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diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index e215cd3..d7be870 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,752 +1,755 @@
/*
* 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 "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "GUIOverlay.h"
#include "InputManager.h"
#include "ThemeManager.h"
#include "MD5.h"
#include "SoundManager.h"
#include "StatisticsManager.h"
#include "Game.h"
#include <stdio.h>
#include <string.h>
#include <string>
#include <sstream>
#include <iostream>
#include <SDL_ttf.h>
#include "libs/tinyformat/tinyformat.h"
class ReplayListOverlay : public GUIOverlay {
private:
GUIListBox *list;
public:
ReplayListOverlay(SDL_Renderer &renderer, GUIObject* root, GUIListBox *list)
: GUIOverlay(renderer, root), list(list)
{
}
void handleEvents(ImageManager& imageManager, SDL_Renderer& renderer) override {
GUIOverlay::handleEvents(imageManager, renderer);
//Do our own stuff.
if (!list) return;
//Check vertical movement
if (inputMgr.isKeyDownEvent(INPUTMGR_UP)){
isKeyboardOnly = true;
list->value--;
if (list->value < 0) list->value = 0;
//FIXME: ad-hoc stupid code
list->scrollScrollbar(0xC0000000);
list->scrollScrollbar(list->value);
} else if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
isKeyboardOnly = true;
list->value++;
if (list->value >= (int)list->item.size()) list->value = list->item.size() - 1;
//FIXME: ad-hoc stupid code
list->scrollScrollbar(0xC0000000);
list->scrollScrollbar(list->value);
}
if (isKeyboardOnly && list->eventCallback && inputMgr.isKeyDownEvent(INPUTMGR_SELECT) && list->value >= 0 && list->value<(int)list->item.size()) {
list->eventCallback->GUIEventCallback_OnEvent(imageManager, renderer, list->name, list, GUIEventChange); // ???
}
}
};
/////////////////////LEVEL SELECT/////////////////////
LevelPlaySelect::LevelPlaySelect(ImageManager& imageManager, SDL_Renderer& renderer)
:LevelSelect(imageManager,renderer,_("Select Level")),
levelInfoRender(imageManager,renderer,getDataPath(),*fontText,objThemes.getTextColor(false)){
//Load the play button if needed.
playButtonImage=imageManager.loadTexture(getDataPath()+"gfx/playbutton.png", renderer);
//Create the gui.
createGUI(imageManager,renderer, true);
//Show level list
refresh(imageManager,renderer);
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
replayList = NULL;
//Clear the selected level.
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
}
void LevelPlaySelect::createGUI(ImageManager& imageManager,SDL_Renderer &renderer, bool initial){
//Create the play button.
if(initial){
play=new GUIButton(imageManager,renderer,SCREEN_WIDTH-60,SCREEN_HEIGHT-60,-1,32,_("Play"),0,true,true,GUIGravityRight);
replayList = new GUIButton(imageManager, renderer, 60, SCREEN_HEIGHT - 60, -1, 32, _("More replays"), 0, true, true, GUIGravityLeft);
} else{
play->left=SCREEN_WIDTH-60;
play->top=SCREEN_HEIGHT-60;
play->width = -1;
replayList->left = 60;
replayList->top = SCREEN_HEIGHT - 60;
play->width = -1;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
replayList->name = "cmdReplayList";
replayList->eventCallback = this;
replayList->enabled = false;
if (initial) {
GUIObjectRoot->addChild(play);
GUIObjectRoot->addChild(replayList);
}
}
void LevelPlaySelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool /*change*/){
const int m=levels->getLevelCount();
numbers.clear();
levelInfoRender.resetText(renderer, *fontText, objThemes.getTextColor(false));
//Create the non selected number.
