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diff --git a/src/Addons.cpp b/src/Addons.cpp
index 7d9710c..e49c241 100644
--- a/src/Addons.cpp
+++ b/src/Addons.cpp
@@ -1,610 +1,617 @@
/*
* 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 "Addons.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIObject.h"
#include "GUIScrollBar.h"
#include "GUIListBox.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <string>
#include <sstream>
#include <iostream>
#include <SDL/SDL.h>
#ifdef __APPLE__
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_ttf.h>
#endif
using namespace std;
Addons::Addons(){
//Render the title.
title=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),themeTextColor);
FILE* addon=fopen((getUserPath(USER_CACHE)+"addons").c_str(),"wb");
action=NONE;
addons=NULL;
selected=NULL;
//Clear the GUI if any.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Try to get(download) the addonsList.
if(getAddonsList(addon)==false) {
//It failed so we show the error message.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
GUIObject* obj=new GUIObject(90,96,200,32,GUIObjectLabel,_("Unable to initialize addon menu:"));
obj->name="lbl";
GUIObjectRoot->addChild(obj);
obj=new GUIObject(120,130,200,32,GUIObjectLabel,error.c_str());
obj->name="lbl";
GUIObjectRoot->addChild(obj);
obj=new GUIObject(90,550,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
return;
}
//Now create the GUI.
createGUI();
}
Addons::~Addons(){
delete addons;
//Free the title surface.
SDL_FreeSurface(title);
//If the GUIObjectRoot exist delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Addons::createGUI(){
//Downloaded the addons file now we can create the GUI.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create list of categories
GUISingleLineListBox *listTabs=new GUISingleLineListBox((SCREEN_WIDTH-360)/2,100,360,36);
listTabs->name="lstTabs";
listTabs->item.push_back(_("Levels"));
listTabs->item.push_back(_("Level Packs"));
listTabs->item.push_back(_("Themes"));
listTabs->value=0;
listTabs->eventCallback=this;
GUIObjectRoot->addChild(listTabs);
//Create the list for the addons.
//By default levels will be selected.
list=new GUIListBox(SCREEN_WIDTH*0.1,160,SCREEN_WIDTH*0.8,SCREEN_HEIGHT-220);
- list->item=addonsToList("levels");
+ addonsToList("levels");
list->name="lstAddons";
list->eventCallback=this;
list->value=-1;
GUIObjectRoot->addChild(list);
type="levels";
//And the buttons at the bottom of the screen.
GUIObject* obj=new GUIObject(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-50,-1,32,GUIObjectButton,_("Back"),0,true,true,GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
actionButton=new GUIObject(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-50,-1,32,GUIObjectButton,_("Install"),0,false,true,GUIGravityCenter);
actionButton->name="cmdInstall";
actionButton->eventCallback=this;
GUIObjectRoot->addChild(actionButton);
updateButton=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-50,-1,32,GUIObjectButton,_("Update"),0,false,false,GUIGravityCenter);
updateButton->name="cmdUpdate";
updateButton->eventCallback=this;
GUIObjectRoot->addChild(updateButton);
}
bool Addons::getAddonsList(FILE* file){
//First we download the file.
if(downloadFile("http://sourceforge.net/p/meandmyshadow/addons/ci/HEAD/tree/addons04?format=raw",file)==false){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: unable to download addons file!"<<endl;
error=_("ERROR: unable to download addons file!");
return false;
}
fclose(file);
//Load the downloaded file.
ifstream addonFile;
addonFile.open((getUserPath(USER_CACHE)+"addons").c_str());
if(!addonFile.good()) {
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: unable to load addon_list file!"<<endl;
error=_("ERROR: unable to load addon_list file!");
return false;
}
//Parse the addonsfile.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(addonFile,&obj,true)){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Invalid file format of addons file!"<<endl;
error=_("ERROR: Invalid file format of addons file!");
return false;
}
}
//Also load the installed_addons file.
ifstream iaddonFile;
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
//The installed_addons file doesn't exist, so we create it.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
iaddons<<" "<<endl;
iaddons.close();
//Also load the installed_addons file.
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Unable to create the installed_addons file."<<endl;
error=_("ERROR: Unable to create the installed_addons file.");
return false;
}
}
//And parse the installed_addons file.
