);
addItem(renderer,"LevelSettings",_("Settings"),8*2);
addItem(renderer,"LevelScripting",_("Scripting"),8*2+1);
}
virtual ~LevelEditorActionsPopup(){
//bmGui is freed by imageManager.
if(actions)
delete actions;
}
void render(SDL_Renderer& renderer){
//Check if we need to resize the separator.
//NOTE: if separatorTexture is NULL then it means that we didn't use the separator at all, so we don't need to update it.
if (separatorTexture && textureWidth(*separatorTexture) < rect.w) {
updateSeparators(renderer);
}
//Draw the actions.
actions->render(renderer,rect.x,rect.y);
}
void handleEvents(SDL_Renderer& renderer){
//Check if a mouse is pressed outside the popup.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
if(event.type==SDL_MOUSEBUTTONDOWN && !pointOnRect(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(renderer,rect.x,rect.y);
}
static void addLayerNameNote(ImageManager& imageManager, SDL_Renderer& renderer, GUIWindow *root, int yy = 148) {
std::string s = _("NOTE: the layers are sorted by name alphabetically.");
for (int lps = 0;;) {
size_t lpe = s.find_first_of('\n', lps);
GUIObject *obj = new GUILabel(imageManager, renderer, 40, yy, 520, 36,
lpe == string::npos ? (s.c_str() + lps) : s.substr(lps, lpe - lps).c_str());
root->addChild(obj);
if (lpe == string::npos) break;
lps = lpe + 1;
yy += 24;
}
}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Skip next mouse up event since we're clicking a list box and possibly showing a new window.
GUISkipNextMouseUpEvent = true;
//NOTE: There should only be one GUIObject, so we know what event is fired.
//Get the selected entry.
std::string action=actions->item[actions->value];
if(action=="Select"){
//Add the target to the selection.
parent->selection.push_back(target);
dismiss();
return;
}else if(action=="Deselect"){
//Check if the block is in the selection.
std::vector<GameObject*>::iterator it;
it=find(parent->selection.begin(),parent->selection.end(),target);
if(it!=parent->selection.end()){
//Remove the object from the selection.
parent->selection.erase(it);
}
dismiss();
return;
}else if(action=="Delete"){
parent->commandManager->doCommand(new AddRemoveGameObjectCommand(parent, target, false));
dismiss();
return;
}else if(action=="Link"){
parent->linking=true;
parent->linkingTrigger=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Links"){
//Remove all the links
Block *block = dynamic_cast<Block*>(target);
if (block) {
RemoveLinkCommand* pCommand = new RemoveLinkCommand(parent, block);
parent->commandManager->doCommand(pCommand);
}
dismiss();
return;
}else if(action=="Path"){
parent->moving=true;
parent->pauseMode = false;
parent->pauseTime = 0;
parent->movingBlock=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Path"){
//Remove all the paths
Block *block = dynamic_cast<Block*>(target);
if (block) {
RemovePathCommand* pCommand = new RemovePathCommand(parent, block);
parent->commandManager->doCommand(pCommand);
}
dismiss();
return;
}else if(action=="Message"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="notificationBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,50,240,36,_("Enter message here:"));
root->addChild(obj);
GUITextArea* textarea=new GUITextArea(imageManager,renderer,50,90,500,100);
textarea->gravityRight = textarea->gravityBottom = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
textarea->name="message";
//Change \n with the characters '\n'.
string tmp = unescapeNewline(target->getEditorProperty("message"));
textarea->setString(renderer, tmp);
root->addChild(textarea);
obj=new GUIButton(imageManager,renderer,root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgNotificationBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
} else if (action.size() >= 9 && action.substr(0, 8) == "Message2") {
int type = (int)(unsigned char)action[8];
//Create the GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 300) / 2, 600, 300, true, true, LevelEditor::getLocalizedBlockName(type).c_str());
root->minWidth = root->width; root->minHeight = root->height;
root->name = "notificationBlockWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 50, 240, 36, _("Enter message here:"));
root->addChild(obj);
obj = new GUITextBox(imageManager, renderer, 50, 100, 500, 36);
+ obj->gravityRight = GUIGravityRight;
obj->name = "message";
obj->caption = target->getEditorProperty("message");
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 150, 240, 36, _("Example:"));
root->addChild(obj);
GUIButton *btn = new GUIButton(imageManager, renderer, 560, 150, -1, 36, _("Copy"), 0, true, true, GUIGravityRight);
+ btn->gravityLeft = btn->gravityRight = GUIGravityRight;
btn->name = "cfgNotificationBlockCopy";
btn->smallFont = true;
btn->eventCallback = root;
root->addChild(btn);
std::string s;
switch (type) {
case TYPE_PORTAL:
s = "Press {{{key_action}}} key to teleport.";
break;
case TYPE_SWITCH:
s = "Press {{{key_action}}} key to activate the switch.";
break;
}
obj = new GUILabel(imageManager, renderer, 50, 200, 500, 36, s.c_str());
obj->name = "Example";
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 300 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgNotificationBlockOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 300 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "Activated"){
//Get the previous state.
bool enabled=(target->getEditorProperty("activated")=="1");
//Switch the state.
enabled=!enabled;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "activated", enabled ? "1" : "0", _("Activated")));
updateItem(renderer,actions->value,"Activated",_("Activated"),enabled?2:1);
actions->value=-1;
return;
} else if (action == "Visible"){
//Get the previous state.
bool visible = (target->getEditorProperty("visible") == "1");
//Switch the state.
visible = !visible;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "visible", visible ? "1" : "0", _("Visible")));
updateItem(renderer, actions->value, "Visible", _("Visible"), visible ? 2 : 1);
actions->value = -1;
return;
} else if (action == "Looping"){
//Get the previous state.
bool loop=(target->getEditorProperty("loop")=="1");
//Switch the state.
loop=!loop;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "loop", loop ? "1" : "0", _("Looping")));
updateItem(renderer,actions->value,"Looping",_("Looping"),loop?2:1);
actions->value=-1;
return;
}else if(action=="Automatic"){
//Get the previous state.
bool automatic=(target->getEditorProperty("automatic")=="1");
//Switch the state.
automatic=!automatic;
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "automatic", automatic ? "1" : "0", _("Automatic")));
updateItem(renderer,actions->value,"Automatic",_("Automatic"),automatic?2:1);
actions->value=-1;
return;
}else if(action=="Behaviour"){
//Get the current behaviour.
int currentBehaviour=2;
string behave=target->getEditorProperty("behaviour");
if(behave=="on"){
currentBehaviour=0;
}else if(behave=="off"){
currentBehaviour=1;
}
//Increase the behaviour.
currentBehaviour++;
if(currentBehaviour>2)
currentBehaviour=0;
//Update the data of the block.
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "behaviour", behaviour[currentBehaviour], _("Behavior")));
//And update the item.
updateItem(renderer, actions->value, "Behaviour", tfm::format(_("Behavior: %s"), behaviour[currentBehaviour]).c_str());
actions->value=-1;
return;
}else if(action=="State"){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
//Increase the state.
currentState++;
if(currentState>3)
currentState=0;
//Update the data of the block.
char s[64];
sprintf(s,"%d",currentState);
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "state", s, _("State")));
//And update the item.
updateItem(renderer, actions->value, "State", tfm::format(_("State: %s"), states[currentState]).c_str());
actions->value=-1;
return;
}else if(action=="Speed"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="conveyorBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,100,240,36,_("Enter speed here:"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(imageManager,renderer,240,100,320,36);
obj2->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
obj2->name="speed";
obj2->caption=target->getEditorProperty("speed10");
obj2->format = "%1.0f";
obj2->update();
root->addChild(obj2);
obj = new GUILabel(imageManager, renderer, 40, 160, 520, 36, _("NOTE: 1 Speed = 0.08 block/s"));
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgConveyorBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Scripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Scripting"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="scriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,50,60,240,36,_("Id:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,100,60,240,36,dynamic_cast<Block*>(target)->id.c_str());
obj->gravityRight = GUIGravityRight;
obj->name="id";
root->addChild(obj);
GUISingleLineListBox* list=new GUISingleLineListBox(imageManager,renderer,50,100,500,36);
list->gravityRight = GUIGravityRight;
std::map<std::string,int>::iterator it;
for(it=Game::gameObjectEventNameMap.begin();it!=Game::gameObjectEventNameMap.end();++it)
list->addItem(it->first);
list->name="cfgScriptingEventType";
list->value=0;
list->eventCallback=root;
root->addChild(list);
//Add a text area for each event type.
Block* block=dynamic_cast<Block*>(target);
for(unsigned int i=0;i<list->item.size();i++){
GUITextArea* text=new GUITextArea(imageManager,renderer,50,140,500,300);
text->gravityRight = text->gravityBottom = GUIGravityRight;
text->name=list->item[i].first;
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
map<int,string>::iterator it=block->scripts.find(Game::gameObjectEventNameMap[list->item[i].first]);
if(it!=block->scripts.end())
text->setString(renderer, it->second);
root->addChild(text);
}
-
- obj=new GUIButton(imageManager,renderer,root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
+ obj = new GUIButton(imageManager, renderer, int(root->width*0.1f), 500 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityLeft);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
- obj->name="cfgScriptingOK";
- obj->eventCallback=root;
+ obj->name = "cfgScriptingOK";
+ obj->eventCallback = root;
root->addChild(obj);
- obj=new GUIButton(imageManager,renderer,root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
+ obj = new GUIButton(imageManager, renderer, int(root->width*0.5f), 500 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
- obj->name="cfgCancel";
- obj->eventCallback=root;
+ obj->name = "cfgCancel";
+ obj->eventCallback = root;
+ root->addChild(obj);
+ obj = new GUIButton(imageManager, renderer, int(root->width*0.9f), 500 - 44, -1, 36, _("Help"), 0, true, true, GUIGravityRight);
+ obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
+ obj->gravityTop = obj->gravityBottom = GUIGravityRight;
+ obj->name = "cfgScriptingHelp";
+ obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelSettings"){
//Open the levelSettings window.
parent->levelSettings(imageManager,renderer);
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelScripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-550)/2,600,550,true,true,_("Level Scripting"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="levelScriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
GUISingleLineListBox* list=new GUISingleLineListBox(imageManager,renderer,50,60,500,36);
list->gravityRight = GUIGravityRight;
std::map<std::string,int>::iterator it;
for(it=Game::levelEventNameMap.begin();it!=Game::levelEventNameMap.end();++it)
list->addItem(it->first);
list->name="cfgLevelScriptingEventType";
list->value=0;
list->eventCallback=root;
root->addChild(list);
//Add a text area for each event type.
for(unsigned int i=0;i<list->item.size();i++){
GUITextArea* text=new GUITextArea(imageManager,renderer,50,100,500,340);
text->gravityRight = text->gravityBottom = GUIGravityRight;
text->name=list->item[i].first;
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
map<int,string>::iterator it=parent->scripts.find(Game::levelEventNameMap[list->item[i].first]);
if(it!=parent->scripts.end())
text->setString(renderer, it->second);
root->addChild(text);
}
std::string s = parent->levelFile;
size_t lp = s.find_last_of("\\/");
if (lp != std::string::npos) {
s = s.substr(lp + 1);
}
lp = s.find_last_of('.');
if (lp != std::string::npos) {
s = s.substr(0, lp);
}
s += ".lua";
auto label = new GUIMultilineLabel(imageManager, renderer, 50, 450, 500, 50,
tfm::format(_("NOTE: If the file '%s' is present, the script in it will be executed before 'onCreate' event."), s).c_str());
label->gravityTop = label->gravityRight = label->gravityBottom = GUIGravityRight;
label->wrapper.wordWrap = true;
label->wrapper.hyphen = "-";
label->wrapper.reservedFragments.insert("'");
root->addChild(label);
- obj=new GUIButton(imageManager,renderer,root->width*0.3,550-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
+ obj = new GUIButton(imageManager, renderer, int(root->width*0.1f), 550 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityLeft);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
- obj->name="cfgLevelScriptingOK";
- obj->eventCallback=root;
+ obj->name = "cfgLevelScriptingOK";
+ obj->eventCallback = root;
root->addChild(obj);
- obj=new GUIButton(imageManager,renderer,root->width*0.7,550-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
+ obj = new GUIButton(imageManager, renderer, int(root->width*0.5f), 550 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
- obj->name="cfgCancel";
- obj->eventCallback=root;
+ obj->name = "cfgCancel";
+ obj->eventCallback = root;
+ root->addChild(obj);
+ obj = new GUIButton(imageManager, renderer, int(root->width*0.9f), 550 - 44, -1, 36, _("Help"), 0, true, true, GUIGravityRight);
+ obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
+ obj->gravityTop = obj->gravityBottom = GUIGravityRight;
+ obj->name = "cfgScriptingHelp";
+ obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
} else if (action.size() >= 7 && action.substr(0, 7) == "_layer:") {
std::string s0 = action.substr(7);
auto it = parent->layerVisibility.find(s0);
if (it != parent->layerVisibility.end()) {
int x;
SDL_GetMouseState(&x, NULL);
if (x < rect.x + 24) {
// toggle the visibility
it->second = !it->second;
if (parent->selectedLayer == it->first) {
// deselect all blocks if the visibility of current layer is changed
parent->deselectAll();
}
} else if (parent->selectedLayer != it->first) {
// deselect all blocks if the selected layer is changed
parent->deselectAll();
// uncheck the previously selected layer
std::string oldSelected = "_layer:" + parent->selectedLayer;
for (unsigned int idx = 0; idx < actions->item.size(); idx++) {
if (actions->item[idx] == oldSelected) {
int icon = parent->layerVisibility[parent->selectedLayer] ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= 36 << 8;
updateItem(renderer, idx, oldSelected.c_str(),
parent->selectedLayer.empty() ? _("Blocks layer") :
tfm::format((parent->selectedLayer < "f") ? _("Background layer: %s") : _("Foreground layer: %s"), parent->selectedLayer.substr(3)).c_str(),
icon);
break;
}
}
// change the selected layer
parent->selectedLayer = it->first;
} else {
actions->value = -1;
return;
}
int icon = it->second ? (8 * 3 + 1) : (8 * 3 + 2);
icon |= (parent->selectedLayer == it->first ? 3 : 36) << 8;
std::string s = "_layer:" + it->first;
updateItem(renderer, actions->value, s.c_str(),
it->first.empty() ? _("Blocks layer") :
tfm::format((it->first < "f") ? _("Background layer: %s") : _("Foreground layer: %s"), it->first.substr(3)).c_str(),
icon);
// update some other menu items according to selection/visibility changes
for (unsigned int i = 0; i < actions->item.size(); i++) {
if (actions->item[i] == "DeleteLayer") {
updateItem(renderer, i, "DeleteLayer", _("Delete selected layer"), 8 * 3 + 7, parent->selectedLayer.empty());
} else if (actions->item[i] == "LayerSettings") {
updateItem(renderer, i, "LayerSettings", _("Configure selected layer"), 8 * 3 + 8, parent->selectedLayer.empty());
} else if (actions->item[i] == "MoveToLayer") {
updateItem(renderer, i, "MoveToLayer", _("Move selected object to layer"), 0, parent->selectedLayer.empty() || parent->selection.empty());
}
}
}
actions->value = -1;
return;
} else if (action == "AddLayer") {
//Create the add layer GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 350) / 2, 600, 350, true, true, _("Add layer"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "addLayerWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 64, 520, 36, _("Enter the layer name:"));
root->addChild(obj);
GUITextBox* obj2 = new GUITextBox(imageManager, renderer, 40, 100, 520, 36);
obj2->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
obj2->name = "layerName";
root->addChild(obj2);
addLayerNameNote(imageManager, renderer, root);
obj = new GUILabel(imageManager, renderer, 40, 185, 220, 50, _("Layer type:"));
root->addChild(obj);
GUISingleLineListBox *obj3 = new GUISingleLineListBox(imageManager, renderer, 260, 185, 300, 50);
obj3->name = "layerType";
obj3->addItem(_("Background layer"));
obj3->addItem(_("Foreground layer"));
obj3->value = 0;
root->addChild(obj3);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 350 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgAddLayerOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 350 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "DeleteLayer") {
// delete selected layer
if (parent->selectedLayer.empty()) {
// can't delete Blocks layer
actions->value = -1;
return;
}
if (parent->sceneryLayers.find(parent->selectedLayer) == parent->sceneryLayers.end()) {
// can't find the layer with given name
actions->value = -1;
return;
}
if (msgBox(imageManager, renderer,
tfm::format(
(parent->selectedLayer < "f") ? _("Are you sure you want to delete background layer '%s'?") : _("Are you sure you want to delete foreground layer '%s'?"),
parent->selectedLayer.substr(3)).c_str(),
MsgBoxYesNo, _("Delete layer")) == MsgBoxYes)
{
// do the actual operation
parent->commandManager->doCommand(new AddRemoveLayerCommand(parent, parent->selectedLayer, false));
}
dismiss();
return;
} else if (action == "LayerSettings") {
// rename selected layer
if (parent->selectedLayer.empty()) {
// can't rename Blocks layer
actions->value = -1;
return;
}
auto it = parent->sceneryLayers.find(parent->selectedLayer);
if (it == parent->sceneryLayers.end()) {
// can't find the layer with given name
actions->value = -1;
return;
}
//Create the rename layer GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 450) / 2, 600, 450, true, true, _("Layer settings"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "layerSettingsWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 64, 520, 36, _("Layer name:"));
root->addChild(obj);
GUITextBox* textBox = new GUITextBox(imageManager, renderer, 40, 100, 520, 36, it->first.c_str() + 3);
textBox->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
textBox->name = "layerName";
root->addChild(textBox);
// A stupid code to save the old name
obj = new GUIObject(imageManager, renderer, 0, 0, 0, 0, it->first.c_str(), 0, false, false);
obj->name = "oldName";
root->addChild(obj);
addLayerNameNote(imageManager, renderer, root);
obj = new GUILabel(imageManager, renderer, 40, 185, 220, 50, _("Layer type:"));
root->addChild(obj);
GUISingleLineListBox *obj3 = new GUISingleLineListBox(imageManager, renderer, 260, 185, 300, 50);
obj3->name = "layerType";
obj3->addItem(_("Background layer"));
obj3->addItem(_("Foreground layer"));
obj3->value = it->first < "f" ? 0 : 1;
root->addChild(obj3);
obj = new GUILabel(imageManager, renderer, 40, 234, 520, 36, _("Layer moving speed (1 speed = 0.8 block/s):"));
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 270, 40, 36, "X");
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 320, 270, 40, 36, "Y");
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
root->addChild(obj);
char s[128];
GUISpinBox *spinBox = new GUISpinBox(imageManager, renderer, 80, 270, 200, 36);
spinBox->gravityRight = GUIGravityCenter;
spinBox->name = "speedX";
sprintf(s, "%g", it->second->speedX);
spinBox->caption = s;
spinBox->format = "%g";
root->addChild(spinBox);
spinBox = new GUISpinBox(imageManager, renderer, 360, 270, 200, 36);
spinBox->gravityLeft = GUIGravityCenter; spinBox->gravityRight = GUIGravityRight;
spinBox->name = "speedY";
sprintf(s, "%g", it->second->speedY);
spinBox->caption = s;
spinBox->format = "%g";
root->addChild(spinBox);
obj = new GUILabel(imageManager, renderer, 40, 314, 520, 36, _("Speed of following camera:"));
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 350, 40, 36, "X");
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 320, 350, 40, 36, "Y");
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
root->addChild(obj);
spinBox = new GUISpinBox(imageManager, renderer, 80, 350, 200, 36);
spinBox->gravityRight = GUIGravityCenter;
spinBox->name = "cameraX";
sprintf(s, "%g", it->second->cameraX);
spinBox->caption = s;
spinBox->format = "%g";
spinBox->change = 0.1f;
root->addChild(spinBox);
spinBox = new GUISpinBox(imageManager, renderer, 360, 350, 200, 36);
spinBox->gravityLeft = GUIGravityCenter; spinBox->gravityRight = GUIGravityRight;
spinBox->name = "cameraY";
sprintf(s, "%g", it->second->cameraY);
spinBox->caption = s;
spinBox->format = "%g";
spinBox->change = 0.1f;
root->addChild(spinBox);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 450 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgLayerSettingsOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 450 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "MoveToLayer") {
// move the selected object to another layer
if (parent->selection.empty() || parent->selectedLayer.empty()) {
// either nothing selected, or can't move objects in Blocks layer
actions->value = -1;
return;
}
//Create the rename layer GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 350) / 2, 600, 350, true, true, _("Move to layer"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "moveToLayerWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 40, 64, 520, 36, _("Enter the layer name (create new layer if necessary):"));
root->addChild(obj);
GUITextBox* obj2 = new GUITextBox(imageManager, renderer, 40, 100, 520, 36, parent->selectedLayer.c_str() + 3);
obj2->gravityRight = GUIGravityRight;
//Set the name of the text area, which is used to identify the object later on.
