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diff --git a/src/StatisticsManager.cpp b/src/StatisticsManager.cpp
index a507e22..83114d0 100644
--- a/src/StatisticsManager.cpp
+++ b/src/StatisticsManager.cpp
@@ -1,804 +1,822 @@
/*
* Copyright (C) 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 "StatisticsManager.h"
#include "FileManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "Functions.h"
#include "LevelPackManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include "ThemeManager.h"
+#include "WordWrapper.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <vector>
#include <map>
#include "libs/tinyformat/tinyformat.h"
#include <SDL_ttf_fontfallback.h>
#if defined(WIN32)
#define PRINTF_LONGLONG "%I64d"
#else
#define PRINTF_LONGLONG "%lld"
#endif
using namespace std;
StatisticsManager statsMgr;
static const int achievementDisplayTime=(FPS*4500)/1000;
static const int achievementIntervalTime=achievementDisplayTime+(FPS*500)/1000;
static map<string,AchievementInfo*> avaliableAchievements;
//================================================================
StatisticsManager::StatisticsManager(){
bmDropShadow=NULL;
bmQuestionMark=NULL;
bmAchievement=NULL;
startTime=time(NULL);
tutorialLevels=0;
clear();
}
void StatisticsManager::clear(){
playerTravelingDistance=shadowTravelingDistance=0.0f;
playerJumps=shadowJumps
=playerDies=shadowDies
=playerSquashed=shadowSquashed
=completedLevels=silverLevels=goldLevels
=recordTimes=switchTimes=swapTimes=saveTimes=loadTimes
=playTime=levelEditTime
=createdLevels=tutorialCompleted=tutorialGold=0;
achievements.clear();
queuedAchievements.clear();
achievementTime=0;
currentAchievement=0;
if(bmAchievement){
bmAchievement.reset();
}
}
#define LOAD_STATS(var,func) { \
vector<string> &v=node.attributes[ #var ]; \
if(!v.empty() && !v[0].empty()) \
var=func(v[0].c_str()); \
}
void StatisticsManager::loadFile(const std::string& fileName){
clear();
ifstream file(fileName.c_str());
if(!file) return;
TreeStorageNode node;
POASerializer serializer;
if(!serializer.readNode(file,&node,true)) return;
//load statistics
LOAD_STATS(playerTravelingDistance,atof);
LOAD_STATS(shadowTravelingDistance,atof);
LOAD_STATS(playerJumps,atoi);
LOAD_STATS(shadowJumps,atoi);
LOAD_STATS(playerDies,atoi);
LOAD_STATS(shadowDies,atoi);
LOAD_STATS(playerSquashed,atoi);
LOAD_STATS(shadowSquashed,atoi);
LOAD_STATS(recordTimes,atoi);
LOAD_STATS(switchTimes,atoi);
LOAD_STATS(swapTimes,atoi);
LOAD_STATS(saveTimes,atoi);
LOAD_STATS(loadTimes,atoi);
LOAD_STATS(playTime,atoi);
LOAD_STATS(levelEditTime,atoi);
LOAD_STATS(createdLevels,atoi);
//load achievements.
//format is: name;time,name;time,...
{
vector<string> &v=node.attributes["achievements"];
for(unsigned int i=0;i<v.size();i++){
string s=v[i];
time_t t=0;
string::size_type lps=s.find(';');
if(lps!=string::npos){
string s1=s.substr(lps+1);
s=s.substr(0,lps);
long long n;
sscanf(s1.c_str(),PRINTF_LONGLONG,&n);
t=(time_t)n;
}
map<string,AchievementInfo*>::iterator it=avaliableAchievements.find(s);
if(it!=avaliableAchievements.end()){
OwnedAchievement ach={t,it->second};
achievements[it->first]=ach;
}
}
}
}
//Call when level edit is start
void StatisticsManager::startLevelEdit(){
levelEditStartTime=time(NULL);
}
//Call when level edit is end
void StatisticsManager::endLevelEdit(){
levelEditTime+=time(NULL)-levelEditStartTime;
}
//update in-game time
void StatisticsManager::updatePlayTime(){
time_t endTime=time(NULL);
playTime+=endTime-startTime;
startTime=endTime;
}
#define SAVE_STATS(var,pattern) { \
sprintf(s,pattern,var); \
node.attributes[ #var ].push_back(s); \
}
void StatisticsManager::saveFile(const std::string& fileName){
char s[64];
//update in-game time
updatePlayTime();
ofstream file(fileName.c_str());
if(!file) return;
TreeStorageNode node;
//save statistics
SAVE_STATS(playerTravelingDistance,"%.2f");
SAVE_STATS(shadowTravelingDistance,"%.2f");
SAVE_STATS(playerJumps,"%d");
SAVE_STATS(shadowJumps,"%d");
SAVE_STATS(playerDies,"%d");
SAVE_STATS(shadowDies,"%d");
SAVE_STATS(playerSquashed,"%d");
SAVE_STATS(shadowSquashed,"%d");
SAVE_STATS(recordTimes,"%d");
SAVE_STATS(switchTimes,"%d");
SAVE_STATS(swapTimes,"%d");
SAVE_STATS(saveTimes,"%d");
SAVE_STATS(loadTimes,"%d");
SAVE_STATS(playTime,"%d");
SAVE_STATS(levelEditTime,"%d");
SAVE_STATS(createdLevels,"%d");
//save achievements.
