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diff --git a/src/Block.cpp b/src/Block.cpp
index 216e386..4c83720 100644
--- a/src/Block.cpp
+++ b/src/Block.cpp
@@ -1,1049 +1,1058 @@
/*
* 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 "GameObjects.h"
#include "Game.h"
#include "Player.h"
#include "Block.h"
#include "Functions.h"
#include "Globals.h"
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
Block::Block(Game* parent,int x,int y,int type):
GameObject(parent),
animation(0),
animationSave(0),
flags(0),
flagsSave(0),
temp(0),
tempSave(0),
dx(0),
xSave(0),
dy(0),
ySave(0),
loop(true),
speed(0),
speedSave(0),
editorSpeed(0),
editorFlags(0),
enabled(true),
enabledSave(true)
{
//Make sure the type is set, if not init should be called somewhere else with this information.
if(type>=0 && type<TYPE_MAX)
init(x,y,type);
}
Block::~Block(){}
void Block::init(int x,int y,int type){
//First set the location and size of the box.
//The default size is 50x50.
box.x=x;
box.y=y;
box.w=50;
box.h=50;
//Also store the starting location (and size).
boxBase.x=x;
boxBase.y=y;
boxBase.w=50;
boxBase.h=50;
//Set the type.
this->type=type;
//Some types need type specific code.
if(type==TYPE_START_PLAYER){
//This is the player start so set the player here.
//We center the player, the player is 23px wide.
parent->player.setLocation(box.x+(box.w-23)/2,box.y);
parent->player.fx=box.x+(box.w-23)/2;
parent->player.fy=box.y;
}else if(type==TYPE_START_SHADOW){
//This is the shadow start so set the shadow here.
//We center the shadow, the shadow is 23px wide.
parent->shadow.setLocation(box.x+(box.w-23)/2,box.y);
parent->shadow.fx=box.x+(box.w-23)/2;
parent->shadow.fy=box.y;
}
objCurrentStand=NULL;
inAir=true;
inAirSave=true;
xVel=yVel=xVelBase=yVelBase=0;
xVelSave=yVelSave=xVelBaseSave=yVelBaseSave=0;
//And load the appearance.
objThemes.getBlock(type)->createInstance(&appearance);
}
void Block::show(){
//Make sure we are enabled.
if(!enabled)
return;
//Check if the block is visible.
if(checkCollision(camera,box)==true || (stateID==STATE_LEVEL_EDITOR && checkCollision(camera,boxBase)==true)){
SDL_Rect r={0,0,50,50};
//What we need to draw depends on the type of block.
switch(type){
case TYPE_CHECKPOINT:
//Check if the checkpoint is last used.
if(parent!=NULL && parent->objLastCheckPoint==this){
if(!temp) appearance.changeState("activated");
temp=1;
}else{
if(temp) appearance.changeState("default");
temp=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if(animation){
r.x=50-animation;
r.w=animation;
appearance.draw(screen,box.x-camera.x-50+animation,box.y-camera.y,&r);
r.x=0;
r.w=50-animation;
appearance.draw(screen,box.x-camera.x+animation,box.y-camera.y,&r);
return;
}
break;
case TYPE_NOTIFICATION_BLOCK:
if(message.empty()==false){
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
return;
}
break;
}
//Always draw the base.
appearance.drawState("base", screen, boxBase.x - camera.x, boxBase.y - camera.y);
//Now draw normal.
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
//Some types need to draw something on top of the base/default.
switch(type){
case TYPE_BUTTON:
if(flags&4){
if(animation<5) animation++;
}else{
if(animation>0) animation--;
}
appearance.drawState("button",screen,box.x-camera.x,box.y-camera.y-5+animation);
break;
}
+
+ //Draw a stupid icon for scrpited blocks in edit mode.
+ if(stateID==STATE_LEVEL_EDITOR && !scripts.empty()){
+ static SDL_Surface *bmGUI=NULL;
+ if(bmGUI==NULL) bmGUI=loadImage(getDataPath()+"gfx/gui.png");
+ SDL_Rect r={0,32,16,16};
+ applySurface(box.x - camera.x + 2, box.y - camera.y + 2, bmGUI, screen, &r);
+ }
}
}
SDL_Rect Block::getBox(int boxType){
SDL_Rect r={0,0,0,0};
switch(boxType){
case BoxType_Base:
return boxBase;
case BoxType_Previous:
r.x=box.x-dx;
r.y=box.y-dy;
r.w=box.w;
r.h=box.h;
return r;
case BoxType_Delta:
r.x=dx;
r.y=dy;
return r;
case BoxType_Velocity:
r.x=xVel;
r.y=yVel;
return r;
case BoxType_Current:
return box;
}
return r;
}
void Block::setLocation(int x,int y){
//The block has moved so calculate the delta.
//NOTE: Every delta is summed since they all happened within one frame and for collision/movement we need the resulting delta.
int delta=(x-box.x);
dx+=delta;
xVel+=delta;
delta=(y-box.y);
dy+=delta;
yVel+=delta;
//And set the new location.
box.x=x;
box.y=y;
}
void Block::saveState(){
animationSave=animation;
flagsSave=flags;
tempSave=temp;
xSave=box.x-boxBase.x;
ySave=box.y-boxBase.y;
xVelSave=xVel;
yVelSave=yVel;
enabledSave=enabled;
appearance.saveAnimation();
//In case of a certain blocks we need to save some more.
switch(type){
case TYPE_PUSHABLE:
xVelBaseSave=xVelBase;
yVelBaseSave=yVelBase;
inAirSave=inAir;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
speedSave=speed;
break;
}
}
void Block::loadState(){
//Restore the flags and animation var.
animation=animationSave;
flags=flagsSave;
temp=tempSave;
//Restore the location.
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
//And the velocity.
xVel=xVelSave;
yVel=yVelSave;
//The enabled status.
enabled=enabledSave;
//Handle block type specific variables.
switch(type){
case TYPE_PUSHABLE:
xVelBase=xVelBaseSave;
yVelBase=yVelBaseSave;
inAir=inAirSave;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
speed=speedSave;
break;
}
//And load the animation.
appearance.loadAnimation();
}
void Block::reset(bool save){
//We need to reset so we clear the animation and saves.
if(save){
animation=animationSave=xSave=ySave=0;
flags=flagsSave=editorFlags;
temp=tempSave=0;
}else{
animation=0;
flags=editorFlags;
temp=0;
}
//Reset the block to its original location.
box.x=boxBase.x;
box.y=boxBase.y;
//Reset any velocity.
xVel=yVel=xVelBase=yVelBase=0;
if(save)
xVelSave=yVelSave=xVelBaseSave=yVelBaseSave=0;
//Reset the enabled status.
enabled=true;
if(save)
enabledSave=true;
//Also reset the appearance.
appearance.resetAnimation(save);
appearance.changeState("default");
//NOTE: We load the animation right after changing it to prevent a transition.
if(save)
appearance.loadAnimation();
//Some types of block requires type specific code.
switch(type){
case TYPE_FRAGILE:
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
case TYPE_PUSHABLE:
inAir=false;
if(save)
inAirSave=false;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if(save)
speed=speedSave=editorSpeed;
else
speed=editorSpeed;
break;
}
}
void Block::playAnimation(int flags){
switch(type){
case TYPE_SWAP:
appearance.changeState("activated");
break;
case TYPE_SWITCH:
temp^=1;
appearance.changeState(temp?"activated":"default");
break;
}
}
void Block::onEvent(int eventType){
//Make sure we are enabled, otherwise no events should be handled.
if(!enabled)
return;
//Iterator used to check if the map contains certain entries.
map<int,string>::iterator it;
//Check if there's a script for the event.
it=scripts.find(eventType);
if(it!=scripts.end()){
//There is a script so execute it and return.
getScriptExecutor()->executeScript(it->second,this);
return;
}
//Event handling.
switch(eventType){
case GameObjectEvent_PlayerWalkOn:
switch(type){
case TYPE_FRAGILE:
flags++;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
}
break;
case GameObjectEvent_PlayerIsOn:
switch(type){
case TYPE_BUTTON:
temp=1;
break;
}
break;
case GameObjectEvent_OnToggle:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags^=1;
break;
case TYPE_PORTAL:
appearance.changeState("activated");
break;
case TYPE_COLLECTABLE:
appearance.changeState("inactive");
flags=1;
break;
}
break;
case GameObjectEvent_OnSwitchOn:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags&=~1;
break;
case TYPE_EXIT:
appearance.changeState("default");
break;
}
break;
case GameObjectEvent_OnSwitchOff:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags|=1;
break;
case TYPE_EXIT:
appearance.changeState("closed");
break;
}
break;
}
}
int Block::queryProperties(int propertyType,Player* obj){
switch(propertyType){
case GameObjectProperty_PlayerCanWalkOn:
switch(type){
case TYPE_BLOCK:
case TYPE_MOVING_BLOCK:
case TYPE_CONVEYOR_BELT:
case TYPE_BUTTON:
case TYPE_PUSHABLE:
return 1;
case TYPE_SHADOW_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_SHADOW_CONVEYOR_BELT:
if(obj!=NULL && obj->isShadow()) return 1;
break;
case TYPE_FRAGILE:
if(flags<3) return 1;
break;
}
break;
case GameObjectProperty_IsSpikes:
switch(type){
case TYPE_SPIKES:
case TYPE_MOVING_SPIKES:
return 1;
}
break;
case GameObjectProperty_Flags:
return flags;
break;
default:
break;
}
return 0;
}
void Block::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){
//Every block has an id.
obj.push_back(pair<string,string>("id",id));
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
char s[64],s0[64];
sprintf(s,"%d",(int)movingPos.size());
obj.push_back(pair<string,string>("MovingPosCount",s));
obj.push_back(pair<string,string>("disabled",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("loop",loop?"1":"0"));
for(unsigned int i=0;i<movingPos.size();i++){
sprintf(s0+1,"%u",i);
sprintf(s,"%d",movingPos[i].x);
s0[0]='x';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].y);
s0[0]='y';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].w);
s0[0]='t';
obj.push_back(pair<string,string>(s0,s));
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
char s[64];
obj.push_back(pair<string,string>("disabled",(editorFlags&0x1)?"1":"0"));
sprintf(s,"%d",editorSpeed);
obj.push_back(pair<string,string>("speed",s));
}
break;
case TYPE_PORTAL:
obj.push_back(pair<string,string>("automatic",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("destination",destination));
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
string s;
switch(editorFlags&0x3){
case 1:
s="on";
break;
case 2:
s="off";
break;
default:
s="toggle";
break;
}
obj.push_back(pair<string,string>("behaviour",s));
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
string value=message;
//Change \n with the characters '\n'.