obj2->name = "layerName";
root->addChild(obj2);
// A stupid code to save the old name
obj = new GUIObject(imageManager, renderer, 0, 0, 0, 0, parent->selectedLayer.c_str(), 0, false, false);
obj->name = "oldName";
root->addChild(obj);
addLayerNameNote(imageManager, renderer, root);
obj = new GUILabel(imageManager, renderer, 40, 185, 220, 50, _("Layer type:"));
root->addChild(obj);
GUISingleLineListBox *obj3 = new GUISingleLineListBox(imageManager, renderer, 260, 185, 300, 50);
obj3->name = "layerType";
obj3->addItem(_("Background layer"));
obj3->addItem(_("Foreground layer"));
obj3->value = parent->selectedLayer < "f" ? 0 : 1;
root->addChild(obj3);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 350 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgMoveToLayerOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 350 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action.size() > 10 && action.substr(0, 10) == "RepeatMode") {
Scenery *scenery = dynamic_cast<Scenery*>(target);
if (scenery) {
int index = atoi(action.c_str() + 10);
assert(index >= 0 && index < 4);
//Get the current repeat mode.
unsigned int repeatMode = scenery->repeatMode;
//Extract the value we want to modify.
unsigned int i = (repeatMode >> (index * 8)) & 0xFF;
repeatMode &= ~(0xFFu << (index * 8));
//Increase the value.
for (;;) {
i++;
if (i >= Scenery::REPEAT_MODE_MAX) i = 0;
// skip invalid values (POSITIVE_INFINITY for start, NEGATIVE_INFINITY for end)
if ((index & 1) == 0 && i == Scenery::POSITIVE_INFINITY) continue;
if ((index & 1) == 1 && i == Scenery::NEGATIVE_INFINITY) continue;
break;
}
//Update the repeat mode of the block.
char s[64];
sprintf(s, "%u", repeatMode | (i << (index * 8)));
parent->commandManager->doCommand(new SetEditorPropertyCommand(parent, imageManager, renderer,
target, "repeatMode", s, _("Repeat mode")));
//And update the item.
const char* ss[4] = {
__("Horizontal repeat start: %s"),
__("Horizontal repeat end: %s"),
__("Vertical repeat start: %s"),
__("Vertical repeat end: %s"),
};
const int icons[4] = {
8 * 2 + 3, 8 * 2 + 4, 8 * 3 + 3, 8 * 3 + 4,
};
updateItem(renderer, actions->value, action.c_str(), tfm::format(_(ss[index]), getRepeatModeName(i)).c_str(), icons[index]);
}
actions->value = -1;
return;
} else if (action == "CustomScenery") {
//Create the GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 400) / 2, 600, 400, true, true, _("Custom scenery"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "customSceneryWindow";
root->eventCallback = parent;
GUIObject* obj;
obj = new GUILabel(imageManager, renderer, 50, 60, 240, 36, _("Custom scenery:"));
root->addChild(obj);
//Add a text area.
Scenery* scenery = dynamic_cast<Scenery*>(target);
GUITextArea* text = new GUITextArea(imageManager, renderer, 50, 100, 500, 240);
text->gravityRight = text->gravityBottom = GUIGravityRight;
text->name = "cfgCustomScenery";
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible = true;
text->enabled = true;
// FIXME: an ad-hoc code
std::string s;
for (char c : scenery->customScenery_) {
if (c == '\t')
s.append(" ");
else
s.push_back(c);
}
text->setString(renderer, s);
root->addChild(text);
obj = new GUIButton(imageManager, renderer, root->width*0.3, 400 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCustomSceneryOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 400 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
} else if (action == "Appearance"){
//Create the GUI.
GUIWindow* root = new GUIWindow(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 400) / 2, 600, 400, true, true, _("Appearance"));
root->minWidth = root->width; root->minHeight = root->height;
root->name = "appearanceWindow";
root->eventCallback = parent;
GUIObject* obj;
Block* block = dynamic_cast<Block*>(target);
//Create a list box showing all available scenery blocks.
GUIListBox *list = new GUIListBox(imageManager, renderer, 50, 60, 440, 280);
list->gravityRight = list->gravityBottom = GUIGravityRight;
list->name = "lstAppearance";
list->eventCallback = root;
root->addChild(list);
//TODO: Show the image along with the text in the list box.
//Currently I don't like to do that because this requires a lot of video memory since there are a lot of available scenery blocks.
list->addItem(renderer, _("(Use the default appearance for this block)"));
if (block->customAppearanceName.empty()) list->value = 0;
for (const std::string& s : parent->sceneryBlockNames) {
list->addItem(renderer, LevelEditor::describeSceneryName(s));
if (block->customAppearanceName == s) list->value = list->item.size() - 1;
}
if (list->value < 0) {
std::cerr << "WARNING: The custom appearance '" << block->customAppearanceName << "' is unrecognized, added it to the list box anyway" << std::endl;
list->addItem(renderer, block->customAppearanceName);
list->value = list->item.size() - 1;
}
//Ask the list box to update scrollbar and we scroll the scrollbar to the correct position (FIXME: ad-hoc code)
list->render(renderer, 0, 0, false);
list->scrollScrollbar(list->value);
//Create an image widget showing the appearance of selected scenery block.
GUIImage *image = new GUIImage(imageManager, renderer, 500, 60, 50, 50);
image->gravityLeft = image->gravityRight = GUIGravityRight;
image->name = "imgAppearance";
root->addChild(image);
//Add a Change event to the list box which will be processed next frame, which is used to update the image widget.
GUIEventQueue.push_back(GUIEvent{ list->eventCallback, list->name, list, GUIEventChange });
obj = new GUIButton(imageManager, renderer, root->width*0.3, 400 - 44, -1, 36, _("OK"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgAppearanceOK";
obj->eventCallback = root;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, root->width*0.7, 400 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name = "cfgCancel";
obj->eventCallback = root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root] = target;
//And dismiss this popup.
dismiss();
return;
}
}
};
/////////////////LevelEditorSelectionPopup/////////////////
class LevelEditorSelectionPopup{
private:
//The parent object.
LevelEditor* parent;
//The position of window.
SDL_Rect rect;
//GUI image.
SharedTexture bmGUI;
//The selection
std::vector<GameObject*> selection;
//The scrollbar.
GUIScrollBar* scrollBar;
//Highlighted object.
GameObject* highlightedObj;
//Highlighted button index. 0=none 1=select/deselect 2=delete 3=configure
int highlightedBtn;
public:
int startRow,showedRow;
//If selection is dirty
bool dirty;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return rect.w;
}
int height(){
return rect.h;
}
void updateScrollBar(ImageManager& imageManager, SDL_Renderer& renderer){
int m=selection.size()-showedRow;
if(m>0){
if(startRow<0) startRow=0;
else if(startRow>m) startRow=m;
if(scrollBar==NULL){
scrollBar=new GUIScrollBar(imageManager,renderer,0,0,16,rect.h-16,ScrollBarVertical,startRow,0,m,1,showedRow);
}
scrollBar->visible=true;
scrollBar->maxValue=m;
scrollBar->value=startRow;
}else{
startRow=0;
if(scrollBar){
scrollBar->visible=false;
scrollBar->value=0;
}
}
}
void updateSelection(ImageManager& imageManager, SDL_Renderer& renderer){
if(parent!=NULL){
std::vector<Block*>& v=parent->levelObjects;
for(int i=selection.size()-1;i>=0;i--){
if(find(v.begin(),v.end(),selection[i])==v.end()){
selection.erase(selection.begin()+i);
}
}
updateScrollBar(imageManager,renderer);
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, ImageManager& imageManager, SDL_Renderer& renderer, std::vector<GameObject*>& selection, int x=0, int y=0){
this->parent=parent;
this->selection=selection;
dirty=false;
scrollBar=NULL;
highlightedObj=NULL;
highlightedBtn=0;
//calc window size
startRow=0;
showedRow=selection.size();
int m=SCREEN_HEIGHT/64-1;
if(showedRow>m) showedRow=m;
rect.w=320;
rect.h=showedRow*64+16;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
updateScrollBar(imageManager,renderer);
//Load the gui images.
bmGUI=imageManager.loadTexture(getDataPath()+"gfx/gui.png",renderer);
}
virtual ~LevelEditorSelectionPopup(){
if(scrollBar)
delete scrollBar;
}
void move(int x,int y){
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void render(ImageManager& imageManager, SDL_Renderer& renderer){
//Check dirty
if(dirty){
updateSelection(imageManager,renderer);
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,renderer,0xFFFFFFFFU);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//the tool tip of item
SDL_Rect tooltipRect;
//string tooltip;
if(scrollBar && scrollBar->visible){
startRow=scrollBar->value;
}
highlightedObj=NULL;
highlightedBtn=0;
ToolTips toolTip = ToolTips::TooltipMax;
int maxWidth = 0;
//draw avaliable item
for(int i=0;i<showedRow;i++){
int j=startRow+i;
if(j>=(int)selection.size()) break;
SDL_Rect r={rect.x+8,rect.y+i*64+8,rect.w-16,64};
if(scrollBar && scrollBar->visible) r.w-=24;
//check highlight
if(pointOnRect(mouse,r)){
highlightedObj=selection[j];
//0xCCCCCC
SDL_SetRenderDrawColor(&renderer,0xCC,0xCC,0xCC,0xFF);
SDL_RenderFillRect(&renderer,&r);
}
const int type = selection[j]->type;
Scenery *scenery = dynamic_cast<Scenery*>(selection[j]);
if (scenery) {
if (scenery->themeBlock == &(scenery->internalThemeBlock)) {
// custom scenery, draw an ad-hoc stupid icon
if (parent) {
const SDL_Rect srcRect = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { r.x + 7, r.y + 7, 16, 16 };
SDL_RenderCopy(&renderer, parent->bmGUI.get(), &srcRect, &dstRect);
}
} else {
scenery->themeBlock->editorPicture.draw(renderer, r.x + 7, r.y + 7);
}
} else {
//draw tile picture
ThemeBlock* obj = objThemes.getBlock(type);
if (obj){
//obj->editorPicture.draw(screen,r.x+7,r.y+7);
obj->editorPicture.draw(renderer, r.x + 7, r.y + 7);
}
}
if(parent!=NULL){
//draw name
TexturePtr& tex = scenery ? (parent->getCachedTextTexture(renderer, scenery->sceneryName_.empty()
/// TRANSLATORS: Block name
? std::string(_("Custom scenery block")) : LevelEditor::describeSceneryName(scenery->sceneryName_)))
: parent->typeTextTextures.at(type);
if (tex) {
const int w = textureWidth(tex) + 160;
if (w > maxWidth) maxWidth = w;
applyTexture(r.x + 64, r.y + (64 - textureHeight(tex)) / 2, tex, renderer);
}
//draw selected
{
std::vector<GameObject*> &v=parent->selection;
bool isSelected=find(v.begin(),v.end(),selection[j])!=v.end();
SDL_Rect r1={isSelected?16:0,0,16,16};
SDL_Rect r2={r.x+r.w-72,r.y+20,24,24};
if(pointOnRect(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Select");
highlightedBtn=1;
toolTip=ToolTips::Select_UsedInSelectionPopup;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(pointOnRect(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Delete");
highlightedBtn=2;
toolTip=ToolTips::Delete_UsedInSelectionPopup;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(pointOnRect(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Configure");
toolTip=ToolTips::Configure_UsedInSelectionPopup;
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(renderer,rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(parent && int(toolTip) < parent->tooltipTextures.size()){
//Tool specific text.
TexturePtr& tip=parent->tooltipTextures.at(size_t(toolTip));
//Draw only if there's a tooltip available
if(tip){
const auto tipSize = rectFromTexture(tip);
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tipSize.h>SCREEN_HEIGHT-20)
tooltipRect.y-=tipSize.h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tipSize.w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tipSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tipSize.w+4,tipSize.h+4,renderer,color);
//Draw tooltip's text
applyTexture(tooltipRect.x,tooltipRect.y,tip,renderer);
}
}
//Resize the selection popup if necessary
if (maxWidth > rect.w) {
rect.w = maxWidth;
move(rect.x, rect.y);
}
}
void handleEvents(ImageManager& imageManager,SDL_Renderer& renderer){
//Check dirty
if(dirty){
updateSelection(imageManager,renderer);
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(renderer,rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!pointOnRect(mouse,rect)){
dismiss();
return;
}
//Check if item is clicked
if(highlightedObj!=NULL && highlightedBtn>0 && parent!=NULL){
//std::vector<Block*>& v=parent->levelObjects;
if(/*find(v.begin(),v.end(),highlightedObj)!=v.end()*/true/*???*/){
switch(highlightedBtn){
case 1:
{
std::vector<GameObject*>& v2=parent->selection;
std::vector<GameObject*>::iterator it=find(v2.begin(),v2.end(),highlightedObj);
if(it==v2.end()){
v2.push_back(highlightedObj);
}else{
v2.erase(it);
}
}
break;
case 2:
parent->commandManager->doCommand(new AddRemoveGameObjectCommand(parent, highlightedObj, false));
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
else if(event.type == SDL_MOUSEWHEEL) {
//check mousewheel
if(event.wheel.y < 0){
startRow-=2;
updateScrollBar(imageManager,renderer);
return;
} else {
startRow+=2;
updateScrollBar(imageManager,renderer);
return;
}
}
}
};
/////////////////MovingPosition////////////////////////////
MovingPosition::MovingPosition(int x,int y,int time){
this->x=x;
this->y=y;
this->time=time;
}
MovingPosition::~MovingPosition(){}
void MovingPosition::updatePosition(int x,int y){
this->x=x;
this->y=y;
}
/////////////////LEVEL EDITOR//////////////////////////////
-LevelEditor::LevelEditor(SDL_Renderer& renderer, ImageManager& imageManager):Game(renderer, imageManager){
+LevelEditor::LevelEditor(SDL_Renderer& renderer, ImageManager& imageManager)
+ : Game(renderer, imageManager)
+ , helpMgr(NULL)
+{
//This will set some default settings.
reset();
//Create the GUI root.
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=imageManager.loadTexture(getDataPath()+"gfx/menu/toolbar.png",renderer);
toolbarRect={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=imageManager.loadTexture(getDataPath()+"gfx/menu/selection.png",renderer);
//Load the movingMark.
movingMark=imageManager.loadTexture(getDataPath()+"gfx/menu/moving.png",renderer);
//Load the gui images.
bmGUI=imageManager.loadTexture(getDataPath()+"gfx/gui.png",renderer);
toolboxText=textureFromText(renderer,*fontText,_("Toolbox"),objThemes.getTextColor(true));
for(size_t i = 0;i < typeTextTextures.size();++i) {
typeTextTextures[i] =
textureFromText(renderer,
*fontText,
getLocalizedBlockName(i).c_str(),
objThemes.getTextColor(true));
}
for(size_t i = 0;i < tooltipTextures.size();++i) {
if (tooltipNames[i][0]) {
std::string s = _(tooltipNames[i]);
if (tooltipHotkey[i][0]) {
s += " (" + std::string(tooltipHotkey[i]) + ")";
} else if (tooltipHotkey2[i] >= 0) {
std::string s2 = InputManagerKeyCode::describeTwo(
inputMgr.getKeyCode((InputManagerKeys)tooltipHotkey2[i], false),
inputMgr.getKeyCode((InputManagerKeys)tooltipHotkey2[i], true));
if (!s2.empty()) s += " (" + s2 + ")";
}
tooltipTextures[i] = textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true));
}
}
//Count the level editing time.
statsMgr.startLevelEdit();
//Create the command manager with a maximum of 100 commands.
commandManager = new CommandManager(100);
}
LevelEditor::~LevelEditor(){
//Delete the command manager.
delete commandManager;
// NOTE: We don't need to delete levelObjects, etc. since they are deleted in Game::~Game().