//format is: name;time,name;time,...
{
vector<string>& v=node.attributes["achievements"];
for(map<string,OwnedAchievement>::iterator it=achievements.begin();it!=achievements.end();++it){
stringstream strm;
char s[32];
long long n=it->second.achievedTime;
sprintf(s,PRINTF_LONGLONG,n);
strm<<it->first<<";"<<s;
v.push_back(strm.str());
}
}
POASerializer serializer;
serializer.writeNode(&node,file,true,true);
}
void StatisticsManager::loadPicture(SDL_Renderer& renderer, ImageManager& imageManager){
//Load drop shadow picture
bmDropShadow=imageManager.loadTexture(getDataPath()+"gfx/dropshadow.png", renderer);
bmQuestionMark=imageManager.loadImage(getDataPath()+"gfx/menu/questionmark.png");
}
void StatisticsManager::registerAchievements(ImageManager& imageManager){
if(!avaliableAchievements.empty()) return;
for(int i=0;achievementList[i].id!=NULL;i++){
avaliableAchievements[achievementList[i].id]=&achievementList[i];
if(achievementList[i].imageFile!=NULL){
achievementList[i].imageSurface = imageManager.loadImage(getDataPath()+achievementList[i].imageFile);
}
}
}
void StatisticsManager::render(ImageManager&,SDL_Renderer &renderer){
if(achievementTime==0 && !bmAchievement && currentAchievement<(int)queuedAchievements.size()){
//create surface
bmAchievement=createAchievementSurface(renderer, queuedAchievements[currentAchievement++]);
//FIXME: Draw the box.
//drawGUIBox(0,0,bmAchievement->w,bmAchievement->h,bmAchievement,0xFFFFFF00);
//check if queue is empty
if(currentAchievement>=(int)queuedAchievements.size()){
queuedAchievements.clear();
currentAchievement=0;
}
//play a sound
getSoundManager()->playSound("achievement", 1, false, 32);
}
//check if we need to display achievements
if(bmAchievement){
achievementTime++;
if(achievementTime<=0){
return;
}else if(achievementTime<=5){
drawAchievement(renderer,achievementTime);
}else if(achievementTime<=achievementDisplayTime-5){
drawAchievement(renderer,5);
}else if(achievementTime<achievementDisplayTime){
drawAchievement(renderer,achievementDisplayTime-achievementTime);
}else if(achievementTime>=achievementIntervalTime){
if(bmAchievement){
bmAchievement.reset();
}
achievementTime=0;
}
}
}
void StatisticsManager::newAchievement(const std::string& id,bool save){
//check avaliable achievements
map<string,AchievementInfo*>::iterator it=avaliableAchievements.find(id);
if(it==avaliableAchievements.end()) return;
//check if already have this achievement
if(save){
map<string,OwnedAchievement>::iterator it2=achievements.find(id);
if(it2!=achievements.end()) return;
OwnedAchievement ach={time(NULL),it->second};
achievements[id]=ach;
}
//add it to queue
queuedAchievements.push_back(it->second);
}
time_t StatisticsManager::achievedTime(const std::string& id) {
auto it = achievements.find(id);
if (it == achievements.end()) return 0;
else return it->second.achievedTime;
}
float StatisticsManager::getAchievementProgress(AchievementInfo* info){
if(!strcmp(info->id,"experienced")){
return float(completedLevels)/50.0f*100.0f;
}
if(!strcmp(info->id,"expert")){
return float(goldLevels)/50.0f*100.0f;
}
if(!strcmp(info->id,"tutorial")){
if(tutorialLevels>0)
return float(tutorialCompleted)/float(tutorialLevels)*100.0f;
else
return 0.0f;
}
if(!strcmp(info->id,"tutorialGold")){
if(tutorialLevels>0)
return float(tutorialGold)/float(tutorialLevels)*100.0f;
else
return 0.0f;
}
if(!strcmp(info->id,"create10")){
return float(createdLevels)/10.0f*100.0f;
}
if (!strcmp(info->id, "jump100")){
return float(playerJumps + shadowJumps) / 100.0f*100.0f;
}
if (!strcmp(info->id, "jump1k")){
return float(playerJumps + shadowJumps) / 1000.0f*100.0f;
}
if(!strcmp(info->id,"die50")){
return float(playerDies+shadowDies)/50.0f*100.0f;
}
if(!strcmp(info->id,"die1000")){
return float(playerDies+shadowDies)/1000.0f*100.0f;
}
if(!strcmp(info->id,"suqash50")){
return float(playerSquashed+shadowSquashed)/50.0f*100.0f;
}
if(!strcmp(info->id,"travel100")){
return (playerTravelingDistance+shadowTravelingDistance)/100.0f*100.0f;
}
if(!strcmp(info->id,"travel1k")){
return (playerTravelingDistance+shadowTravelingDistance)/1000.0f*100.0f;
}
if(!strcmp(info->id,"travel10k")){
return (playerTravelingDistance+shadowTravelingDistance)/10000.0f*100.0f;
}
if(!strcmp(info->id,"travel42k")){
return (playerTravelingDistance+shadowTravelingDistance)/42195.0f*100.0f;
}
if(!strcmp(info->id,"record100")){
