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diff --git a/src/Globals.cpp b/src/Globals.cpp
index 240ee81..0e57ef4 100644
--- a/src/Globals.cpp
+++ b/src/Globals.cpp
@@ -1,81 +1,84 @@
/*
* 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 "Globals.h"
#include "libs/tinygettext/tinygettext.hpp"
//Set the defautl value for the screen width and height.
int SCREEN_WIDTH=800;
int SCREEN_HEIGHT=600;
//Set the default value for the level width and height.
int LEVEL_HEIGHT=0;
int LEVEL_WIDTH=0;
//The language that in which the game should be translated.
std::string language;
//The DictionaryManager that is used to translate the game itself.
tinygettext::DictionaryManager* dictionaryManager=NULL;
//SDL Window and renderer
SDL_Window* sdlWindow=NULL;
//Font that is used for titles.
//Knewave large.
TTF_Font* fontTitle=NULL;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUI=NULL;
//Font that is used for long captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUISmall=NULL;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
TTF_Font* fontText=NULL;
//Font used for scripting editor.
//Monospace.
TTF_Font* fontMono=NULL;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
TexturePtr arrowLeft1=nullptr;
TexturePtr arrowRight1=nullptr;
TexturePtr arrowLeft2=nullptr;
TexturePtr arrowRight2=nullptr;
//Set the current stateID and the nextState.
int stateID=STATE_NULL;
int nextState=STATE_NULL;
GameState* currentState=NULL;
LevelPack* levels=NULL;
//The name of the current level.
std::string levelName;
//Initialise the camera.
//Start location is 0, size is the same as the screen size.
SDL_Rect camera={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
//The SDL_Event object.
SDL_Event event;
//The current cursor type.
CursorType currentCursor=CURSOR_POINTER;
//Array containing the SDL_Cursors.
SDL_Cursor* cursors[CURSOR_MAX];
+
+//Keyboard only mode. This is set to true if the last menu navigation is performed by keyboard.
+bool isKeyboardOnly = false;
diff --git a/src/Globals.h b/src/Globals.h
index d092fab..2821fa7 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,258 +1,261 @@
/*
* 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/>.
*/
#ifndef GLOBALS_H
#define GLOBALS_H
#include <SDL.h>
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
#include "LevelPack.h"
#include "Render.h"
#if defined (WIN32) || defined (__APPLE__)
//#define DATA_PATH
#else
#include "config.h"
#endif
#define TITLE_FONT_RAISE 19
#define GUI_FONT_RAISE 5
class GameState;
//Global constants
//The width of the screen.
extern int SCREEN_WIDTH;
//The height of the screen.
extern int SCREEN_HEIGHT;
//The depth of the screen.
#if defined(ANDROID)
//TODO: change other surface creating code to make the game runs faster
const int SCREEN_BPP=16; //??? 24?? 32??
//const int SCREEN_FLAGS=SDL_HWSURFACE;
#else
const int SCREEN_BPP=32;
//const int SCREEN_FLAGS=SDL_HWSURFACE;
#endif
const int SCREEN_FLAGS = 0;
//SDL interprets each pixel as a 32-bit number,
// so our masks must depend on the endianness (byte order) of the machine.
//NOTE: We define them here so we only have to do it once.
/*#if SDL_BYTEORDER == SDL_BIG_ENDIAN
const Uint32 BMASK=0xFF000000;
const Uint32 GMASK=0x00FF0000;
const Uint32 RMASK=0x0000FF00;
const Uint32 AMASK=0x000000FF;
#else*/
// NOTE: Changed to ARGB for SDL2.
const Uint32 BMASK=0x000000FF;
const Uint32 GMASK=0x0000FF00;
const Uint32 RMASK=0x00FF0000;
const Uint32 AMASK=0xFF000000;
/*#endif*/
//String containing the version, used in the titelbar.
const std::string version="V0.5 Development version";
//The height of the current level.
extern int LEVEL_HEIGHT;
//The width of the current level.
extern int LEVEL_WIDTH;
//The target frames per seconds.
const int FPS=40;
//The language that in which the game should be translated.
extern std::string language;
//The DictionaryManager that is used to translate the game itself.
extern tinygettext::DictionaryManager* dictionaryManager;
//SDL Window and renderer
extern SDL_Window* sdlWindow;
//Font that is used for titles.
//Knewave large.
extern TTF_Font* fontTitle;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
extern TTF_Font* fontGUI;
//Font that is used for long captions of buttons and other GUI elements.
//Knewave smaller.
extern TTF_Font* fontGUISmall;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
extern TTF_Font* fontText;
//Font used for scripting editor.