// Clear selection
selection.clear();
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Delete the popup
if(selectionPopup){
delete selectionPopup;
selectionPopup=NULL;
}
//Delete the popup
if(actionsPopup){
delete actionsPopup;
actionsPopup=NULL;
}
//Reset the camera.
camera.x=0;
camera.y=0;
+ //Delete the help manager
+ if (helpMgr) {
+ delete helpMgr;
+ helpMgr = NULL;
+ }
+
//Count the level editing time.
statsMgr.endLevelEdit();
}
TexturePtr& LevelEditor::getCachedTextTexture(SDL_Renderer& renderer, const std::string& text) {
auto it = cachedTextTextures.find(text);
if (it != cachedTextTextures.end()) return it->second;
return (cachedTextTextures[text] = textureFromText(renderer,
*fontText,
text.c_str(),
objThemes.getTextColor(true)));
}
TexturePtr& LevelEditor::getSmallCachedTextTexture(SDL_Renderer& renderer, const std::string& text) {
auto it = cachedTextTextures.find("\x01small\x02" + text);
if (it != cachedTextTextures.end()) return it->second;
return (cachedTextTextures["\x01small\x02" + text] = textureFromText(renderer,
*fontMono,
text.c_str(),
objThemes.getTextColor(true)));
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
toolboxVisible=false;
toolboxRect.x=-1;
toolboxRect.y=-1;
toolboxRect.w=0;
toolboxRect.h=0;
toolboxIndex=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=-1;
dragCenter=NULL;
cameraXvel=0;
cameraYvel=0;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
pauseTime = 0;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setLocation(player.fx,player.fy);
shadow.setLocation(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
//Delete any gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Clear the GUIWindow object map.
objectWindows.clear();
}
void LevelEditor::loadLevelFromNode(ImageManager& imageManager, SDL_Renderer& renderer,TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(imageManager,renderer,obj,fileName);
//We swap the levelObjects and levelObjectsInitial again.
std::swap(levelObjects, levelObjectsInitial);
//now do our own stuff.
string s=editorData["time"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=atoi(s.c_str());
}
s=editorData["recordings"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
levelTheme = editorData["theme"];
levelMusic = editorData["music"];
//NOTE: We set the camera here since we know the dimensions of the level.
if(levelRect.w<SCREEN_WIDTH)
camera.x=-(SCREEN_WIDTH-levelRect.w)/2;
else
camera.x=0;
if(levelRect.h<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-levelRect.h)/2;
else
camera.y=0;
//The level is loaded, so call postLoad.
postLoad();
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The current level.
LevelPack::Level *currentLevel = levels->getLevel(), *currentLevel2 = NULL;
//Check if the current level is individual level,
//in this case the level are both in "Levels" and "Custom Levels" level packs.
if (levels->type == COLLECTION) {
assert(levels->levelpackPath == CUSTOM_LEVELS_PATH);
if (auto levels2 = getLevelPackManager()->getLevelPack(LEVELS_PATH)) {
for (int i = 0, m = levels2->getLevelCount(); i < m; i++) {
if (levels2->getLevel(i)->file == currentLevel->file) {
currentLevel2 = levels2->getLevel(i);
break;
}
}
if (currentLevel2 == NULL) {
fprintf(stderr, "BUG: The custom level '%s' is not conatined in 'Levels' pack!\n", currentLevel->file.c_str());
}
}
}
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty()){
node.attributes["name"].push_back(levelName);
//Update the level name in the levelpack.
currentLevel->name = levelName;
if (currentLevel2) currentLevel2->name = levelName;
}
//The level theme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//The level music.
if (!levelMusic.empty())
node.attributes["music"].push_back(levelMusic);
//The arcade mode property.
node.attributes["arcade"].push_back(arcade ? "1" : "0");
currentLevel->arcade = arcade;
if (currentLevel2) currentLevel2->arcade = arcade;
//target time and recordings.
{
char c[32];
sprintf(c, "%d", std::max(levelTime, -1));
node.attributes["time"].push_back(c);
//Update the target time the levelpack.
currentLevel->targetTime = std::max(levelTime, -1);
if (currentLevel2) currentLevel2->targetTime = std::max(levelTime, -1);
sprintf(c, "%d", std::max(levelRecordings, -1));
node.attributes["recordings"].push_back(c);
//Update the target recordings the levelpack.
currentLevel->targetRecordings = std::max(levelRecordings, -1);
if (currentLevel2) currentLevel2->targetRecordings = std::max(levelRecordings, -1);
}
//The width of the level.
sprintf(s, "%d", levelRect.w);
node.attributes["size"].push_back(s);
//The height of the level.
sprintf(s, "%d", levelRect.h);
node.attributes["size"].push_back(s);
//Loop through the gameObjects and save them.
for(int o=0;o<(signed)levelObjects.size();o++){
int objectType=levelObjects[o]->type;
//Check if it's a legal gameObject type.
if(objectType>=0 && objectType<TYPE_MAX){
TreeStorageNode* obj1=new TreeStorageNode;
node.subNodes.push_back(obj1);
//It's a tile so name the node tile.
obj1->name="tile";
//Write away the type of the gameObject.
obj1->value.push_back(blockName[objectType]);
//Get the box for the location of the gameObject.
SDL_Rect box=levelObjects[o]->getBox(BoxType_Base);
//Put the location and size in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
sprintf(s,"%d",box.w);
obj1->value.push_back(s);
sprintf(s,"%d",box.h);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for (const auto& o : obj) {
//Skip the data whose key or value is empty.
if (o.first.empty()) continue;
if (o.second.empty()) continue;
//Skip SOME data whose value is the default value. Currently only some boolean values are skipped.
//WARNING: When the default values are changed, these codes MUST be modified accordingly!!!
//NOTE: Currently we skip the "visible" property since it is used for every block and usually it's the default value.
if (o.first == "visible" && o.second == "1") continue;
#if 0
//NOTE: The following codes are more aggressive!!!
//if (o.first == "activated" && o.second == "1") continue; //moving blocks and conveyor belt // Don't use this because there was a "disabled" property
if (o.first == "loop" && o.second == "1") continue; //moving blocks and conveyor belt
if (o.first == "automatic" && o.second == "0") continue; //portal
#endif
//Save the data.
obj1->attributes[o.first].push_back(o.second);
}
//Loop through the scripts and add them to the storage node of the game object.
map<int,string>::iterator it;
Block* object=(dynamic_cast<Block*>(levelObjects[o]));
for(it=object->scripts.begin();it!=object->scripts.end();++it){
//Make sure the script isn't an empty string.
if(it->second.empty())
continue;
TreeStorageNode* script=new TreeStorageNode;
obj1->subNodes.push_back(script);
script->name="script";
script->value.push_back(gameObjectEventTypeMap[it->first]);
script->attributes["script"].push_back(it->second);
}
}
}
//Loop through the level scripts and save them.
for(auto it=scripts.begin();it!=scripts.end();++it){
//Make sure the script isn't an empty string.
if(it->second.empty())
continue;
TreeStorageNode* script=new TreeStorageNode;
node.subNodes.push_back(script);
script->name="script";
script->value.push_back(levelEventTypeMap[it->first]);
script->attributes["script"].push_back(it->second);
}
//Loop through the scenery layers and save them.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
TreeStorageNode* layer = new TreeStorageNode;
node.subNodes.push_back(layer);
layer->name = "scenerylayer";
layer->value.push_back(it->first);
it->second->saveToNode(layer);
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
//Invalidates the calculated MD5 for the level since the level is updated.
memset(currentLevel->md5Digest, 0, sizeof(currentLevel->md5Digest));
if (currentLevel2)
memset(currentLevel2->md5Digest, 0, sizeof(currentLevel2->md5Digest));
}
void LevelEditor::deselectAll() {
selection.clear();
dragCenter = NULL;
selectionDrag = -1;
selectionDirty();
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//If playing/testing we should the game handle the events.
if(playMode){
Game::handleEvents(imageManager,renderer);
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode, disable script.
Game::reset(true, true);
//We swap the levelObjects and levelObjectsInitial again.
std::swap(levelObjects, levelObjectsInitial);
playMode=false;
GUIObjectRoot->visible=true;
camera.x=cameraSave.x;
camera.y=cameraSave.y;
//NOTE: To prevent the mouse to still "be pressed" we set it to false.
pressedLeftMouse=false;
}
}else{
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
std::string s;
//Check if the file is changed
if (commandManager->isChanged()) {
s = _("The level has unsaved changes.");
s.push_back('\n');
}
//Before we quit ask a make sure question.
if(msgBox(imageManager,renderer,s+_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
//No need for handling other events, so return.
return;
}
}
//Check if we should redirect the event to the actions popup
if(actionsPopup!=NULL){
actionsPopup->handleEvents(renderer);
return;
}
//Check if we should redirect the event to selection popup
if(selectionPopup!=NULL){
if(event.type==SDL_MOUSEBUTTONDOWN
|| event.type==SDL_MOUSEBUTTONUP
|| event.type==SDL_MOUSEMOTION)
{
selectionPopup->handleEvents(imageManager,renderer);
return;
}
}
//TODO: Don't handle any Events when GUIWindows process them.
{
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
SDL_Rect box={0,0,0,0};
box.x=GUIObjectRoot->childControls[i]->left;
box.y=GUIObjectRoot->childControls[i]->top;
box.w=GUIObjectRoot->childControls[i]->width;
box.h=GUIObjectRoot->childControls[i]->height;
if(pointOnRect(mouse,box))
return;
}
}
//Check if toolbar is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && tooltip>=0){
int t=tooltip;
if(t<NUMBER_TOOLS){
//Show/hide toolbox if the current mode is ADD and the user clicked ADD again.
if (tool == ADD && t == ADD) {
toolboxVisible = !toolboxVisible;
}
tool=(Tools)t;
//Stop linking or moving if the mode is not SELECT.
if (tool != SELECT) {
if (linking) {
linking = false;
linkingTrigger = NULL;
}
if (moving) {
moving = false;
movingBlock = NULL;
}
}
}else{
//The selected button isn't a tool.
//Now check which button it is.
if (t == (int)ToolTips::Play){
enterPlayMode(imageManager, renderer);
}
if (t == (int)ToolTips::LevelSettings){
//Open up level settings dialog
levelSettings(imageManager,renderer);
}
if (t == (int)ToolTips::BackToMenu){
//If the file is changed we show a confirmation dialog
if (commandManager->isChanged()) {
std::string s = _("The level has unsaved changes.");
s.push_back('\n');
if (msgBox(imageManager, renderer, s + _("Are you sure you want to quit?"), MsgBoxYesNo, _("Quit prompt")) != MsgBoxYes) return;
}
//Go back to the level selection screen of Level Editor
setNextState(STATE_LEVEL_EDIT_SELECT);
//Change the music back to menu music.
getMusicManager()->playMusic("menu");
}
if (t == (int)ToolTips::SaveLevel){
//Save current level
saveCurrentLevel(imageManager, renderer);
}
if (t == (int)ToolTips::UndoNoTooltip) {
commandManager->undo();
}
if (t == (int)ToolTips::RedoNoTooltip) {
commandManager->redo();
}
}
return;
}
//Check if tool box is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && toolboxRect.w>0){
if(toolboxVisible){
if(event.button.y<64){
//Check if we need to hide it
if(event.button.x>=SCREEN_WIDTH-24 && event.button.x<SCREEN_WIDTH && event.button.y<20){
toolboxVisible=false;
return;
}
const int m = (SCREEN_WIDTH - 48) / 64;
//Check if a block is clicked.
if(event.button.x>=24 && event.button.x<SCREEN_WIDTH-24){
int i=(event.button.x-24)/64;
if(i<m && i+toolboxIndex<getEditorOrderMax()){
currentType=i+toolboxIndex;
}
}
//Check if move left button is clicked
if (event.button.x >= 0 && event.button.x < 24 && event.button.y >= 20 && event.button.y < 44) {
toolboxIndex -= m;
if (toolboxIndex < 0) toolboxIndex = 0;
}
//Check if move right button is clicked
if (event.button.x >= SCREEN_WIDTH - 24 && event.button.x < SCREEN_WIDTH && event.button.y >= 20 && event.button.y < 44) {
toolboxIndex += m;
if (toolboxIndex > getEditorOrderMax() - m) toolboxIndex = getEditorOrderMax() - m;
if (toolboxIndex < 0) toolboxIndex = 0;
}
return;
}
}else if(event.button.x>=toolboxRect.x && event.button.x<toolboxRect.x+toolboxRect.w
&& event.button.y>=toolboxRect.y && event.button.y<toolboxRect.y+toolboxRect.h)
{
toolboxVisible=true;
return;
}
}
//Check if shift is pressed.
pressedShift=inputMgr.isKeyDown(INPUTMGR_SHIFT);
//Check if delete is pressed.
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_DELETE){
if (!selection.empty()){
AddRemoveGameObjectCommand *command = new AddRemoveGameObjectCommand(this, selection, false);
//clear the selection vector first.
deselectAll();
//perform the actual deletion.
commandManager->doCommand(command);
}
}
//Check for copy (Ctrl+c) or cut (Ctrl+x).
if(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_c || event.key.keysym.sym==SDLK_x) && (event.key.keysym.mod & KMOD_CTRL)){
//Check if the selection isn't empty.
if(!selection.empty()){
//Clear the current clipboard.
clipboard.clear();
//Loop through the selection to find the left-top block.
int x=selection[0]->getBox().x;
int y=selection[0]->getBox().y;
for(unsigned int o=1; o<selection.size(); o++){
if(selection[o]->getBox().x<x || selection[o]->getBox().y<y){
x=selection[o]->getBox().x;
y=selection[o]->getBox().y;
}
}
//Loop through the selection for the actual copying.
for(unsigned int o=0; o<selection.size(); o++){
//Get the editor data of the object.
vector<pair<string,string> > obj;
selection[o]->getEditorData(obj);
//Loop through the editor data and convert it.
map<string,string> objMap;
for(unsigned int i=0;i<obj.size();i++){
objMap[obj[i].first]=obj[i].second;
}
//Add some entries to the map.
char s[64];
SDL_Rect r = selection[o]->getBox();
sprintf(s, "%d", r.x - x);
objMap["x"]=s;
sprintf(s, "%d", r.y - y);
objMap["y"]=s;
sprintf(s, "%d", selection[o]->getBox().w);
objMap["w"] = s;
sprintf(s, "%d", selection[o]->getBox().h);
objMap["h"] = s;
if (Scenery *scenery = dynamic_cast<Scenery*>(selection[o])) {
objMap["sceneryName"] = scenery->sceneryName_;
objMap["customScenery"] = scenery->customScenery_;
} else {
sprintf(s, "%d", selection[o]->type);
objMap["type"] = s;
//Save scripts for block.
if (Block *block = dynamic_cast<Block*>(selection[o])) {
for (auto it = block->scripts.begin(); it != block->scripts.end(); ++it) {
sprintf(s, "_script.%d", it->first);
objMap[s] = it->second;
}
}
}
//Overwrite the id to prevent triggers, portals, buttons, movingblocks, etc. from malfunctioning.
//We give an empty string as id, which is invalid and thus suitable.
objMap["id"]="";
//Do the same for destination if the type is portal.
if(selection[o]->type==TYPE_PORTAL){
objMap["destination"]="";
}
//And add the map to the clipboard vector.
clipboard.push_back(objMap);
}
//Cutting means deleting the game object.
if (event.key.keysym.sym == SDLK_x && !selection.empty()){
AddRemoveGameObjectCommand *command = new AddRemoveGameObjectCommand(this, selection, false);
//clear the selection vector first.
deselectAll();
//perform the actual deletion.
commandManager->doCommand(command);
}
}
}
//Check for paste (Ctrl+v).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_v && (event.key.keysym.mod & KMOD_CTRL)){
//First make sure that the clipboard isn't empty.
if(!clipboard.empty()){
//Clear the current selection.
deselectAll();
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
std::vector<GameObject*> newObjects;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
GameObject *obj = NULL;
if (clipboard[o].find("sceneryName") == clipboard[o].end()) {
// a normal block
if (!selectedLayer.empty()) continue;
Block *block = new Block(this, 0, 0, 50, 50, atoi(clipboard[o]["type"].c_str()));
obj = block;
// load the script for the block
for (auto it = clipboard[o].begin(); it != clipboard[o].end(); ++it) {
if (it->first.find("_script.") == 0) {
int eventType = atoi(it->first.c_str() + 8);
block->scripts[eventType] = it->second;
}
}
} else {
// a scenery block
if (selectedLayer.empty()) continue;
Scenery *scenery = new Scenery(this, 0, 0, 50, 50, clipboard[o]["sceneryName"]);
if (clipboard[o]["sceneryName"].empty()) {
scenery->customScenery_ = clipboard[o]["customScenery"];
scenery->updateCustomScenery(imageManager, renderer);
}
obj = scenery;
}
obj->setBaseLocation(atoi(clipboard[o]["x"].c_str())+x,atoi(clipboard[o]["y"].c_str())+y);
obj->setBaseSize(atoi(clipboard[o]["w"].c_str()), atoi(clipboard[o]["h"].c_str()));
obj->setEditorData(clipboard[o]);
//add the object.
newObjects.push_back(obj);
//Also add the block to the selection.
selection.push_back(obj);
}
// Do the actual object insertion
if (!newObjects.empty()) {
commandManager->doCommand(new AddRemoveGameObjectCommand(this, newObjects, true));
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
if (inputMgr.isKeyDown(INPUTMGR_RIGHT)) {
if (cameraXvel < 5) cameraXvel = 5;
} else if (inputMgr.isKeyDown(INPUTMGR_LEFT)) {
if (cameraXvel > -5) cameraXvel = -5;
} else {
cameraXvel = 0;
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if (cameraYvel < 5) cameraYvel = 5;
} else if (inputMgr.isKeyDown(INPUTMGR_UP)){
if (cameraYvel > -5) cameraYvel = -5;
} else {
cameraYvel = 0;
}
//Check if the left mouse button is pressed/holded.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=false;
//We also need to check if dragging is true.
if(dragging){
//Set dragging false and call the onDrop event.
dragging=false;
int x,y;
SDL_GetMouseState(&x,&y);
//We call the drop event.
onDrop(x+camera.x,y+camera.y);
}
}
//Check if the mouse is dragging.
if(pressedLeftMouse && event.type==SDL_MOUSEMOTION) {
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
// NOTE: We start drag from previous mouse position to prevent resize area hit test bug
onDragStart(event.motion.x - event.motion.xrel + camera.x, event.motion.y - event.motion.yrel + camera.y);
onDrag(event.motion.xrel, event.motion.yrel);
} else {
//Dragging was already true meaning we call onDrag() instead of onDragStart().
onDrag(event.motion.xrel,event.motion.yrel);
}
}
//Update cursor.