return float(recordTimes)/100.0f*100.0f;
}
if(!strcmp(info->id,"record1k")){
return float(recordTimes)/1000.0f*100.0f;
}
if(!strcmp(info->id,"switch100")){
return float(switchTimes)/100.0f*100.0f;
}
if(!strcmp(info->id,"switch1k")){
return float(switchTimes)/1000.0f*100.0f;
}
if(!strcmp(info->id,"swap100")){
return float(swapTimes)/100.0f*100.0f;
}
//not found
return 0.0f;
}
SharedTexture StatisticsManager::createAchievementSurface(SDL_Renderer& renderer, AchievementInfo* info,SDL_Rect* rect,bool showTip,const time_t *achievedTime){
if(info==NULL || info->id==NULL) return NULL;
//prepare text
SurfacePtr title0(nullptr);
SurfacePtr title1(nullptr);
vector<SDL_Surface*> descSurfaces;
SDL_Color fg = objThemes.getTextColor(true);
int fontHeight=TTF_FontLineSkip(fontText);
bool showDescription=false;
bool showImage=false;
float achievementProgress=0.0f;
if(showTip){
title0.reset(TTF_RenderUTF8_Blended(fontText,_("New achievement:"),fg));
title1.reset(TTF_RenderUTF8_Blended(fontGUISmall,_(info->name),fg));
showDescription=showImage=true;
}else if(achievedTime){
char s[256];
strftime(s,sizeof(s),"%c",localtime(achievedTime));
title0.reset(TTF_RenderUTF8_Blended(fontGUISmall,_(info->name),fg));
title1.reset(TTF_RenderUTF8_Blended(fontText, tfm::format(_("Achieved on %s"), (char*)s).c_str(), fg));
showDescription=showImage=true;
}else if(info->displayStyle==ACHIEVEMENT_HIDDEN){
title0.reset(TTF_RenderUTF8_Blended(fontGUISmall,_("Unknown achievement"),fg));
}else{
if(info->displayStyle==ACHIEVEMENT_PROGRESS){
achievementProgress=getAchievementProgress(info);
title1.reset(TTF_RenderUTF8_Blended(fontText, tfm::format(_("Achieved %1.0f%%"), achievementProgress).c_str(), fg));
}else{
title1.reset(TTF_RenderUTF8_Blended(fontText,_("Not achieved"),fg));
}
title0.reset(TTF_RenderUTF8_Blended(fontGUISmall,_(info->name),fg));
showDescription= info->displayStyle==ACHIEVEMENT_ALL || info->displayStyle==ACHIEVEMENT_PROGRESS;
showImage=true;
}
- if(info->description!=NULL && showDescription){
- string description=_(info->description);
- string::size_type lps=0,lpe;
- for(;;){
- lpe=description.find('\n',lps);
- if(lpe==string::npos){
- descSurfaces.push_back(TTF_RenderUTF8_Blended(fontText,(description.substr(lps)+' ').c_str(),fg));
- break;
- }else{
- descSurfaces.push_back(TTF_RenderUTF8_Blended(fontText,(description.substr(lps,lpe-lps)+' ').c_str(),fg));
- lps=lpe+1;
- }
- }
- }
-
//calculate the size
int w=0,h=0,w1=8,h1=0;
if(title0!=NULL){
if(title0->w>w) w=title0->w;
h1+=title0->h;
}
if(title1!=NULL){
if(title1->w>w) w=title1->w;
h1+=title1->h;
/*//calc progress bar size
if(!showTip && !achievedTime && info->displayStyle==ACHIEVEMENT_PROGRESS){
h1+=4;
}*/
}
const int preferredImageWidth = 50;
const int preferredImageHeight = 50;
if(showImage){
if(info->imageSurface!=NULL){
// NEW: we have the preferred image size
const int width = std::max(info->r.w, preferredImageWidth);
const int height = std::max(info->r.h, preferredImageHeight);
w1+=width+8;
w+=width+8;
if(height>h1) h1=height;
}
}else{
w1+=bmQuestionMark->w+8;
w+=bmQuestionMark->w+8;
if(bmQuestionMark->h>h1) h1=bmQuestionMark->h;
}
+ //we render the description here since we need to know the width of title
+ if (info->description != NULL && showDescription){
+ string description = _(info->description);
+
+ WordWrapper wrapper;
+ wrapper.font = fontText;
+ wrapper.maxWidth = showTip ? std::max(int(SCREEN_WIDTH * 0.5f), w) : (rect ? (rect->w - 16) : -1);
+ wrapper.wordWrap = wrapper.maxWidth > 0;
+ wrapper.hyphen = "-";
+
+ vector<string> lines;
+
+ wrapper.addString(lines, description);
+
+ int start, end;
+ const int m = lines.size();
+
+ for (start = 0; start < m; start++) {
+ if (!lines[start].empty()) break;
+ }
+ for (end = m - 1; end >= start; end--) {
+ if (!lines[end].empty()) break;
+ }
+ for (int i = start; i <= end; i++) {
+ if (lines[i].empty()) {
+ descSurfaces.push_back(TTF_RenderUTF8_Blended(fontText, " ", fg));
+ } else {
+ descSurfaces.push_back(TTF_RenderUTF8_Blended(fontText, lines[i].c_str(), fg));
+ }
+ }
+ }
+
h=h1+8;
for(unsigned int i=0;i<descSurfaces.size();i++){
if(descSurfaces[i]!=NULL){
if(descSurfaces[i]->w>w) w=descSurfaces[i]->w;
}
}
h+=descSurfaces.size()*fontHeight;
w+=16;
h+=16;
//check if size is specified
int left=0,top=0;
if(rect!=NULL){
//NOTE: SDL2 port. This was never used.
