Page Menu
Home
Phabricator (Chris)
Search
Configure Global Search
Log In
Files
F118753
No One
Temporary
Actions
View File
Edit File
Delete File
View Transforms
Subscribe
Flag For Later
Award Token
Authored By
Unknown
Size
20 KB
Referenced Files
None
Subscribers
None
View Options
diff --git a/src/LevelInfoRender.cpp b/src/LevelInfoRender.cpp
index 39ac1cb..656306e 100644
--- a/src/LevelInfoRender.cpp
+++ b/src/LevelInfoRender.cpp
@@ -1,69 +1,75 @@
#include "Functions.h"
#include "LevelInfoRender.h"
LevelInfoRender::LevelInfoRender(ImageManager &imageManager, SDL_Renderer &renderer, const std::string& dataPath, TTF_Font &font, SDL_Color textColor)
{
playButton=imageManager.loadTexture(dataPath+"gfx/playbutton.png",renderer);
timeIcon=imageManager.loadTexture(dataPath+"gfx/time.png",renderer);
recordingsIcon=imageManager.loadTexture(dataPath+"gfx/recordings.png",renderer);
+ objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&collectable);
//Skip doing this here as it will be called LevelPlaySelect::refresh which is called by it's constructor anyhow.
//resetText(renderer, font, textColor);
}
void LevelInfoRender::resetText(SDL_Renderer &renderer, TTF_Font &font, SDL_Color textColor) {
auto tex = [&](const char* text){
return textureFromText(renderer,font,text,textColor);
};
levelDescription=tex(_("Choose a level"));
timeText=tex(_("Time:"));
recordingsText=tex(_("Recordings:"));
+ collectablesText=tex(_("Collectibles:"));
levelTime=tex("- / -");
levelRecs=tex("- / -");
}
void LevelInfoRender::update(SDL_Renderer &renderer, TTF_Font &font, SDL_Color textColor,
const std::string &description, const std::string& time, const std::string& recordings) {
auto tex = [&](const std::string& text){
return textureFromText(renderer,font,text.c_str(),textColor);
};
if(description.empty()) {
levelDescription=nullptr;
} else {
levelDescription=tex(description);
}
levelTime=tex(time);
levelRecs=tex(recordings);
}
-void LevelInfoRender::render(SDL_Renderer &renderer) {
+void LevelInfoRender::render(SDL_Renderer &renderer, bool arcade) {
//Avoid crashing if this is somehow not initialized.
if(!timeText) {
return;
}
int w=0,h=0;
SDL_GetRendererOutputSize(&renderer,&w,&h);
if(levelDescription) {
applyTexture(100,h-130+(50-textureHeight(*levelDescription))/2,levelDescription, renderer);
}
//Draw time the icon.
applyTexture(w-405,h-130+6,timeIcon,renderer);
//Now draw the text (title).
applyTexture(w-380,h-130+6,timeText,renderer);
//Now draw the second text (value).
applyTexture(w-textureWidth(*levelTime)-80,h-130+6,levelTime,renderer);
//Draw the icon.
- applyTexture(w-405,h-98+6,recordingsIcon,renderer);
+ if (arcade) {
+ collectable.draw(renderer, w - 405 - 16, h - 98 + 6 - 16);
+ } else {
+ applyTexture(w - 405, h - 98 + 6, recordingsIcon, renderer);
+ }
//Now draw the text (title).
- applyTexture(w-380,h-98+6,recordingsText,renderer);
+ applyTexture(w - 380, h - 98 + 6, arcade ? collectablesText : recordingsText, renderer);
//Now draw the second text (value).
applyTexture(w-textureWidth(*levelRecs)-80,h-98+6,levelRecs,renderer);
}
diff --git a/src/LevelInfoRender.h b/src/LevelInfoRender.h
index 78bcd29..66664cb 100644
--- a/src/LevelInfoRender.h
+++ b/src/LevelInfoRender.h
@@ -1,33 +1,38 @@
#ifndef LEVELINFORENDER_H
#define LEVELINFORENDER_H
#include "Render.h"
+#include "ThemeManager.h"
+
class LevelPlaySelect;
class LevelInfoRender
{
friend class LevelPlaySelect;
private:
//Icons
SharedTexture playButton;
SharedTexture timeIcon;
SharedTexture recordingsIcon;
- //Texture displaying the level description.