while(value.find('\n',0)!=string::npos){
size_t pos=value.find('\n',0);
value=value.replace(pos,1,"\\n");
}
obj.push_back(pair<string,string>("message",value));
}
break;
case TYPE_FRAGILE:
{
char s[64];
sprintf(s,"%d",editorFlags);
obj.push_back(pair<string,string>("state",s));
}
break;
}
}
void Block::setEditorData(std::map<std::string,std::string>& obj){
//Iterator used to check if the map contains certain entries.
map<string,string>::iterator it;
//Check if the data contains the id block.
it=obj.find("id");
if(it!=obj.end()){
//Set the id of the block.
id=obj["id"];
}
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Make sure that the editor data contains MovingPosCount.
it=obj.find("MovingPosCount");
if(it!=obj.end()){
char s0[64];
int m=atoi(obj["MovingPosCount"].c_str());
movingPos.clear();
for(int i=0;i<m;i++){
SDL_Rect r={0,0,0,0};
sprintf(s0+1,"%d",i);
s0[0]='x';
r.x=atoi(obj[s0].c_str());
s0[0]='y';
r.y=atoi(obj[s0].c_str());
s0[0]='t';
r.w=atoi(obj[s0].c_str());
movingPos.push_back(r);
}
}
//Check if the disabled key is in the data.
it=obj.find("disabled");
if(it!=obj.end()){
string s=obj["disabled"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the loop key is in the data.
it=obj.find("loop");
if(it!=obj.end()){
string s=obj["loop"];
loop=false;
if(s=="true" || atoi(s.c_str()))
loop=true;
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
//Check if there's a speed key in the editor data.
it=obj.find("speed");
if(it!=obj.end()){
editorSpeed=atoi(obj["speed"].c_str());
speed=speedSave=editorSpeed;
}
//Check if the disabled key is in the data.
it=obj.find("disabled");
if(it!=obj.end()){
string s=obj["disabled"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_PORTAL:
{
//Check if the automatic key is in the data.
it=obj.find("automatic");
if(it!=obj.end()){
string s=obj["automatic"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the destination key is in the data.
it=obj.find("destination");
if(it!=obj.end()){
destination=obj["destination"];
}
}
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Check if the behaviour key is in the data.
it=obj.find("behaviour");
if(it!=obj.end()){
string s=obj["behaviour"];
editorFlags=0;
if(s=="on" || s==_("On")) editorFlags|=1;
else if(s=="off" || s==_("Off")) editorFlags|=2;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
//Check if the message key is in the data.
it=obj.find("message");
if(it!=obj.end()){
message=obj["message"];
//Change the characters '\n' to a real \n
while(message.find("\\n")!=string::npos){
message=message.replace(message.find("\\n"),2,"\n");
}
}
}
break;
case TYPE_FRAGILE:
{
//Check if the status is in the data.
it=obj.find("state");
if(it!=obj.end()){
editorFlags=atoi(obj["state"].c_str());
flags=editorFlags;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
}
}
}
}
std::string Block::getEditorProperty(std::string property){
//First get the complete editor data.
vector<pair<string,string> > objMap;
vector<pair<string,string> >::iterator it;
getEditorData(objMap);
//Loop through the entries.
for(it=objMap.begin();it!=objMap.end();++it){
if(it->first==property)
return it->second;
}
//Nothing found.
return "";
}
void Block::setEditorProperty(std::string property,std::string value){
//Create a map to hold the property.
std::map<std::string,std::string> editorData;
editorData[property]=value;
//And call the setEditorData method.
setEditorData(editorData);
}
bool Block::loadFromNode(TreeStorageNode* objNode){
//Make sure there are enough parameters.
if(objNode->value.size()<3)
return false;
//Load the type and location.
int type=Game::blockNameMap[objNode->value[0]];
int x=atoi(objNode->value[1].c_str());
int y=atoi(objNode->value[2].c_str());
//Call the init method/
init(x,y,type);
//Loop through the attributes as editorProperties.
map<string,string> obj;
for(map<string,vector<string> >::iterator i=objNode->attributes.begin();i!=objNode->attributes.end();++i){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
setEditorData(obj);
//Loop through the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
//FIXME: Ugly variable naming.
TreeStorageNode* obj=objNode->subNodes[i];
if(obj==NULL) continue;
//Check for a script block.
if(obj->name=="script" && !obj->value.empty()){
map<string,int>::iterator it=Game::gameObjectEventNameMap.find(obj->value[0]);
if(it!=Game::gameObjectEventNameMap.end()){
int eventType=it->second;
- scripts[eventType]=obj->attributes["script"][0];
+ const std::string& script=obj->attributes["script"][0];
+ if(!script.empty()) scripts[eventType]=script;
}
}
}
return true;
}
void Block::prepareFrame(){
//Reset the delta variables.
dx=dy=0;
//Also reset the velocity, these should be set in the move method.
if(type!=TYPE_PUSHABLE)
xVel=yVel=0;
}
/*//debug
int block_test_count=-1;
bool block_test_only=false;*/
void Block::move(){
//Make sure we are enabled, if not return.
if(!enabled)
return;
//First update the animation of the appearance.
appearance.updateAnimation();
//Block specific move code.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
/*//debug
if(block_test_only || parent->time==416){
cout<<"Time:"<<(parent->time)<<" Recorded:"<<block_test_count<<" Coord:"<<box.x<<","<<box.y<<endl;
block_test_only=false;
}*/
//Make sure the block is enabled, if so increase the time.
if(!(flags&0x1)) temp++;
int t=temp;
SDL_Rect r0={0,0,0,0},r1;
dx=0;
dy=0;
//Loop through the moving positions.
for(unsigned int i=0;i<movingPos.size();i++){
r1.x=movingPos[i].x;
r1.y=movingPos[i].y;
r1.w=movingPos[i].w;
if(t==0&&r1.w==0){
r1.w=1;
flags|=0x1;
}
if(t>=0 && t<(int)r1.w){
int newX=boxBase.x+(int)(float(r0.x)+(float(r1.x)-float(r0.x))*float(t)/float(r1.w));
int newY=boxBase.y+(int)(float(r0.y)+(float(r1.y)-float(r0.y))*float(t)/float(r1.w));
//Calculate the delta and velocity.
xVel=dx=newX-box.x;
yVel=dy=newY-box.y;
//Set the new location of the moving block.
box.x=newX;
box.y=newY;
return;
}else if(t==(int)r1.w){
//If the time is the time of the movingPosition then set it equal to the location.
//We do this to prevent a slight edge between normal blocks and moving blocks.
int newX=boxBase.x+r1.x;
int newY=boxBase.y+r1.y;
xVel=dx=newX-box.x;
yVel=dy=newY-box.y;
box.x=newX;
box.y=newY;
return;
}
t-=r1.w;
r0.x=r1.x;
r0.y=r1.y;
}
//Only reset the stuff when we're looping.
if(loop){
//Set the time back to zero.
temp=0;
//Calculate the delta movement.
if(!movingPos.empty() && movingPos.back().x==0 && movingPos.back().y==0){
dx=boxBase.x-box.x;
dy=boxBase.y-box.y;
}
//Set the movingblock back to it's initial location.
box.x=boxBase.x;
box.y=boxBase.y;
}
}
break;
case TYPE_BUTTON:
{
//Check the third bit of flags to see if temp changed.
int new_flags=temp?4:0;
if((flags^new_flags)&4){
//The button has been pressed or unpressed so change the third bit on flags.
flags=(flags&~4)|new_flags;
if(parent && (new_flags || (flags&3)==0)){
//Make sure that id isn't empty.
if(!id.empty()){
parent->broadcastObjectEvent(0x10000|(flags&3),-1,id.c_str());
}else{
cerr<<"Warning: invalid button id!"<<endl;
}
}
}
temp=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
//Increase the conveyor belt animation.
if((flags&1)==0){
animation=(animation+speed)%50;
if(animation<0) animation+=50;
//Set the velocity NOTE This isn't the actual velocity of the block, but the speed of the player/shadow standing on it.
xVel=speed;
}
break;
case TYPE_PUSHABLE:
{
//Update the vertical velocity, horizontal is set by the player.
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13)
yVel=13;
}
if(objCurrentStand!=NULL){
//Now get the velocity of the object the player is standing on.
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
xVelBase=v.x;
//NOTE: Only copy the velocity of the block when moving down.
//Upwards is automatically resolved before the player is moved.
if(v.y>0)
yVelBase=v.y;
else
yVelBase=0;
}
//Set the object the player is currently standing to NULL.
objCurrentStand=NULL;
//Store the location of the player.
int lastX=box.x;
int lastY=box.y;
//An array that will hold all the GameObjects that are involved in the collision/movement.
vector<Block*> objects;
//All the blocks have moved so if there's collision with the player, the block moved into him.
for(unsigned int o=0;o<parent->levelObjects.size();o++){
//Make sure we aren't the block.
if(parent->levelObjects[o]==this)
continue;
//Make sure the object is solid for the player.
if(!parent->levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,&parent->player))
continue;
//Check for collision.
if(checkCollision(box,parent->levelObjects[o]->getBox()))
objects.push_back(parent->levelObjects[o]);
}
//There was collision so try to resolve it.
if(!objects.empty()){
//FIXME: When multiple moving blocks are overlapping the player can be "bounced" off depending on the block order.
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
SDL_Rect delta=objects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(delta.x!=0){
if(delta.x>0){
if((r.x+r.w)-box.x<=delta.x)
box.x=r.x+r.w;
}else{
if((box.x+box.w)-r.x<=-delta.x)
box.x=r.x-box.w;
}
}
if(delta.y!=0){
if(delta.y>0){
if((r.y+r.h)-box.y<=delta.y)
box.y=r.y+r.h;
}else{
if((box.y+box.h)-r.y<=-delta.y)
box.y=r.y-box.h;
}
}
}
}
//Reuse the objects aray, this time for blocks the player walks into.
objects.clear();
//Determine the collision frame.
SDL_Rect frame={box.x,box.y,box.w,box.h};
//Keep the horizontal movement of the player in mind.
if(xVel+xVelBase>=0){
frame.w+=(xVel+xVelBase);
}else{
frame.x+=(xVel+xVelBase);
frame.w-=(xVel+xVelBase);
}
//And the vertical movement.
if(yVel+yVelBase>=0){
frame.h+=(yVel+yVelBase);
}else{
frame.y+=(yVel+yVelBase);
frame.h-=(yVel+yVelBase);
}
//Loop through the game objects.
for(unsigned int o=0; o<parent->levelObjects.size(); o++){
//Make sure we aren't the block.
if(parent->levelObjects[o]==this)
continue;
//Check if the player can collide with this game object.
if(!parent->levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,&parent->player))
continue;
//Check if the block is inside the frame.
if(checkCollision(frame,parent->levelObjects[o]->getBox()))
objects.push_back(parent->levelObjects[o]);
}
//Horizontal pass.
if(xVel+xVelBase!=0){
box.x+=xVel+xVelBase;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//In case of a pushable block we give it velocity.
if(objects[o]->type==TYPE_PUSHABLE){
objects[o]->xVel=(xVel+xVelBase)/2;
}
if(xVel+xVelBase>0){
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if((box.x+box.w)-r.x<=xVel+xVelBase)
box.x=r.x-box.w;
}else{
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if(box.x-(r.x+r.w)<=-(xVel+xVelBase))
box.x=r.x+r.w;
}
}
}
//Some variables that are used in vertical movement.