//Monospace.
extern TTF_Font* fontMono;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
extern TexturePtr arrowLeft1;
extern TexturePtr arrowRight1;
extern TexturePtr arrowLeft2;
extern TexturePtr arrowRight2;
//Event, used for event handling.
extern SDL_Event event;
//GUI
class GUIObject;
extern GUIObject *GUIObjectRoot;
//The state id of the current state.
extern int stateID;
//Integer containing what the next state will be.
extern int nextState;
//The currentState.
extern GameState* currentState;
//Pointer to the current levelpack.
extern LevelPack* levels;
//String containing the name of the current level.
extern std::string levelName;
//SDL rectangle used to store the camera.
//x is the x location of the camera.
//y is the y location of the camera.
//w is the width of the camera. (equal to SCREEN_WIDTH)
//h is the height of the camera. (equal to SCREEN_HEIGHT)
extern SDL_Rect camera;
//Themable colors
const SDL_Color BLACK = SDL_Color{0,0,0,255};
//Enumeration containing the different cursor types there are.
enum CursorType{
//The default pointer.
CURSOR_POINTER,
//The vertical ibeam, used to indicate text input.
CURSOR_CARROT,
//A closed hand, used for indicating a drag action.
CURSOR_DRAG,
//The different (window) size cursor icons.
CURSOR_SIZE_HOR,
CURSOR_SIZE_VER,
CURSOR_SIZE_FDIAG,
CURSOR_SIZE_BDIAG,
//Remove cursor used in level editor
CURSOR_REMOVE,
//Pointing hand cursor, for hyperlinks.
CURSOR_POINTING_HAND,
//The number of cursor types there are.
CURSOR_MAX
};
//Currently used cursor type.
extern CursorType currentCursor;
//Array containing the SDL_Cursors.
extern SDL_Cursor* cursors[CURSOR_MAX];
//Enumeration containing the ids of the game states.
enum GameStates{
//State null is a special state used to indicate no state.
//This is used when no next state is defined.
STATE_NULL,
//This state is before the actual leveleditor used to make levelpacks.
STATE_LEVEL_EDIT_SELECT,
//This state is for the level editor.
STATE_LEVEL_EDITOR,
//This state is for the main menu.
STATE_MENU,
//This state is for the actual game.
STATE_GAME,
//Special state used when exiting meandmyshadow.
STATE_EXIT,
//This state is for the help screen.
STATE_LEVEL_SELECT,
//This state is for the options screen.
STATE_OPTIONS,
//This state is for the addon screen.
STATE_ADDONS,
//This state is for credits screen
STATE_CREDITS,
//This state is for statistics screen
STATE_STATISTICS,
};
//Enumeration containing the ids of the different block types.
enum GameTileType{
//The normal solid block.
TYPE_BLOCK=0,
//Block representing the start location of the player.
TYPE_START_PLAYER,
//Block representing the start location of the shadow.
TYPE_START_SHADOW,
//The exit of the level.
TYPE_EXIT,
//The shadow block which is only solid for the shadow.
TYPE_SHADOW_BLOCK,
//Block that can kill both the player and the shadow.
TYPE_SPIKES,
//Special point where the player can save.
TYPE_CHECKPOINT,
//Block that will switch the location of the player and the shadow when invoked.
TYPE_SWAP,
//Block that will crumble to dust when stepped on it for the third time.
TYPE_FRAGILE,
//Normal block that moves along a path.
TYPE_MOVING_BLOCK,
//Shadow block that moves along a path.
TYPE_MOVING_SHADOW_BLOCK,
//A spike block that moves along a path.
TYPE_MOVING_SPIKES,
//Special block which, once entered, moves the player/shadow to a different portal.
TYPE_PORTAL,
//A block with a button which can activate or stop moving blocks, converyor belts
TYPE_BUTTON,
//A switch which can activate or stop moving blocks, converyor belts
TYPE_SWITCH,
//Solid block which works like
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
//Block that contains a message that can be read.
TYPE_NOTIFICATION_BLOCK,
//A collectable that is able to open locked doors
TYPE_COLLECTABLE,
//Block that can be pushed by the player and the shadow.
//Pushable blocks can push other pushable blocks.
TYPE_PUSHABLE,
//The (max) number of tiles.
TYPE_MAX
};
+//Keyboard only mode. This is set to true if the last menu navigation is performed by keyboard.
+extern bool isKeyboardOnly;
+
#endif
diff --git a/src/Main.cpp b/src/Main.cpp
index 75f29f3..45f6b92 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -1,243 +1,248 @@
/*
* 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 "Functions.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIObject.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include "Timer.h"
#include <SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
// the following piece of code fixes the combination of VC2015 with official SDL1.2 binary
#if defined(_MSC_VER) && (_MSC_VER >= 1900)
#pragma comment(lib, "legacy_stdio_definitions.lib")
FILE _iob[] = {*stdin, *stdout, *stderr};
extern "C" FILE * __cdecl __iob_func(void)
{
return _iob;
}
#endif
int main(int argc, char** argv) {
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL,"");
#endif
//Relocate the standard output for debug purpose (?)