if(dragging){
if (tool == REMOVE) {
currentCursor = CURSOR_REMOVE;
} else {
switch (selectionDrag) {
case 0: case 8:
currentCursor = CURSOR_SIZE_FDIAG;
break;
case 1: case 7:
currentCursor = CURSOR_SIZE_VER;
break;
case 2: case 6:
currentCursor = CURSOR_SIZE_BDIAG;
break;
case 3: case 5:
currentCursor = CURSOR_SIZE_HOR;
break;
case 4:
currentCursor = CURSOR_DRAG;
break;
default:
currentCursor = CURSOR_POINTER;
break;
}
}
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEWHEEL && event.wheel.y > 0) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
switch(tool){
case ADD:
//Check if mouse is in tool box.
if(toolboxVisible && toolboxRect.w>0){
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64){
const int m = getEditorOrderMax() - (SCREEN_WIDTH - 48) / 64;
toolboxIndex -= 2;
if (toolboxIndex>m) toolboxIndex = m;
if (toolboxIndex<0) toolboxIndex = 0;
break;
}
}
//Only change the current type when using the add tool.
currentType++;
if (currentType >= getEditorOrderMax()){
currentType=0;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
if (pauseMode) {
//Here we have to use Ctrl because Shift means snap
pauseTime += (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
} else {
//Here we have to use Ctrl because Shift means snap
movingSpeed += (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
//The movingspeed is capped at 125 (10 block/s).
if (movingSpeed > 125){
movingSpeed = 125;
}
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
if (pressedShift) camera.x = clamp(camera.x - 200, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
else camera.y = clamp(camera.y - 200, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEWHEEL && event.wheel.y < 0) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
switch(tool){
case ADD:
//Check if mouse is in tool box.
if(toolboxVisible && toolboxRect.w>0){
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64){
const int m = getEditorOrderMax() - (SCREEN_WIDTH - 48) / 64;
toolboxIndex+=2;
if(toolboxIndex>m) toolboxIndex=m;
if(toolboxIndex<0) toolboxIndex=0;
break;
}
}
//Only change the current type when using the add tool.
currentType--;
if(currentType<0){
currentType = getEditorOrderMax() - 1;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
if (pauseMode) {
//Here we have to use Ctrl because Shift means snap
pauseTime -= (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
if (pauseTime < -1){
pauseTime = -1;
}
} else {
//Here we have to use Ctrl because Shift means snap
movingSpeed -= (SDL_GetModState() & KMOD_CTRL) ? 10 : 1;
if (movingSpeed <= 0){
movingSpeed = 1;
}
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
if (pressedShift) camera.x = clamp(camera.x + 200, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
else camera.y = clamp(camera.y + 200, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
break;
}
}
if (event.type == SDL_KEYDOWN) {
bool unlink = false;
//Check if we should enter playMode.
if (event.key.keysym.sym == SDLK_F5){
enterPlayMode(imageManager, renderer);
}
//Check for tool shortcuts.
if (event.key.keysym.sym == SDLK_F2){
tool = SELECT;
}
if (event.key.keysym.sym == SDLK_F3){
//Show/hide toolbox if the current mode is ADD and the user clicked ADD again.
if (tool == ADD) {
toolboxVisible = !toolboxVisible;
}
tool = ADD;
unlink = true;
}
if (event.key.keysym.sym == SDLK_F4){
tool = REMOVE;
unlink = true;
}
//Stop linking or moving if the mode is not SELECT.
if (unlink) {
if (linking) {
linking = false;
linkingTrigger = NULL;
}
if (moving) {
moving = false;
movingBlock = NULL;
}
}
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(!pointOnRect(mouse,toolbarRect) && !pointOnRect(mouse,toolboxRect)){
mouse.x+=camera.x;
mouse.y+=camera.y;
//Boolean if there's a click event fired.
bool clickEvent=false;
//Check if a mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN){
//Right click in path or link mode means return to normal mode.
if (event.button.button == SDL_BUTTON_RIGHT && (linking || moving)) {
//Stop linking.
linking = false;
linkingTrigger = NULL;
//Stop moving.
moving = false;
movingBlock = NULL;
//Stop processing further.
return;
}
std::vector<GameObject*> clickObjects;
//Loop through the objects to check collision.
if (selectedLayer.empty()) {
if (layerVisibility[selectedLayer]) {
for (unsigned int o = 0; o<levelObjects.size(); o++){
if (pointOnRect(mouse, levelObjects[o]->getBox()) == true){
clickObjects.push_back(levelObjects[o]);
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
for (auto o : it->second->objects){
if (pointOnRect(mouse, o->getBox()) == true){
clickObjects.push_back(o);
}
}
}
}
//Check if there are multiple objects above eachother or just one.
if(clickObjects.size()==1){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(imageManager,renderer,clickObjects[0],isSelected);
}
}else if(clickObjects.size()>=1){
//There are more than one object under the mouse
//SDL2 port (never managed to trigger this without changing the parameters.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
//Only show the selection popup when right clicking.
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
//Remove the selection popup if there's one.
if(selectionPopup!=NULL)
delete selectionPopup;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
selectionPopup=new LevelEditorSelectionPopup(this,imageManager,renderer,clickObjects,x,y);
}
}
}
//If event is false then we clicked on void.
if(!clickEvent){
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
//Left mouse button on void.
onClickVoid(mouse.x,mouse.y);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickVoid(imageManager,renderer,mouse.x,mouse.y);
}
}
}
}
//Check for backspace when moving to remove a movingposition.
if(moving && event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_BACKSPACE){
if(movingBlocks[movingBlock].size()>0){
commandManager->doCommand(new AddRemovePathCommand(this, movingBlock, MovingPosition(0, 0, 0), false));
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings(imageManager,renderer);
}
//Check if we should save the level (Ctrl+s).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s && (event.key.keysym.mod & KMOD_CTRL)){
saveCurrentLevel(imageManager, renderer);
}
//Undo ctrl+z
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_z && (event.key.keysym.mod & KMOD_CTRL)){
undo();
}
//Redo ctrl+y
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_y && (event.key.keysym.mod & KMOD_CTRL)){
redo();
}
}
}
void LevelEditor::saveCurrentLevel(ImageManager& imageManager, SDL_Renderer& renderer) {
saveLevel(levelFile);
//Clear the dirty flag
commandManager->resetChange();
//And give feedback to the user.
if (levelName.empty()) {
msgBox(imageManager, renderer, tfm::format(_("Level \"%s\" saved"), fileNameFromPath(levelFile)), MsgBoxOKOnly, _("Saved"));
} else {
auto dm = levels->getDictionaryManager();
msgBox(imageManager, renderer, tfm::format(_("Level \"%s\" saved"), dm ? dm->get_dictionary().translate(levelName) : levelName), MsgBoxOKOnly, _("Saved"));
}
}
void LevelEditor::updateRecordInPlayMode(ImageManager& imageManager, SDL_Renderer& renderer) {
bool update = false;
if (currentTime < 0 || currentRecordings < 0) {
currentTime = time;
currentRecordings = arcade ? currentCollectables : recordings;
update = true;
}
int newTime, newRecordings;
if (time < 0) newTime = bestTime;
else if (bestTime < 0) newTime = time;
else if (arcade) newTime = std::max(time, bestTime);
else newTime = std::min(time, bestTime);
if (arcade) {
if (currentCollectables < 0) newRecordings = bestRecordings;
else if (bestRecordings < 0) newRecordings = currentCollectables;
else newRecordings = std::max(currentCollectables, bestRecordings);
} else {
if (recordings < 0) newRecordings = bestRecordings;
else if (bestRecordings < 0) newRecordings = recordings;
else newRecordings = std::min(recordings, bestRecordings);
}
if (update || newTime != bestTime || newRecordings != bestRecordings) {
bestTime = newTime;
bestRecordings = newRecordings;
updateAdditionalTexture(imageManager, renderer);
}
}
void LevelEditor::updateAdditionalTexture(ImageManager& imageManager, SDL_Renderer& renderer) {
SDL_Color color = objThemes.getTextColor(true);
std::vector<SurfacePtr> v[3];
if (currentTime >= 0 && currentRecordings >= 0) {
v[0].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(_("Time: %-.2fs"), currentTime / 40.0).c_str(),
color));
v[1].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(arcade ? _("Collectibles: %d") : _("Recordings: %d"), currentRecordings).c_str(),
color));
}
if (bestTime >= 0 && bestRecordings >= 0) {
v[0].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(_("Best time: %-.2fs"), bestTime / 40.0).c_str(),
color));
v[1].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(arcade ? _("Best collectibles: %d") : _("Best recordings: %d"), bestRecordings).c_str(),
color));
int medal = LevelPack::Level::getMedal(arcade, bestTime, levelTime, bestRecordings, levelRecordings);
v[2].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(_("You earned the %s medal"), (medal > 1) ? (medal == 3) ? _("GOLD") : _("SILVER") : _("BRONZE")).c_str(),
color));
}
if (levelTime >= 0) {
v[0].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(_("Target time: %-.2fs"), levelTime / 40.0).c_str(),
color));
}
if (levelRecordings >= 0) {
v[1].emplace_back(TTF_RenderUTF8_Blended(fontMono,
tfm::format(arcade ? _("Target collectibles: %d") : _("Target recordings: %d"), levelRecordings).c_str(),
color));
}
if (v[0].empty() && v[1].empty()) {
additionalTexture = NULL;
return;
}
//calculate size
int ww[2] = { 0, 0 }, w = 0, h = 0;
for (int i = 0; i < 2; i++) {
int h0 = 0;
for (auto &s : v[i]) {
if (ww[i] < s->w) ww[i] = s->w;
h0 += s->h;
}
if (h < h0) h = h0;
}
w = ww[0] + ww[1] + 24;
int h2 = 0;
for (auto &s : v[2]) {
if (w < s->w + 8) w = s->w + 8;
h2 += s->h;
}
//create surface
SurfacePtr surf(createSurface(w, h + h2));
int y = 0;
for (auto &s : v[0]) {
SDL_SetSurfaceBlendMode(s.get(), SDL_BLENDMODE_NONE);
applySurface(0, y, s.get(), surf.get(), NULL);
y += s->h;
}
y = 0;
for (auto &s : v[1]) {
SDL_SetSurfaceBlendMode(s.get(), SDL_BLENDMODE_NONE);
applySurface(ww[0] + 16, y, s.get(), surf.get(), NULL);
y += s->h;
}
y = h;
for (auto &s : v[2]) {
SDL_SetSurfaceBlendMode(s.get(), SDL_BLENDMODE_NONE);
applySurface((w - s->w) / 2, y, s.get(), surf.get(), NULL);
y += s->h;
}
//over
additionalTexture = textureFromSurface(renderer, std::move(surf));
}
void LevelEditor::enterPlayMode(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if we are already in play mode.
if(playMode) return;
//Reset statistics.
currentTime = currentRecordings = bestTime = bestRecordings = -1;
//Stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
moving=false;
movingBlock=NULL;
}
//Recalculate the number of collectibles.
totalCollectables = totalCollectablesSaved = totalCollectablesInitial = 0;
//We need to reposition player and shadow here, since the related code is removed from object placement.
for (auto obj : levelObjects) {
//If the object is a player or shadow start then change the start position of the player or shadow.
if (obj->type == TYPE_START_PLAYER){
//Center the player horizontally.
player.fx = obj->getBox().x + (obj->getBox().w - player.getBox().w) / 2;
player.fy = obj->getBox().y;
}
if (obj->type == TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx = obj->getBox().x + (obj->getBox().w - shadow.getBox().w) / 2;
shadow.fy = obj->getBox().y;
}
if (obj->type == TYPE_COLLECTABLE) {
totalCollectablesSaved = totalCollectablesInitial = ++totalCollectables;
}
}
//Change mode.
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
//We swap the levelObjects and levelObjectsInitial again.
std::swap(levelObjects, levelObjectsInitial);
//Restart the game with scripting enabled.
Game::reset(true, false);
}
void LevelEditor::undo(){
commandManager->undo();
}
void LevelEditor::redo(){
commandManager->redo();
}
void LevelEditor::levelSettings(ImageManager& imageManager,SDL_Renderer& renderer){
//It isn't so open a popup asking for a name.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Level settings"));
root->minWidth = root->width; root->minHeight = root->height;
root->name="lvlSettingsWindow";
root->eventCallback=this;
GUIObject* obj;
//Create the two textboxes with a label.
obj=new GUILabel(imageManager,renderer,40,60,240,36,_("Name:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,140,60,410,36,levelName.c_str());
obj->gravityRight = GUIGravityRight;
obj->name="name";
root->addChild(obj);
obj = new GUILabel(imageManager, renderer, 40, 110, 240, 36, (std::string("* ") + _("Theme:")).c_str());
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,140,110,410,36,levelTheme.c_str());
obj->gravityRight = GUIGravityRight;
obj->name="theme";
root->addChild(obj);
auto label = new GUIMultilineLabel(imageManager, renderer, 40, 150, 510, 50,
tfm::format(_("Examples: %s or %s"), "%DATA%/themes/classic", "%USER%/themes/Orange").c_str());
label->gravityRight = GUIGravityRight;
label->wrapper.wordWrap = true;
label->wrapper.hyphen = "-";
label->wrapper.reservedFragments.insert("/");
root->addChild(label);
obj = new GUILabel(imageManager, renderer, 40, 210, 240, 36, _("Music:"));
root->addChild(obj);
obj = new GUITextBox(imageManager, renderer, 140, 210, 410, 36, levelMusic.c_str());
obj->gravityRight = GUIGravityRight;
obj->name = "music";
root->addChild(obj);
//arcade mode check box.
obj = new GUICheckBox(imageManager, renderer, 40, 260, 240, 36, _("Arcade mode"));
obj->name = "chkArcadeMode";
obj->value = arcade ? 1 : 0;
obj->eventCallback = root;
root->addChild(obj);
//target time and recordings.
{
obj=new GUICheckBox(imageManager,renderer,40,310,240,36,_("Target time (s):"));
obj->name = "chkTime";
obj->value = levelTime >= 0 ? 1 : 0;
obj->eventCallback = root;
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(imageManager,renderer,290,310,260,36);
obj2->gravityRight = GUIGravityRight;
obj2->name="time";
char ss[128];
sprintf(ss, "%0.2f", double(levelTime >= 0 ? levelTime : ~levelTime) / 40.0);
obj2->caption=ss;
obj2->visible = levelTime >= 0;
obj2->limitMin=0.0f;
obj2->limitMax = 1E+6f;
obj2->format = "%0.2f";
obj2->change=0.1f;
obj2->update();
root->addChild(obj2);
obj=new GUICheckBox(imageManager,renderer,40,360,240,36,arcade?_("Target collectibles:"):_("Target recordings:"));
obj->name = "chkRecordings";
obj->value = levelRecordings >= 0 ? 1 : 0;
obj->eventCallback = root;
root->addChild(obj);
obj2=new GUISpinBox(imageManager,renderer,290,360,260,36);
obj2->gravityRight = GUIGravityRight;
sprintf(ss, "%d", levelRecordings >= 0 ? levelRecordings : ~levelRecordings);
obj2->caption=ss;
obj2->visible = levelRecordings >= 0;
obj2->limitMin=0.0f;
obj2->limitMax = 1E+6f;
obj2->format="%1.0f";
obj2->name="recordings";
obj2->update();
root->addChild(obj2);
}
obj = new GUILabel(imageManager, renderer, 40, 400, 510, 36, (std::string("* ") + _("Restart level editor is required")).c_str());
root->addChild(obj);
//Ok and cancel buttons.
obj=new GUIButton(imageManager,renderer,root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="lvlSettingsOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->gravityLeft = obj->gravityRight = GUIGravityCenter;
obj->gravityTop = obj->gravityBottom = GUIGravityRight;
obj->name="lvlSettingsCancel";
obj->eventCallback=root;
root->addChild(obj);
GUIObjectRoot->addChild(root);
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Check for the highest id.
unsigned int id=atoi(levelObjects[o]->getEditorProperty("id").c_str());
if(id>=currentId)
currentId=id+1;
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
break;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Get the moving position.
const vector<SDL_Rect> &movingPos = levelObjects[o]->movingPos;
//Add the object to the movingBlocks vector.
movingBlocks[levelObjects[o]].clear();
for (int i = 0, m = movingPos.size(); i < m; i++) {
MovingPosition position(movingPos[i].x, movingPos[i].y, movingPos[i].w);
movingBlocks[levelObjects[o]].push_back(position);
}
break;
}
default:
break;
}
}
// Set the visibility of all layers to true
layerVisibility.clear();
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
layerVisibility[it->first] = true;
}
layerVisibility[std::string()] = true;
// Also set the current layer to the Block layer
selectedLayer.clear();
// Get all available scenery blocks
std::set<std::string> tmpset;
objThemes.getSceneryBlockNames(tmpset);
sceneryBlockNames.clear();
sceneryBlockNames.insert(sceneryBlockNames.end(), tmpset.begin(), tmpset.end());
}
void LevelEditor::snapToGrid(int* x,int* y){
//Check if the x location is negative.
if(*x<0){
*x=-((abs(*x-50)/50)*50);
}else{
*x=(*x/50)*50;
}
//Now the y location.
if(*y<0){
*y=-((abs(*y-50)/50)*50);
}else{
*y=(*y/50)*50;
}
}
void LevelEditor::setCamera(const SDL_Rect* r,int count){
//SetCamera only works in the Level editor and when mouse is inside window.
if(stateID==STATE_LEVEL_EDITOR&&(SDL_GetMouseFocus() == sdlWindow)){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//Don't continue here if mouse is inside one of the boxes given as parameter.
for(int i=0;i<count;i++){
if(pointOnRect(mouse,r[i]))
return;
}
//FIXME: two ad-hoc camera speed variables similar to cameraXvel and cameraYvel
static int cameraXvelB = 0, cameraYvelB = 0;
//Check if the mouse is near the left edge of the screen.