Block* lastStand=NULL;
inAir=true;
//Vertical pass.
if(yVel+yVelBase!=0){
box.y+=yVel+yVelBase;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//Now check how we entered the block (vertically or horizontally).
if(yVel+yVelBase>0){
//We came from the top so the bottom edge of the player must be less or equal than yVel+yVelBase.
if((box.y+box.h)-r.y<=yVel+yVelBase){
//NOTE: lastStand is handled later since the player can stand on only one block at the time.
//Check if there's already a lastStand.
if(lastStand){
//There is one, so check 'how much' the player is on the blocks.
SDL_Rect r=objects[o]->getBox();
int w=0;
if(box.x+box.w>r.x+r.w)
w=(r.x+r.w)-box.x;
else
w=(box.x+box.w)-r.x;
//Do the same for the other box.
r=lastStand->getBox();
int w2=0;
if(box.x+box.w>r.x+r.w)
w2=(r.x+r.w)-box.x;
else
w2=(box.x+box.w)-r.x;
//NOTE: It doesn't matter which block the player is on if they are both stationary.
SDL_Rect v=objects[o]->getBox(BoxType_Velocity);
SDL_Rect v2=lastStand->getBox(BoxType_Velocity);
if(v.y==v2.y){
if(w>w2)
lastStand=objects[o];
}else if(v.y<v2.y){
lastStand=objects[o];
}
}else{
lastStand=objects[o];
}
}
}else{
//We came from the bottom so the upper edge of the player must be less or equal than yVel+yVelBase.
if(box.y-(r.y+r.h)<=-(yVel+yVelBase)){
box.y=r.y+r.h;
yVel=0;
}
}
}
}
if(lastStand){
inAir=false;
yVel=1;
SDL_Rect r=lastStand->getBox();
box.y=r.y-box.h;
}
dx=box.x-lastX;
dy=box.y-lastY;
xVel=0;
}
break;
}
}
diff --git a/src/GUITextArea.cpp b/src/GUITextArea.cpp
index 664b6f4..c018555 100644
--- a/src/GUITextArea.cpp
+++ b/src/GUITextArea.cpp
@@ -1,741 +1,741 @@
/*
* 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 "GUITextArea.h"
#include <cmath>
using namespace std;
GUITextArea::GUITextArea(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible),editable(true){
//Set some default values.
state=value=currentLine=0;
setFont(fontText);
//Add empty text.
lines.push_back("");
linesCache.push_back(NULL);
//Create scrollbar widget.
- scrollBar=new GUIScrollBar(width-16,0,16,height,1);
+ scrollBar=new GUIScrollBar(width-16,0,16,height,1,0,0,0);
childControls.push_back(scrollBar);
scrollBarH=new GUIScrollBar(0,height-16,width-16,16,0,0,0,0,100,500,true,false);
childControls.push_back(scrollBarH);
}
GUITextArea::~GUITextArea(){
//Free cached images.
for(unsigned int i=0;i<linesCache.size();i++){
SDL_FreeSurface(linesCache[i]);
}
linesCache.clear();
}
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;
}
bool GUITextArea::handleEvents(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(x,y,enabled,visible,b);
if(!editable)
currentLine=scrollBar->value;
//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){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the string.
string* str=&lines.at(currentLine);
str->insert((size_t)value,1,char(key));
value++;
//Update cache.
SDL_Surface** c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,str->c_str(),black);
//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);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//Set the key values correct.
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
backspaceChar();
}else if(event.key.keysym.sym==SDLK_DELETE){
//Set the key values correct.
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar();
}else if(event.key.keysym.sym==SDLK_RETURN){
//Split the current line and update.
string str2=lines.at(currentLine).substr(value);
lines.at(currentLine)=lines.at(currentLine).substr(0,value);
SDL_Surface** c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,lines.at(currentLine).c_str(),black);
//Add the rest in a new line.
currentLine++;
value=0;
lines.insert(lines.begin()+currentLine,str2);
SDL_Surface* c2;
c2=TTF_RenderUTF8_Blended(widgetFont,str2.c_str(),black);
linesCache.insert(linesCache.begin()+currentLine,c2);
//Adjust view.
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){
//Add a tabulator or here just 2 spaces to the string.
string* str=&lines.at(currentLine);
str->insert((size_t)value,2,char(' '));
value+=2;
//Update cache.
SDL_Surface** c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,str->c_str(),black);
//Adjust view.
adjustView();
}else if(event.key.keysym.sym==SDLK_RIGHT){
//Set the key values correct.
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotRight();
}else if(event.key.keysym.sym==SDLK_LEFT){
//Set the key values correct.
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotLeft();
}else if(event.key.keysym.sym==SDLK_DOWN){
//Set the key values correct.
this->key=SDLK_DOWN;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotDown();
}else if(event.key.keysym.sym==SDLK_UP){
//Set the key values correct.
this->key=SDLK_UP;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotUp();
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//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(j>=y+height-16&&scrollBarH->visible){
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN){
scrollBarH->value+=20;
if(scrollBarH->value>scrollBarH->maxValue)
scrollBarH->value=scrollBarH->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP){
scrollBarH->value-=20;
if(scrollBarH->value<0)
scrollBarH->value=0;
}
}else{
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN){
scrollBar->value++;
if(scrollBar->value>scrollBar->maxValue)
scrollBar->value=scrollBar->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP){
scrollBar->value--;
if(scrollBar->value<0)
scrollBar->value=0;
}
}
//When mouse is not over the scrollbar.
if(i<x+width-16&&j<(scrollBarH->visible?y+height-16:y+height)&&editable){
//Update the cursor type.
currentCursor=CURSOR_CARROT;
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//Move carrot to the place clicked.
currentLine=clamp((int)floor(float(j-y)/float(fontHeight))+scrollBar->value,0,lines.size()-1);
string* str=&lines.at(currentLine);
value=str->length();
int clickX=i-x+scrollBarH->value;
int xPos=0;
for(unsigned int i=0;i<str->length();i++){
int advance;
TTF_GlyphMetrics(widgetFont,str->at(i),NULL,NULL,NULL,NULL,&advance);
xPos+=advance;
if(clickX<xPos-advance/2){
value=i;
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;
}
}
}
//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(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::deleteChar(){
//Remove a character after the carrot.
if(value<(int)lines.at(currentLine).length()){
//Normal delete inside of a line.
//Update string.
string* str=&lines.at(currentLine);
str->erase((size_t)value,1);
//Update cache.
SDL_Surface** c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,str->c_str(),black);
}else{
//Make sure there's a line after currentLine.
if(currentLine<(int)lines.size()-1){
//Append next line.
string* str=&lines.at(currentLine);
str->append(lines.at(currentLine+1));
//Remove the unused line.
SDL_Surface** c=&linesCache.at(currentLine+1);
if(*c) SDL_FreeSurface(*c);
lines.erase(lines.begin()+currentLine+1);
linesCache.erase(linesCache.begin()+currentLine+1);
//Update cache.
c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,str->c_str(),black);
}
}
//Adjust view.
adjustView();
//If there is an event callback.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::backspaceChar(){
//Remove a character before the carrot.
value--;
if(value<0){
//Remove a line but append it's content to the previous.
//However we can't do this to the first line.
if(currentLine>0){
//Remove line from display but store the string.
string str=lines.at(currentLine);
lines.erase(lines.begin()+currentLine);
SDL_Surface** c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
linesCache.erase(linesCache.begin()+currentLine);
//Append that string to the previous line.
currentLine--;
string* str2=&lines.at(currentLine);
value=str2->length();
str2->append(str);
//Update cache.
c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,str2->c_str(),black);
}else{
//Don't let the value become negative.
value=0;
}
}else{
//Normal delete inside of a line.
//Update string.
string* str=&lines.at(currentLine);
str->erase((size_t)value,1);
//Update cache.
SDL_Surface** c=&linesCache.at(currentLine);
if(*c) SDL_FreeSurface(*c);
SDL_Color black={0,0,0,0};
*c=TTF_RenderUTF8_Blended(widgetFont,str->c_str(),black);
}
//Adjust view.
adjustView();
//If there is an event callback.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::moveCarrotRight(){
//Move carrot.
value++;
//Check if over the current line.
if(value>(int)lines.at(currentLine).length()){
//Check if the last line.
if(currentLine==lines.size()-1){
value=lines.at(currentLine).length();
}else{
//Can move to the next line.
currentLine++;
value=0;
}
}
//Adjust view.
adjustView();
}
void GUITextArea::moveCarrotLeft(){
//Move carrot.
value--;
//Check if below the current line.
if(value<0){
//Check if the first line.
if(currentLine==0){
value=0;
}else{
//Can move to the previous line.
currentLine--;
value=lines.at(currentLine).length();
}
}
//Adjust view.
adjustView();
}
void GUITextArea::moveCarrotUp(){
if(currentLine==0){
value=0;
}else{
//Calculate carrot x position.
int carrotX=0;
for(int n=0;n<value;n++){
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(currentLine).at(n),NULL,NULL,NULL,NULL,&advance);
carrotX+=advance;
}
//Find out closest match.
currentLine--;
string* str=&lines.at(currentLine);
value=str->length();
int xPos=0;
for(unsigned int i=0;i<str->length();i++){
int advance;
TTF_GlyphMetrics(widgetFont,str->at(i),NULL,NULL,NULL,NULL,&advance);
xPos+=advance;
if(carrotX<xPos-advance/2){
value=i;
break;
}
}
}
//Adjust view.
adjustView();
}
void GUITextArea::moveCarrotDown(){
if(currentLine==lines.size()-1){
value=lines.at(currentLine).length();
}else{
//Calculate carrot x position.
int carrotX=0;
for(int n=0;n<value;n++){
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(currentLine).at(n),NULL,NULL,NULL,NULL,&advance);
carrotX+=advance;
}
//Find out closest match.
currentLine++;
string* str=&lines.at(currentLine);
value=str->length();
int xPos=0;
for(unsigned int i=0;i<str->length();i++){
int advance;
TTF_GlyphMetrics(widgetFont,str->at(i),NULL,NULL,NULL,NULL,&advance);
xPos+=advance;
if(carrotX<xPos-advance/2){
value=i;
break;
}
}
}
//Adjust view.
adjustView();
}
void GUITextArea::adjustView(){
//Adjust view to current line.
if(fontHeight*(currentLine-scrollBar->value)+4>height-4)
scrollBar->value=currentLine-3;
else if(currentLine-scrollBar->value<0)
scrollBar->value=currentLine;
//Find out the lenght of the longest line.
int maxWidth=0;
for(vector<SDL_Surface*>::iterator it=linesCache.begin();it!=linesCache.end();++it){
if((*it)&&(*it)->w>width-16&&(*it)->w>maxWidth)
maxWidth=(*it)->w;
}
//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<value;n++){
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(currentLine).at(n),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::render(int x,int y,bool draw){
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_BACKSPACE:
backspaceChar();
break;
case SDLK_DELETE:
deleteChar();
break;
case SDLK_LEFT:
moveCarrotLeft();
break;
case SDLK_RIGHT:
moveCarrotRight();
break;
case SDLK_UP:
moveCarrotUp();
break;
case SDLK_DOWN:
moveCarrotDown();
break;
}
}
}
//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.