#if defined(ANDROID)
freopen("stdout.txt","w",stdout);
freopen("stderr.txt","w",stderr);
#endif
//First parse the comand line arguments.
int s=parseArguments(argc,argv);
if(s==-1){
printf("Usage: %s [OPTIONS] ...\n",argv[0]);
printf("%s","Available options:\n");
printf(" %-5s%-30s %s\n","","--data-dir <dir>","Specifies the data directory.");
printf(" %-5s%-30s %s\n","","--user-dir <dir>","Specifies the user preferences directory.");
printf(" %-5s%-30s %s\n","-f,","--fullscreen","Run the game fullscreen.");
printf(" %-5s%-30s %s\n","-w,","--windowed","Run the game windowed.");
printf(" %-5s%-30s %s\n","-mv,","--music <volume>","Set the music volume.");
printf(" %-5s%-30s %s\n","-sv,","--sound <volume>","Set the sound volume.");
printf(" %-5s%-30s %s\n","-s,","--set <setting> <value>","Change a setting to a given value.");
printf(" %-5s%-30s %s\n","-v,","--version","Display the version and quit.");
printf(" %-5s%-30s %s\n","-h,","--help","Display this help message.");
return 0;
}else if(s==0){
return 0;
}
//Try to configure the dataPath, userPath, etc...
if(configurePaths()==false){
fprintf(stderr,"FATAL ERROR: Failed to configure paths.\n");
return 1;
}
//Load the settings.
if(loadSettings()==false){
fprintf(stderr,"ERROR: Unable to load config file, default values will be used.\n");
}
ScreenData screenData = init();
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(!screenData) {
fprintf(stderr,"FATAL ERROR: Failed to initialize game.\n");
return 1;
}
SDL_Renderer& renderer = *screenData.renderer;
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Load some important files like the background music, default theme.
if(loadFiles(imageManager,renderer)==false){
fprintf(stderr,"FATAL ERROR: Failed to load necessary files.\n");
return 1;
}
//Seed random.
srand((unsigned)time(NULL));
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu(imageManager,renderer);
//Set the fadeIn value to zero.
int fadeIn=255;
//Keep the last resize event, this is to only process one.
SDL_Event lastResize={};
Timer timer;
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
timer.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
//Check if user resizes the window.
if(event.type==SDL_WINDOWEVENT){
if(event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
lastResize=event;
//Don't let other objects process this event (?)
continue;
}
}
+
+ //Check if it's mouse event. If it's true then we quit the keyboard-only mode.
+ if (event.type == SDL_MOUSEMOTION || event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
+ isKeyboardOnly = false;
+ }
//Check if the fullscreen toggle shortcut is pressed (Alt+Enter).
if(event.type==SDL_KEYUP && event.key.keysym.sym==SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT)){
getSettings()->setValue("fullscreen",getSettings()->getBoolValue("fullscreen")?"0":"1");
//We need to create a new screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width","800");
getSettings()->setValue("height","600");
//Try it with the safe settings.
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
std::cerr<<"ERROR: Unable to create screen."<<std::endl;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme(imageManager,renderer,"")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
std::cerr<<"ERROR: Unable to load theme after toggling fullscreen."<<std::endl;
}
//Don't let other objects process this event.
continue;
}
//Set the cursor type to the default one, the GUI can change that if needed.
currentCursor=CURSOR_POINTER;
//Let the input manager handle the events.
inputMgr.updateState(true);
//Let the currentState handle the events.
currentState->handleEvents(imageManager,renderer);
//Also pass the events to the GUI.
GUIObjectHandleEvents(imageManager,renderer);
}
//Process the resize event.
if(lastResize.type==SDL_WINDOWEVENT){
//TODO - used to be SDL_VIDEORESIZE
// so this may trigger on more events than intended
event=lastResize;
onVideoResize(imageManager,renderer);
//After resize we erase the event type
//TODO - used to be SDL_NOEVENT
lastResize.type=SDL_FIRSTEVENT;
}
//maybe we should add a check here (??) to fix some bugs (ticket #47)
if(nextState!=STATE_NULL){
changeState(imageManager, renderer, fadeIn);
//Check if fading is enabled.
if(getSettings()->getBoolValue("fading"))
fadeIn=17;
else
fadeIn=255;
}
if(stateID==STATE_EXIT) break;
//update input state (??)
inputMgr.updateState(false);
//Now it's time for the state to do his logic.
currentState->logic(imageManager,renderer);
currentState->render(imageManager,renderer);
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if(GUIObjectRoot) GUIObjectRoot->render(renderer);
//draw fading effect
if(fadeIn>0&&fadeIn<255){
dimScreen(renderer, static_cast<Uint8>(255-fadeIn));
fadeIn+=17;
}
//draw new achievements (if any) as overlay
statsMgr.render(imageManager, renderer);
//Before flipping the screen set the cursor.