if (selectedNumber == NULL){
selectedNumber = new Number(imageManager, renderer);
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(renderer," ",box);
selectedNumber->setLocked(true);
selectedNumber->setMedal(0);
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
replayList->enabled = false;
for(int n=0; n<m; n++){
numbers.emplace_back(imageManager, renderer);
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+static_cast<int>(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(renderer,n,box);
numbers[n].setLocked(n>0 && levels->getLocked(n));
int medal = levels->getLevel(n)->getMedal();
numbers[n].setMedal(medal);
}
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+(LEVELS_PER_ROW-1))/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if (levels->levelpackPath == LEVELS_PATH || levels->levelpackPath == CUSTOM_LEVELS_PATH)
levelpackDescription->caption = _("Individual levels which are not contained in any level packs");
else if (!levels->levelpackDescription.empty())
levelpackDescription->caption = _CC(levels->getDictionaryManager(), levels->levelpackDescription);
else
levelpackDescription->caption = "";
}
void LevelPlaySelect::selectNumber(ImageManager& imageManager, SDL_Renderer& renderer, unsigned int number,bool selected){
if (selected) {
if (number >= 0 && number < levels->getLevelCount()) {
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
}
}else{
displayLevelInfo(imageManager, renderer,number);
}
}
void LevelPlaySelect::checkMouse(ImageManager &imageManager, SDL_Renderer &renderer){
int x,y;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(pointOnRect(mouse, box)){
Game::recordFile=bestTimeFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(pointOnRect(mouse, box)){
Game::recordFile=bestRecordingFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse(imageManager, renderer);
}
void LevelPlaySelect::displayLevelInfo(ImageManager& imageManager, SDL_Renderer& renderer, int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number(imageManager, renderer);
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
if (number >= 0 && number < levels->getLevelCount()) {
selectedNumber->init(renderer, number, box);
selectedNumber->setLocked(false);
//Show level medal
LevelPack::Level *level = levels->getLevel(number);
int medal = level->getMedal();
int time = level->time;
int targetTime = level->targetTime;
int recordings = level->recordings;
int targetRecordings = level->targetRecordings;
selectedNumber->setMedal(medal);
//Check if there is auto-saved record file
levels->getLevelAutoSaveRecordPath(number, bestTimeFilePath, bestRecordingFilePath, false);
if (!bestTimeFilePath.empty()){
FILE *f;
f = fopen(bestTimeFilePath.c_str(), "rb");
if (f == NULL){
bestTimeFilePath.clear();
} else{
fclose(f);
}
}
if (!bestRecordingFilePath.empty()){
FILE *f;
f = fopen(bestRecordingFilePath.c_str(), "rb");
if (f == NULL){
bestRecordingFilePath.clear();
} else{
fclose(f);
}
}
//If there exists any auto-saved record file, and the MD5 of record is not set,
//then we assume the MD5 is not changed and the record file is updated from old version of MnMS.
if (!bestTimeFilePath.empty() || !bestRecordingFilePath.empty()) {
bool b = true;
for (int i = 0; i < 16; i++) {
if (level->md5InLevelProgress[i]) {
b = false;
break;
}
}
if (b) {
//Just copy level MD5 to md5InLevelProgress.
memcpy(level->md5InLevelProgress, level->md5Digest, sizeof(level->md5Digest));
}
}
//Check if MD5 is changed
bool md5Changed = false;
for (int i = 0; i < 16; i++) {
if (level->md5Digest[i] != level->md5InLevelProgress[i]) {
md5Changed = true;
break;
}
}
//Show best time and recordings
std::string levelTime;
std::string levelRecs;
if (medal){
if (time >= 0) {
if (targetTime >= 0)
levelTime = tfm::format("%-.2fs / %-.2fs", time / 40.0, targetTime / 40.0);
else
levelTime = tfm::format("%-.2fs / -", time / 40.0);
if (md5Changed) {
levelTime += " ";
/// TRANSLATORS: This means best time or recordings are outdated due to level MD5 changed. Please make it short since there are not enough spaces.
levelTime += _("(old)");
}
} else
levelTime.clear();
if (recordings >= 0) {
if (targetRecordings >= 0)
levelRecs = tfm::format("%5d / %d", recordings, targetRecordings);
else
levelRecs = tfm::format("%5d / -", recordings);
if (md5Changed) {
levelRecs += " ";
/// TRANSLATORS: This means best time or recordings are outdated due to level MD5 changed. Please make it short since there are not enough spaces.
levelRecs += _("(old)");
}
} else
levelRecs.clear();
} else{
levelTime = "- / -";
levelRecs = "- / -";
}
//Show the play button.