//Else check if the mouse is near the right edge.
if (x < 50) {
//We're near the left edge so move the camera.
if (cameraXvelB > -5) cameraXvelB = -5;
if (pressedShift) cameraXvelB--;
} else if (x > SCREEN_WIDTH - 50) {
//We're near the right edge so move the camera.
if (cameraXvelB < 5) cameraXvelB = 5;
if (pressedShift) cameraXvelB++;
} else {
cameraXvelB = 0;
}
//Check if the tool box is visible and we need to calc screen size correctly.
int y0=50;
if (toolboxVisible && toolboxRect.w > 0) y0 += toolbarRect.h;
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if (y < y0) {
//We're near the top edge so move the camera.
if (cameraYvelB > -5) cameraYvelB = -5;
if (pressedShift) cameraYvelB--;
} else if (y > SCREEN_HEIGHT - 50) {
//We're near the bottom edge so move the camera.
if (cameraYvelB < 5) cameraYvelB = 5;
if (pressedShift) cameraYvelB++;
} else {
cameraYvelB = 0;
}
camera.x = clamp(camera.x + cameraXvelB, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
camera.y = clamp(camera.y + cameraYvelB, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
case SELECT:
{
//Check if we are linking.
if(linking){
//Check if the obj is valid to link to.
switch(obj->type){
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//It's only valid when not linking a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//You can't link a portal to moving blocks, etc.
//Stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
case TYPE_PORTAL:
{
//Make sure that the linkingTrigger is also a portal.
if(linkingTrigger->type!=TYPE_PORTAL){
//The linkingTrigger isn't a portal so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
default:
//It isn't valid so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
break;
}
AddLinkCommand* pCommand = new AddLinkCommand(this, linkingTrigger, obj);
commandManager->doCommand(pCommand);
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x, y;
SDL_GetMouseState(&x, &y);
x += camera.x;
y += camera.y;
addMovingPosition(x, y);
return;
}
}
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
deselectAll();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
commandManager->doCommand(new AddRemoveGameObjectCommand(this, obj, false));
break;
}
default:
break;
}
}
void LevelEditor::addMovingPosition(int x,int y) {
//Apply snap to grid.
if (!pressedShift){
snapToGrid(&x, &y);
} else{
x -= 25;
y -= 25;
}
x -= movingBlock->getBox().x;
y -= movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx, dy;
if (movingBlocks[movingBlock].empty()){
dx = x;
dy = y;
} else{
dx = x - movingBlocks[movingBlock].back().x;
dy = y - movingBlocks[movingBlock].back().y;
}
AddRemovePathCommand* pCommand = NULL;
if (dx == 0 && dy == 0) {
// pause mode
if (pauseTime != 0) pCommand = new AddRemovePathCommand(this, movingBlock, MovingPosition(x, y, std::max(pauseTime, 0)), true);
pauseTime = 0;
} else {
// add new point mode
const double length = sqrt(double(dx*dx + dy*dy));
pCommand = new AddRemovePathCommand(this, movingBlock, MovingPosition(x, y, (int)(length*(10 / (double)movingSpeed))), true);
}
if (pCommand) commandManager->doCommand(pCommand);
}
void LevelEditor::onRightClickObject(ImageManager& imageManager,SDL_Renderer& renderer,GameObject* obj,bool){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,this,obj,x,y);
return;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case ADD:
{
//We need to clear the selection.
deselectAll();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
if (currentType >= 0 && currentType < getEditorOrderMax()) {
GameObject *obj;
if (selectedLayer.empty()) {
obj = new Block(this, x, y, 50, 50, editorTileOrder[currentType]);
} else {
obj = new Scenery(this, x, y, 50, 50,
currentType < (int)sceneryBlockNames.size() ? sceneryBlockNames[currentType] : std::string());
}
commandManager->doCommand(new AddRemoveGameObjectCommand(this, obj, true));
}
break;
}
case SELECT:
{
//We need to clear the selection.
deselectAll();
//If we're linking we should stop, user abort.
if(linking){
linking=false;
linkingTrigger=NULL;
//And return.
return;
}
//If we're moving we should add a point.
if(moving){
addMovingPosition(x, y);
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onRightClickVoid(ImageManager& imageManager,SDL_Renderer& renderer,int,int){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,this,NULL,x,y);
return;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//We can drag the selection so check if the selection isn't empty.
if(!selection.empty()){
//The selection isn't empty so search the dragCenter.
//Create a mouse rectangle.
SDL_Rect mouse={x,y,0,0};
// record the drag start position
dragSrartPosition.x = x;
dragSrartPosition.y = y;
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r = selection[o]->getBox();
if(pointOnRect(mouse, r)){
//We have collision so set the dragCenter.
dragCenter=selection[o];
// determine which part is dragged
selectionDrag = 4;
int midx = r.x + r.w / 2 - 2;
int midy = r.y + r.h / 2 - 2;
if (mouse.x >= r.x && mouse.x < r.x + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
selectionDrag = 0;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
selectionDrag = 3;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
selectionDrag = 6;
}
} else if (mouse.x >= midx && mouse.x < midx + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
selectionDrag = 1;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
selectionDrag = 7;
}
} else if (mouse.x >= r.x + r.w - 5 && mouse.x < r.x + r.w) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
selectionDrag = 2;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
selectionDrag = 5;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
selectionDrag = 8;
}
}
break;
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrag(int dx,int dy){
switch(tool){
case REMOVE:
{
//No matter what we delete the item the mouse is above.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
currentCursor=CURSOR_REMOVE;
std::vector<GameObject*> objects;
//Loop through the objects to check collision.
if (selectedLayer.empty()) {
if (layerVisibility[selectedLayer]) {
for (unsigned int o = 0; o<levelObjects.size(); o++){
if (pointOnRect(mouse, levelObjects[o]->getBox()) == true){
objects.push_back(levelObjects[o]);
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
for (auto o : it->second->objects){
if (pointOnRect(mouse, o->getBox()) == true){
objects.push_back(o);
}
}
}
}
// Do the actual object deletion.
if (!objects.empty()) {
commandManager->doCommand(new AddRemoveGameObjectCommand(this, objects, false));
}
break;
}
default:
break;
}
}
void LevelEditor::onDrop(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//Check if the drag center isn't null.
if(dragCenter==NULL)
return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
if (selectionDrag == 4) { // dragging
//Apply snap to grid.
determineNewPosition(x, y);
commandManager->doCommand(new MoveGameObjectCommand(this, selection, x - r.x, y - r.y));
} else if (selectionDrag >= 0) { // resizing
determineNewSize(x, y, r);
commandManager->doCommand(new MoveGameObjectCommand(this, dragCenter, r.x, r.y, r.w, r.h));
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=-1;
break;
}
default:
break;
}
}
void LevelEditor::onCameraMove(int dx,int dy){
switch(tool){
case REMOVE:
{
//Only delete when the left mouse button is pressed.
if(pressedLeftMouse){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
std::vector<GameObject*> objects;
//Loop through the objects to check collision.
if (selectedLayer.empty()) {
if (layerVisibility[selectedLayer]) {
for (unsigned int o = 0; o<levelObjects.size(); o++){
if (pointOnRect(mouse, levelObjects[o]->getBox()) == true){
objects.push_back(levelObjects[o]);
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
for (auto o : it->second->objects){
if (pointOnRect(mouse, o->getBox()) == true){
objects.push_back(o);
}
}
}
}
// Do the actual object deletion.
if (!objects.empty()) {
commandManager->doCommand(new AddRemoveGameObjectCommand(this, objects, false));
}
}
break;
}
default:
break;
}
}
void LevelEditor::selectionDirty() {
if (selectionPopup != NULL) selectionPopup->dirty = true;
}
void LevelEditor::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check if one of the windows is closed.
if (eventType == GUIEventClick && name.size() >= 6 && name.substr(name.size() - 6) == "Window") {
destroyWindow(obj);
return;
}
//Resize code for each GUIWindow.
if (name.size() >= 6 && name.substr(name.size() - 6) == "Window") {
//Currently we don't need to process custom resize code since they are already processed in GUIWindow::resize().
return;
}
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
//Get the configuredObject.
if (GameObject* configuredObject = objectWindows[obj]) {
//Get the message textbox from the GUIWindow.
if (auto subwidget = obj->getChild("message")) {
if (auto message = dynamic_cast<GUITextArea*>(subwidget)) {
assert(configuredObject->type == TYPE_NOTIFICATION_BLOCK);
//Set the message of the notification block.
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "message", escapeNewline(message->getString()), _("Message")));
} else {
assert(configuredObject->type != TYPE_NOTIFICATION_BLOCK);
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "message", subwidget->caption, _("Message")));
}
}
}
} else if (name == "cfgNotificationBlockCopy") {
GUIObject *message = obj->getChild("message"), *example = obj->getChild("Example");
if (message && example) {
message->caption = example->caption;
}
return;
}
//Conveyor belt block configure events.
else if(name=="cfgConveyorBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the speed textbox from the GUIWindow.
GUISpinBox* speed=(GUISpinBox*)obj->getChild("speed");
if(speed){
//Set the speed of the conveyor belt.
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "speed10", speed->caption, _("Speed")));
}
}
}
else if (name == "chkArcadeMode") {
obj->getChild("chkRecordings")->caption = obj->getChild("chkArcadeMode")->value ? _("Target collectibles:") : _("Target recordings:");
return;
}
else if (name == "chkTime") {
obj->getChild("time")->visible = obj->getChild("chkTime")->value ? 1 : 0;
return;
}
else if (name == "chkRecordings") {
obj->getChild("recordings")->visible = obj->getChild("chkRecordings")->value ? 1 : 0;
return;
}
//LevelSetting events.
else if(name=="lvlSettingsOK"){
SetLevelPropertyCommand::LevelProperty prop;
prop.levelTime = -1;
prop.levelRecordings = -1;
GUIObject* object=obj->getChild("name");
if(object)
prop.levelName=object->caption;
object=obj->getChild("theme");
if(object)
prop.levelTheme=object->caption;
object = obj->getChild("music");
if (object)
prop.levelMusic = object->caption;
//arcade mode.
object = obj->getChild("chkArcadeMode");
if (object)
prop.arcade = object->value;
//target time and recordings.
object = obj->getChild("chkTime");
GUISpinBox* object2 = dynamic_cast<GUISpinBox*>(obj->getChild("time"));
assert(object && object2);
double number = std::max(atof(object2->caption.c_str()), 0.0);
prop.levelTime = int(floor(number*40.0 + 0.5));
if (object->value == 0) prop.levelTime = ~prop.levelTime;
object = obj->getChild("chkRecordings");
object2 = dynamic_cast<GUISpinBox*>(obj->getChild("recordings"));
assert(object && object2);
prop.levelRecordings = std::max(atoi(object2->caption.c_str()), 0);
if (object->value == 0) prop.levelRecordings = ~prop.levelRecordings;
// Perform the level setting modification
commandManager->doCommand(new SetLevelPropertyCommand(this, prop));
}
//Level scripting window events.
else if(name=="cfgLevelScriptingEventType"){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgLevelScriptingEventType");
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
GUIObject* script=obj->getChild(list->item[i].first);
if(script){
script->visible=(script->name==list->item[list->value].first);
script->enabled=(script->name==list->item[list->value].first);
}
}
}
return;
}
else if(name=="cfgLevelScriptingOK"){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgLevelScriptingEventType");
if(list){
std::map<int, std::string> newScript;
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
//Get the GUITextArea.
GUITextArea* script=dynamic_cast<GUITextArea*>(obj->getChild(list->item[i].first));
if(script){
//Set the script for the target block.
string str=script->getString();
if(!str.empty())
newScript[levelEventNameMap[script->name]]=str;
}
}
// Check achievement
if (!newScript.empty()) {
statsMgr.newAchievement("helloworld");
}
// Do the actual changes
commandManager->doCommand(new SetScriptCommand(this, NULL, newScript));
}
}
//Scripting window events.
else if (name == "cfgScriptingEventType"){
//TODO: Save any unsaved scripts? (Or keep track of all scripts and save upon cfgScriptingOK?)
//Get the configuredObject.
Block* configuredObject=dynamic_cast<Block*>(objectWindows[obj]);
if(configuredObject){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=dynamic_cast<GUISingleLineListBox*>(obj->getChild("cfgScriptingEventType"));
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
GUIObject* script=obj->getChild(list->item[i].first);
if(script){
script->visible=script->enabled=(script->name==list->item[list->value].first);
}
}
}
}
return;
}
else if(name=="cfgScriptingOK"){
//Get the configuredObject.
Block* block = dynamic_cast<Block*>(objectWindows[obj]);
if (block){
std::map<int, std::string> newScript;
std::string newId;
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgScriptingEventType");
GUIObject* id=obj->getChild("id");
if (list){
//Loop through the scripts.
for (unsigned int i = 0; i < list->item.size(); i++){
//Get the GUITextArea.
GUITextArea* script = dynamic_cast<GUITextArea*>(obj->getChild(list->item[i].first));
if (script){
//Set the script for the target block.
string str = script->getString();
if (!str.empty())
newScript[gameObjectEventNameMap[script->name]] = str;
}
}
}
newId = block->id;
if (id){
newId = id->caption;
}
// Check achievement
if (!newScript.empty()) {
statsMgr.newAchievement("helloworld");
}
// now do the actual changes
commandManager->doCommand(new SetScriptCommand(this, block, newScript, newId));
}
}
+ else if (name == "cfgScriptingHelp") {
+ if (helpMgr == NULL) helpMgr = new HelpManager(this);
+
+ GUIWindow *root = helpMgr->newWindow(imageManager, renderer);
+
+ //Add the window to the GUIObjectRoot.
+ GUIObjectRoot->addChild(root);
+
+ return;
+ }
else if (name == "cfgAddLayerOK") {
GUIObject* object = obj->getChild("layerName");
GUIObject* objLayerType = obj->getChild("layerType");
if (!object || !objLayerType) return;
if (object->caption.empty()) {
msgBox(imageManager, renderer, _("Please enter a layer name."), MsgBoxOKOnly, _("Error"));
return;
}
std::string layerName = (objLayerType->value ? "fg_" : "bg_") + object->caption;
if (sceneryLayers.find(layerName) != sceneryLayers.end()) {
msgBox(imageManager, renderer, tfm::format(
objLayerType->value ? _("There is already a foreground layer named '%s'.") : _("There is already a background layer named '%s'."),
object->caption), MsgBoxOKOnly, _("Error"));
return;
}
// do the actual operation
commandManager->doCommand(new AddRemoveLayerCommand(this, layerName, true));
}
else if (name == "cfgLayerSettingsOK") {
SetLayerPropertyCommand::LayerProperty prop;
GUIObject* object = obj->getChild("layerName");
GUIObject* objLayerType = obj->getChild("layerType");
if (!object || !objLayerType) return;
prop.name = (objLayerType->value ? "fg_" : "bg_") + object->caption;
object = obj->getChild("speedX");
if (!object) return;
prop.speedX = atof(object->caption.c_str());
object = obj->getChild("speedY");
if (!object) return;
prop.speedY = atof(object->caption.c_str());
object = obj->getChild("cameraX");
if (!object) return;
prop.cameraX = atof(object->caption.c_str());
object = obj->getChild("cameraY");
if (!object) return;
prop.cameraY = atof(object->caption.c_str());
object = obj->getChild("oldName");
if (!object) return;
const std::string& oldName = object->caption;
if (prop.name.size() <= 3) {
msgBox(imageManager, renderer, _("Please enter a layer name."), MsgBoxOKOnly, _("Error"));
return;
}
if (prop.name != oldName && sceneryLayers.find(prop.name) != sceneryLayers.end()) {
msgBox(imageManager, renderer, tfm::format(
objLayerType->value ? _("There is already a foreground layer named '%s'.") : _("There is already a background layer named '%s'."),
prop.name.substr(3)), MsgBoxOKOnly, _("Error"));
return;
}
// do the actual operation
commandManager->doCommand(new SetLayerPropertyCommand(this, oldName, prop));
}
else if (name == "cfgMoveToLayerOK") {
GUIObject* object = obj->getChild("layerName");
GUIObject* objLayerType = obj->getChild("layerType");
if (!object || !objLayerType) return;
const std::string& layerName = (objLayerType->value ? "fg_" : "bg_") + object->caption;
object = obj->getChild("oldName");
if (!object) return;
const std::string& oldName = object->caption;
if (layerName.size() <= 3) {
msgBox(imageManager, renderer, _("Please enter a layer name."), MsgBoxOKOnly, _("Error"));
return;
}
if (oldName == layerName) {
msgBox(imageManager, renderer, _("Source and destination layers are the same."), MsgBoxOKOnly, _("Error"));
return;
}
// do the actual operation
commandManager->doCommand(new MoveToLayerCommand(this, selection, oldName, layerName));
}
else if (name == "cfgCustomSceneryOK") {
//Get the configuredObject.
Scenery* configuredObject = dynamic_cast<Scenery*>(objectWindows[obj]);
if (configuredObject){
//Get the custom scenery from the GUIWindow.
GUITextArea* txt = (GUITextArea*)obj->getChild("cfgCustomScenery");
if (txt){
//Set the custom scenery.
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
configuredObject, "customScenery", txt->getString(), _("Scenery")));
}
}
}
else if (name == "lstAppearance") {
//Get the configuredObject.
Block *block = dynamic_cast<Block*>(objectWindows[obj]);
GUIListBox *list = dynamic_cast<GUIListBox*>(obj->getChild("lstAppearance"));
GUIImage *image = dynamic_cast<GUIImage*>(obj->getChild("imgAppearance"));
if (block && list && image) {
//Reset the image first.
image->setImage(NULL);
image->setClipRect(SDL_Rect{ 0, 0, 0, 0 });
//Get the appearance name.
std::string appearanceName;
if (list->value <= 0) {
//Do nothing since the selected is the default appearance.
} else if (list->value <= (int)sceneryBlockNames.size()) {
//A custom appearance is selected.
appearanceName = sceneryBlockNames[list->value - 1];
} else {
//The configured object has an invalid custom appearance name.
appearanceName = block->customAppearanceName;
}
//Try to find the theme block.
ThemeBlock *themeBlock = NULL;
if (!appearanceName.empty()) {
themeBlock = objThemes.getScenery(appearanceName);
}
if (themeBlock == NULL) {
themeBlock = objThemes.getBlock(block->type);
}
if (themeBlock) {
image->setImage(themeBlock->editorPicture.texture);
const auto& offsetData = themeBlock->editorPicture.offset.offsetData;
if (offsetData.size() > 0) {
const auto& r = offsetData[0];
image->setClipRect(SDL_Rect{ r.x, r.y, r.w, r.h });
}
}
}
return;
}
else if (name == "cfgAppearanceOK") {
//Get the configuredObject.
Block *block = dynamic_cast<Block*>(objectWindows[obj]);
GUIListBox *list = dynamic_cast<GUIListBox*>(obj->getChild("lstAppearance"));
if (block && list) {
//Get the appearance name.
std::string appearanceName;
if (list->value <= 0) {
//Do nothing since the selected is the default appearance.