Uint32 color=0xFFFFFFFF;
drawGUIBox(x,y,width,height,screen,color);
//Draw text.
int lineY=0;
for(std::vector<SDL_Surface*>::iterator it=linesCache.begin()+scrollBar->value;it!=linesCache.end();++it){
if(*it){
if(lineY<height){
SDL_Rect r={scrollBarH->value,0,width-17,(*it)->h};
int over=-height+lineY+fontHeight;
if(over>0) r.h-=over;
applySurface(x+1,y+1+lineY,*it,screen,&r);
}else{
break;
}
}
lineY+=fontHeight;
}
//Only draw the carrot when focus.
if(state==2&&editable){
SDL_Rect r;
r.x=x-scrollBarH->value;
r.y=y+4+fontHeight*(currentLine-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)){
//Calculate position for the carrot.
for(int n=0;n<value;n++){
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(currentLine).at(n),NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
//Draw the carrot.
if(r.x>x-1&&r.x<x+width-16)
SDL_FillRect(screen,&r,0);
}
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y,draw);
}
}
void GUITextArea::setString(std::string input){
//Clear previous content if any.
//Delete every line.
lines.clear();
//Free cached images.
for(unsigned int i=0;i<linesCache.size();i++){
SDL_FreeSurface(linesCache[i]);
}
linesCache.clear();
size_t linePos=0,lineLen=0;
SDL_Color black={0,0,0,0};
SDL_Surface* bm=NULL;
//Loop through the input string.
for(size_t i=0;i<input.length();++i)
{
//Check when we come in end of a line.
if(input.at(i)=='\n'){
//Check if the line is empty.
if(lineLen==0){
lines.push_back("");
linesCache.push_back(NULL);
}else{
//Read the whole line.
string line=input.substr(linePos,lineLen);
lines.push_back(line);
//Render and cache text.
bm=TTF_RenderUTF8_Blended(widgetFont,line.c_str(),black);
linesCache.push_back(bm);
}
//Skip '\n' in end of the line.
linePos=i+1;
lineLen=0;
}else{
lineLen++;
}
}
//The string might not end with a newline.
//That's why we're going to add end rest of the string as one line.
string line=input.substr(linePos);
lines.push_back(line);
bm=TTF_RenderUTF8_Blended(widgetFont,line.c_str(),black);
linesCache.push_back(bm);
//Adjust view.
adjustView();
}
void GUITextArea::setStringArray(std::vector<std::string> input){
//Free cached images.
for(unsigned int i=0;i<linesCache.size();i++){
SDL_FreeSurface(linesCache[i]);
}
linesCache.clear();
//Copy values.
lines=input;
//Draw new strings.
SDL_Color black={0,0,0,0};
for(vector<string>::iterator it=lines.begin();it!=lines.end();++it){
SDL_Surface* bm=TTF_RenderUTF8_Blended(widgetFont,(*it).c_str(),black);
linesCache.push_back(bm);
}
//Adjust view.
adjustView();
}
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::resize(){
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/Game.cpp b/src/Game.cpp
index 5c99dca..f601552 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1665 +1,1666 @@
/*
* 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 "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable", "Pushable"
};
map<string,int> Game::blockNameMap;
map<int,string> Game::gameObjectEventTypeMap;
map<string,int> Game::gameObjectEventNameMap;
map<int,string> Game::levelEventTypeMap;
map<string,int> Game::levelEventNameMap;
string Game::recordFile;
Game::Game():isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,cameraMode(CAMERA_PLAYER),cameraModeSaved(CAMERA_PLAYER)
,player(this),shadow(this),objLastCheckPoint(NULL),
medalX(0),currentCollectables(0),totalCollectables(0),currentCollectablesSaved(0){
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&collectable);
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
Game::~Game(){
//Simply call our destroy method.
destroy();
//Before we leave make sure the cursor is visible.
SDL_ShowCursor(SDL_ENABLE);
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Loop through the backgroundLayers and delete them.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
delete it->second[i];
}
backgroundLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//If there's a (partial) theme bundled with the levelpack remove that as well.
if(levels->customTheme)
objThemes.removeTheme();
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
recentSwap=recentSwapSaved=-10000;
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
//Not needed since loadLevelFromNode is only called from the changeState method, meaning it's a new instance of Game.
//destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Temp var used for block locations.
SDL_Rect box;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
currentCollectables=0;
totalCollectables=0;
currentCollectablesSaved=0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();++i){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//If a theme is configured then load it.
string theme=processFileName(getSettings()->getValue("theme"));
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")) {
//Check for the theme to use.
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(s)+"/theme.mnmstheme");
}
//Also check for bundled (partial) themes.
if(levels->customTheme){
if(objThemes.appendThemeFromFile(levels->levelpackPath+"/theme/theme.mnmstheme")==NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme=false;
}
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile"){
Block* block=new Block(this);
if(!block->loadFromNode(obj1)){
delete block;
continue;
}
//If the type is collectable, increase the number of totalCollectables
if(block->type==TYPE_COLLECTABLE)
totalCollectables++;
//Add the block to the levelObjects vector.
levelObjects.push_back(block);
}else if(obj1->name=="backgroundlayer" && obj1->value.size()==1){
//Loop through the sub nodes.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2==NULL) continue;
if(obj2->name=="object"){
//Load the scenery from node.
Scenery* scenery=new Scenery(this);
if(!scenery->loadFromNode(obj2)){
delete scenery;
continue;
}
backgroundLayers[obj1->value[0]].push_back(scenery);
}
}
}else if(obj1->name=="script" && !obj1->value.empty()){
map<string,int>::iterator it=Game::levelEventNameMap.find(obj1->value[0]);
if(it!=Game::levelEventNameMap.end()){
int eventType=it->second;
- scripts[eventType]=obj1->attributes["script"][0];
+ const std::string& script=obj1->attributes["script"][0];
+ if(!script.empty()) scripts[eventType]=script;
}
}
}
//Close exits if there are collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if(levels->getLevelCount()>1){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
}
SDL_Color fg={0,0,0,0};
bmTips[0]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
//Get the background
background=objThemes.getBackground(false);
if(background)
background->resetAnimation(true);
//Reset the script environment.
getScriptExecutor()->reset();
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Finally call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
}
void Game::loadLevel(string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cout<<"Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cout<<"Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cout<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Only set isReset true if this isn't a replay.
if(!(player.isPlayFromRecord() && !interlevel))
isReset=true;
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel();
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Switch the camera mode.
switch(cameraMode){
case CAMERA_PLAYER:
cameraMode=CAMERA_SHADOW;
break;
case CAMERA_SHADOW:
case CAMERA_CUSTOM:
cameraMode=CAMERA_PLAYER;
break;
}
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Check if we should save/load state.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Add one tick to the time.
time++;
//First prepare each gameObject for the new frame.
//This includes resetting dx/dy and xVel/yVel.
for(unsigned int o=0;o<levelObjects.size();o++)
levelObjects[o]->prepareFrame();
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.target){
//NOTE: Should we check if the target still exists???
e.target->onEvent(e.eventType);
}else if(e.flags|1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
if(levelObjects[i]->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Loop through the gameobjects to update them.
for(unsigned int i=0;i<levelObjects.size();i++){
//Send GameObjectEvent_OnEnterFrame event to the script
levelObjects[i]->onEvent(GameObjectEvent_OnEnterFrame);
}
for(unsigned int i=0;i<levelObjects.size();i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
{
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->move();
}
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let him move.
player.move(levelObjects);
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow move.
shadow.move(levelObjects);
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Update the camera.
switch(cameraMode){
case CAMERA_PLAYER:
player.setMyCamera();
break;
case CAMERA_SHADOW:
shadow.setMyCamera();
break;
case CAMERA_CUSTOM:
//NOTE: The target is (should be) screen size independent so calculate the real target x and y here.
int targetX=cameraTarget.x-(SCREEN_WIDTH/2);
int targetY=cameraTarget.y-(SCREEN_HEIGHT/2);
//Move the camera to the cameraTarget.
if(camera.x>targetX){
camera.x-=(camera.x-targetX)>>4;
//Make sure we don't go too far.
if(camera.x<targetX)
camera.x=targetX;
}else if(camera.x<targetX){
camera.x+=(targetX-camera.x)>>4;
//Make sure we don't go too far.
if(camera.x>targetX)
camera.x=targetX;
}
if(camera.y>targetY){
camera.y-=(camera.y-targetY)>>4;
//Make sure we don't go too far.
if(camera.y<targetY)
camera.y=targetY;
}else if(camera.y<targetY){
camera.y+=(targetY-camera.y)>>4;
//Make sure we don't go too far.
if(camera.y>targetY)
camera.y=targetY;
}
break;
}
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded();
}else{
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Get current level
LevelPack::Level *level=levels->getLevel();
//Now check if we should update statistics
{
//Get previous and current medal
int oldMedal=level->won?1:0,newMedal=1;
int bestTime=level->time;
int targetTime=level->targetTime;
int bestRecordings=level->recordings;
int targetRecordings=level->targetRecordings;
if(oldMedal){
if(targetTime<0){
oldMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
oldMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
oldMedal++;
}
}else{
bestTime=time;
bestRecordings=recordings;
}
if(bestTime==-1 || bestTime>time) bestTime=time;
if(bestRecordings==-1 || bestRecordings>recordings) bestRecordings=recordings;
if(targetTime<0){
newMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
newMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
newMedal++;
}
//Check if we need to update statistics
if(newMedal>oldMedal){
switch(oldMedal){
case 0:
statsMgr.completedLevels++;
break;
case 2:
statsMgr.silverLevels--;
break;
}
switch(newMedal){
case 2:
statsMgr.silverLevels++;
break;
case 3:
statsMgr.goldLevels++;
break;
}
}
}
//Set the current level won.