play->enabled = true;
replayList->enabled = true;
//Show level description
levelInfoRender.update(renderer, *fontText, objThemes.getTextColor(false),
_CC(levels->getDictionaryManager(), levels->getLevelName(number)), levelTime, levelRecs);
} else {
levelInfoRender.resetText(renderer, *fontText, objThemes.getTextColor(false));
selectedNumber->init(renderer, " ", box);
selectedNumber->setLocked(true);
selectedNumber->setMedal(0);
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled = false;
replayList->enabled = false;
}
}
void LevelPlaySelect::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Call handleEvents() of base class.
LevelSelect::handleEvents(imageManager, renderer);
//Check if the cheat code is input which is used to skip locked level.
//NOTE: The cheat code is NOT in plain text, since we don't want you to find it out immediately.
//NOTE: If you type it wrong, please press a key which is NOT a-z before retype it (as the code suggests).
if (event.type == SDL_KEYDOWN) {
static Uint32 hash = 0;
if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z) {
Uint32 c = event.key.keysym.sym - SDLK_a + 1;
hash = hash * 1296096U + c;
if (hash == 498506457U) {
if (selectedNumber) {
int n = selectedNumber->getNumber();
if (n >= 0 && n < (int)numbers.size() - 1 && numbers[n + 1].getLocked()) {
//unlock the level temporarily
numbers[n + 1].setLocked(false);
//play a sound effect
getSoundManager()->playSound("hit");
//new achievement
statsMgr.newAchievement("cheat");
}
}
hash = 0;
}
} else {
hash = 0;
}
}
if (section == 3) {
//Check focus movement
if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN) || inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
isKeyboardOnly = true;
section2++;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_UP) || inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
isKeyboardOnly = true;
section2--;
}
if (section2 > 4) section2 = 1;
else if (section2 < 1) section2 = 4;
//Check if enter is pressed
if (isKeyboardOnly && inputMgr.isKeyDownEvent(INPUTMGR_SELECT) && selectedNumber) {
int n = selectedNumber->getNumber();
if (n >= 0) {
switch (section2) {
case 1:
if (!bestTimeFilePath.empty()) {
Game::recordFile = bestTimeFilePath;
levels->setCurrentLevel(n);
setNextState(STATE_GAME);
}
break;
case 2:
if (!bestRecordingFilePath.empty()) {
Game::recordFile = bestRecordingFilePath;
levels->setCurrentLevel(n);
setNextState(STATE_GAME);
}
break;
case 3:
displayReplayList(imageManager, renderer, n);
break;
case 4:
selectNumber(imageManager, renderer, n, true);
break;
}
}
}
}
}
void LevelPlaySelect::render(ImageManager& imageManager, SDL_Renderer &renderer){
//First let the levelselect render.
LevelSelect::render(imageManager,renderer);
int x,y,dy=0;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(renderer, 0);
const int num = selectedNumber->getNumber();
bool arcade = false;
//Only show the replay button if the level is completed (won).
if(num>=0 && num<levels->getLevelCount()) {
auto lev = levels->getLevel(num);
arcade = lev->arcade;
if(lev->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-408,SCREEN_HEIGHT-130,360,32};
if (isKeyboardOnly ? (section == 3 && section2 == 1) : pointOnRect(mouse, box)){
r.x = 32;
drawGUIBox(box.x, box.y, box.w, box.h, renderer, 0xFFFFFF40);
}
const SDL_Rect dstRect = {SCREEN_WIDTH-80,SCREEN_HEIGHT-130,r.w,r.h};
SDL_RenderCopy(&renderer,playButtonImage.get(),&r, &dstRect);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-408,SCREEN_HEIGHT-98,360,32};
if (isKeyboardOnly ? (section == 3 && section2 == 2) : pointOnRect(mouse, box)){
r.x = 32;
drawGUIBox(box.x, box.y, box.w, box.h, renderer, 0xFFFFFF40);
}
const SDL_Rect dstRect = {SCREEN_WIDTH-80,SCREEN_HEIGHT-98,r.w,r.h};
SDL_RenderCopy(&renderer,playButtonImage.get(),&r, &dstRect);
}
}
}
levelInfoRender.render(renderer, arcade);
}
//Draw highlight for play button.