TreeStorageNode obj1;
{
POASerializer objSerializer;
if(!objSerializer.readNode(iaddonFile,&obj1,true)){
//NOTE: We keep the console output English so we put the string literal here twice.
cerr<<"ERROR: Invalid file format of the installed_addons!"<<endl;
error=_("ERROR: Invalid file format of the installed_addons!");
return false;
}
}
//Fill the vector.
addons = new std::vector<Addon>;
fillAddonList(*addons,obj,obj1);
//Close the files.
iaddonFile.close();
addonFile.close();
return true;
}
void Addons::fillAddonList(std::vector<Addons::Addon> &list, TreeStorageNode &addons, TreeStorageNode &installed_addons){
//Loop through the blocks of the addons file.
//These should contain the types levels, levelpacks, themes.
for(unsigned int i=0;i<addons.subNodes.size();i++){
TreeStorageNode* block=addons.subNodes[i];
if(block==NULL) continue;
string type;
type=block->name;
//Now loop the entries(subNodes) of the block.
for(unsigned int i=0;i<block->subNodes.size();i++){
TreeStorageNode* entry=block->subNodes[i];
if(entry==NULL) continue;
if(entry->name=="entry" && entry->value.size()==1){
//The entry is valid so create a new Addon.
Addon addon = *(new Addon);
addon.type=type;
addon.name=entry->value[0];
addon.file=entry->attributes["file"][0];
if(!entry->attributes["folder"].empty()){
addon.folder=entry->attributes["folder"][0];
}
addon.author=entry->attributes["author"][0];
addon.version=atoi(entry->attributes["version"][0].c_str());
addon.upToDate=false;
addon.installed=false;
//Check if the addon is already installed.
for(unsigned int i=0;i<installed_addons.subNodes.size();i++){
TreeStorageNode* installed=installed_addons.subNodes[i];
if(installed==NULL) continue;
if(installed->name=="entry" && installed->value.size()==3){
if(addon.type.compare(installed->value[0])==0 && addon.name.compare(installed->value[1])==0) {
addon.installed=true;
addon.installedVersion=atoi(installed->value[2].c_str());
if(addon.installedVersion>=addon.version) {
addon.upToDate=true;
}
}
}
}
//Finally put him in the list.
list.push_back(addon);
}
}
}
}
-std::vector<std::string> Addons::addonsToList(const std::string &type){
- std::vector<std::string> result;
-
+void Addons::addonsToList(const std::string &type){
+ list->clearItems();
for(unsigned int i=0;i<addons->size();i++) {
//Check if the addon is from the right type.
if((*addons)[i].type==type) {
string entry = (*addons)[i].name + " by " + (*addons)[i].author;
if((*addons)[i].installed) {
if((*addons)[i].upToDate) {
entry += " *";
} else {
entry += " +";
}
}
- result.push_back(entry);
+
+ SDL_Surface* surf=SDL_CreateRGBSurface(SDL_SWSURFACE,list->width,64,32,RMASK,GMASK,BMASK,AMASK);
+
+ SDL_Color black={0,0,0,0};
+ SDL_Surface* nameSurf=TTF_RenderUTF8_Blended(fontGUI,(*addons)[i].name.c_str(),black);
+ SDL_SetAlpha(nameSurf,0,0xFF);
+ applySurface(0,-6,nameSurf,surf,NULL);
+
+ string authorLine = "by " + (*addons)[i].author;
+ SDL_Surface* authorSurf=TTF_RenderUTF8_Blended(fontText,authorLine.c_str(),black);
+ SDL_SetAlpha(authorSurf,0,0xFF);
+ applySurface(0,38,authorSurf,surf,NULL);
+
+ if((*addons)[i].installed) {
+ if((*addons)[i].upToDate) {
+ SDL_Surface* infoSurf=TTF_RenderUTF8_Blended(fontText,"Installed",black);
+ SDL_SetAlpha(infoSurf,0,0xFF);
+ applySurface(surf->w-infoSurf->w-16,(surf->h-infoSurf->h)/2,infoSurf,surf,NULL);
+ } else {
+ SDL_Surface* infoSurf=TTF_RenderUTF8_Blended(fontText,"Update",black);
+ SDL_SetAlpha(infoSurf,0,0xFF);
+ applySurface(surf->w-infoSurf->w-16,(surf->h-infoSurf->h)/2,infoSurf,surf,NULL);
+ }
+ }
+
+ list->addItem(entry,surf);
}
}
- return result;
}
bool Addons::saveInstalledAddons(){
if(!addons) return false;
//Open the file.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddons) return false;
//Loop all the levels.