} else if (list->value <= (int)sceneryBlockNames.size()) {
//A custom appearance is selected.
appearanceName = sceneryBlockNames[list->value - 1];
} else {
//The configured object has an invalid custom appearance name.
appearanceName = block->customAppearanceName;
}
//Update the block property if it's changed.
if (appearanceName != block->customAppearanceName) {
commandManager->doCommand(new SetEditorPropertyCommand(this, imageManager, renderer,
block, "appearance", appearanceName, _("Appearance")));
}
}
}
//NOTE: We assume every event came from a window
//and the event is either window closed event or OK/Cancel button click event, so we remove it.
destroyWindow(obj);
}
void LevelEditor::destroyWindow(GUIObject* window){
//Make sure the given pointer isn't null.
if(!window)
return;
//Remove the window from the GUIObject root.
if(GUIObjectRoot){
vector<GUIObject*>::iterator it;
it=find(GUIObjectRoot->childControls.begin(),GUIObjectRoot->childControls.end(),window);
if(it!=GUIObjectRoot->childControls.end()){
GUIObjectRoot->childControls.erase(it);
}
}
//Also remove the window from the objectWindows map.
map<GUIObject*,GameObject*>::iterator it;
it=objectWindows.find(window);
if(it!=objectWindows.end()){
objectWindows.erase(it);
}
//And delete the GUIWindow.
delete window;
}
////////////////LOGIC////////////////////
void LevelEditor::logic(ImageManager& imageManager, SDL_Renderer& renderer){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic(imageManager,renderer);
}else{
//Update animation even under edit mode. (There are checks in Block::move() which don't do game logic in edit mode.)
for (unsigned int i = 0; i<levelObjects.size(); i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it){
it->second->updateAnimation();
}
//In case of a selection or actions popup prevent the camera from moving.
if(selectionPopup || actionsPopup)
return;
//Move the camera.
if (cameraXvel != 0 || cameraYvel != 0) {
if (pressedShift) {
if (cameraXvel > 0) cameraXvel++;
else if (cameraXvel < 0) cameraXvel--;
if (cameraYvel > 0) cameraYvel++;
else if (cameraYvel < 0) cameraYvel--;
}
camera.x = clamp(camera.x + cameraXvel, -1000 - SCREEN_WIDTH, levelRect.w + 1000);
camera.y = clamp(camera.y + cameraYvel, -1000 - SCREEN_HEIGHT, levelRect.h + 1000);
//Call the onCameraMove event.
onCameraMove(cameraXvel, cameraYvel);
}
//Move the camera with the mouse.
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
{
//Check if the mouse isn't above a GUIObject (window).
bool inside=false;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
SDL_Rect box={0,0,0,0};
box.x=GUIObjectRoot->childControls[i]->left;
box.y=GUIObjectRoot->childControls[i]->top;
box.w=GUIObjectRoot->childControls[i]->width;
box.h=GUIObjectRoot->childControls[i]->height;
if(pointOnRect(mouse,box))
inside=true;
}
if(!inside){
SDL_Rect r[3]={toolbarRect,toolboxRect};
int m=2;
//TODO: Also call onCameraMove when moving using the mouse.
setCamera(r,m);
}
}
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//We loop through the number of tools + the number of buttons.
for (int t = 0; t <= (int)ToolTips::BackToMenu; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-460)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(pointOnRect(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(ImageManager& imageManager,SDL_Renderer& renderer){
//Let the game render the game when it is the play mode.
if (playMode) {
Game::render(imageManager, renderer);
} else {
// The following code are partially copied from Game::render()
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg = background;
//Check if the background is null, but there are themes.
if (bg == NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg = objThemes[0]->getBackground(false);
}
//Check if the background isn't null.
if (bg){
//It isn't so draw it.
bg->draw(renderer);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if (bg == background)
bg->updateAnimation();
} else{
//There's no background so fill the screen with white.
SDL_SetRenderDrawColor(&renderer, 255, 255, 255, 255);
SDL_RenderClear(&renderer);
}
}
//Now draw the background layers.
auto it = sceneryLayers.begin();
for (; it != sceneryLayers.end(); ++it){
if (it->first >= "f") break; // now we meet a foreground layer
if (layerVisibility[it->first]) {
it->second->show(renderer);
}
}
//Now we draw the levelObjects.
if (layerVisibility[std::string()]) {
//NEW: always render the pushable blocks in front of other blocks
std::vector<Block*> pushableBlocks;
for (auto o : levelObjects) {
if (o->type == TYPE_PUSHABLE) {
pushableBlocks.push_back(o);
} else {
o->show(renderer);
}
}
for (auto o : pushableBlocks) {
o->show(renderer);
}
}
//We don't draw the player and the shadow at all.
//Now draw the foreground layers.
for (; it != sceneryLayers.end(); ++it){
if (layerVisibility[it->first]) {
it->second->show(renderer);
}
}
}
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//Get the current mouse location.
int x, y;
SDL_GetMouseState(&x, &y);
//Create the rectangle.
SDL_Rect mouse = { x + camera.x, y + camera.y, 0, 0 };
//Render the selectionmarks.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
//Get the location to draw.
SDL_Rect r=selection[o]->getBox();
// Change the mouse cursor if necessary
if (selectionDrag < 0 && tool != REMOVE) {
int midx = r.x + r.w / 2 - 2;
int midy = r.y + r.h / 2 - 2;
if (mouse.x >= r.x && mouse.x < r.x + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
currentCursor = CURSOR_SIZE_FDIAG;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
currentCursor = CURSOR_SIZE_HOR;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
currentCursor = CURSOR_SIZE_BDIAG;
}
} else if (mouse.x >= midx && mouse.x < midx + 5) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
currentCursor = CURSOR_SIZE_VER;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
currentCursor = CURSOR_SIZE_VER;
}
} else if (mouse.x >= r.x + r.w - 5 && mouse.x < r.x + r.w) {
if (mouse.y >= r.y && mouse.y < r.y + 5) {
currentCursor = CURSOR_SIZE_BDIAG;
} else if (mouse.y >= midy && mouse.y < midy + 5) {
currentCursor = CURSOR_SIZE_HOR;
} else if (mouse.y >= r.y + r.h - 5 && mouse.y < r.y + r.h) {
currentCursor = CURSOR_SIZE_FDIAG;
}
}
}
bool mouseIn = pointOnRect(mouse, r);
r.x-=camera.x;
r.y-=camera.y;
drawGUIBox(r.x,r.y,r.w,r.h,renderer,0xFFFFFF33);
//Draw the selectionMarks.
applyTexture(r.x,r.y,selectionMark,renderer);
applyTexture(r.x+r.w-5,r.y,selectionMark,renderer);
applyTexture(r.x,r.y+r.h-5,selectionMark,renderer);
applyTexture(r.x+r.w-5,r.y+r.h-5,selectionMark,renderer);
// draw additional selection marks
if (mouseIn && selectionDrag < 0 && tool != REMOVE) {
applyTexture(r.x + r.w / 2 - 2, r.y, selectionMark, renderer);
applyTexture(r.x + r.w / 2 - 2, r.y + r.h - 5, selectionMark, renderer);
applyTexture(r.x, r.y + r.h / 2 - 2, selectionMark, renderer);
applyTexture(r.x + r.w - 5, r.y + r.h / 2 - 2, selectionMark, renderer);
}
}
//Set the color for the borders.
{
SDL_Color c = objThemes.getTextColor(false);
SDL_SetRenderDrawColor(&renderer, c.r, c.g, c.b, 115);
}
int leftWidth=0;
int rightWidth=0;
//Draw the dark areas marking the outside of the level.
SDL_Rect r{0,0,0,0};
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
leftWidth=r.w;
r.h=SCREEN_HEIGHT;
SDL_RenderFillRect(&renderer, &r);
}
if(camera.y<0){
//Draw the top.
r.x=leftWidth;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_RenderFillRect(&renderer, &r);
} else {
r.h=0;
}
if(camera.x>levelRect.w-SCREEN_WIDTH){
//Draw right side.
r.x=levelRect.w-camera.x;
r.y=std::max(r.y+r.h,0);
r.w=SCREEN_WIDTH-(levelRect.w-camera.x);
rightWidth=r.w;
r.h=SCREEN_HEIGHT;
SDL_RenderFillRect(&renderer, &r);
}
if(camera.y>levelRect.h-SCREEN_HEIGHT){
//Draw the bottom.
r.x=leftWidth;
r.y=levelRect.h-camera.y;
r.w=SCREEN_WIDTH-rightWidth-leftWidth;
r.h=SCREEN_HEIGHT-(levelRect.h-camera.y);
SDL_RenderFillRect(&renderer, &r);
}
//Check if we should draw on stuff.
showConfigure(renderer);
if (selectionDrag >= 0 && tool != REMOVE) {
showSelectionDrag(renderer);
}
//Find a block where the mouse is hovering on.
bool isMouseOnSomething = false;
if (selectedLayer.empty()){
if (layerVisibility[selectedLayer]) {
// Current layer is Blocks layer
for (unsigned int o = 0; o<levelObjects.size(); o++){
SDL_Rect rect = levelObjects[o]->getBox();
if (pointOnRect(mouse, rect) == true){
isMouseOnSomething = true;
if (tool == REMOVE){
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFF000055);
currentCursor = CURSOR_REMOVE;
} else{
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFFFFFF33);
}
}
}
}
} else {
auto it = sceneryLayers.find(selectedLayer);
if (it != sceneryLayers.end() && layerVisibility[selectedLayer]) {
// Current layer is scenery layer
for (auto o : it->second->objects){
SDL_Rect rect = o->getBox();
if (pointOnRect(mouse, rect) == true){
isMouseOnSomething = true;
if (tool == REMOVE){
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFF000055);
currentCursor = CURSOR_REMOVE;
} else{
drawGUIBox(rect.x - camera.x, rect.y - camera.y, rect.w, rect.h, renderer, 0xFFFFFF33);
}
}
}
}
}
// show current object only when mouse is not hover on any blocks
if (!isMouseOnSomething && tool == ADD && selectionDrag < 0) {
showCurrentObject(renderer);
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,levelRect.w,levelRect.h,renderer);
//Render the hud layer.
renderHUD(renderer);
//Render selection popup (if any).
if(selectionPopup!=NULL){
if(linking || moving){
//If we switch to linking mode then delete it
//FIXME: Logic in the render method.
delete selectionPopup;
selectionPopup=NULL;
}else{
selectionPopup->render(imageManager,renderer);
}
}
//Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render(renderer);
}
}
}
void LevelEditor::renderHUD(SDL_Renderer& renderer){
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 125" to keep the same position with every value
if (movingSpeedWidth == -1){
int w;
TTF_SizeUTF8(fontText, tfm::format(_("Speed: %d = %0.2f block/s"), 125, 10.0f).c_str(), &w, NULL);
movingSpeedWidth = w + 4;
}
SDL_Texture *tex = NULL;
//Check which text should we use.
if (pauseMode) {
//Update the text if necessary.
if (pauseTimeTexture.needsUpdate(pauseTime)) {
if (pauseTime < 0) {
pauseTimeTexture.update(pauseTime,
textureFromText(renderer, *fontText,
_("Stop at this point"),
objThemes.getTextColor(true)));
} else {
pauseTimeTexture.update(pauseTime,
textureFromText(renderer, *fontText,
tfm::format(_("Pause: %d = %0.3fs"), pauseTime, float(pauseTime)*0.025f).c_str(),
objThemes.getTextColor(true)));
}
}
tex = pauseTimeTexture.get();
} else {
//Update the text if necessary.
if (movementSpeedTexture.needsUpdate(movingSpeed)) {
movementSpeedTexture.update(movingSpeed,
textureFromText(renderer, *fontText,
tfm::format(_("Speed: %d = %0.2f block/s"), movingSpeed, float(movingSpeed)*0.08f).c_str(),
objThemes.getTextColor(true)));
}
tex = movementSpeedTexture.get();
}
//Draw the text in the box.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,
textureHeight(*tex)+6,renderer,0xFFFFFFFF);
applyTexture(SCREEN_WIDTH-movingSpeedWidth,2,*tex,renderer,NULL);
}
//On top of all render the toolbar.
drawGUIBox(toolbarRect.x,toolbarRect.y,9*50+10,52,renderer,0xEDEDEDFF);
//Draw the first four options.
SDL_Rect srcRect={0,0,200,50};
SDL_Rect dstRect={toolbarRect.x+5, toolbarRect.y, srcRect.w, srcRect.h};
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
//Draw the undo/redo button.
SDL_SetTextureAlphaMod(toolbar.get(), commandManager->canUndo() ? 255 : 128);
srcRect.x = 200;
srcRect.w = 50;
dstRect.x = toolbarRect.x + 205;
dstRect.w = srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
SDL_SetTextureAlphaMod(toolbar.get(), commandManager->canRedo() ? 255 : 128);
srcRect.x = 250;
srcRect.w = 50;
dstRect.x = toolbarRect.x + 255;
dstRect.w = srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
SDL_SetTextureAlphaMod(toolbar.get(), 255);
//And the last three.
srcRect.x=300;
srcRect.w=150;
dstRect.x=toolbarRect.x+305;
dstRect.w=srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
//Now render a tooltip.
if(tooltip>=0 && static_cast<std::size_t>(tooltip)<tooltipTextures.size()) {
SDL_Texture *tex = tooltipTextures.at(tooltip).get();
if (tooltip == (int)ToolTips::UndoNoTooltip) {
std::string s = commandManager->describeUndo();
if (undoTooltipTexture.needsUpdate(s)) {
undoTooltipTexture.update(s, textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true)));
}
tex = undoTooltipTexture.get();
} else if (tooltip == (int)ToolTips::RedoNoTooltip) {
std::string s = commandManager->describeRedo();
if (redoTooltipTexture.needsUpdate(s)) {
redoTooltipTexture.update(s, textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true)));
}
tex = redoTooltipTexture.get();
}
if(tex) {
const SDL_Rect texSize = rectFromTexture(*tex);
SDL_Rect r={(SCREEN_WIDTH-440)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-texSize.h;
if(r.x+texSize.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-texSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,texSize.w+4,texSize.h+4,renderer,color);
applyTexture(r.x, r.y, *tex, renderer);
}
}
// for toolbox button animation (0-31)
static int tick = 8;
const int mmm = getEditorOrderMax();
if (currentType >= mmm)currentType = mmm - 1;
if (currentType < 0) currentType = 0;
//Render the tool box.
if(!playMode && !moving && tool==ADD && selectionPopup==NULL && actionsPopup==NULL && objectWindows.empty()){
// get mouse position
int x, y;
SDL_GetMouseState(&x, &y);
if (toolboxVisible){
toolboxRect.x=0;
toolboxRect.y=0;
toolboxRect.w=SCREEN_WIDTH;
toolboxRect.h=64;
drawGUIBox(-2,-2,SCREEN_WIDTH+4,66,renderer,0xFFFFFF00|230);
bool isMouseOnSomething = false;
//Draw the hide icon.
SDL_Rect r={SCREEN_WIDTH-20,2,16,16};
SDL_Rect r2={80,0,r.w,r.h};
if (x >= SCREEN_WIDTH - 24 && x < SCREEN_WIDTH && y < 20) {
isMouseOnSomething = true;
tick = (tick + 1) & 31;
r.y -= (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
}
SDL_RenderCopy(&renderer, bmGUI.get(), &r2, &r);
//Calculate the maximal number of blocks can be displayed.
const int m=(SCREEN_WIDTH-48)/64;
if(toolboxIndex>=mmm-m){
toolboxIndex = mmm - m;
}else{
//Draw an icon.
r.x=SCREEN_WIDTH-20;
r.y=24;
r2.x=96;
r2.y=16;
if (x >= SCREEN_WIDTH - 24 && x < SCREEN_WIDTH && y >= 20 && y < 44) {
isMouseOnSomething = true;
tick = (tick + 1) & 31;
r.x += (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
}
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
if(toolboxIndex<=0){
toolboxIndex=0;
}else{
//Draw an icon.
r.x=4;
r.y=24;
r2.x=80;
r2.y=16;
if (x >= 0 && x < 24 && y >= 20 && y < 44) {
isMouseOnSomething = true;
tick = (tick + 1) & 31;
r.x -= (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
}
SDL_RenderCopy(&renderer, bmGUI.get(), &r2, &r);
}
// reset animation timer if there is no animation
if (!isMouseOnSomething) {
tick = 8;
}
//Draw available blocks.
for(int i=0;i<m;i++){
if (i + toolboxIndex >= mmm) break;
//Draw a rectangle around the current tool.
if(i+toolboxIndex==currentType){
drawGUIBox(i*64+24,3,64,58,renderer,0xDDDDDDFF);
}
if (selectedLayer.empty()) {
// show normal blocks
ThemeBlock* obj = objThemes.getBlock(editorTileOrder[i + toolboxIndex]);
if (obj){
obj->editorPicture.draw(renderer, i * 64 + 24 + 7, 7);
}
} else {
// show scenery blocks
if (i + toolboxIndex < (int)sceneryBlockNames.size()) {
ThemeBlock* obj = objThemes.getScenery(sceneryBlockNames[i + toolboxIndex]);
if (obj){
obj->editorPicture.draw(renderer, i * 64 + 24 + 7, 7);
}
} else {
// it's custom scenery block
// just draw a stupid icon
const SDL_Rect r = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { i * 64 + 24 + 7, 7, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
}
}
}
//Draw a tool tip.
if(y<64 && x>=24 && x<24+m*64){
int i=(x-24)/64;
if (i + toolboxIndex < getEditorOrderMax()){
TexturePtr& tip = (!selectedLayer.empty())
? getCachedTextTexture(renderer, (i + toolboxIndex < (int)sceneryBlockNames.size())
? describeSceneryName(sceneryBlockNames[i + toolboxIndex]).c_str() : _("Custom scenery block"))
: typeTextTextures.at(editorTileOrder[i + toolboxIndex]);
const SDL_Rect tipSize = rectFromTexture(*tip);
SDL_Rect r = { 24 + i * 64, 64, 40, 40 };
if (r.x + tipSize.w>SCREEN_WIDTH - 50)
r.x = SCREEN_WIDTH - 50 - tipSize.w;
//Draw borders around text
Uint32 color = 0xFFFFFF00 | 230;
drawGUIBox(r.x - 2, r.y - 2, tipSize.w + 4, tipSize.h + 4, renderer, color);
//Draw tooltip's text
applyTexture(r.x, r.y, tip, renderer);
}
}
}else{
const SDL_Rect tbtSize = rectFromTexture(*toolboxText);
toolboxRect.x=SCREEN_WIDTH-tbtSize.w-28;
toolboxRect.y=0;
toolboxRect.w=tbtSize.w+28;
toolboxRect.h=tbtSize.h+4;
SDL_Rect r={SCREEN_WIDTH-tbtSize.w-24,2,16,16};
drawGUIBox(r.x-4,-2,tbtSize.w+32,tbtSize.h+6,renderer,0xFFFFFFFF);
//Draw "Toolbox" text.
applyTexture(r.x, r.y, toolboxText, renderer);
const SDL_Rect r2={96,0,16,16};
r.x=SCREEN_WIDTH-20;
r.w=r2.w;
r.h=r2.h;
// check if mouse is hovering on
if (x >= toolboxRect.x && x < toolboxRect.x + toolboxRect.w && y >= toolboxRect.y && y < toolboxRect.y + toolboxRect.h) {
tick = (tick + 1) & 31;
r.y += (tick < 16) ? (tick / 4 - 2) : (6 - tick / 4);
} else {
tick = 8;
}
//Draw arrow.