/* if(surface!=NULL){
left=rect->x;
top=rect->y;
}*/
if(rect->w>0) w=rect->w;
else rect->w=w;
rect->h=h;
}
//create surface if necessary
SurfacePtr surface = createSurface(w, h);
std::unique_ptr<SDL_Renderer,decltype(&SDL_DestroyRenderer)> surfaceRenderer(
SDL_CreateSoftwareRenderer(surface.get()), &SDL_DestroyRenderer);
//draw background
const SDL_Rect r={left,top,w,h};
if(showTip || achievedTime){
SDL_FillRect(surface.get(),&r,SDL_MapRGB(surface->format,255,255,255));
}else{
SDL_FillRect(surface.get(),&r,SDL_MapRGB(surface->format,192,192,192));
}
//draw horizontal separator
//FIXME: this is moved from StatisticsScreen::createGUI
if (!showTip) {
const SDL_Rect r0 = { left, top, w, 1 };
const SDL_Rect r1 = { left, top + h - 2, w, 1 };
const SDL_Rect r2 = { left, top + h - 1, w, 1 };
Uint32 c0 = achievedTime ? SDL_MapRGB(surface->format, 224, 224, 224) : SDL_MapRGB(surface->format, 168, 168, 168);
Uint32 c2 = achievedTime ? SDL_MapRGB(surface->format, 128, 128, 128) : SDL_MapRGB(surface->format, 96, 96, 96);
SDL_FillRect(surface.get(), &r0, c0);
SDL_FillRect(surface.get(), &r1, c0);
SDL_FillRect(surface.get(), &r2, c2);
}
//draw picture
if(showImage){
if(info->imageSurface){
// NEW: we have the preferred image size
SDL_Rect r={left+8,top+8+(h1-info->r.h)/2,0,0};
if (info->r.w < preferredImageWidth) r.x += (preferredImageWidth - info->r.w) / 2;
SDL_BlitSurface(info->imageSurface,&info->r,surface.get(),&r);
}
}else{
SDL_Rect r={left+8,top+8+(h1-bmQuestionMark->h)/2,0,0};
SDL_BlitSurface(bmQuestionMark,NULL,surface.get(),&r);
}
//draw text
h=8;
if(title0){
SDL_Rect r={left+w1,top+h,0,0};
SDL_BlitSurface(title0.get(),NULL,surface.get(),&r);
h+=title0->h;
}
if(title1){
SDL_Rect r={left+w1,top+h,0,0};
//Draw progress bar.
if(!showTip && !achievedTime && info->displayStyle==ACHIEVEMENT_PROGRESS){
//Draw borders.
SDL_Rect r1={r.x,r.y,w-8-r.x,title1->h};
drawGUIBox(r1.x,r1.y,r1.w,r1.h,*surfaceRenderer,0x1D);
//Draw progress.
r1.x++;
r1.y++;
r1.w=int(achievementProgress/100.0f*float(r1.w-2)+0.5f);
r1.h-=2;
SDL_SetRenderDrawColor(surfaceRenderer.get(),0,0,0,100);
SDL_RenderFillRect(surfaceRenderer.get(),&r1);
//shift the text a little bit (???)
r.x+=2;
r.y+=2;
}
//Draw text.
SDL_BlitSurface(title1.get(),NULL,surface.get(),&r);
}
h=h1+16;
for(unsigned int i=0;i<descSurfaces.size();i++){
if(descSurfaces[i]!=NULL){
SDL_Rect r={left+8,top+h+static_cast<int>(i)*fontHeight,0,0};
SDL_BlitSurface(descSurfaces[i],NULL,surface.get(),&r);
}
}
//clean up
for(unsigned int i=0;i<descSurfaces.size();i++){
if(descSurfaces[i]!=NULL){
SDL_FreeSurface(descSurfaces[i]);
}
}
//FIXME: Should we clear the vector here?