TreeStorageNode installed;
for(unsigned int i=0;i<addons->size();i++) {
//Check if the level is installed or not.
if((*addons)[i].installed) {
TreeStorageNode *entry=new TreeStorageNode;
entry->name="entry";
entry->value.push_back((*addons)[i].type);
entry->value.push_back((*addons)[i].name);
char version[64];
sprintf(version,"%d",(*addons)[i].installedVersion);
entry->value.push_back(version);
installed.subNodes.push_back(entry);
}
}
//And write away the file.
POASerializer objSerializer;
objSerializer.writeNode(&installed,iaddons,true,true);
return true;
}
void Addons::handleEvents(){
//Check if we should quit.
if(event.type==SDL_QUIT){
//Save the installed addons before exiting.
saveInstalledAddons();
setNextState(STATE_EXIT);
}
//Check if escape is pressed, if so return to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Addons::logic(){}
void Addons::render(){
//Draw background.
objThemes.getBackground(true)->draw(screen);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
}
void Addons::resize(){
//Delete the gui (if any).
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now create a new one.
createGUI();
}
void Addons::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
if(name=="lstTabs"){
if(obj->value==0){
- list->item=addonsToList("levels");
+ addonsToList("levels");
type="levels";
}else if(obj->value==1){
- list->item=addonsToList("levelpacks");
+ addonsToList("levelpacks");
type="levelpacks";
}else{
- list->item=addonsToList("themes");
+ addonsToList("themes");
type="themes";
}
list->value=0;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="lstAddons"){
//Get the addon struct that belongs to it.
Addon *addon=NULL;
if(!list->item.empty()) {
- string entry = list->item[list->value];
- if(type.compare("levels")==0) {
- for(unsigned int i=0;i<addons->size();i++) {
- std::string prefix=(*addons)[i].name;
- if(!entry.compare(0, prefix.size(), prefix)) {
- addon=&(*addons)[i];
- }
- }
- } else if(type.compare("levelpacks")==0) {
- for(unsigned int i=0;i<addons->size();i++) {
- std::string prefix=(*addons)[i].name;
- if(!entry.compare(0, prefix.size(), prefix)) {
- addon=&(*addons)[i];
- }
- }
- } else if(type.compare("themes")==0) {
- for(unsigned int i=0;i<addons->size();i++) {
- std::string prefix=(*addons)[i].name;
- if(!entry.compare(0, prefix.size(), prefix)) {
- addon=&(*addons)[i];
- }
+ string entry = list->getItem(list->value);
+ for(unsigned int i=0;i<addons->size();i++) {
+ std::string prefix=(*addons)[i].name;
+ if(!entry.compare(0, prefix.size(), prefix)) {
+ addon=&(*addons)[i];
}
}
}
selected=addon;
updateActionButton();
updateUpdateButton();
}else if(name=="cmdBack"){
saveInstalledAddons();
setNextState(STATE_MENU);
}else if(name=="cmdUpdate"){
//First remove the addon and then install it again.
if(type.compare("levels")==0) {
if(downloadFile(selected->file,(getUserPath(USER_DATA)+"/levels/"))!=false){
selected->upToDate=true;
selected->installedVersion=selected->version;
- list->item=addonsToList("levels");
+ addonsToList("levels");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("levelpacks")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/")<<"."<<endl;
return;
}
if(downloadFile(selected->file,(getUserPath(USER_CACHE)+"/tmp/"))!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/levelpacks/"+selected->folder+"/");
selected->upToDate=true;
selected->installedVersion=selected->version;
- list->item=addonsToList("levelpacks");
+ addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("themes")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"themes/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"themes/"+selected->folder+"/")<<"."<<endl;
return;
}
if(downloadFile(selected->file,(getUserPath(USER_CACHE)+"/tmp/"))!=false){
extractFile((getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true)),(getUserPath(USER_DATA)+"/themes/"+selected->folder+"/"));
selected->upToDate=true;
selected->installedVersion=selected->version;
- list->item=addonsToList("themes");
+ addonsToList("themes");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}
}else if(name=="cmdInstall"){
switch(action) {
case NONE:
break;
case INSTALL:
//Download the addon.
if(type.compare("levels")==0) {
if(downloadFile(selected->file,getUserPath(USER_DATA)+"/levels/")!=false){
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
- list->item=addonsToList("levels");
+ addonsToList("levels");
updateActionButton();
;
//And add the level to the levels levelpack.