SDL_SetCursor(cursors[currentCursor]);
//And draw the screen surface to the actual screen.
flipScreen(renderer);
//Now calcualte how long we need to wait to keep a constant framerate.
int t=timer.getTicks();
t=(1000/FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//The game has ended, save the settings just to be sure.
if(!saveSettings()){
fprintf(stderr,"ERROR: Unable to save settings in config file.\n");
}
//Clean everything up.
clean();
//End of program.
return 0;
}
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index 3191e19..7e772ae 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,857 +1,869 @@
/*
* 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 "Functions.h"
#include "GameState.h"
#include "TitleMenu.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include "LevelPackManager.h"
#include "StatisticsManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include <iostream>
#include <algorithm>
#include <sstream>
#include "libs/tinygettext/tinygettext.hpp"
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
Menu::Menu(ImageManager &imageManager, SDL_Renderer& renderer){
animation=highlight=0;
//Load the title image.
titleTexture=imageManager.loadTexture(getDataPath()+"gfx/menu/title.png",renderer);
auto tft = [&](const char* text){
return textureFromText(renderer, *fontTitle, text, objThemes.getTextColor(false));
};
//Now render the five entries.
entries[0]=tft(_("Play"));
entries[1]=tft(_("Options"));
entries[2]=tft(_("Map Editor"));
entries[3]=tft(_("Addons"));
entries[4]=tft(_("Quit"));
entries[5]=tft(">");
entries[6]=tft("<");
//Load the textures for the credits and statistics buttons and their tooltips.
creditsIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/credits.png", renderer);
creditsTooltip=textureFromText(renderer, *fontText, _("Credits"), objThemes.getTextColor(true));
statisticsIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/statistics.png", renderer);
statisticsTooltip=textureFromText(renderer, *fontText, _("Achievements and Statistics"), objThemes.getTextColor(true));
// Check if textures were loaded.
//TODO: Handle this better.
if(!titleTexture || !creditsIcon || !statisticsIcon) {
std::cerr << "Failed to load one or more images for the main menu, exiting. : " << SDL_GetError() << std::endl;
std::terminate();
}
}
Menu::~Menu(){
}
void Menu::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Calculate which option is highlighted using the location of the mouse.
//Only if mouse is 'doing something'
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
highlight=0;
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-250)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
if(highlight>5) highlight=0;
}
//Also check the icons.
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8){
if(x>=SCREEN_WIDTH-8){
//do nothing
}else if(x>=SCREEN_WIDTH-56){
highlight=7;
}else if(x>=SCREEN_WIDTH-104){
highlight=6;
}
}
}
//Down/Up -arrows move highlight
- if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
+ int mod = SDL_GetModState();
+ if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN) || inputMgr.isKeyDownEvent(INPUTMGR_RIGHT) || (inputMgr.isKeyDownEvent(INPUTMGR_TAB) && (mod & KMOD_SHIFT) == 0)) {
+ isKeyboardOnly = true;
highlight++;
if(highlight>7)
highlight=0;
- }
- if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
+ } else if (inputMgr.isKeyDownEvent(INPUTMGR_UP) || inputMgr.isKeyDownEvent(INPUTMGR_LEFT) || (inputMgr.isKeyDownEvent(INPUTMGR_TAB) && (mod & KMOD_SHIFT) != 0)) {
+ isKeyboardOnly = true;
highlight--;
- if(highlight<1)
+ if(highlight<0)
highlight=7;
}
//Check if there's a press event.
if((event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT) ||
(inputMgr.isKeyUpEvent(INPUTMGR_SELECT))){
//We have one so check which selected/highlighted option needs to be done.
switch(highlight){
case 1:
//Enter the levelSelect state.
setNextState(STATE_LEVEL_SELECT);
break;
case 2:
//Enter the options state.
setNextState(STATE_OPTIONS);
break;
case 3:
//Enter the levelEditor, but first set the level to a default leveledit map.
levelName="";
setNextState(STATE_LEVEL_EDIT_SELECT);
break;
case 4:
//Check if internet is enabled.
if(!getSettings()->getBoolValue("internet")){
msgBox(imageManager,renderer,_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the addons state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
break;
case 6:
//Show the credits screen.
setNextState(STATE_CREDITS);
break;
case 7:
//Show the statistics screen.
setNextState(STATE_STATISTICS);
break;
}
}
//We also need to quit the menu when escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_EXIT);
}
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
}
void Menu::logic(ImageManager&, SDL_Renderer&){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Draw the title.