level->won=true;
if(level->time==-1 || level->time>time){
level->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(level->recordings==-1 || level->recordings>recordings){
level->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels->getCurrentLevel()+1<levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel()+1);
}
//And save the progress.
levels->saveLevelProgress();
//Now go to the interlevel screen.
replayPlay();
//Update achievements
if(levels->levelpackName=="tutorial") statsMgr.updateTutorialAchievements();
statsMgr.updateLevelAchievements();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
}
won=false;
//Check if we should reset.
if(isReset)
//NOTE: In case of the interlevel popup the save data needs to be deleted so the restart behaviour is the same for key and button restart.
reset(interlevel);
isReset=false;
}
/////////////////RENDER//////////////////
void 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(screen);
//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_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now draw the backgroundLayers.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->show();
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow second because he needs to be behind the player.
shadow.show();
player.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
drawGUIBox(-2,SCREEN_HEIGHT-bmTips[0]->h-4,bmTips[0]->w+8,bmTips[0]->h+6,screen,0xFFFFFFFF);
applySurface(2,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,NULL);
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
string keyCode=_(inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false)));
transform(keyCode.begin(),keyCode.end(),keyCode.begin(),::toupper);
switch(gameTipIndex){
case TYPE_CHECKPOINT:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to save the game."),keyCode);
break;
case TYPE_SWAP:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to swap the position of player and shadow."),keyCode);
break;
case TYPE_SWITCH:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to activate the switch."),keyCode);
break;
case TYPE_PORTAL:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to teleport."),keyCode);
break;
}
//If we have a string then it's a supported GameObject type.
if(!s.empty()){
SDL_Color fg={0,0,0,0};
bmTips[gameTipIndex]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
drawGUIBox(-2,-2,bmTips[gameTipIndex]->w+8,bmTips[gameTipIndex]->h+6,screen,0xFFFFFFFF);
applySurface(2,2,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
transform(keyCodeRestart.begin(),keyCodeRestart.end(),keyCodeRestart.begin(),::toupper);
//The player is dead, check if there's a state that can be loaded.
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[3]==NULL){
//Get user defined key for loading checkpoint
string keyCodeLoad=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_LOAD,false));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[3]=TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
fg);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0};
bmTips[2]=TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
fg);
}
bm=bmTips[2];
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=TTF_RenderUTF8_Blended(fontText,
_("Your shadow has died."),
fg);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
cameraMode=CAMERA_PLAYER;
}
//Draw the tip.
if(bm!=NULL){
int x=(SCREEN_WIDTH-bm->w)/2;
int y=32;
drawGUIBox(x-8,y-8,bm->w+16,bm->h+14,screen,0xFFFFFFFF);
applySurface(x,y,bm,screen,NULL);
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if(currentCollectables<=totalCollectables && totalCollectables!=0 && !interlevel && time>0){
//Temp stringstream just to addup all the text nicely
stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontText,temp.str().c_str(),themeTextColorDialog);
//Align the text properly
r.x=SCREEN_WIDTH-50-bm->w+22;
r.y=SCREEN_HEIGHT-bm->h;
//Draw background
drawGUIBox(SCREEN_WIDTH-bm->w-34,SCREEN_HEIGHT-bm->h-4,bm->w+34+2,bm->h+4+2,screen,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(screen,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10,NULL);
//Draw text
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if(interlevel){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,191);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Rect r;
/// TRANSLATORS: This is caption for finished level
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),themeTextColorDialog);
//Recreate the level string.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),levelName));
}
SDL_Surface* bm2=TTF_RenderUTF8_Blended(fontText,s.c_str(),themeTextColorDialog);
//Now draw the first gui box so that it's bigger than longer text.
int width;
if(bm->w>bm2->w)
width=bm->w+32;
else
width=bm2->w+32;
drawGUIBox((SCREEN_WIDTH-width)/2,4,width,68,screen,0xFFFFFFBF);
// Now draw title.
r.x=(SCREEN_WIDTH-bm->w)/2;
r.y=8-GUI_FONT_RAISE;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(SCREEN_WIDTH-bm2->w)/2;
r.y=44;
SDL_BlitSurface(bm2,NULL,screen,&r);
//Free drawed texts
SDL_FreeSurface(bm);
SDL_FreeSurface(bm2);
//==Create second box==
//Now draw the second gui box.
drawGUIBox(GUIObjectRoot->left,GUIObjectRoot->top,GUIObjectRoot->width,GUIObjectRoot->height,screen,0xFFFFFFBF);
//Draw the medal.
int medal=GUIObjectRoot->value;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
applySurface(GUIObjectRoot->left+16,GUIObjectRoot->top+92,medals,screen,&r);
applySurface(GUIObjectRoot->left+medalX,GUIObjectRoot->top+92,medals,screen,&r);
}
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::string &untranslated_message=player.objNotificationBlock->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
int maxWidth = 0;
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
//Find out largest width
if(x>maxWidth)
maxWidth=x;
x=(SCREEN_WIDTH-x)/2;
lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,themeTextColorDialog));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
maxWidth+=SCREEN_WIDTH*0.15;
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,screen,0xFFFFFFBF);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
void Game::resize(){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(){
//Reset the number of collectables
currentCollectables=currentCollectablesSaved=0;
//We show the interlevel popup so interlevel must be true.
interlevel=true;
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject(0,SCREEN_HEIGHT-140,570,135,GUIObjectNone);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
//Add it to the GUIObjectRoot.
GUIObjectRoot->value=medal;
int maxWidth=0;
int x=20;
//Is there a target time for this level?
int timeY=0;
bool isTargetTime=true;
if(targetTime<=0){
isTargetTime=false;
timeY=12;
}
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
GUIObject* obj=new GUIObject(x,10+timeY,-1,36,GUIObjectLabel,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUIObject(x,34+timeY,-1,36,GUIObjectLabel,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(isTargetTime){
obj=new GUIObject(x,58,-1,36,GUIObjectLabel,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth+20;
//Is there target recordings for this level?
int recsY=0;
bool isTargetRecs=true;
if(targetRecordings<0){
isTargetRecs=false;
recsY=12;
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUIObject(x,10+recsY,-1,36,GUIObjectLabel,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUIObject(x,34+recsY,-1,36,GUIObjectLabel,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(isTargetRecs){
obj=new GUIObject(x,58,-1,36,GUIObjectLabel,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth;
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUIObject(50,92,-1,36,GUIObjectLabel,s1.c_str(),0,true,true,GUIGravityCenter);
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
medalX=x-24;
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIObject(x,10,-1,36,GUIObjectButton,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
b1->render(0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIObject(x,50,-1,36,GUIObjectButton,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
b2->render(0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIObject(x,90,-1,36,GUIObjectButton,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
GUIObjectRoot->addChild(b3);
b3->render(0,0,true);
maxWidth=b1->width;
if(b2->width>maxWidth)
maxWidth=b2->width;
if(b3->width>maxWidth)
maxWidth=b3->width;
b1->left=b2->left=b3->left=x+maxWidth/2;
x+=maxWidth;
GUIObjectRoot->width=x;
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
//We only need to reset a few things so we don't call reset().
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(true);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(true);
//The script environment.
getScriptExecutor()->reset();
//And call the onCreate scripts.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Execute the onCreate event, if any.
//NOTE: Do we need an onReset event???
//executeScript(LevelEvent_OnReset);
executeScript(LevelEvent_OnCreate);
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
player.reset(true);
shadow.reset(true);
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
}
void Game::recordingEnded(){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
//Show the cursor so that the user can press the ok button.
SDL_ShowCursor(SDL_ENABLE);
//Now show the message box.
msgBox(_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
recentSwapSaved=recentSwap;
//Save the camera mode and target.
cameraModeSaved=cameraMode;
cameraTargetSaved=cameraTarget;
//Save the current collectables
currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentSave+1000>t){
statsMgr.newAchievement("panicSave");
}
recentSave=t;
//Update statistics.
statsMgr.saveTimes++;
//Update achievements
switch(statsMgr.saveTimes){
case 1000:
statsMgr.newAchievement("save1k");
break;
}
}
//Execute the onSave event.
executeScript(LevelEvent_OnSave);
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
recentSwap=recentSwapSaved;
//Load the camera mode and target.
cameraMode=cameraModeSaved;
cameraTarget=cameraTargetSaved;
//Load the current collactbles
currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements.
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentLoad+1000>t){
statsMgr.newAchievement("panicLoad");
}
recentLoad=t;
//Update statistics.
statsMgr.loadTimes++;
//Update achievements
switch(statsMgr.loadTimes){
case 1000:
statsMgr.newAchievement("load1k");
break;
}
}
//Execute the onLoad event, if any.
executeScript(LevelEvent_OnLoad);
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
void Game::reset(bool save){
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats.
time=0;
recordings=0;
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
//Reset the camera.
cameraMode=CAMERA_PLAYER;
if(save) cameraModeSaved=CAMERA_PLAYER;
cameraTarget.x=cameraTarget.y=cameraTarget.w=cameraTarget.h=0;
if(save) cameraTargetSaved.x=cameraTargetSaved.y=cameraTargetSaved.w=cameraTargetSaved.h=0;
//Reset the number of collectables
currentCollectables=0;
if(save)
currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Clear the event queue, since all the events are from before the reset.
eventQueue.clear();
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the script environment
//NOTE: The scriptExecutor will only be reset between levels.
//getScriptExecutor()->reset();
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Execute the onCreate event, if any.
//NOTE: Do we need an onReset event???
//executeScript(LevelEvent_OnReset);
executeScript(LevelEvent_OnCreate);
//Check if interlevel is true, if so we might need to delete the gui.
if(interlevel){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Also set interlevel to false.
interlevel=false;
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::executeScript(int eventType){
map<int,string>::iterator it;
//Check if there's a script for the given event.
it=scripts.find(eventType);
if(it!=scripts.end()){
//There is one so execute it.
getScriptExecutor()->executeScript(it->second);
}
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id,GameObject* target){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Or there's a target given.
if(target)
e.target=target;
else
e.target=NULL;
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
//Don't forget the music.
getMusicManager()->pickMusic();
}else{
if(!levels->congratulationText.empty()){
msgBox(_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel();
}
}
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index a25dbba..26a738d 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,3294 +1,3309 @@
/*
* 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 "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "LevelPack.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIWindow.h"
#include "GUISpinBox.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <sstream>
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
//Array containing translateble block names
static const char* blockNames[TYPE_MAX]={
__("Block"),__("Player Start"),__("Shadow Start"),
__("Exit"),__("Shadow Block"),__("Spikes"),
__("Checkpoint"),__("Swap"),__("Fragile"),
__("Moving Block"),__("Moving Shadow Block"),__("Moving Spikes"),
__("Teleporter"),__("Button"),__("Switch"),
__("Conveyor Belt"),__("Shadow Conveyor Belt"),__("Notification Block"),__("Collectable"),__("Pushable")
};
//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
};
/////////////////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;
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;
}
SDL_Surface* createItem(const char* caption,int icon){
//FIXME: Add some sort of caching?