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
}else{
toolboxRect.x=-1;
toolboxRect.y=-1;
toolboxRect.w=0;
toolboxRect.h=0;
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-440)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,renderer,color);
}
void LevelEditor::showCurrentObject(SDL_Renderer& renderer){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the currentType is a legal type.
if(currentType>=0 && currentType<getEditorOrderMax()){
if (selectedLayer.empty()) {
// show normal blocks
ThemeBlock* obj = objThemes.getBlock(editorTileOrder[currentType]);
if (obj){
obj->editorPicture.draw(renderer, x - camera.x, y - camera.y);
}
} else {
// show scenery blocks
if (currentType < (int)sceneryBlockNames.size()) {
ThemeBlock* obj = objThemes.getScenery(sceneryBlockNames[currentType]);
if (obj){
obj->editorPicture.draw(renderer, x - camera.x, y - camera.y);
}
} else {
// it's custom scenery block
// just draw a stupid icon
const SDL_Rect r = { 48, 16, 16, 16 };
const SDL_Rect dstRect = { x - camera.x, y - camera.y, 16, 16 };
SDL_RenderCopy(&renderer, bmGUI.get(), &r, &dstRect);
}
}
}
}
void LevelEditor::determineNewPosition(int& x, int& y) {
if (dragCenter) {
SDL_Rect r = dragCenter->getBox();
x -= dragSrartPosition.x - r.x;
y -= dragSrartPosition.y - r.y;
} else {
x -= 25;
y -= 25;
}
// Check if we should snap the block to grid or not.
if (!pressedShift) {
x = int(floor(x/50.0f + 0.5f)) * 50;
y = int(floor(y/50.0f + 0.5f)) * 50;
}
}
void LevelEditor::determineNewSize(int x, int y, SDL_Rect& r) {
switch (selectionDrag % 3) {
case 0:
if (x > r.x + r.w - 15) x = r.x + r.w - 15;
if (!pressedShift) {
x = int(floor(x/50.0f + 0.5f)) * 50;
while (x > r.x + r.w - 15) x -= 50;
}
r.w += r.x - x;
r.x = x;
break;
case 2:
if (x < r.x + 15) x = r.x + 15;
if (!pressedShift) {
x = int(floor(x/50.0f + 0.5f)) * 50;
while (x < r.x + 15) x += 50;
}
r.w = x - r.x;
break;
}
switch (selectionDrag / 3) {
case 0:
if (y > r.y + r.h - 15) y = r.y + r.h - 15;
if (!pressedShift) {
y = int(floor(y/50.0f + 0.5f)) * 50;
while (y > r.y + r.h - 15) y -= 50;
}
r.h += r.y - y;
r.y = y;
break;
case 2:
if (y < r.y + 15) y = r.y + 15;
if (!pressedShift) {
y = int(floor(y/50.0f + 0.5f)) * 50;
while (y < r.y + 15) y += 50;
}
r.h = y - r.y;
break;
}
}
void LevelEditor::showSelectionDrag(SDL_Renderer& renderer){
//Check if the drag center isn't null.
if (dragCenter == NULL) return;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
x+=camera.x;
y+=camera.y;
//The location of the dragCenter.
SDL_Rect r = dragCenter->getBox();
if (selectionDrag == 4) { // dragging
// Check if we should snap the block to grid or not.
determineNewPosition(x, y);
//Loop through the selection.
//TODO: Check if block is in sight.
for (unsigned int o = 0; o < selection.size(); o++){
// FIXME: ad-hoc code which moves blocks temporarily, draw, and moves them back
const SDL_Rect r1 = selection[o]->getBox();
selection[o]->setBaseLocation((r1.x - r.x) + x, (r1.y - r.y) + y);
selection[o]->show(renderer);
selection[o]->setBaseLocation(r1.x, r1.y);
}
} else if (selectionDrag >= 0) { // resizing
// Check if we should snap the block to grid or not.
determineNewSize(x, y, r);
drawGUIBox(r.x - camera.x, r.y - camera.y, r.w, r.h, renderer, 0xFFFFFF33);
}
}
void LevelEditor::showConfigure(SDL_Renderer& renderer){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
// skip if the Blocks layer is invisinble
if (!layerVisibility[std::string()]) return;
//Use theme color for arrows.
Uint32 color;
{
SDL_Color c = objThemes.getTextColor(false);
color = (Uint32(c.r) << 24) | (Uint32(c.g) << 16) | (Uint32(c.b) << 8) | 0xff;
}
//Draw the trigger lines.
{
map<Block*,vector<GameObject*> >::iterator it;
for(it=triggers.begin();it!=triggers.end();++it){
//Check if the trigger has linked targets.
if(!(*it).second.empty()){
//The location of the trigger.
SDL_Rect r=(*it).first->getBox();
//Loop through the targets.
for(unsigned int o=0;o<(*it).second.size();o++){
//Get the location of the target.
SDL_Rect r1=(*it).second[o]->getBox();
//Draw the line from the center of the trigger to the center of the target.
drawLineWithArrow(r.x-camera.x+25,r.y-camera.y+25,r1.x-camera.x+25,r1.y-camera.y+25,renderer,color,32,arrowAnimation%32);
//Also draw two selection marks.
applyTexture(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,renderer);
applyTexture(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,renderer);
}
}
}
//Draw a line to the mouse from the linkingTrigger when linking.
if(linking){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Draw the line from the center of the trigger to mouse.
drawLineWithArrow(linkingTrigger->getBox().x-camera.x+25,linkingTrigger->getBox().y-camera.y+25,x,y,renderer,color,32,arrowAnimation%32);
}
}
//This saves the stacked pause marks on each position.
std::map<std::pair<int, int>, int> stackedMarks;
//Draw the moving positions.
map<Block*,vector<MovingPosition> >::iterator it;
for(it=movingBlocks.begin();it!=movingBlocks.end();++it){
//Check if the block has positions.
if(!(*it).second.empty()){
//The location of the moving block.
SDL_Rect block=(*it).first->getBox();
block.x+=25-camera.x;
block.y+=25-camera.y;
//The location of the previous position.
//The first time it's the moving block's position self.
SDL_Rect r=block;
//Loop through the positions.
for(unsigned int o=0;o<(*it).second.size();o++){
//Draw the line from the center of the previous position to the center of the position.
//x and y are the coordinates for the current moving position.
int x=block.x+(*it).second[o].x;
int y=block.y+(*it).second[o].y;
//Check if we need to draw line
double dx=r.x-x;
double dy=r.y-y;
double d=sqrt(dx*dx+dy*dy);
if(d>0.001f){
if(it->second[o].time>0){
//Calculate offset to contain the moving speed.
int offset=int(d*arrowAnimation/it->second[o].time)%32;
drawLineWithArrow(r.x,r.y,x,y,renderer,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,renderer);
}
} else {
// distance==0 which means pause mode
// FIXME: it's ugly
SDL_Rect r1 = { 0, 0, 16, 16 }, r2 = { x - 25, y - 25 + 15 * (stackedMarks[std::pair<int, int>(x, y)]++), 16, 16 };
if (it->second[o].time) {
char s[64];
sprintf(s, "%gs", float(it->second[o].time) * 0.025f);
r1.x = 0; r1.y = 80;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
r2.x += 16;
TexturePtr &tex = getSmallCachedTextTexture(renderer, s);
SDL_Rect r = rectFromTexture(tex);
// background
if (r.w <= 8) {
r1.x = 32 - r.w; r1.w = r.w;
r2.w = r.w;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
} else {
r1.x = 16; r1.w = 8;
r2.w = r.w - 8;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
r1.x = 24;
SDL_Rect r3 = { r2.x + r.w - 8, r2.y, 8, r2.h };
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r3);
}
// text
applyTexture(r2.x - 2, r2.y + (16 - r.h) / 2, tex, renderer);
} else {
r1.x = 32; r1.y = 64;
SDL_RenderCopy(&renderer, bmGUI.get(), &r1, &r2);
}
}
//And draw a marker at the end.
applyTexture(x-13,y-13,movingMark,renderer);
//Get the box of the previous position.
SDL_Rect tmp={x,y,0,0};
r=tmp;
}
}
}
//Draw a line to the mouse from the previous moving pos.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Check if we should snap the block to grid or not.
if(!pressedShift){
x+=camera.x;
y+=camera.y;
snapToGrid(&x,&y);
x-=camera.x;
y-=camera.y;
}else{
x-=25;
y-=25;
}
int posX,posY;
//Check if there are moving positions for the moving block.
if(!movingBlocks[movingBlock].empty()){
//Draw the line from the center of the previouse moving positions to mouse.
posX=movingBlocks[movingBlock].back().x;
posY=movingBlocks[movingBlock].back().y;
posX-=camera.x;
posY-=camera.y;
posX+=movingBlock->getBox().x;
posY+=movingBlock->getBox().y;
}else{
//Draw the line from the center of the movingblock to mouse.
posX=movingBlock->getBox().x-camera.x;
posY=movingBlock->getBox().y-camera.y;
}
//Check if the current point is the same as the previous point
if (posX == x && posY == y) {
pauseMode = true;
} else {
pauseMode = false;
//Calculate offset to contain the moving speed.
int offset = int(double(arrowAnimation)*movingSpeed / 10.0) % 32;
//Draw the line.
drawLineWithArrow(posX + 25, posY + 25, x + 25, y + 25, renderer, color, 32, offset);
}
//Draw a marker.
applyTexture(x+12,y+12,movingMark,renderer);
}
}
void LevelEditor::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Call the resize method of the Game.
Game::resize(imageManager, renderer);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-460)/2;
toolbarRect.y=SCREEN_HEIGHT-50;
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT,
TYPE_COLLECTABLE,
TYPE_PUSHABLE
};
diff --git a/src/LevelEditor.h b/src/LevelEditor.h
index 0dbd438..bc44e30 100644
--- a/src/LevelEditor.h
+++ b/src/LevelEditor.h
@@ -1,438 +1,443 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LEVELEDITOR_H
#define LEVELEDITOR_H
#include "CachedTexture.h"
#include "GameState.h"
#include "GameObjects.h"
#include "Player.h"
#include "Game.h"
#include "GUIObject.h"
#include <vector>
#include <map>
#include <string>
enum class ToolTips {
Select = 0,
Add,
Delete,
Play,
UndoNoTooltip, // dynamically generated
RedoNoTooltip, // dynamically generated
LevelSettings,
SaveLevel,
BackToMenu,
Select_UsedInSelectionPopup,
Delete_UsedInSelectionPopup,
Configure_UsedInSelectionPopup,
TooltipMax,
};
//Class that represents a moving position for moving blocks.
class MovingPosition{
public:
//Integer containing the relative time used to store in the level.
int time;
//The x location.
int x;
//The x location.
int y;
//Constructor.
//x: The x position relative to the moving block's position.
//y: The y position relative to the moving block's position.
//time: The time it takes from the previous position to here.
MovingPosition(int x,int y,int time);
//Destructor.
~MovingPosition();
//This will update the moving position.
//x: The x position relative to the moving block's position.
//y: The y position relative to the moving block's position.
void updatePosition(int x,int y);
};
//Internal selection popup class.
class LevelEditorSelectionPopup;
//Internal actions popup class.
class LevelEditorActionsPopup;
class CommandManager;
class AddRemoveGameObjectCommand;
class MoveGameObjectCommand;
class AddLinkCommand;
class RemoveLinkCommand;
class AddRemovePathCommand;
class RemovePathCommand;
class SetLevelPropertyCommand;
class SetScriptCommand;
class AddRemoveLayerCommand;
class SetLayerPropertyCommand;
class MoveToLayerCommand;
class SetEditorPropertyCommand;
+class HelpManager;
+
//The LevelEditor state, it's based on the Game state.
class LevelEditor: public Game{
friend class Game;
friend class LevelEditorSelectionPopup;
friend class LevelEditorActionsPopup;
friend class AddRemoveGameObjectCommand;
friend class MoveGameObjectCommand;
friend class AddLinkCommand;
friend class RemoveLinkCommand;
friend class AddRemovePathCommand;
friend class RemovePathCommand;
friend class SetLevelPropertyCommand;
friend class SetScriptCommand;
friend class AddRemoveLayerCommand;
friend class SetLayerPropertyCommand;
friend class MoveToLayerCommand;
friend class SetEditorPropertyCommand;
private:
//Boolean if the user isplaying/testing the level.
bool playMode;
//Enumaration containing the tools.
//SELECT: The select tool, for selecting/dragging blocks.
//ADD: For adding blocks.
//REMOVE: For removing blocks.
enum Tools{
SELECT,
ADD,
REMOVE,
NUMBER_TOOLS
};
//The tool the user has selected.
Tools tool;
//The toolbar surface.
SharedTexture toolbar;
//Rectangle the size and location of the toolbar on screen.
SDL_Rect toolbarRect;
//The selection popup (if any)
LevelEditorSelectionPopup* selectionPopup;
//The actions popup (if any)
LevelEditorActionsPopup* actionsPopup;
//Map used to get the GameObject that belongs to a certain GUIWindow.
map<GUIObject*,GameObject*> objectWindows;
//Map which store the visibility of each scenery layers, "" (empty) means the Block layer
map<string, bool> layerVisibility;
//The selected layer, "" (empty) means the Block layer
string selectedLayer;
//Vector containing pointers to the selected GameObjects.
vector<GameObject*> selection;
//The selection square.
SharedTexture selectionMark;
//A circle at the location of moving positions in configure mode.
SharedTexture movingMark;
//Texture showing the movement speed.
CachedTexture<int> movementSpeedTexture;
//Texture showing the pause time
CachedTexture<int> pauseTimeTexture;
//GUI image.
SharedTexture bmGUI;
//Texture containing the text "Toolbox"
TexturePtr toolboxText;
//Keeps track of commands for undo and redo.
CommandManager* commandManager;
//The current type of block to place in Add mode.
int currentType;
std::array<TexturePtr,TYPE_MAX> typeTextTextures;
std::array<TexturePtr,static_cast<size_t>(ToolTips::TooltipMax)> tooltipTextures;
CachedTexture<std::string> undoTooltipTexture;
CachedTexture<std::string> redoTooltipTexture;
std::map<std::string, TexturePtr> cachedTextTextures;
TexturePtr& getCachedTextTexture(SDL_Renderer& renderer, const std::string& text);
TexturePtr& getSmallCachedTextTexture(SDL_Renderer& renderer, const std::string& text);
//Boolean if the tool box is displayed.
bool toolboxVisible;
//The rect of tool box tip.
SDL_Rect toolboxRect;
//The first item in tool box.
int toolboxIndex;
//Boolean if the shift button is pressed.
bool pressedShift;
//Boolean if the left mouse button is pressed.
bool pressedLeftMouse;
//Boolean if the mouse is dragged. (Left button pressed and moved)
bool dragging;
//The camera x velocity.
int cameraXvel;
int cameraYvel;
//SDL_Rect used to store the camera's location when entering playMode.
SDL_Rect cameraSave;
//Integer indicating if the selection is dragged and the drag mode.
// -1: not dragged
// 4: dragged
// 0,1,2,3,5,6,7,8: resizing the dragCenter
// 012
// 3x5
// 678
int selectionDrag;
//Pointer to the gameobject that's the center of the drag.
GameObject* dragCenter;
// The drag start position which is used when dragging blocks
SDL_Point dragSrartPosition;
//Integer containing a unique id.
//Everytime a new id is needed it will increase by one.
unsigned int currentId;
typedef map<Block*, vector<GameObject*> > Triggers;
//Vector containing the trigger GameObjects.
Triggers triggers;
//Boolean used in configure mode when linking triggers with their targets.
bool linking;
//Pointer to the trigger that's is being linked.
Block* linkingTrigger;
//Vector containing the moving GameObjects.
map<Block*,vector<MovingPosition> > movingBlocks;
//Integer containing the speed the block is moving for newly added blocks. 1 movingSpeed = 0.1 pixel/frame = 0.08 block/s
//The movingSpeed is capped at 125 (10 block/s).
int movingSpeed;
//The pause time for path edit if the current point is equal to the previous time. 1 pauseTime = 1 frame = 0.04s
int pauseTime;
//Boolean used in configure mode when configuring moving blocks.
bool moving;
//Another boolean used in configure mode when configuring moving blocks.
bool pauseMode;
//Pointer to the moving block that's is being configured.
Block* movingBlock;
//Value used for placing the Movespeed label
int movingSpeedWidth;
//The clipboard.
vector<map<string,string> > clipboard;
//String containing the levelTheme.
std::string levelTheme;
//String containing the levelMusic.
std::string levelMusic;
//Integer containing the button of which a tool tip should be shown.
int tooltip;
//The target time and recordings of the current editing level.
int levelTime, levelRecordings;
//The current time and recordings of the current editing level.
int currentTime, currentRecordings;
//The best time and recordings of the current editing level.
int bestTime, bestRecordings;
+ //The help manager for script API document.
+ HelpManager *helpMgr;
+
//GUI event handling is done here.
void GUIEventCallback_OnEvent(ImageManager&, SDL_Renderer&, std::string name,GUIObject* obj,int eventType);
//Method for deleting a GUIWindow.
//NOTE: This function checks for the presence of the window in the GUIObjectRoot and objectWindows map.
//window: Pointer to the GUIWindow.
void destroyWindow(GUIObject* window);
//Method that will let you configure the levelSettings.
void levelSettings(ImageManager& imageManager,SDL_Renderer &renderer);
//Method used to save the level.