{
int titleWidth, titleHeight = 0;
SDL_QueryTexture(titleTexture.get(), NULL, NULL, &titleWidth, &titleHeight);
const SDL_Rect rect = SDL_Rect{(SCREEN_WIDTH-titleWidth)/2, 40, titleWidth, titleHeight};
SDL_RenderCopy(&renderer, titleTexture.get(), NULL, &rect);
}
// Position where we start drawing the menu entries from.
const int menuStartY = std::max(SCREEN_HEIGHT - 200, 0) / 2;
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
SDL_Rect dstRect = rectFromTexture(0, 0, *entries[i]);
dstRect.x = std::max(SCREEN_WIDTH - dstRect.w, 0) / 2;
dstRect.y = menuStartY + 64*i+(64-dstRect.h) / 2;
SDL_RenderCopy(&renderer, entries[i].get(), NULL, &dstRect);
}
//Check if an option is selected/highlighted.
if(highlight>0 && highlight<=5){
// Width of highlighted entry.
const int highlightWidth = rectFromTexture(0, 0, *entries[highlight - 1]).w;
const int leftOfHighlight = (SCREEN_WIDTH-highlightWidth)/2;
const SDL_Rect leftSize = rectFromTexture(0, 0, *entries[5]);
const int rightHeight = rectFromTexture(0, 0, *entries[6]).h;
// How much to offset the arrows to create the animation.
const int animationX = (25-abs(animation)/2);
// The common value of both arrow's y positions.
const int yCommon = menuStartY-64+64*highlight;
//Draw the '>' sign, which is entry 5.
int x=leftOfHighlight-animationX-leftSize.w;
int y=yCommon+(64-leftSize.h)/2;
applyTexture(x, y, *entries[5], renderer);
//Draw the '<' sign, which is entry 6.
x=leftOfHighlight+highlightWidth+animationX;
y=yCommon+(64-rightHeight)/2;
applyTexture(x, y, *entries[6], renderer);
}
//Check if an icon is selected/highlighted and draw tooltip
if(highlight==6 || highlight==7){
SDL_Texture* texture;
if(highlight==6) {
texture = creditsTooltip.get();
} else {
texture = statisticsTooltip.get();
}
const SDL_Rect textureSize = rectFromTexture(*texture);
drawGUIBox(-2,SCREEN_HEIGHT-textureSize.h-2,textureSize.w+4,textureSize.h+4,renderer,0xFFFFFFFF);
applyTexture(0, SCREEN_HEIGHT - textureSize.h, *texture, renderer);
}
+ //Draw border of icon if it's keyboard only mode.
+ if (isKeyboardOnly) {
+ if (highlight == 6) {
+ drawGUIBox(SCREEN_WIDTH - 100, SCREEN_HEIGHT - 52, 40, 40, renderer, 0xFFFFFF40);
+ }
+ if (highlight == 7) {
+ drawGUIBox(SCREEN_WIDTH - 52, SCREEN_HEIGHT - 52, 40, 40, renderer, 0xFFFFFF40);
+ }
+ }
+
//Draw icons.
applyTexture(SCREEN_WIDTH-96,SCREEN_HEIGHT-48,*creditsIcon,renderer);
applyTexture(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,*statisticsIcon,renderer);
}
void Menu::resize(ImageManager &, SDL_Renderer&){}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some variables for the options.
static bool fullscreen,internet,fade,quickrec;
static string themeName,languageName;
static int lastLang,lastRes;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
static _res currentRes;
static vector<_res> resolutionList;
Options::Options(ImageManager& imageManager,SDL_Renderer& renderer){
//Render the title.
title=textureFromText(renderer, *fontTitle, _("Settings"), objThemes.getTextColor(false));
//Initialize variables.
lastJumpSound=0;
clearIconHower=false;
//Load icon image and tooltip text.
clearIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/clear-progress.png",renderer);
/// TRANSLATORS: Used for button which clear any level progress like unlocked levels and highscores.
clearTooltip=textureFromText(renderer, *fontText, _("Clear Progress"), objThemes.getTextColor(true));
//Set some default settings.
fullscreen=getSettings()->getBoolValue("fullscreen");
languageName=getSettings()->getValue("lang");
themeName=processFileName(getSettings()->getValue("theme"));
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
fade=getSettings()->getBoolValue("fading");
quickrec=getSettings()->getBoolValue("quickrecord");
//Set the restartFlag false.
restartFlag=false;
//Now create the gui.
createGUI(imageManager,renderer);
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Options::createGUI(ImageManager& imageManager,SDL_Renderer& renderer){
//Variables for positioning
const int columnW=SCREEN_WIDTH*0.3;
const int column1X=SCREEN_WIDTH*0.15;
const int column2X=SCREEN_WIDTH*0.55;
const int lineHeight=40;
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Single line list for different tabs.