SDL_Color fg={0,0,0};
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,caption,fg);
SDL_SetAlpha(tip,0,0xFF);
//Create the surface, we add 16px to the width for an icon,
//plus 8px for the border to make it looks better.
SDL_Surface* item=SDL_CreateRGBSurface(SDL_SWSURFACE,tip->w+16+8,24,32,RMASK,GMASK,BMASK,AMASK);
SDL_Rect itemRect={0,0,item->w,item->h};
SDL_FillRect(item,&itemRect,0x00FFFFFF);
itemRect.y=3;
itemRect.h=16;
SDL_FillRect(item,&itemRect,0xFFFFFFFF);
//Draw the text on the item surface.
applySurface(16+8,0,tip,item,NULL);
//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)*16;
applySurface(4,3,bmGUI,item,&r);
}
//Free the tip surface.
SDL_FreeSurface(tip);
//Update the height.
rect.h+=24;
//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 item;
}
void updateItem(int index,const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->updateItem(index,action,item);
}
void addItem(const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->addItem(action,item);
}
LevelEditorActionsPopup(LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
//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=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(0,0,0,0);
actions->eventCallback=this;
//Check if it's a block or not.
if(target!=NULL)
addBlockItems();
else
addLevelItems();
//Now set the size of the GUIListBox.
actions->width=rect.w;
actions->height=rect.h;
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 addBlockItems(){
//Get the type of the target.
int type=target->type;
//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("Deselect",_("Deselect"));
else
addItem("Select",_("Select"));
addItem("Delete",_("Delete"),8);
//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("Link",_("Link"),8*3);
addItem("Remove Links",_("Remove Links"));
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
addItem("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("Behaviour",behaviour[currentBehaviour].c_str());
}
}else{
addItem("Path",_("Path"));
addItem("Remove Path",_("Remove Path"));
//FIXME: We use hardcoded indeces, if the order changes we have a problem.
addItem("Enabled",_("Enabled"),(target->getEditorProperty("disabled")=="0")?2:1);
addItem("Looping",_("Looping"),(target->getEditorProperty("loop")=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
addItem("Enabled",_("Enabled"),(target->getEditorProperty("disabled")=="0")?2:1);
addItem("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("State",states[currentState].c_str());
}
//Check if it's a notification block.
if(type==TYPE_NOTIFICATION_BLOCK)
addItem("Message",_("Message"));
//Finally add scripting to the bottom.
addItem("Scripting",_("Scripting"),8*2+1);
}
void addLevelItems(){
addItem("LevelSettings",_("Settings"),8*2);
addItem("LevelScripting",_("Scripting"),8*2+1);
}
~LevelEditorActionsPopup(){
if(actions)
delete actions;
}
void render(){
//Draw the actions.
actions->render(rect.x,rect.y);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
}
void handleEvents(){
//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 && !checkCollision(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(rect.x,rect.y);
}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//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->removeObject(target);
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
std::map<Block*,vector<GameObject*> >::iterator it;
it=parent->triggers.find(dynamic_cast<Block*>(target));
if(it!=parent->triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//In case of a portal remove its destination field.
if(target->type==TYPE_PORTAL){
target->setEditorProperty("destination","");
}else{
//We give the trigger a new id to prevent activating unlinked targets.
char s[64];
sprintf(s,"%u",parent->currentId);
parent->currentId++;
target->setEditorProperty("id",s);
}
dismiss();
return;
}else if(action=="Path"){
parent->moving=true;
parent->movingBlock=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Path"){
//Set the number of moving positions to zero.
target->setEditorProperty("MovingPosCount","0");
std::map<Block*,vector<MovingPosition> >::iterator it;
it=parent->movingBlocks.find(dynamic_cast<Block*>(target));
if(it!=parent->movingBlocks.end()){
(*it).second.clear();
}
dismiss();
return;
}else if(action=="Message"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
root->name="notificationBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Enter message here:"));
root->addChild(obj);
GUITextArea* textarea=new GUITextArea(50,90,500,100);
//Set the name of the text area, which is used to identify the object later on.
textarea->name="message";
string tmp=target->getEditorProperty("message");
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
textarea->setString(tmp);
root->addChild(textarea);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgNotificationBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
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=="Enabled"){
//Get the previous state.
bool enabled=(target->getEditorProperty("disabled")=="0");
//Switch the state.
enabled=!enabled;
//NOTE: In case of enabled it is inverted since the property is actually disabled,
target->setEditorProperty("disabled",enabled?"0":"1");
updateItem(actions->value,"Enabled",_("Enabled"),enabled?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;
target->setEditorProperty("loop",loop?"1":"0");
updateItem(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;
target->setEditorProperty("automatic",automatic?"1":"0");
updateItem(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.
target->setEditorProperty("behaviour",behaviour[currentBehaviour]);
//And update the item.
updateItem(actions->value,"Behaviour",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);
target->setEditorProperty("state",s);
//And update the item.
updateItem(actions->value,"State",states[currentState].c_str());
actions->value=-1;
return;
}else if(action=="Speed"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
root->name="conveyorBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Enter speed here:"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(240,100,320,36);
//Set the name of the text area, which is used to identify the object later on.
obj2->name="speed";
obj2->caption=target->getEditorProperty("speed");
obj2->update();
root->addChild(obj2);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgConveyorBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
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((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Scripting"));
root->name="scriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUIObject(50,60,240,36,GUIObjectLabel,_("Id:"));
root->addChild(obj);
obj=new GUIObject(100,60,240,36,GUIObjectTextBox,dynamic_cast<Block*>(target)->id.c_str());
obj->name="id";
root->addChild(obj);
- GUISingleLineListBox* list=new GUISingleLineListBox(50,100,500,36,24);
+ GUISingleLineListBox* list=new GUISingleLineListBox(50,100,500,36);
std::map<std::string,int>::iterator it;
for(it=Game::gameObjectEventNameMap.begin();it!=Game::gameObjectEventNameMap.end();++it)
list->item.push_back(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(50,140,500,300);
text->name=list->item[i];
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
- string tmp=(dynamic_cast<Block*>(target))->scripts[Game::gameObjectEventNameMap[list->item[i]]];
- text->setString(tmp);
+ map<int,string>::iterator it=block->scripts.find(Game::gameObjectEventNameMap[list->item[i]]);
+ if(it!=block->scripts.end())
+ text->setString(it->second);
+
root->addChild(text);
}
obj=new GUIObject(root->width*0.3,500-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,500-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
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=="LevelSettings"){
//Open the levelSettings window.
parent->levelSettings();
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelScripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Level Scripting"));
root->name="levelScriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
- GUISingleLineListBox* list=new GUISingleLineListBox(50,60,500,36,24);
+ GUISingleLineListBox* list=new GUISingleLineListBox(50,60,500,36);
std::map<std::string,int>::iterator it;
for(it=Game::levelEventNameMap.begin();it!=Game::levelEventNameMap.end();++it)
list->item.push_back(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(50,100,500,340);
text->name=list->item[i];
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
- string tmp=parent->scripts[Game::levelEventNameMap[list->item[i]]];
- text->setString(tmp);
+ map<int,string>::iterator it=parent->scripts.find(Game::levelEventNameMap[list->item[i]]);
+ if(it!=parent->scripts.end())
+ text->setString(it->second);
+
root->addChild(text);
}
obj=new GUIObject(root->width*0.3,500-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgLevelScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,500-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
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
SDL_Surface* 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(){
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(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(){
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();
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, 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();
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
~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(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,screen,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;
//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(checkCollision(mouse,r)){
highlightedObj=selection[j];
SDL_FillRect(screen,&r,0xCCCCCC);
}
int type=selection[j]->type;
//draw tile picture
ThemeBlock* obj=objThemes.getBlock(type);
if(obj){
obj->editorPicture.draw(screen,r.x+7,r.y+7);
}
//draw name
SDL_Color fg={0,0,0};
SDL_Surface* txt=TTF_RenderUTF8_Blended(fontText,_(blockNames[type]),fg);
if(txt!=NULL){
SDL_Rect r2={r.x+64,r.y+(64-txt->h)/2,0,0};
SDL_BlitSurface(txt,NULL,screen,&r2);
SDL_FreeSurface(txt);
}
if(parent!=NULL){
//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(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Select");
highlightedBtn=1;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Delete");
highlightedBtn=2;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Configure");
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(!tooltip.empty()){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,tooltip.c_str(),fg);
//Draw only if there's a tooltip available
if(tip!=NULL){
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tip->h>SCREEN_HEIGHT-20)
tooltipRect.y-=tip->h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tip->w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&tooltipRect);
SDL_FreeSurface(tip);
}
}
}
void handleEvents(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
//check mousewheel
if(event.button.button==SDL_BUTTON_WHEELUP){
startRow-=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_WHEELDOWN){
startRow+=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!checkCollision(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()){
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->removeObject(highlightedObj);
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
}
};
/////////////////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():Game(){
//Get the target time and recordings.
levelTime=levels->getLevel()->targetTime;
levelRecordings=levels->getLevel()->targetRecordings;
//This will set some default settings.
reset();
//Create the GUI root.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={(SCREEN_WIDTH-410)/2,SCREEN_HEIGHT-50,410,50};
toolbarRect=tmp;
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Count the level editing time.
statsMgr.startLevelEdit();
}
LevelEditor::~LevelEditor(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
levelObjects.clear();
selection.clear();
//Free the placement surface.