//over
return textureFromSurface(renderer, std::move(surface));
}
void StatisticsManager::drawAchievement(SDL_Renderer& renderer,int alpha){
if(!bmAchievement || alpha<=0) {
return;
}
if(alpha>5) alpha=5;
SDL_Rect r = rectFromTexture(*bmAchievement);
int w=0,h=0;
SDL_GetRendererOutputSize(&renderer, &w, &h);
r.x = w-32-r.w;
r.y = 32;
SDL_SetTextureAlphaMod(bmAchievement.get(), alpha*40);
applyTexture(r.x, r.y,bmAchievement, renderer);
if(!bmDropShadow) {
return;
}
//draw drop shadow - corner
{
int w1=r.w/2,w2=r.w-w1,h1=r.h/2,h2=r.h-h1;
if(w1>16) w1=16;
if(w2>16) w2=16;
if(h1>16) h1=16;
if(h2>16) h2=16;
const int x=(5-alpha)*64;
//top-left
SDL_Rect r1={x,0,w1+16,h1+16};//),r2={r.x-16,r.y-16,0,0};
SDL_Rect r2 ={r.x-16, r.y-16, r1.w, r1.h};
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
//top-right
r1.x=x+48-w2;r2.w=r1.w =w2+16;r2.x=r.x+r.w-w2;
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
//bottom-right
r1.y=48-h2;r2.h=r1.h=h2+16;r2.y=r.y+r.h-h2;
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
//bottom-left
r1.x=x;r2.w=r1.w=w1+16;r2.x=r.x-16;
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
}
//draw drop shadow - border
int i=r.w-32;
while(i>0){
const int ii=i>128?128:i;
//top
SDL_Rect r1={0,256-alpha*16,ii,16};
SDL_Rect r2={r.x+r.w-16-i,r.y-16,r1.w,r1.h};
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
//bottom
r1.x=128;r2.y=r.y+r.h;
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
i-=ii;
}
i=r.h-32;
while(i>0){
const int ii=i>128?128:i;
//top
SDL_Rect r1={512-alpha*16,0,16,ii};
SDL_Rect r2={r.x-16,r.y+r.h-16-i, r1.w, r1.h};
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
//bottom
r1.y=128;r2.x=r.x+r.w;
SDL_RenderCopy(&renderer, bmDropShadow.get(), &r1, &r2);
i-=ii;
}
}
void StatisticsManager::reloadCompletedLevelsAndAchievements(){
completedLevels=silverLevels=goldLevels=0;
LevelPackManager *lpm=getLevelPackManager();
vector<pair<string,string> > v=lpm->enumLevelPacks();
bool tutorial=false,tutorialIsGold=false;
for(unsigned int i=0;i<v.size();i++){
string& s=v[i].first;
LevelPack *levels=lpm->getLevelPack(s);
levels->loadProgress();
bool b=false;
if(s==lpm->tutorialLevelPackPath){
tutorialLevels=levels->getLevelCount();
tutorialCompleted=tutorialGold=0;
b=tutorial=tutorialIsGold=true;
}
for(int n=0,m=levels->getLevelCount();n<m;n++){
LevelPack::Level *lv=levels->getLevel(n);
int medal=lv->won;
if(medal){
if(lv->targetTime<0 || lv->time<=lv->targetTime)
medal++;
if(lv->targetRecordings<0 || lv->recordings<=lv->targetRecordings)
medal++;
completedLevels++;
if(b) tutorialCompleted++;
if(medal==2) silverLevels++;
if(medal==3){
goldLevels++;
if(b) tutorialGold++;
}
if(medal!=3 && b) tutorialIsGold=false;
}else if(b){
tutorial=tutorialIsGold=false;
}
}
}
//upadte achievements
updateLevelAchievements();
updateTutorialAchievementsInternal((tutorial?1:0)|(tutorialIsGold?2:0));
}
void StatisticsManager::reloadOtherAchievements(){
int i;
if(playTime>=7200) newAchievement("addicted");
if(playTime>=86400) newAchievement("loyalFan");
if(levelEditTime>=7200) newAchievement("constructor");
if(levelEditTime>=28800) newAchievement("constructor2");
if(createdLevels>=1) newAchievement("create1");
if(createdLevels>=10) newAchievement("create10");
i=playerJumps+shadowJumps;
if (i >= 100) newAchievement("jump100");
if (i >= 1000) newAchievement("jump1k");
i=playerDies+shadowDies;
if(i>=1) newAchievement("die1");
if(i>=50) newAchievement("die50");
if(i>=1000) newAchievement("die1000");
i=playerSquashed+shadowSquashed;
if(i>=1) newAchievement("squash1");
if(i>=50) newAchievement("squash50");
float d=playerTravelingDistance+shadowTravelingDistance;
if(d>=100.0f) newAchievement("travel100");
if(d>=1000.0f) newAchievement("travel1k");
if(d>=10000.0f) newAchievement("travel10k");
if(d>=42195.0f) newAchievement("travel42k");
if(recordTimes>=100) newAchievement("record100");
if(recordTimes>=1000) newAchievement("record1k");
if(switchTimes>=100) newAchievement("switch100");
if(switchTimes>=1000) newAchievement("switch1k");
if(swapTimes>=100) newAchievement("swap100");
if(saveTimes>=100) newAchievement("save100");
if(loadTimes>=100) newAchievement("load100");
if (version.find("Development") != string::npos
|| version.find("Alpha") != string::npos
|| version.find("Beta") != string::npos
|| version.find("RC") != string::npos
|| version.find("Candidate") != string::npos)
{
newAchievement("programmer");
}
}
//Update level specified achievements.
//Make sure the completed level count is correct.
void StatisticsManager::updateLevelAchievements(){
if(completedLevels>=1) newAchievement("newbie");
if(goldLevels>=1) newAchievement("goodjob");
if(completedLevels>=50) newAchievement("experienced");
if(goldLevels>=50) newAchievement("expert");
}
//Update tutorial specified achievements.