GUISingleLineListBox* listBox=new GUISingleLineListBox(imageManager,renderer,(SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("General"));
listBox->addItem(_("Controls"));
listBox->value=0;
listBox->name="lstTabs";
listBox->eventCallback=this;
GUIObjectRoot->addChild(listBox);
//Create general tab.
tabGeneral=new GUIObject(imageManager,renderer,0,150,SCREEN_WIDTH,SCREEN_HEIGHT);
GUIObjectRoot->addChild(tabGeneral);
//Now we create GUIObjects for every option.
GUIObject* obj=new GUILabel(imageManager,renderer,column1X,0,columnW,36,_("Music"));
tabGeneral->addChild(obj);
musicSlider=new GUISlider(imageManager,renderer,column2X,0,columnW,36,atoi(getSettings()->getValue("music").c_str()),0,128,15);
musicSlider->name="sldMusic";
musicSlider->eventCallback=this;
tabGeneral->addChild(musicSlider);
obj=new GUILabel(imageManager,renderer,column1X,lineHeight,columnW,36,_("Sound"));
tabGeneral->addChild(obj);
soundSlider=new GUISlider(imageManager,renderer,column2X,lineHeight,columnW,36,atoi(getSettings()->getValue("sound").c_str()),0,128,15);
soundSlider->name="sldSound";
soundSlider->eventCallback=this;
tabGeneral->addChild(soundSlider);
obj=new GUILabel(imageManager,renderer,column1X,2*lineHeight,columnW,36,_("Resolution"));
obj->name="lstResolution";
tabGeneral->addChild(obj);
//Create list with many different resolutions.
resolutions = new GUISingleLineListBox(imageManager,renderer,column2X,2*lineHeight,columnW,36);
resolutions->value=-1;
//Only get the resolution list if it hasn't been done before.
if(resolutionList.empty()){
resolutionList=getResolutionList();
}
//Get current resolution from config file. Thus it can be user defined.
currentRes.w=atoi(getSettings()->getValue("width").c_str());
currentRes.h=atoi(getSettings()->getValue("height").c_str());
for(int i=0; i<(int)resolutionList.size();i++){
//Create a string from width and height and then add it to list.
ostringstream out;
out << resolutionList[i].w << "x" << resolutionList[i].h;
resolutions->addItem(out.str());
//Check if current resolution matches, select it.
if(resolutionList[i].w==currentRes.w && resolutionList[i].h==currentRes.h){
resolutions->value=i;
}
}
//Add current resolution if it isn't already in the list.
if(resolutions->value==-1){
ostringstream out;
out << currentRes.w << "x" << currentRes.h;
resolutions->addItem(out.str());
resolutions->value=resolutions->item.size()-1;
}
lastRes=resolutions->value;
tabGeneral->addChild(resolutions);
obj=new GUILabel(imageManager,renderer,column1X,3*lineHeight,columnW,36,_("Language"));
tabGeneral->addChild(obj);
//Create GUI list with available languages.
langs = new GUISingleLineListBox(imageManager,renderer,column2X,3*lineHeight,columnW,36);
langs->name="lstLanguages";
/// TRANSLATORS: as detect user's language automatically
langs->addItem("",_("Auto-Detect"));
langs->addItem("en","English");
//Get a list of every available language.
set<tinygettext::Language> languages = dictionaryManager->get_languages();
for (set<tinygettext::Language>::iterator s0 = languages.begin(); s0 != languages.end(); ++s0){
//If language in loop is the same in config file, then select it
if(getSettings()->getValue("lang")==s0->str()){
lastLang=distance(languages.begin(),s0)+2;
}
//Add language in loop to list and listbox.
langs->addItem(s0->str(),s0->get_name());
}
//If Auto or English are selected.
if(getSettings()->getValue("lang")==""){
lastLang=0;
}else if(getSettings()->getValue("lang")=="en"){
lastLang=1;
}
langs->value=lastLang;
tabGeneral->addChild(langs);
obj=new GUILabel(imageManager,renderer,column1X,4*lineHeight,columnW,36,_("Theme"));
obj->name="theme";
tabGeneral->addChild(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(imageManager,renderer,column2X,4*lineHeight,columnW,36);
theme->name="lstTheme";
//Vector containing the theme locations and names.
vector<pair<string,string> > themes;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
string location=getUserPath(USER_DATA)+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
string location=getDataPath()+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<pair<string,string> >::iterator i=themes.begin(); i!=themes.end(); ++i){
if(i->first==themeName) {
value=i-themes.begin();
}
}
theme->addItems(themes);
if(value==-1)
value=theme->item.size()-1;
theme->value=value;
//NOTE: We call the event handling method to correctly set the themename.