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels");
levelsPack->addLevel(getUserPath(USER_DATA)+"/levels/"+fileNameFromPath(selected->file));
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("levelpacks")==0) {
if(downloadFile(selected->file,getUserPath(USER_CACHE)+"/tmp/")!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/levelpacks/"+selected->folder+"/");
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
- list->item=addonsToList("levelpacks");
+ addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
//And add the levelpack to the levelpackManager.
getLevelPackManager()->loadLevelPack(getUserPath(USER_DATA)+"/levelpacks/"+selected->folder);
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("themes")==0) {
if(downloadFile(selected->file,getUserPath(USER_CACHE)+"/tmp/")!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/themes/"+selected->folder+"/");
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
- list->item=addonsToList("themes");
+ addonsToList("themes");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}
break;
case UNINSTALL:
//Uninstall the addon.
if(type.compare("levels")==0) {
if(remove((getUserPath(USER_DATA)+"levels/"+fileNameFromPath(selected->file)).c_str())){
cerr<<"ERROR: Unable to remove the file "<<(getUserPath(USER_DATA) + "levels/" + fileNameFromPath(selected->file))<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
- list->item=addonsToList("levels");
+ addonsToList("levels");
updateActionButton();
updateUpdateButton();
//And remove the level from the levels levelpack.
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels");
for(int i=0;i<levelsPack->getLevelCount();i++){
if(levelsPack->getLevelFile(i)==(getUserPath(USER_DATA)+"levels/"+fileNameFromPath(selected->file))){
//Remove the level and break out of the loop.
levelsPack->removeLevel(i);
break;
}
}
}else if(type.compare("levelpacks")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/")<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
- list->item=addonsToList("levelpacks");
+ addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
//And remove the levelpack from the levelpack manager.
getLevelPackManager()->removeLevelPack(selected->folder);
}else if(type.compare("themes")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"themes/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"themes/"+selected->folder+"/")<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
- list->item=addonsToList("themes");
+ addonsToList("themes");
updateActionButton();
updateUpdateButton();
}
break;
}
}
}
void Addons::updateUpdateButton(){
//some sanity check
if(selected==NULL){
updateButton->enabled=false;
return;
}
//Check if the selected addon is installed.
if(selected->installed){
//It is installed, but is it uptodate?
if(selected->upToDate){
//The addon is installed and there is no need to show the button.
updateButton->enabled=false;
updateButton->visible=false;
}else{
//Otherwise show the button
updateButton->enabled=true;
updateButton->visible=true;
}
}else{
//The addon isn't installed so we can only install it.
updateButton->enabled=false;
}
}
void Addons::updateActionButton(){
//some sanity check
if(selected==NULL){
actionButton->enabled=false;
action = NONE;
return;
}
//Check if the selected addon is installed.
if(selected->installed){
//It is installed, but is it uptodate?
actionButton->enabled=true;
actionButton->caption=_("Uninstall");
action = UNINSTALL;
}else{
//The addon isn't installed so we can only install it.
actionButton->enabled=true;
actionButton->caption=_("Install");
action = INSTALL;
}
}
diff --git a/src/Addons.h b/src/Addons.h
index c02a387..72329a7 100644
--- a/src/Addons.h
+++ b/src/Addons.h
@@ -1,136 +1,136 @@
/*
* 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/>.
*/
#ifndef ADDONS_H
#define ADDONS_H
#include "GameState.h"
#include "GameObjects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include <vector>
#include <string>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
//The addons menu.
class Addons: public GameState,public GUIEventCallback{
private:
//An addon entry.
struct Addon{
//The name of the addon.
string name;
//The type of addon. (Level, Levelpack, Theme)
string type;
//The link to the addon file.
string file;
//The folder to place the addon in, only for themes and levelpacks.
string folder;
//The name of the author.
string author;
//The latest version of the addon.
int version;
//The version that the user has installed, if installed.
int installedVersion;
//Boolean if the addon is installed.
bool installed;
//Boolean if the addon is upToDate. (installedVersion==version)
bool upToDate;
};
//The title.
SDL_Surface* title;
//Vector containing all the addons.
std::vector<Addon>* addons;
//File pointing to the addon file in the userpath.
FILE* addon;
//String that should contain the error when something fails.
string error;
//The type of addon that is currently selected.
string type;
//Pointer to the addon that is selected.