+ ThemeBlockInstance collectable;
+ //Texture displaying the level description.
TexturePtr levelDescription;
//Texture displaying "Time" (or other language equivalent).
TexturePtr timeText;
//Texture displaying "Recordings" (or other language equivalent).
TexturePtr recordingsText;
- //Texture displaying the actual level time.
+ //Texture displaying "Collectibles" (or other language equivalent).
+ TexturePtr collectablesText;
+ //Texture displaying the actual level time.
TexturePtr levelTime;
TexturePtr levelRecs;
public:
LevelInfoRender(ImageManager& imageManager, SDL_Renderer& renderer,
const std::string &dataPath, TTF_Font& font, SDL_Color textColor);
void resetText(SDL_Renderer& renderer, TTF_Font& font, SDL_Color textColor);
void update(SDL_Renderer& renderer,TTF_Font& font, SDL_Color textColor,
const std::string& description, const std::string& time, const std::string& recordings);
- void render(SDL_Renderer& renderer);
+ void render(SDL_Renderer& renderer,bool arcade);
};
#endif // LEVELINFORENDER_H
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 84d592f..a3acb65 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,484 +1,493 @@
/*
* 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 "InputManager.h"
#include "ThemeManager.h"
#include "SoundManager.h"
#include "StatisticsManager.h"
#include "Game.h"
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
/////////////////////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;
//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-240,SCREEN_HEIGHT-60,240,32,_("Play"));
}else{
play->left=SCREEN_WIDTH-240;
play->top=SCREEN_HEIGHT-60;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
if(initial)
GUIObjectRoot->addChild(play);
}
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;
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
int medal = levels->getLevel(number)->getMedal();
int time = levels->getLevel(number)->time;
int targetTime = levels->getLevel(number)->targetTime;
int recordings = levels->getLevel(number)->recordings;
int targetRecordings = levels->getLevel(number)->targetRecordings;
selectedNumber->setMedal(medal);
std::string levelTime;
std::string levelRecs;
//Show best time and recordings
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);
else
levelTime.clear();
if (recordings >= 0)
if (targetRecordings >= 0)
levelRecs = tfm::format("%5d / %d", recordings, targetRecordings);
else
levelRecs = tfm::format("%5d / -", recordings);
else
levelRecs.clear();
} else{
levelTime = "- / -";
levelRecs = "- / -";
}
//Show the play button.
play->enabled = true;
//Check if there is auto 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);
}
}
//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;
}
}
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 > 3) section2 = 1;
else if (section2 < 1) section2 = 3;
//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:
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(selectedNumber->getNumber()>=0 && selectedNumber->getNumber()<levels->getLevelCount()) {
- if(levels->getLevel(selectedNumber->getNumber())->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-420,SCREEN_HEIGHT-130,372,32};
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-420,SCREEN_HEIGHT-98,372,32};
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);
+ levelInfoRender.render(renderer, arcade);
}
//Draw highlight for play button.
if (isKeyboardOnly && play && play->enabled) {
play->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.
- applyTexture(r2.x,r2.y,levelInfoRender.recordingsIcon,renderer);
+ 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!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
}
}
}
File Metadata
Details
Attached
Mime Type
text/x-diff
Expires
Sat, May 16, 7:19 PM (1 d, 10 h)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
63201
Default Alt Text
(20 KB)
Attached To
Mode
R79 meandmyshadow
Attached
Detach File
Event Timeline