GUIEventCallback_OnEvent(imageManager,renderer,"lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
tabGeneral->addChild(theme);
//Proxy settings.
obj=new GUILabel(imageManager,renderer,column1X,5*lineHeight,columnW,36,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUITextBox(imageManager,renderer,column2X,5*lineHeight,columnW,36,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,6*lineHeight,columnW,36,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column2X,6*lineHeight,columnW,36,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column2X,7*lineHeight,columnW,36,_("Fade transition"),fade?1:0);
obj->name="chkFade";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,7*lineHeight,columnW,36,_("Quick record"),quickrec?1:0);
obj->name="chkQuickRec";
obj->eventCallback=this;
tabGeneral->addChild(obj);
//Create the controls tab.
tabControls=inputMgr.showConfig(imageManager,renderer,SCREEN_HEIGHT-210);
tabControls->top=140;
tabControls->visible=false;
GUIObjectRoot->addChild(tabControls);
//Save original keys.
for(int i=0;i<INPUTMGR_MAX;i++){
tmpKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,false);
tmpAlternativeKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,true);
}
//Create buttons.
GUIObject*b1=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.3,SCREEN_HEIGHT-60,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
b1->name="cmdBack";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
GUIObject* b2=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.7,SCREEN_HEIGHT-60,-1,36,_("Save Changes"),0,true,true,GUIGravityCenter);
b2->name="cmdSave";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
}
static string convertInt(int i){
stringstream ss;
ss << i;
return ss.str();
}
void Options::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Reset the key changes.
for(int i=0;i<INPUTMGR_MAX;i++){
inputMgr.setKeyCode((InputManagerKeys)i,tmpKeys[i],false);
inputMgr.setKeyCode((InputManagerKeys)i,tmpAlternativeKeys[i],true);
}
//Reset the music volume.
getMusicManager()->setVolume(atoi(getSettings()->getValue("music").c_str()));
Mix_Volume(-1,atoi(getSettings()->getValue("sound").c_str()));
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
char s[64];
sprintf(s,"%d",soundSlider->value);
getSettings()->setValue("sound",s);
sprintf(s,"%d",musicSlider->value);
getSettings()->setValue("music",s);
getMusicManager()->setEnabled(musicSlider->value>0);
Mix_Volume(-1,soundSlider->value);
getSettings()->setValue("fullscreen",fullscreen?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
getSettings()->setValue("fading",fade?"1":"0");
getSettings()->setValue("quickrecord",quickrec?"1":"0");
//Before loading the theme remove the previous one from the stack.
objThemes.removeTheme();
loadTheme(imageManager,renderer,themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
getSettings()->setValue("lang",langs->getName());
//Is resolution from the list or is it user defined in config file
if(resolutions->value<(int)resolutionList.size()){
getSettings()->setValue("width",convertInt(resolutionList[resolutions->value].w));
getSettings()->setValue("height",convertInt(resolutionList[resolutions->value].h));
}else{
getSettings()->setValue("width",convertInt(currentRes.w));
getSettings()->setValue("height",convertInt(currentRes.h));
}
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return check if some .
if(restartFlag || resolutions->value!=lastRes){
//The resolution changed so we need to recreate the screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width",convertInt(resolutionList[lastRes].w));
getSettings()->setValue("height",convertInt(resolutionList[lastRes].h));
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
return;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme(imageManager,renderer,"")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
return;
}
}
if(langs->value!=lastLang){
//We set the language.
language=langs->getName();
dictionaryManager->set_language(tinygettext::Language::from_name(language));
getLevelPackManager()->updateLanguage();
//And reload the font.
if(!loadFonts()){
//Loading failed so quit.
setNextState(STATE_EXIT);
return;
}
}
//Now return to the main menu.
setNextState(STATE_MENU);
}else if(name=="chkFullscreen"){
fullscreen=obj->value?true:false;
//Check if fullscreen changed.
if(fullscreen==getSettings()->getBoolValue("fullscreen")){
//We disable the restart message flag.
restartFlag=false;
}else{
//We set the restart message flag.
restartFlag=true;
}
}else if(name=="chkInternet"){
internet=obj->value?true:false;
}else if(name=="chkProxy"){
useProxy=obj->value?true:false;
}else if(name=="chkFade"){
fade=obj->value?true:false;
}else if(name=="chkQuickRec"){
quickrec=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Convert the themeName to contain %DATA%, etc...
themeName=compressFileName(theme->item[theme->value].first);
}
}else if(name=="txtProxy"){
internetProxy=obj->caption;
//Check if the internetProxy field is empty.
useProxy=!internetProxy.empty();
}else if(name=="sldMusic"){
getMusicManager()->setEnabled(musicSlider->value>0);
getMusicManager()->setVolume(musicSlider->value);
}else if(name=="sldSound"){
Mix_Volume(-1,soundSlider->value);
if(lastJumpSound==0){
getSoundManager()->playSound("jump");
lastJumpSound=15;
}
}
if(name=="lstTabs"){
if(obj->value==0){
tabGeneral->visible=true;
tabControls->visible=false;
}else{
tabGeneral->visible=false;
tabControls->visible=true;
}
}
}
void Options::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Check icon.