Addon* selected;
//The list used for listing the addons.
GUIListBox* list;
//The button that does install/uninstall.
GUIObject* actionButton;
//The button used for the updates
GUIObject* updateButton;
//The possible actions for the action button.
//Note: Update was moved to an extra button.
enum Action{
NONE, INSTALL, UNINSTALL
};
//The current action.
Action action;
public:
//Constructor.
Addons();
//Destructor.
~Addons();
//Method that will create the GUI.
void createGUI();
//Method that loads that downloads the addons list.
//file: Pointer to the file to download the list to.
//Returns: True if the file is downloaded successfuly.
bool getAddonsList(FILE* file);
//
void fillAddonList(std::vector<Addons::Addon> &list,TreeStorageNode &addons,TreeStorageNode &installed);
//Put all the addons of a given type in a vector.
//type: The type the addons must be.
//Returns: Vector containing the addons.
- std::vector<std::string> addonsToList(const string &type);
+ void addonsToList(const string &type);
//Method that will save the installed addons to the installed_addons file.
//Returns: True if the file is saved successfuly.
bool saveInstalledAddons();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
//Method used for GUI event handling.
//name: The name of the callback.
//obj: Pointer to the GUIObject that caused the event.
//eventType: The type of event: click, change, etc..
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
//Updates the text on the action button to the current action.
void updateActionButton();
//Switches enabled/disables of the update button
void updateUpdateButton();
};
#endif
diff --git a/src/GUIListBox.cpp b/src/GUIListBox.cpp
index 4989c2b..25dc71a 100644
--- a/src/GUIListBox.cpp
+++ b/src/GUIListBox.cpp
@@ -1,393 +1,448 @@
/*
* 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 "GUIListBox.h"
using namespace std;
GUIListBox::GUIListBox(int left,int top,int width,int height,bool enabled,bool visible,int gravity):
-GUIObject(left,top,width,height,0,NULL,-1,enabled,visible,gravity){
+GUIObject(left,top,width,height,0,NULL,-1,enabled,visible,gravity),itemHeight(24){
//Set the state -1.
state=-1;
//Create the scrollbar and add it to the children.
scrollBar=new GUIScrollBar(0,0,16,0,1,0,0,0,0,0,true,false);
childControls.push_back(scrollBar);
}
+GUIListBox::~GUIListBox(){
+ //Remove items
+ clearItems();
+ //We need to delete every child we have.
+ for(unsigned int i=0;i<childControls.size();i++){
+ delete childControls[i];
+ }
+ //Deleted the childs now empty the childControls vector.
+ childControls.clear();
+}
+
bool GUIListBox::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;
//Calculate the scrollbar position.
scrollBar->left=width-16;
scrollBar->height=height;
- int m=item.size(),n=(height-4)/24;
+ int m=item.size(),n=(height-4)/itemHeight;
if(m>n){
scrollBar->maxValue=m-n;
scrollBar->smallChange=1;
scrollBar->largeChange=n;
scrollBar->visible=true;
b=b||scrollBar->handleEvents(x,y,enabled,visible,b);
}else{
scrollBar->value=0;
scrollBar->maxValue=0;
scrollBar->visible=false;
}
//Set state negative.
state=-1;
//Check if the GUIListBox is visible, enabled and no event has been processed before.
if(enabled&&visible&&!b){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j;
SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x+2;
j-=y+2;
//Check if the mouse is inside the GUIListBox.
if(i>=0&&i<width-4&&j>=0&&j<height-4){
//Calculate the y location with the scrollbar position.
- int idx=j/24+scrollBar->value;
+ int idx=j/itemHeight+scrollBar->value;
//If the entry isn't above the max we have an event.
if(idx>=0&&idx<(int)item.size()){
state=idx;
//Check if the left mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && value!=idx){
value=idx;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
//Check for mouse wheel scrolling.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELDOWN && scrollBar->enabled){
scrollBar->value+=4;
if(scrollBar->value > scrollBar->maxValue)
scrollBar->value = scrollBar->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELUP && scrollBar->enabled){
scrollBar->value-=4;
if(scrollBar->value < 0)
scrollBar->value = 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 GUIListBox::render(int x,int y,bool draw){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//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;
//Default background opacity
int clr=128;
//TODO: Add hover check?
//Draw the box.
Uint32 color=0xFFFFFFFF|clr;
drawGUIBox(x,y,width,height,screen,color);
//We need to draw the items.