//Make sure the level progress of tutorial is correct.
void StatisticsManager::updateTutorialAchievements(){
//find tutorial level pack
LevelPackManager *lpm=getLevelPackManager();
LevelPack *levels=lpm->getTutorialLevelPack();
if(levels==NULL) return;
bool tutorial=true,tutorialIsGold=true;
tutorialLevels=levels->getLevelCount();
tutorialCompleted=tutorialGold=0;
for(int n=0,m=levels->getLevelCount();n<m;n++){
LevelPack::Level *lv=levels->getLevel(n);
int medal=lv->won;
if(medal){
if(lv->targetTime<0 || lv->time<=lv->targetTime)
medal++;
if(lv->targetRecordings<0 || lv->recordings<=lv->targetRecordings)
medal++;
tutorialCompleted++;
if(medal!=3) tutorialIsGold=false;
else tutorialGold++;
}else{
tutorial=tutorialIsGold=false;
break;
}
}
//upadte achievements
updateTutorialAchievementsInternal((tutorial?1:0)|(tutorialIsGold?2:0));
}
//internal function
//flags: a bit-field value indicates which achievements we have.
void StatisticsManager::updateTutorialAchievementsInternal(int flags){
if(flags&1) newAchievement("tutorial");
if(flags&2) newAchievement("tutorialGold");
}
diff --git a/src/StatisticsScreen.cpp b/src/StatisticsScreen.cpp
index d7a9acd..0dd719f 100644
--- a/src/StatisticsScreen.cpp
+++ b/src/StatisticsScreen.cpp
@@ -1,416 +1,424 @@
/*
* Copyright (C) 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 <stdio.h>
#include <string>
#include <vector>
#include <map>
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Globals.h"
#include "Functions.h"
#include "ThemeManager.h"
#include "InputManager.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "EasterEggScreen.h"
#include <SDL_ttf_fontfallback.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void StatisticsScreen::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
+ } else if (eventType == GUIEventChange && name == "lstAchievements") {
+ //NOTE: This code is only for testing purpose
+ int index = lists[0]->value;
+ if (index >= 0) statsMgr.newAchievement(achievementList[index].id, false);
+ lists[0]->value = -1;
}
}
//Constructor.
StatisticsScreen::StatisticsScreen(ImageManager& imageManager, SDL_Renderer& renderer){
//Update in-game time.
statsMgr.updatePlayTime();
//Render the title.
title = titleTextureFromText(renderer, _("Achievements and Statistics"), objThemes.getTextColor(false), SCREEN_WIDTH);
//Create GUI.
createGUI(imageManager, renderer);
}
//Destructor.
StatisticsScreen::~StatisticsScreen(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//we are so lazy that we just use height of the first text, ignore the others
#define DRAW_PLAYER_STATISTICS(name,var,fmt) { \
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,name,objThemes.getTextColor(true))); \
SurfacePtr stats = createSurface(w,surface->h); \
SDL_FillRect(stats.get(),NULL,-1); \
applySurface(4,0,surface.get(),stats.get(),NULL); \
y=surface->h; \
surface.reset(TTF_RenderUTF8_Blended(fontText, \
tfm::format(fmt,statsMgr.player##var+statsMgr.shadow##var).c_str(), \
objThemes.getTextColor(true))); \
applySurface(w-260-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
surface.reset(TTF_RenderUTF8_Blended(fontText, \
tfm::format(fmt,statsMgr.player##var).c_str(), \
objThemes.getTextColor(true))); \
applySurface(w-140-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
surface.reset(TTF_RenderUTF8_Blended(fontText, \
tfm::format(fmt,statsMgr.shadow##var).c_str(), \
objThemes.getTextColor(true))); \
applySurface(w-20-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
list->addItem(renderer,"",textureFromSurface(renderer, std::move(stats))); /* add it to list box */ \
}
//Add an item to the listbox, that displays "name1", and "var1" formatted with "format"
//we are so lazy that we just use height of the first text, ignore the others
template <class T1>
static void drawMiscStatistics1(SDL_Renderer& renderer, int w,GUIListBox *list,const char* name1,const T1 var1,const char* format1){
//create new surface
SurfacePtr nameSurface(TTF_RenderUTF8_Blended(fontGUISmall,name1,objThemes.getTextColor(true)));
SurfacePtr stats=createSurface(w, nameSurface->h);
SDL_FillRect(stats.get(),NULL,-1);
applySurface(4,0,nameSurface.get(),stats.get(),NULL);
const int x=nameSurface->w+8;
const int y=nameSurface->h;
SurfacePtr formatSurface(TTF_RenderUTF8_Blended(fontText,
tfm::format(format1,var1).c_str(),
objThemes.getTextColor(true)));
//NOTE: SDL2 port. Not halving the y value here as this ends up looking better.
applySurface(x,y-formatSurface->h,formatSurface.get(),stats.get(),NULL);
//add it to list box
list->addItem(renderer, "",textureFromSurface(renderer, std::move(stats)));
//over
//return stats;
}
//NOTE: Disabled this for the SDL2 port for now. It looks a bit off anyhow.
//Might want to make a more general method that draws as many "cells" as there is space.
//Draws two stats on one line if there is space.