//fileName: Thge filename to write the level to.
void saveLevel(string fileName);
//Method used to convert a given x and y to snap to grid.
//x: Pointer to the x location.
//y: Pointer to the y location.
void snapToGrid(int* x,int* y);
//Method used to check if the cursor is near the border of screen and we should move the camera.
//This method will check if the mouse is near a screen edge.
//r: An array of SDL_Rect, does nothing if mouse inside these rectange(s).
//count: Number of rectangles.
//If so it will move the camera.
void setCamera(const SDL_Rect* r,int count);
//Just an internal function.
static std::string describeSceneryName(const std::string& name);
//Array containing translateble block names
static const char* blockNames[TYPE_MAX];
public:
//Array containing the ids of different block types in a wanted order
//Maybe also useful to disable deprecated block types in the editor
//PLEASE NOTE: Must be updated for new block types
//Ordered for Edward Liis proposal:
//Normal->Shadow->Spikes->Fragile
//Normal moving->Shadow moving->Moving spikes
//Conveyor belt->Shadow conveyor belt
//Button->Switch->Portal->Swap->Checkpoint->Notification block
//Player start->Shadow start->Exit
//Collectable->Pushable
static const int EDITOR_ORDER_MAX=20;
static const int editorTileOrder[EDITOR_ORDER_MAX];
//Get the localized block name
static std::string getLocalizedBlockName(int type);
//Array containing the names of available scenery blocks
std::vector<std::string> sceneryBlockNames;
// get the number of available blocks depending on the selected layer
int getEditorOrderMax() const {
if (selectedLayer.empty()) return EDITOR_ORDER_MAX;
return sceneryBlockNames.size() + 1; // the added one is for custom scenery block
}
protected:
//Inherits the function loadLevelFromNode from Game class.
virtual void loadLevelFromNode(ImageManager& imageManager, SDL_Renderer& renderer, TreeStorageNode* obj, const std::string& fileName) override;
public:
//Constructor.
LevelEditor(SDL_Renderer &renderer, ImageManager &imageManager);
//Destructor.
~LevelEditor();
//Method that will reset some default values.
void reset();
//Inherited from Game(State).
void handleEvents(ImageManager& imageManager, SDL_Renderer& renderer) override;
void logic(ImageManager& imageManager, SDL_Renderer& renderer) override;
void render(ImageManager& imageManager, SDL_Renderer& renderer) override;
void resize(ImageManager& imageManager, SDL_Renderer& renderer) override;
//Method used to draw the currentType on the placement surface.
//This will only be called when the tool is ADD.
void showCurrentObject(SDL_Renderer &renderer);
//Method used to draw the selection that's being dragged.
void showSelectionDrag(SDL_Renderer &renderer);
//Method used to draw configure tool specific things like moving positions, teleport lines.
void showConfigure(SDL_Renderer &renderer);
//Method that will render the HUD.
//It will be rendered after the placement suface but before the toolbar.
void renderHUD(SDL_Renderer &renderer);
//Method called after loading a level.
//It will fill the triggers vector.
void postLoad();
//Event that is invoked when there's a mouse click on an object.
//obj: Pointer to the GameObject clicked on.
//selected: Boolean if the GameObject that has been clicked on was selected.
void onClickObject(GameObject* obj,bool selected);
//Event that is invoked when there's a right mouse button click on an object.
//obj: Pointer to the GameObject clicked on.
//selected: Boolean if the GameObject that has been clicked on was selected.
void onRightClickObject(ImageManager& imageManager, SDL_Renderer& renderer, GameObject* obj, bool);
//Event that is invoked when there's a mouse click but not on any object.
//x: The x location of the click on the game field (+= camera.x).
//y: The y location of the click on the game field (+= camera.y).
void onClickVoid(int x,int y);
//Event that is invoked when there's a mouse right click but not on any object.
//x: The x location of the click on the game field (+= camera.x).
//y: The y location of the click on the game field (+= camera.y).
void onRightClickVoid(ImageManager& imageManager, SDL_Renderer& renderer, int x,int y);
//Event that is invoked when the dragging starts.
//x: The x location the drag started. (mouse.x+camera.x)
//y: The y location the drag started. (mouse.y+camera.y)
void onDragStart(int x,int y);
//Event that is invoked when the mouse is dragged.
//dx: The relative x distance the mouse dragged.
//dy: The relative y distance the mouse dragged.
void onDrag(int dx,int dy);
//Event that is invoked when the mouse stopped dragging.
//x: The x location the drag stopped. (mouse.x+camera.x)
//y: The y location the drag stopped. (mouse.y+camera.y)
void onDrop(int x,int y);
//Event that is invoked when the camera is moved.
//dx: The relative x distance the camera moved.
//dy: The relative y distance the camera moved.
void onCameraMove(int dx,int dy);
//internal function called by onClickObject() and onClickVoid().
void addMovingPosition(int x,int y);
//Set dirty of selection popup
void selectionDirty();
//Deselect all blocks
void deselectAll();
//Save current level and show a notification dialog
void saveCurrentLevel(ImageManager& imageManager, SDL_Renderer& renderer);
// An internal function to determine new position in drag mode.
// Make sure selectionDrag=4 when calling this function.
void determineNewPosition(int& x, int& y);
// An internal function to determine new size in resize mode.
// Make sure selectionDrag=0,1,2,3,5,6,7,8 when calling this function.
void determineNewSize(int x, int y, SDL_Rect& r);
//Call this function to start test play.
void enterPlayMode(ImageManager& imageManager, SDL_Renderer& renderer);
//Update the additional texture displayed in test play.
void updateAdditionalTexture(ImageManager& imageManager, SDL_Renderer& renderer);
//Update the record in play mode.
void updateRecordInPlayMode(ImageManager& imageManager, SDL_Renderer& renderer);
void undo();
void redo();
//Get the GUI texture.
inline SharedTexture& getGuiTexture() {
return bmGUI;
}
//Get the play mode.
bool isPlayMode() const {
return playMode;
}
};
#endif
diff --git a/src/WordWrapper.cpp b/src/WordWrapper.cpp
index 8817d03..ceae42b 100644
--- a/src/WordWrapper.cpp
+++ b/src/WordWrapper.cpp
@@ -1,311 +1,329 @@
/*
* Copyright (C) 2019 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "WordWrapper.h"
#include "HyphenationManager.h"
#include "HyphenationRule.h"
#include "UTF8Functions.h"
+#include <algorithm>
#include <assert.h>
#include <SDL_ttf_fontfallback.h>
int WordWrapper::getTextWidth(const std::string& s) {
if (s.empty()) return 0;
int w = 0;
if (font) {
TTF_SizeUTF8(font, s.c_str(), &w, NULL);
} else {
const size_t m = s.size();
U8STRING_FOR_EACH_CHARACTER_DO_BEGIN(s, i, m, ch, REPLACEMENT_CHARACTER);
w++;
U8STRING_FOR_EACH_CHARACTER_DO_END();
}
return w;
}
int WordWrapper::getGlyphWidth(int ch) {
if (font) {
int w = 0;
TTF_GlyphMetrics(font, ch, NULL, NULL, NULL, NULL, &w);
return w;
} else {
return 1;
}
}
WordWrapper::WordWrapper()
: font(NULL)
, maxWidth(0)
, wordWrap(false)
, reserveHyperlinks(false)
{
}
WordWrapper::~WordWrapper() {
}
bool WordWrapper::isReserved(const std::string& word) {
if (reserveHyperlinks) {
const char *s = word.c_str();
const size_t m = word.size();
for (size_t i = 0; i < m; i++) {
// we only support http or https
if ((s[i] == 'H' || s[i] == 'h')
&& (s[i + 1] == 'T' || s[i + 1] == 't')
&& (s[i + 2] == 'T' || s[i + 2] == 't')
&& (s[i + 3] == 'P' || s[i + 3] == 'p'))
{
if (s[i + 4] == ':' && s[i + 5] == '/' && s[i + 6] == '/') {
// http
return true;
} else if ((s[i + 4] == 'S' || s[i + 4] == 's') && s[i + 5] == ':' && s[i + 6] == '/' && s[i + 7] == '/') {
// https
return true;
}
}
}
}
for (const std::string& s : reservedWords) {
if (word == s) return true;
}
for (const std::string& s : reservedFragments) {
if (word.find(s) != std::string::npos) return true;
}
return false;
}
-void WordWrapper::addString(std::vector<std::string>& output, const std::string& input) {
+int WordWrapper::addString(std::vector<std::string>& output, const std::string& input) {
+ int mw = 0;
std::string line;
for (char c : input) {
if (c == '\r') {
} else if (c == '\n') {
- addLine(output, line);
+ mw = std::max(addLine(output, line), mw);
line.clear();
} else {
line.push_back(c);
}
}
- addLine(output, line);
+ return std::max(addLine(output, line), mw);
}
// Add a word to line, output the line only if the line+newWord doesn't fit the width and in this case put the newWord to the line.
-void WordWrapper::addWord(std::vector<std::string>& output, std::string& line, int& lineWidth, const std::string& spaces, const std::string& nonSpaces) {
+// Returns the maximal width required for this string.
+int WordWrapper::addWord(std::vector<std::string>& output, std::string& line, int& lineWidth, const std::string& spaces, const std::string& nonSpaces) {
int w1 = getTextWidth(spaces);
{
int w2 = getTextWidth(nonSpaces);
//Check if it fits into current line.
if (lineWidth + w1 + w2 <= maxWidth) {
line += spaces + nonSpaces;
lineWidth += w1 + w2;
- return;
+ return lineWidth;
}
//Now it doesn't fit into current line.
//Check if we should skip the hyphenation.
if (hyphen.empty() || isReserved(nonSpaces)) {
if (line.empty()) {
//A line consists of at least one word, so we append it forcefully.
line += spaces + nonSpaces;
lineWidth += w1 + w2;
+ return lineWidth;
} else {
//We output current line.
output.push_back(line);
//And add a new line consisting of new word (but we remove spaces in it).
line = nonSpaces;
+ int mw = std::max(lineWidth, w2);
lineWidth = w2;
+ return mw;
}
- return;
}
}
auto hm = getHyphenationManager();
auto hyphenator = hyphenatorLanguage.empty() ? hm->getHyphenator() : hm->getHyphenator(hyphenatorLanguage);
auto rules = hyphenator->applyHyphenationRules(nonSpaces);
const size_t m = nonSpaces.size();
std::string tmp, prev;
int skip = 0, prevSkip = 0, prevWidth = 0;
size_t prevIndex = 0;
+ int mw = lineWidth;
for (size_t i = 0;; i++) {
const Hyphenate::HyphenationRule *rule = (i < m) ? (*rules)[i] : NULL;
if (rule || i == m) {
std::string tmp2 = tmp;
if (rule) rule->apply_first(tmp2, hyphen);
int newWidth = getTextWidth(tmp2);
/*//debug
printf("%-5d %s\n", newWidth, tmp2.c_str());*/
//Check if we should output current line directly.
if (lineWidth + w1 + newWidth > maxWidth && prev.empty() && !line.empty()) {
//We output current line.
output.push_back(line);
+ mw = std::max(lineWidth, mw);
line.clear();
lineWidth = 0;
w1 = 0;
}
//Check if the line is still too long.
if (lineWidth + w1 + newWidth > maxWidth) {
//Check if we have previous available hyphenation
if (prev.empty()) {
//Line is empty, we have to append it forcefully.
assert(line.empty());
if (w1 > 0) line += spaces;
line += tmp2;
if (i < m) {
output.push_back(line);
+ mw = std::max(lineWidth, mw);
line.clear();
lineWidth = 0;
w1 = 0;
} else {
lineWidth += w1 + newWidth;
+ mw = std::max(lineWidth, mw);
}
//Update buffer
tmp.clear();
if (rule) skip += rule->apply_second(tmp);
} else {
//We use previous available hyphenation
if (w1 > 0) line += spaces;
output.push_back(line + prev);
+ mw = std::max(lineWidth + w1 + prevWidth, mw);
line.clear();
lineWidth = 0;
w1 = 0;
//Rewind
prev.clear();
prevWidth = 0;
skip = prevSkip;
i = prevIndex;
//Update buffer
tmp.clear();
rule = (*rules)[i];
assert(rule != NULL);
skip += rule->apply_second(tmp);
}
} else if (i == m) {
//Output last part
if (w1 > 0) line += spaces;
line += tmp2;
lineWidth += w1 + newWidth;
+ mw = std::max(lineWidth, mw);
} else if (newWidth > prevWidth) {
//Update prev hyphenation
prev = tmp2;
prevSkip = skip;
prevWidth = newWidth;
prevIndex = i;
}
}
if (i >= m) break;
if (skip > 0) skip--;
else tmp.push_back(nonSpaces[i]);
}
+
+ return mw;
}
-void WordWrapper::addLine(std::vector<std::string>& output, const std::string& input) {
+int WordWrapper::addLine(std::vector<std::string>& output, const std::string& input) {
if (!wordWrap) {
//Word wrap is not enabled, simply add it to output
output.push_back(input);
- return;
+ return getTextWidth(input);
}
const size_t m = input.size();
std::string spaces, nonSpaces, line;
- int lineWidth = 0;
+ int lineWidth = 0, mw = 0;
bool prevIsCJK = false, prevIsCJKStarting = false;
U8STRING_FOR_EACH_CHARACTER_DO_BEGIN(input, i, m, ch, REPLACEMENT_CHARACTER);
//A word consists of a sequence of white spaces and a sequence of non-white-spaces.
- //TODO: For CJK should only read one CJK character (possibly with a punctuation mark)
+ //For CJK should only read one CJK character (possibly with a punctuation mark)
- if (utf32IsSpace(ch)) {
+ if (ch == '\r') {
+ } else if (utf32IsSpace(ch)) {
prevIsCJK = false;
prevIsCJKStarting = false;
if (!nonSpaces.empty()) {
- addWord(output, line, lineWidth, spaces, nonSpaces);
+ mw = std::max(addWord(output, line, lineWidth, spaces, nonSpaces), mw);
spaces.clear();
nonSpaces.clear();
}
U8_ENCODE(ch, spaces.push_back);
} else {
bool isCJK = utf32IsCJK(ch);
bool isCJKStarting = utf32IsCJKStartingPunctuation(ch);
if (prevIsCJK) {
//Output the CJK character immediately unless current character can't be at start of line
if (!utf32IsCJKEndingPunctuation(ch)) {
- addWord(output, line, lineWidth, spaces, nonSpaces);
+ mw = std::max(addWord(output, line, lineWidth, spaces, nonSpaces), mw);
spaces.clear();
nonSpaces.clear();
}
} else if (isCJK && !nonSpaces.empty()) {
//Output the existing non-CJK character immediately unless it can't be at end of line
if (!prevIsCJKStarting) {
- addWord(output, line, lineWidth, spaces, nonSpaces);
+ mw = std::max(addWord(output, line, lineWidth, spaces, nonSpaces), mw);
spaces.clear();
nonSpaces.clear();
}
}
prevIsCJK = isCJK;
prevIsCJKStarting = isCJKStarting;
U8_ENCODE(ch, nonSpaces.push_back);
}
U8STRING_FOR_EACH_CHARACTER_DO_END();
//FIXME: Here we temporarily ignore trailing spaces
if (!nonSpaces.empty()) {
- addWord(output, line, lineWidth, spaces, nonSpaces);
+ mw = std::max(addWord(output, line, lineWidth, spaces, nonSpaces), mw);
}
//Output the remaining text.
output.push_back(line);
+
+ return mw;
}
-void WordWrapper::addLines(std::vector<std::string>& output, const std::vector<std::string>& input) {
+int WordWrapper::addLines(std::vector<std::string>& output, const std::vector<std::string>& input) {
+ int mw = 0;
for (const std::string& s : input) {
- addLine(output, s);
+ mw = std::max(addLine(output, s), mw);
}
+ return mw;
}
diff --git a/src/WordWrapper.h b/src/WordWrapper.h
index 59ee9a0..4360ca8 100644
--- a/src/WordWrapper.h
+++ b/src/WordWrapper.h
@@ -1,85 +1,88 @@
/*
* Copyright (C) 2019 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef WORDWRAPPER_H
#define WORDWRAPPER_H
#include <vector>
#include <string>
#include <set>
// The forward declaration of TTF_Font is clunky
struct _TTF_Font;
typedef struct _TTF_Font TTF_Font;
class WordWrapper {
public:
// The font.
TTF_Font *font;
// The maximal width (in pixels if font is not NULL, in characters if font is NULL)
int maxWidth;
// The hyphen used for the hyphenator. If it's empty, the hyphenator is disabled.
std::string hyphen;
// Enable word wrapping.
bool wordWrap;
// Don't hyphenate the words containing http:// or https://.
bool reserveHyperlinks;
// Don't hyphenate the following reserved words (case sensitive).
std::set<std::string> reservedWords;
// Don't hyphenate the words if it contains the following fragments (case sensitive).
std::set<std::string> reservedFragments;
// The language used for the hyphenator.
// "" means use current language.
std::string hyphenatorLanguage;
private:
// Calculate text width (in pixels if font is not NULL, in characters if font is NULL).
int getTextWidth(const std::string& s);
// Calculate glyph width (in pixels if font is not NULL, in characters if font is NULL).
int getGlyphWidth(int ch);
// Check if a word is reserved.
bool isReserved(const std::string& word);
// Internal function.
- void addWord(std::vector<std::string>& output, std::string& line, int& lineWidth, const std::string& spaces, const std::string& nonSpaces);
+ int addWord(std::vector<std::string>& output, std::string& line, int& lineWidth, const std::string& spaces, const std::string& nonSpaces);
public:
WordWrapper();
~WordWrapper();
// Add a string (possible multiline) to output.
- void addString(std::vector<std::string>& output, const std::string& input);
+ // Returns the maximal width required for this string.
+ int addString(std::vector<std::string>& output, const std::string& input);
// Add a single line string (subject to wordwrap) to output.
- void addLine(std::vector<std::string>& output, const std::string& input);
+ // Returns the maximal width required for this string.
+ int addLine(std::vector<std::string>& output, const std::string& input);
// Add a list of lines (assume each line is a single line string, subject to wordwrap) to output.
- void addLines(std::vector<std::string>& output, const std::vector<std::string>& input);
+ // Returns the maximal width required for this string.
+ int addLines(std::vector<std::string>& output, const std::vector<std::string>& input);
};
#endif

File Metadata

Mime Type
text/x-diff
Expires
Fri, May 8, 8:27 PM (1 w, 23 h ago)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
62775
Default Alt Text
(259 KB)

Event Timeline