SDL_FreeSurface(placement);
//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;
//Count the level editing time.
statsMgr.endLevelEdit();
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
cameraXvel=0;
cameraYvel=0;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
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(TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(obj,fileName);
//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());
}
//NOTE: We set the camera here since we know the dimensions of the level.
if(LEVEL_WIDTH<SCREEN_WIDTH)
camera.x=-(SCREEN_WIDTH-LEVEL_WIDTH)/2;
else
camera.x=0;
if(LEVEL_HEIGHT<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/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 dimensions of the level.
int maxX=0;
int maxY=0;
//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.
levels->getLevel()->name=levelName;
}
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
//Update the target time the levelpack.
levels->getLevel()->targetTime=levelTime;
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
//Update the target recordings the levelpack.
levels->getLevel()->targetRecordings=levelRecordings;
}
}
//The width of the level.
maxX=LEVEL_WIDTH;
sprintf(s,"%d",maxX);
node.attributes["size"].push_back(s);
//The height of the level.
maxY=LEVEL_HEIGHT;
sprintf(s,"%d",maxY);
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 in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for(unsigned int i=0;i<obj.size();i++){
if((!obj[i].first.empty()) && (!obj[i].second.empty())){
obj1->attributes[obj[i].first].push_back(obj[i].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.
map<int,string>::iterator it;
for(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);
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(){
//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();
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
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)){
//Before we quit ask a make sure question.
if(msgBox(_("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();
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();
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(checkCollision(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){
tool=(Tools)t;
}else{
//The selected button isn't a tool.
//Now check which button it is.
if(t==NUMBER_TOOLS){
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
//Also stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%u",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
moving=false;
movingBlock=NULL;
}
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings();
}
if(t==NUMBER_TOOLS+4){
//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==NUMBER_TOOLS+3){
//Save current level
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
return;
}
//check if shift is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_SHIFT)){
pressedShift=true;
}
if(inputMgr.isKeyUpEvent(INPUTMGR_SHIFT)){
pressedShift=false;
}
//Check if delete is pressed.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_DELETE){
if(!selection.empty()){
//Loop through the selected game objects.
while(!selection.empty()){
//Remove the objects in the selection.
removeObject(selection[0]);
}
//And clear the selection vector.
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
//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)){
//Clear the current clipboard.
clipboard.clear();
//Check if the selection isn't empty.
if(!selection.empty()){
//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];
sprintf(s,"%d",selection[o]->getBox().x-x);
objMap["x"]=s;
sprintf(s,"%d",selection[o]->getBox().y-y);
objMap["y"]=s;
sprintf(s,"%d",selection[o]->type);
objMap["type"]=s;
//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);
if(event.key.keysym.sym==SDLK_x){
//Cutting means deleting the game object.
removeObject(selection[o]);
o--;
}
}
//Only clear the selection when Ctrl+x;
if(event.key.keysym.sym==SDLK_x){
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
}
//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.
selection.clear();
//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;
}
//Integers containing the diff of the x that occurs when placing a block outside the level size on the top or left.
//We use it to compensate the corrupted x and y locations of the other clipboard blocks.
int diffX=0;
int diffY=0;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
Block* block=new Block(this,0,0,atoi(clipboard[o]["type"].c_str()));
block->setBaseLocation(atoi(clipboard[o]["x"].c_str())+x+diffX,atoi(clipboard[o]["y"].c_str())+y+diffY);
block->setEditorData(clipboard[o]);
if(block->getBox().x<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffX+=(0-(block->getBox().x));
}
if(block->getBox().y<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffY+=(0-(block->getBox().y));
}
//And add the object using the addObject method.
addObject(block);
//Also add the block to the selection.
selection.push_back(block);
}
}
}
//Check if the return button is pressed.
//If so run the configure tool.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_RETURN){
//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};
//Loop through the selected game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check for collision.
if(checkCollision(mouse,levelObjects[o]->getBox())){
//Invoke the onEnterObject.
onEnterObject(levelObjects[o]);
//Break out of the for loop.
break;
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
cameraXvel=0;
cameraYvel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
if(pressedShift){
cameraXvel+=10;
}else{
cameraXvel+=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
if(pressedShift){
cameraXvel-=10;
}else{
cameraXvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_UP)){
if(pressedShift){
cameraYvel-=10;
}else{
cameraYvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if(pressedShift){
cameraYvel+=10;
}else{
cameraYvel+=5;
}
}
//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){
if(abs(event.motion.xrel)+abs(event.motion.yrel)>=2){
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//We call the dragStart event.
onDragStart(x+camera.x,y+camera.y);
}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
currentCursor=CURSOR_DRAG;
}
//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_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
switch(tool){
case ADD:
//Only change the current type when using the add tool.
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
break;
case SELECT:
//When in configure mode.
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
break;
default:
//When in other mode, just scrolling the map
if(pressedShift)
camera.x-=200;
else camera.y-=200;
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
switch(tool){
case ADD:
//Only change the current type when using the add tool.
currentType--;
if(currentType<0){
currentType=EDITOR_ORDER_MAX-1;
}
break;
case SELECT:
//When in configure mode.
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
break;
default:
//When in other mode, just scrolling the map
if(pressedShift) camera.x+=200;
else camera.y+=200;
break;
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
}
//Check for tool shortcuts.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_a){
tool=ADD;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s){
tool=SELECT;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_d){
//We clear the selection since that can't be used in the deletion tool.
selection.clear();
tool=REMOVE;
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
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){
std::vector<GameObject*> clickObjects;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
clickObjects.push_back(levelObjects[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(clickObjects[0],isSelected);
}
}else if(clickObjects.size()>1){
//There are more than one object under the mouse
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,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 /*&& tool==SELECT*/){
//Stop linking.
if(linking){
linking=false;
linkingTrigger=NULL;
//NOTE: We shouldn't be able to be linking AND moving so return to prevent actions popup.
return;
}
//Write the path to the moving block.
if(moving){
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%u",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
//Stop moving.
moving=false;
movingBlock=NULL;
return;
}
//No return so far so call onRightClickVoid.
onRightClickVoid(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){
movingBlocks[movingBlock].pop_back();
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings();
}
//NOTE: Do we even need Ctrl+n?
//Check if we should a new level. (Ctrl+n)
//if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_n && (event.key.keysym.mod & KMOD_CTRL)){
// reset();
// //NOTE: We don't have anything to load from so we create an empty TreeStorageNode.
// Game::loadLevelFromNode(new TreeStorageNode,"");
// //Hide selection popup (if any)
// if(selectionPopup!=NULL){
// delete selectionPopup;
// selectionPopup=NULL;
// }
//}
//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)){
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-300)/2,600,300,true,true,_("Level settings"));
root->name="lvlSettingsWindow";
root->eventCallback=this;
GUIObject* obj;
//Create the two textboxes with a label.
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
root->addChild(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
obj->name="name";
root->addChild(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Theme:"));
root->addChild(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
obj->name="theme";
root->addChild(obj);
//target time and recordings.
{
obj=new GUIObject(40,150,240,36,GUIObjectLabel,_("Target time (s):"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(290,150,260,36);
obj2->name="time";
ostringstream ss;
ss << levelTime/40.0f;
obj2->caption=ss.str();
obj2->update();
obj2->limitMin=0.0f;
obj2->change=0.1f;
root->addChild(obj2);
obj=new GUIObject(40,200,240,36,GUIObjectLabel,_("Target recordings:"));
root->addChild(obj);
obj2=new GUISpinBox(290,200,260,36);
ostringstream ss2;
ss2 << levelRecordings;
obj2->caption=ss2.str();
obj2->limitMin=0.0f;
obj2->format="%1.0f";
obj2->name="recordings";
obj2->update();
root->addChild(obj2);
}
//Ok and cancel buttons.
obj=new GUIObject(root->width*0.3,300-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,300-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
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 editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Add the object to the movingBlocks vector.
vector<MovingPosition> positions;
movingBlocks[levelObjects[o]]=positions;
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[levelObjects[o]].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
break;
}
default:
break;
}
}
}
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::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;
}
//Check if the linkingTrigger can handle multiple or only one link.
switch(linkingTrigger->type){
case TYPE_PORTAL:
{
//Portals can only link to one so remove all existing links.
triggers[linkingTrigger].clear();
triggers[linkingTrigger].push_back(obj);
break;
}
default:
{
//The most can handle multiple links.
triggers[linkingTrigger].push_back(obj);
break;
}
}
//Check if it's a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//Portals need to get the id of the other instead of give it's own id.
char s[64];
sprintf(s,"%d",atoi(obj->getEditorProperty("id").c_str()));
linkingTrigger->setEditorProperty("destination",s);
}else{
//Give the object the same id as the trigger.
char s[64];
sprintf(s,"%d",atoi(linkingTrigger->getEditorProperty("id").c_str()));
obj->setEditorProperty("id",s);
}
//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;
//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;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
return;
}
}
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
selection.clear();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
removeObject(obj);
break;
}
default:
break;
}
}
void LevelEditor::onRightClickObject(GameObject* obj,bool selected){
//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(this,obj,x,y);
return;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case ADD:
{
//We need to clear the selection.
selection.clear();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
addObject(new Block(this,x,y,editorTileOrder[currentType]));
break;
}
case SELECT:
{
//We need to clear the selection.
selection.clear();
//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){
//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;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onRightClickVoid(int x,int y){
//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(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};
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
if(checkCollision(selection[o]->getBox(),mouse)==true){
//We have collision so set the dragCenter.
dragCenter=selection[o];
selectionDrag=true;
}
}
}
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;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
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();
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Loop through the selection.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r1=selection[o]->getBox();
//We need to place the object at his drop place.
moveObject(selection[o],(r1.x-r.x)+x,(r1.y-r.y)+y);
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=false;
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};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onEnterObject(GameObject* obj){
//NOTE: Function isn't used anymore.
}
void LevelEditor::addObject(GameObject* obj){
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE) {
totalCollectables++;
}
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
Block* block=dynamic_cast<Block*>(obj);
//Make sure it's a block.
if(!block)
return;
levelObjects.push_back(block);
//Check if the object is inside the level dimensions, etc.
//Just call moveObject() to perform this.
moveObject(obj,obj->getBox().x,obj->getBox().y);
//GameObject type specific stuff.
switch(obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//Add the object to the triggers.
vector<GameObject*> linked;
triggers[block]=linked;
//Give it it's own id.
char s[64];
sprintf(s,"%u",currentId);
currentId++;
block->setEditorProperty("id",s);
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the moving blocks.
vector<MovingPosition> positions;
movingBlocks[block]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
block->getEditorData(objMap);
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[block].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%u",currentId);
currentId++;
editorData["id"]=s;
block->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setBaseLocation(x,y);
//Check if the object is inside the level dimensions.
//If not let the level grow.
if(obj->getBox().x+50>LEVEL_WIDTH){
LEVEL_WIDTH=obj->getBox().x+50;
}
if(obj->getBox().y+50>LEVEL_HEIGHT){
LEVEL_HEIGHT=obj->getBox().y+50;
}
if(obj->getBox().x<0 || obj->getBox().y<0){
//A block on the left (or top) side of the level, meaning we need to shift everything.
//First calc the difference.
int diffx=(0-(obj->getBox().x));
int diffy=(0-(obj->getBox().y));
if(diffx<0) diffx=0;
if(diffy<0) diffy=0;
//Change the level size first.