//we are so lazy that we just use height of the first text, ignore the others
/*template <class T1,class T2>
static void drawMiscStatistics2(int w,GUIListBox *list,const char* name1,const T1 var1,const char* format1,const char* name2,const T2 var2,const char* format2){
SDL_Surface* stats=drawMiscStatistics1(w,list,name1,var1,format1);
//Check if the width is enough
if(w>=800){
//draw name
SDL_Surface* surface=TTF_RenderUTF8_Blended(fontGUISmall,name2,objThemes.getTextColor(true));
applySurface(w/2-8,stats->h-surface->h,surface,stats,NULL);
int x=surface->w+w/2;
SDL_FreeSurface(surface);
//draw value
char s[1024];
//FIXME: Use tfm::format instead of sprintf to enable locale support
FIXME_sprintf(s,format2,var2);
surface=TTF_RenderUTF8_Blended(fontText,s,objThemes.getTextColor(true));
applySurface(x,(stats->h-surface->h)/2,surface,stats,NULL);
SDL_FreeSurface(surface);
}else{
//Split into two rows
drawMiscStatistics1(w,list,name2,var2,format2);
}
}*/
void StatisticsScreen::addAchievements(ImageManager& imageManager, SDL_Renderer &renderer, GUIListBox *list, bool revealUnknownAchievements) {
for (int idx = 0; achievementList[idx].id != NULL; ++idx) {
time_t *lpt = NULL;
map<string, OwnedAchievement>::iterator it = statsMgr.achievements.find(achievementList[idx].id);
if (it != statsMgr.achievements.end()) {
lpt = &it->second.achievedTime;
}
AchievementInfo info = achievementList[idx];
if (revealUnknownAchievements) {
if (info.displayStyle == ACHIEVEMENT_HIDDEN || info.displayStyle == ACHIEVEMENT_TITLE) {
info.displayStyle = ACHIEVEMENT_ALL;
}
}
SDL_Rect r;
r.x = r.y = 0;
r.w = list->width - 16;
auto surface = statsMgr.createAchievementSurface(renderer, &info, &r, false, lpt);
if (surface){
list->addItem(renderer, "", surface);
}
}
}
//Method that will create the GUI.
void StatisticsScreen::createGUI(ImageManager& imageManager, SDL_Renderer &renderer){
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
GUIObject* obj=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
//Create list box.
listBox=new GUISingleLineListBox(imageManager,renderer,(SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("Achievements"));
listBox->addItem(_("Statistics"));
listBox->value=0;
GUIObjectRoot->addChild(listBox);
//Create list box for achievements.
GUIListBox *list=new GUIListBox(imageManager,renderer,64,150,SCREEN_WIDTH-128,SCREEN_HEIGHT-150-72);
+ list->name = "lstAchievements"; // debug only
+ list->eventCallback = this; // debug only
list->selectable=false;
GUIObjectRoot->addChild(list);
lists.clear();
lists.push_back(list);
addAchievements(imageManager, renderer, list);
//Now create list box for statistics.
list=new GUIListBox(imageManager,renderer,64,150,SCREEN_WIDTH-128,SCREEN_HEIGHT-150-72,true,false);
list->selectable=false;
GUIObjectRoot->addChild(list);
lists.push_back(list);
//Load needed pictures.
//FIXME: hard-coded image path
//TODO: Might want to consider not caching these as most other stuff use textures now.
SDL_Surface* bmPlayer=imageManager.loadImage(getDataPath()+"themes/Cloudscape/characters/player.png");
SDL_Surface* bmShadow=imageManager.loadImage(getDataPath()+"themes/Cloudscape/characters/shadow.png");
SDL_Surface* bmMedal=imageManager.loadImage(getDataPath()+"gfx/medals.png");
SDL_Rect r;
int x,y,w=SCREEN_WIDTH-128;
SharedTexture h_bar = [&](){
//The horizontal bar.
SurfacePtr h_bar(createSurface(w,2));
SDL_Color c = objThemes.getTextColor(true);
Uint32 clr=SDL_MapRGB(h_bar->format,c.r,c.g,c.b);
SDL_FillRect(h_bar.get(),NULL,clr);
return textureFromSurface(renderer, std::move(h_bar));
}();
//Player and shadow specific statistics
//The header.
{
SurfacePtr stats = createSurface(w, 44);
SDL_FillRect(stats.get(),NULL,-1);
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,_("Total"),objThemes.getTextColor(true)));
applySurface(w-260-surface->w,stats->h-surface->h,surface.get(),stats.get(),NULL);
//FIXME: hard-coded player and shadow images
r.x=0;r.y=0;r.w=23;r.h=40;
applySurface(w-140-r.w,stats.get()->h-40,bmPlayer,stats.get(),&r);
applySurface(w-20-r.w,stats.get()->h-40,bmShadow,stats.get(),&r);
list->addItem(renderer, "",textureFromSurface(renderer, std::move(stats)));
}
//Each items.