if (isKeyboardOnly) {
if (play && play->enabled) {
play->state = (section == 3 && section2 == 4) ? 1 : 0;
}
if (replayList && replayList->enabled) {
replayList->state = (section == 3 && section2 == 3) ? 1 : 0;
}
}
}
void LevelPlaySelect::renderTooltip(SDL_Renderer &renderer, unsigned int number, int dy){
if (!toolTip.name || toolTip.number != number) {
//Render the name of the level.
toolTip.name = textureFromText(renderer, *fontText, _CC(levels->getDictionaryManager(), levels->getLevelName(number)), objThemes.getTextColor(true));
toolTip.time=nullptr;
toolTip.recordings=nullptr;
toolTip.number=number;
//The time it took.
if(levels->getLevel(number)->time>0){
toolTip.time = textureFromText(renderer, *fontText,
tfm::format("%-.2fs", levels->getLevel(number)->time / 40.0).c_str(),
objThemes.getTextColor(true));
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
toolTip.recordings = textureFromText(renderer, *fontText,
tfm::format("%d", levels->getLevel(number)->recordings).c_str(),
objThemes.getTextColor(true));
}
}
const SDL_Rect nameSize = rectFromTexture(*toolTip.name);
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(toolTip.time && toolTip.recordings){
const int recW = textureWidth(*toolTip.recordings);
const int timeW = textureWidth(*toolTip.time);
r.w=(nameSize.w)>(25+timeW+40+recW)?(nameSize.w):(25+timeW+40+recW);
r.h=nameSize.h+5+20;
}else{
r.w=nameSize.w;
r.h=nameSize.h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=nameSize.h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFFFF;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,renderer,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(toolTip.name){
//Draw the name.
applyTexture(r2.x, r2.y, toolTip.name, renderer);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(toolTip.time){
//Now draw the time.
applyTexture(r2.x,r2.y,levelInfoRender.timeIcon,renderer);
r2.x+=25;
applyTexture(r2.x, r2.y, toolTip.time, renderer);
r2.x+=textureWidth(*toolTip.time)+15;
}
if(toolTip.recordings){
//Now draw the recordings.
if (levels->getLevel(number)->arcade) {
levelInfoRender.collectable.draw(renderer, r2.x - 16, r2.y - 16);
} else {
applyTexture(r2.x, r2.y, levelInfoRender.recordingsIcon, renderer);
}
r2.x+=25;
applyTexture(r2.x, r2.y, toolTip.recordings, renderer);
}
}
void LevelPlaySelect::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Let the LevelSelect do his stuff.
LevelSelect::resize(imageManager, renderer);
//Now create our gui again.
createGUI(imageManager,renderer, false);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(imageManager,renderer,name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
}
} else if (name == "cmdReplayList") {
if (selectedNumber){
displayReplayList(imageManager, renderer, selectedNumber->getNumber());
}
} else if (name == "cmdCancel") {
if (GUIObjectRoot) {
delete GUIObjectRoot;
GUIObjectRoot = NULL;
}
} else if (name == "lstReplays") {
//Check which type of event.
if (GUIObjectRoot && eventType == GUIEventChange) {
if (auto list = dynamic_cast<GUIListBox*>(GUIObjectRoot->getChild("lstReplays"))) {
//Make sure an item is selected.
if (list->value >= 0 && list->value < (int)list->item.size()) {
Game::recordFile = list->item[list->value];
delete GUIObjectRoot;
GUIObjectRoot = NULL;
}
+
+ //Deselect it.