//The level grows with the difference, 0-(x+50).
LEVEL_WIDTH+=diffx;
LEVEL_HEIGHT+=diffy;
//cout<<"x:"<<diffx<<",y:"<<diffy<<endl; //debug
camera.x+=diffx;
camera.y+=diffy;
//Set the position of player and shadow
//(although it's unnecessary if there is player and shadow start)
player.setLocation(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setLocation(shadow.getBox().x+diffx,shadow.getBox().y+diffy);
for(unsigned int o=0; o<levelObjects.size(); o++){
//FIXME: shouldn't recuesive call me (to prevent stack overflow bugs)
moveObject(levelObjects[o],levelObjects[o]->getBox().x+diffx,levelObjects[o]->getBox().y+diffy);
}
}
//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+(50-23)/2;
player.fy=obj->getBox().y;
//Now reset the player to get him to it's new start position.
player.reset(true);
}
if(obj->type==TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx=obj->getBox().x+(50-23)/2;
shadow.fy=obj->getBox().y;
//Now reset the shadow to get him to it's new start position.
shadow.reset(true);
}
}
void LevelEditor::removeObject(GameObject* obj){
std::vector<GameObject*>::iterator it;
std::map<Block*,vector<GameObject*> >::iterator mapIt;
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE){
totalCollectables--;
}
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(dynamic_cast<Block*>(obj));
if(mapIt!=triggers.end()){
//It is so we remove it.
triggers.erase(mapIt);
}
//Boolean if it could be a target.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES
|| obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT || obj->type==TYPE_PORTAL){
for(mapIt=triggers.begin();mapIt!=triggers.end();++mapIt){
//Now loop the target vector.
for(unsigned int o=0;o<(*mapIt).second.size();o++){
//Check if the obj is in the target vector.
if((*mapIt).second[o]==obj){
(*mapIt).second.erase(find((*mapIt).second.begin(),(*mapIt).second.end(),obj));
o--;
}
}
}
}
//Check if the object is in the movingObjects.
std::map<Block*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(dynamic_cast<Block*>(obj));
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Check if the block isn't being configured with a window one way or another.
std::map<GUIObject*,GameObject*>::iterator confIt;
for(confIt=objectWindows.begin();confIt!=objectWindows.end();++confIt){
if((*confIt).second==obj){
destroyWindow((*confIt).first);
}
}
//Now we remove the object from the levelObjects.
{
std::vector<Block*>::iterator it;
it=find(levelObjects.begin(),levelObjects.end(),dynamic_cast<Block*>(obj));
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
}
delete obj;
obj=NULL;
//Set dirty of selection popup
if(selectionPopup!=NULL) selectionPopup->dirty=true;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check if one of the windows is closed.
if(eventType==GUIEventClick && (name=="lvlSettingsWindow" || name=="notificationBlockWindow" || name=="conveyorBlockWindow" || name=="scriptingWindow" || name=="levelScriptingWindow")){
destroyWindow(obj);
return;
}
//TODO: Add resize code for each GUIWindow.
if(name=="lvlSettingsWindow"){
return;
}
if(name=="notificationBlockWindow"){
return;
}
if(name=="conveyorBlockWindow"){
return;
}
if(name=="scriptingWindow"){
return;
}
if(name=="levelScriptingWindow"){
return;
}
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the message textbox from the GUIWindow.
GUITextArea* message=(GUITextArea*)obj->getChild("message");
if(message){
//Set the message of the notification block.
configuredObject->setEditorProperty("message",message->getString());
}
}
}
//Conveyor belt block configure events.
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.
configuredObject->setEditorProperty("speed",speed->caption);
}
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
GUIObject* object=obj->getChild("name");
if(object)
levelName=object->caption;
object=obj->getChild("theme");
if(object)
levelTheme=object->caption;
//target time and recordings.
GUISpinBox* object2=(GUISpinBox*)obj->getChild("time");
if(object2){
float number=atof(object2->caption.c_str());
if(number<=0){
levelTime=-1;
}else{
levelTime=int(number*40.0+0.5);
}
}
object2=(GUISpinBox*)obj->getChild("recordings");
if(object){
float number=atof(object2->caption.c_str());
if(number<=0){
levelRecordings=-1;
}else{
levelRecordings=int(number);
}
}
}
//Level scripting window events.
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]);
if(script){
script->visible=(script->name==list->item[list->value]);
script->enabled=(script->name==list->item[list->value]);
}
}
}
return;
}
if(name=="cfgLevelScriptingOK"){
//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++){
//Get the GUITextArea.
GUITextArea* script=dynamic_cast<GUITextArea*>(obj->getChild(list->item[i]));
- if(script)
+ if(script){
//Set the script for the target block.
- scripts[levelEventNameMap[script->name]]=script->getString().c_str();
+ string str=script->getString();
+ if(str.empty())
+ scripts.erase(levelEventNameMap[script->name]);
+ else
+ scripts[levelEventNameMap[script->name]]=str;
+ }
}
}
}
//Scripting window events.
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=(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]);
if(script){
script->visible=(script->name==list->item[list->value]);
script->enabled=(script->name==list->item[list->value]);
}
}
}
}
return;
}
if(name=="cfgScriptingOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgScriptingEventType");
GUIObject* id=obj->getChild("id");
Block* block=dynamic_cast<Block*>(configuredObject);
if(block){
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]));
- if(script)
+ if(script){
//Set the script for the target block.
- block->scripts[gameObjectEventNameMap[script->name]]=script->getString().c_str();
+ string str=script->getString();
+ if(str.empty())
+ block->scripts.erase(gameObjectEventNameMap[script->name]);
+ else
+ block->scripts[gameObjectEventNameMap[script->name]]=str;
+ }
}
}
if(id){
//Set the new id for the target block.
//TODO: Check for trigger links etc...
(dynamic_cast<Block*>(configuredObject))->id=id->caption;
}
}
}
}
//NOTE: We assume every event came from a window so 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(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//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){
camera.x+=cameraXvel;
camera.y+=cameraYvel;
//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(checkCollision(mouse,box))
inside=true;
}
if(!inside){
SDL_Rect r[3]={toolbarRect};
int m=1;
//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<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-410)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(){
//Always let the game render the game.
Game::render();
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//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();
r.x-=camera.x;
r.y-=camera.y;
drawGUIBox(r.x,r.y,50,50,screen,0xFFFFFF33);
//Draw the selectionMarks.
applySurface(r.x,r.y,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y,selectionMark,screen,NULL);
applySurface(r.x,r.y+r.h-5,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y+r.h-5,selectionMark,screen,NULL);
}
//Clear the placement surface.
SDL_FillRect(placement,NULL,0x00FF00FF);
Uint32 color=SDL_MapRGB(placement->format,themeTextColor.r,themeTextColor.g,themeTextColor.b);
//Draw the dark areas marking the outside of the level.
SDL_Rect r;
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_FillRect(placement,&r,color);
}
if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=SCREEN_WIDTH;
r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,color);
}
//Check if we should draw on the placement surface.
showConfigure();
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
}
//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};
//Find a block where the mouse is hovering on.
for(unsigned int o=0; o<levelObjects.size(); o++){
SDL_Rect rect=levelObjects[o]->getBox();
if(checkCollision(rect,mouse)==true){
if(tool==REMOVE){
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFF000055);
currentCursor=CURSOR_REMOVE;
}else{
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFFFFFF33);
}
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,screen);
//Render the placement surface.
applySurface(0,0,placement,screen,NULL);
//Render the hud layer.
renderHUD();
//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();
}
}
//Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render();
}
}
}
void LevelEditor::renderHUD(){
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 100" to keep the same position with every value
if (movingSpeedWidth==-1){
int w;
TTF_SizeUTF8(fontText,tfm::format(_("Movespeed: %s"),100).c_str(),&w,NULL);
movingSpeedWidth=w+4;
}
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black);
//Draw the text in box and free the surface.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,bm->h+6,screen,0xDDDDDDDD);
applySurface(SCREEN_WIDTH-movingSpeedWidth,2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//On top of all render the toolbar.
drawGUIBox(toolbarRect.x,toolbarRect.y,8*50+10,52,screen,0xEDEDEDFF);
//Draw the first four options.
SDL_Rect r={0,0,200,50};
applySurface(toolbarRect.x+5,toolbarRect.y,toolbar,screen,&r);
//And the last three.
r.x=200;
r.w=150;
applySurface(toolbarRect.x+255,toolbarRect.y,toolbar,screen,&r);
//Now render a tooltip.
if(tooltip>=0){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=NULL;
switch(tooltip){
case 0:
tip=TTF_RenderUTF8_Blended(fontText,_("Select"),fg);
break;
case 1:
tip=TTF_RenderUTF8_Blended(fontText,_("Add"),fg);
break;
case 2:
tip=TTF_RenderUTF8_Blended(fontText,_("Delete"),fg);
break;
case 3:
tip=TTF_RenderUTF8_Blended(fontText,_("Play"),fg);
break;
case 5:
tip=TTF_RenderUTF8_Blended(fontText,_("Level settings"),fg);
break;
case 6:
tip=TTF_RenderUTF8_Blended(fontText,_("Save level"),fg);
break;
case 7:
tip=TTF_RenderUTF8_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={(SCREEN_WIDTH-390)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-tip->h;
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-390)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,screen,color);
}
void LevelEditor::showCurrentObject(){
//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<EDITOR_ORDER_MAX){
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[currentType]);
if(obj){
obj->editorPicture.draw(placement,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
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 drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Loop through the selection.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
ThemeBlock* obj=objThemes.getBlock(selection[o]->type);
if(obj){
SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(placement,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//By default use black color for arrows.
Uint32 color=0x00000000;
//Theme can change the color.
//TODO: use the actual color from the theme.
if(themeTextColor.r>128 && themeTextColor.g>128 && themeTextColor.b>128)
color=0xffffffff;
//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,placement,color,32,arrowAnimation%32);
//Also draw two selection marks.
applySurface(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,screen,NULL);
applySurface(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,screen,NULL);
}
}
}
//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,placement,color,32,arrowAnimation%32);
}
}
//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,placement,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,placement);
}
}
//And draw a marker at the end.
applySurface(x-13,y-13,movingMark,screen,NULL);
//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;
}
//Calculate offset to contain the moving speed.
int offset=int(double(arrowAnimation)*movingSpeed/10.0)%32;
drawLineWithArrow(posX+25,posY+25,x+25,y+25,placement,color,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
void LevelEditor::resize(){
//Call the resize method of the Game.
Game::resize();
//Now update the placement surface.
if(placement)
SDL_FreeSurface(placement);
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-410)/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
};
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