{
DRAW_PLAYER_STATISTICS(_("Traveling distance (m)"),TravelingDistance,"%0.1f");
DRAW_PLAYER_STATISTICS(_("Jump times"),Jumps,"%d");
DRAW_PLAYER_STATISTICS(_("Die times"),Dies,"%d");
DRAW_PLAYER_STATISTICS(_("Squashed times"),Squashed,"%d");
}
//Game specific statistics.
list->addItem(renderer, "",h_bar);
auto drawMiscStats = [&](const char* name1,const int var1,const char* format1) {
drawMiscStatistics1(renderer, w, list, name1, var1, format1);
};
drawMiscStats(_("Recordings:"),statsMgr.recordTimes,"%d");
drawMiscStats(_("Switch pulled times:"),statsMgr.switchTimes,"%d");
drawMiscStats(_("Swap times:"),statsMgr.swapTimes,"%d");
drawMiscStats(_("Save times:"),statsMgr.saveTimes,"%d");
drawMiscStats(_("Load times:"),statsMgr.loadTimes,"%d");
//Level specific statistics
list->addItem(renderer, "",h_bar);
{
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,_("Completed levels:"),objThemes.getTextColor(true)));
SurfacePtr stats = createSurface(w, surface->h);
SDL_FillRect(stats.get(),NULL,-1);
applySurface(4,0,surface.get(),stats.get(),NULL);
x=surface->w+8;
y=surface->h;
surface.reset(TTF_RenderUTF8_Blended(fontText,
tfm::format("%d", statsMgr.completedLevels).c_str(),
objThemes.getTextColor(true)));
applySurface(x,(y-surface->h),surface.get(),stats.get(),NULL);
surface.reset(TTF_RenderUTF8_Blended(fontText,
tfm::format("%d", statsMgr.completedLevels - statsMgr.goldLevels - statsMgr.silverLevels).c_str(),
objThemes.getTextColor(true)));
applySurface(w-260-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL);
r.x=0;r.y=0;r.w=30;r.h=30;
applySurface(w-260-surface->w-30,(y-30)/2,bmMedal,stats.get(),&r);
surface.reset(TTF_RenderUTF8_Blended(fontText,
tfm::format("%d", statsMgr.silverLevels).c_str(),
objThemes.getTextColor(true)));
applySurface(w-140-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL);
r.x+=30;
applySurface(w-140-surface->w-30,(y-30)/2,bmMedal,stats.get(),&r);
surface.reset(TTF_RenderUTF8_Blended(fontText,
tfm::format("%d", statsMgr.goldLevels).c_str(),
objThemes.getTextColor(true)));
applySurface(w-20-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL);
r.x+=30;
applySurface(w-20-surface->w-30,(y-30)/2,bmMedal,stats.get(),&r);
list->addItem(renderer,"",textureFromSurface(renderer, std::move(stats)));
}
//Other statistics.
list->addItem(renderer, "",h_bar);
drawMiscStatistics1(renderer,w,list,_("In-game time:"),
tfm::format("%02d:%02d:%02d", statsMgr.playTime / 3600, (statsMgr.playTime / 60) % 60, statsMgr.playTime % 60),
"%s");
drawMiscStatistics1(renderer,w,list,_("Level editing time:"),
tfm::format("%02d:%02d:%02d", statsMgr.levelEditTime / 3600, (statsMgr.levelEditTime / 60) % 60, statsMgr.levelEditTime % 60),
"%s");
drawMiscStats(_("Created levels:"),statsMgr.createdLevels,"%d");
}
//In this method all the key and mouse events should be handled.
//NOTE: The GUIEvents won't be handled here.
void StatisticsScreen::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check horizontal movement
int value = listBox->value;
if (inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
isKeyboardOnly = true;
value++;
if (value >= (int)listBox->item.size()) value = 0;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
isKeyboardOnly = true;
value--;
if (value < 0) value = listBox->item.size() - 1;
}
listBox->value = value;
//Check vertical movement
if (value >= 0 && value < (int)lists.size()) {
if (inputMgr.isKeyDownEvent(INPUTMGR_UP)){
isKeyboardOnly = true;
lists[value]->scrollScrollbar(-1);
} else if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
isKeyboardOnly = true;
lists[value]->scrollScrollbar(1);
}
}
//Yet another cheat "ls -la" which reveals all unknown achievements
static char input[6];
static int inputLen = 0;
if (value == 0) {
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym >= 32 && event.key.keysym.sym <= 126) {
if (inputLen < sizeof(input)) input[inputLen] = event.key.keysym.sym;
inputLen++;
} else {
if (event.key.keysym.sym == SDLK_RETURN && inputLen == 6 &&
input[0] == 'l' && input[1] == 's' && input[2] == ' ' && input[3] == '-' && input[4] == 'l' && input[5] == 'a')
{
if (easterEggScreen(imageManager, renderer)) {
//new achievement
statsMgr.newAchievement("cheat");
//reload achievement list with hidden achievements revealed
lists[0]->clearItems();
+ lists[0]->selectable = true; // debug only
addAchievements(imageManager, renderer, lists[0], true);
}
}
inputLen = 0;
}
}
} else {
inputLen = 0;
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
//All the logic that needs to be done should go in this method.
void StatisticsScreen::logic(ImageManager&, SDL_Renderer&){
}
//This method handles all the rendering.
void StatisticsScreen::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Draw title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//Draw statistics.
int value=listBox->value;
for(unsigned int i=0;i<lists.size();i++){
lists[i]->visible=(i==value);
}
}
//Method that will be called when the screen size has been changed in runtime.
void StatisticsScreen::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Recreate the gui to fit the new resolution.
createGUI(imageManager, renderer);
}

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