+ list->value = -1;
}
}
}
}
void LevelPlaySelect::displayReplayList(ImageManager &imageManager, SDL_Renderer &renderer, int number) {
//Get levelpack autosave record path
std::string path = levels->getLevelpackAutoSaveRecordPath(false);
//Get prefix
std::string prefix = levels->getLevelAutoSaveRecordPrefix(number);
//Enumerate and filter replays
std::vector<std::string> files = enumAllFiles(path, "mnmsrec");
for (int i = files.size() - 1; i >= 0; i--) {
if (files[i].size() < prefix.size() || files[i].substr(0, prefix.size()) != prefix) {
files.erase(files.begin() + i);
}
}
if (files.empty()) {
//There are no replays
msgBox(imageManager, renderer, _("There are no replays for this level."), MsgBoxOKOnly, _("Error"));
return;
}
const std::string levelMD5 = Md5::toString(levels->getLevelMD5(number));
const bool levelArcade = levels->getLevel(number)->arcade;
//Create a root object.
GUIObject* root = new GUIFrame(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 500) / 2, 600, 500, _("More replays"));
GUIListBox* list = new GUIListBox(imageManager, renderer, 40, 80, 520, 340);
list->name = "lstReplays";
list->eventCallback = this;
root->addChild(list);
SDL_Color color = objThemes.getTextColor(true);
SDL_Color grayed = {
- 128 + color.r / 2,
- 128 + color.g / 2,
- 128 + color.b / 2,
+ (Uint8)(128 + color.r / 2),
+ (Uint8)(128 + color.g / 2),
+ (Uint8)(128 + color.b / 2),
};
for (int i = 0, m = files.size(); i < m; i++) {
std::string s = files[i].substr(prefix.size() + 1, files[i].size() - prefix.size() - 9);
std::string version;
bool err = false;
if (s.size() >= 33 && s[32] == '-') {
for (int lp = 0; lp < 32; lp++) {
char c = s[lp];
if ((c >= '0' && c <= '9') || (c >= 'a' && c <= 'f')) {
version.push_back(c);
} else if (c >= 'A' && c <= 'F') {
version.push_back(c + ('a' - 'A'));
} else {
err = true;
break;
}
}
} else {
err = true;
}
size_t lps = s.find_first_of('-');
if (err) {
if (lps == std::string::npos) version.clear();
else version = s.substr(0, lps);
}
s = s.substr(lps + 1);
if (s == "best-time") {
s = _("Best time");
} else if (s == "best-recordings") {
if (levelArcade) {
s = _("Best collectibles");
} else {
s = _("Best recordings");
}
}
//Create a surface.
SurfacePtr surf(createSurface(list->width, 48));
//Create description text.
{
SurfacePtr tmp(TTF_RenderUTF8_Blended(fontText, s.c_str(), color));
SDL_SetSurfaceBlendMode(tmp.get(), SDL_BLENDMODE_NONE);
applySurface(240, 12, tmp.get(), surf.get(), NULL);
}
//Create version text.
{
std::string ver;
if (err) {
/// TRANSLATORS: This means the replay file has unknown version (file name doesn't contain MD5).
ver = _("Unknown version");
} else {
ver = (version == levelMD5) ?
/// TRANSLATORS: This means the replay file matches the level (different MD5).
_("Current version") :
/// TRANSLATORS: This means the replay file doesn't match the level (different MD5).
_("Outdated version");
}
SurfacePtr tmp(TTF_RenderUTF8_Blended(fontText, ver.c_str(), color));
SDL_SetSurfaceBlendMode(tmp.get(), SDL_BLENDMODE_NONE);
applySurface(4, version.empty() ? 12 : 2, tmp.get(), surf.get(), NULL);
}
//Create MD5 text.
if (!version.empty()) {
SurfacePtr tmp(TTF_RenderUTF8_Blended(fontMono, version.c_str(), grayed));
SDL_SetSurfaceBlendMode(tmp.get(), SDL_BLENDMODE_NONE);
applySurface(4, 24, tmp.get(), surf.get(), NULL);
}
//Done creating surface
list->addItem(renderer, path + files[i], textureFromSurface(renderer, std::move(surf)));
}
GUIObject* obj = new GUIButton(imageManager, renderer, 300, 500 - 44, -1, 36, _("Close"), 0, true, true, GUIGravityCenter);
obj->name = "cmdCancel";
obj->eventCallback = this;
root->addChild(obj);
Game::recordFile.clear();
(new ReplayListOverlay(renderer, root, list))->enterLoop(imageManager, renderer, true, false);
if (!Game::recordFile.empty()) {
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
}
}
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