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8&&x>=SCREEN_WIDTH-56)
clearIconHower=true;
else
clearIconHower=false;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && clearIconHower){
if(msgBox(imageManager,renderer,_("Do you really want to reset level progress?"),MsgBoxYesNo,_("Warning"))==MsgBoxYes){
//We delete the progress folder.
#ifdef WIN32
removeDirectory((getUserPath()+"progress").c_str());
createDirectory((getUserPath()+"progress").c_str());
#else
removeDirectory((getUserPath(USER_DATA)+"/progress").c_str());
createDirectory((getUserPath(USER_DATA)+"/progress").c_str());
#endif
//Reset statistics.
statsMgr.reloadCompletedLevelsAndAchievements();
}
}
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Options::logic(ImageManager&, SDL_Renderer&){
//Increase the lastJumpSound variable if needed.
if(lastJumpSound!=0){
lastJumpSound--;
}
}
void Options::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//Check if an icon is selected/highlighted and draw tooltip
if(clearIconHower){
const SDL_Rect texSize = rectFromTexture(*clearTooltip);
drawGUIBox(-2,SCREEN_HEIGHT-texSize.h-2,texSize.w+4,texSize.h+4,renderer,0xFFFFFFFF);
applyTexture(0,SCREEN_HEIGHT-texSize.h,clearTooltip,renderer);
}
//Draw icon.
applyTexture(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,*clearIcon,renderer);
//NOTE: The rendering of the GUI is done in Main.
}
void Options::resize(ImageManager& imageManager, SDL_Renderer& renderer){
//Recreate the gui to fit the new resolution.
createGUI(imageManager,renderer);
}
/////////////////////////CREDITS_MENU//////////////////////////////////
Credits::Credits(ImageManager& imageManager,SDL_Renderer& renderer){
//Render the title.
title=textureFromText(renderer, *fontTitle,_("Credits"),objThemes.getTextColor(false));
//Vector that will hold every line of the credits.
vector<string> credits;
//Open the AUTHORS file and read every line.
{
ifstream fin((getDataPath()+"/../AUTHORS").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the AUTHORS file."<<endl;
credits.push_back("ERROR: Unable to open the AUTHORS file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
}
}
//Enter a new line between the two files.
credits.push_back("");
//Open the Credits.text file and read every line.
{
ifstream fin((getDataPath()+"/Credits.txt").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the Credits.txt file."<<endl;
credits.push_back("ERROR: Unable to open the Credits.txt file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
//NOTE: Some sections point to other credits files.
if(line=="music/") {
vector<string> musicCredits=getMusicManager()->createCredits();
credits.insert(credits.end(),musicCredits.begin(),musicCredits.end());
}
}
}
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
backButton=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
backButton->name="cmdBack";
backButton->eventCallback=this;
GUIObjectRoot->addChild(backButton);
//Create a text area for credits.
textArea=new GUITextArea(imageManager,renderer,SCREEN_WIDTH*0.05,114,SCREEN_WIDTH*0.9,SCREEN_HEIGHT-200);
textArea->setFont(fontMono);
textArea->setStringArray(renderer, std::move(credits));
textArea->editable=false;
textArea->extractHyperlinks();
GUIObjectRoot->addChild(textArea);
}
Credits::~Credits(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Credits::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
}
}
void Credits::handleEvents(ImageManager&, SDL_Renderer&){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Credits::logic(ImageManager&, SDL_Renderer&){}
void Credits::render(ImageManager&,SDL_Renderer &renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//NOTE: The rendering of the GUI is done in Main.
}
void Credits::resize(ImageManager&, SDL_Renderer&){
//Resize and position widgets.
GUIObjectRoot->width=SCREEN_WIDTH;
GUIObjectRoot->height=SCREEN_HEIGHT;
backButton->left=SCREEN_WIDTH/2;
backButton->top=SCREEN_HEIGHT-60;
textArea->left=SCREEN_WIDTH*0.05;
textArea->width=SCREEN_WIDTH*0.9;
textArea->height=SCREEN_HEIGHT-200;
textArea->resize();
}

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