//The number of items.
int m=item.size();
//The number of items that are visible.
- int n=(height-4)/24;
+ int n=(height-4)/itemHeight;
//Integer containing the current entry that is being drawn.
int i;
//The y coordinate the current entries reaches.
int j;
//If the number of items is higer than fits on the screen set the begin value (m) to scrollBar->value+n.
if(m>scrollBar->value+n)
m=scrollBar->value+n;
//Loop through the (visible) entries and draw them.
- for(i=scrollBar->value,j=y+1;i<m;i++,j+=24){
+ for(i=scrollBar->value,j=y+1;i<m;i++,j+=itemHeight){
//The background color for the entry.
int clr=-1;
//If i is the selected entry then give it a light gray background.
if(value==i){
clr=0xDDDDDDFF;
}
//Check if the current entry is selected. If so draw borders around it.
if(state==i)
- drawGUIBox(x,j-1,width,25,screen,0x00000000);
+ drawGUIBox(x,j-1,width,itemHeight+1,screen,0x00000000);
//Only draw when clr isn't -1.
if(clr!=-1)
- drawGUIBox(x,j-1,width,25,screen,clr);
+ drawGUIBox(x,j-1,width,itemHeight+1,screen,clr);
+
+ r.x=x+4;
+ r.y=j;
+ SDL_BlitSurface(images[i],NULL,screen,&r);
//Now draw the text.
- const char* s=item[i].c_str();
+ /*const char* s=item[i].c_str();
//Make sure the text isn't empty.
if(s && s[0]){
//Render black text.
SDL_Color black={0,0,0,0};
SDL_Surface *bm=TTF_RenderUTF8_Blended(fontText,s,black);
//Calculate the text location, center it vertically.
r.x=x+4;
r.y=j+12-bm->h/2;
//Draw the text and free the rendered surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
- }
+ }*/
}
//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 GUIListBox::clearItems(){
+ item.clear();
+ for(int i=0;i<images.size();i++){
+ SDL_FreeSurface(images[i]);
+ }
+ images.clear();
+}
+
+void GUIListBox::addItem(std::string name, SDL_Surface* image){
+ item.push_back(name);
+
+ if(image){
+ itemHeight=image->h;
+ images.push_back(image);
+ }else if(!image&&!name.empty()){
+ SDL_Color black={0,0,0,0};
+ SDL_Surface* tmp=TTF_RenderUTF8_Blended(fontText,name.c_str(),black);
+ images.push_back(tmp);
+ }
+}
+
+void GUIListBox::updateItem(int index, std::string newText, SDL_Surface* newImage){
+ item.at(index)=newText;
+
+ if(newImage){
+ itemHeight=newImage->h;
+ SDL_FreeSurface(images.at(index));
+ images.at(index)=newImage;
+ }else if(!newImage&&!newText.empty()){
+ SDL_FreeSurface(images.at(index));
+ SDL_Color black={0,0,0,0};
+ SDL_Surface* tmp=TTF_RenderUTF8_Blended(fontText,newText.c_str(),black);
+ images.at(index)=tmp;
+ }
+}
+
+std::string GUIListBox::getItem(int index){
+ return item.at(index);
+}
+
GUISingleLineListBox::GUISingleLineListBox(int left,int top,int width,int height,bool enabled,bool visible,int gravity):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible,gravity),animation(0){}
bool GUISingleLineListBox::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-gravityX;
y+=top;
state&=~0xF;
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x;
j-=y;
//The selected button.
//0=nothing 1=left 2=right.
int idx=0;
//Check which button the mouse is above.
if(i>=0&&i<width&&j>=0&&j<height){
if(i<26 && i<width/2){
//The left arrow.
idx=1;
}else if(i>=width-26){
//The right arrow.
idx=2;
}
}
//If idx is 0 it means the mous doesn't hover any arrow so reset animation.
if(idx==0)
animation=0;
//Check if there's a mouse button press or not.
if(k&SDL_BUTTON(1)){
if(((state>>4)&0xF)==idx)
state|=idx;
}else{
state|=idx;
}
//Check if there's a mouse press.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && idx){
state=idx|(idx<<4);
}else if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && idx && ((state>>4)&0xF)==idx){
int m=(int)item.size();
if(m>0){
if(idx==2){
idx=value+1;
if(idx<0||idx>=m) idx=0;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}else if(idx==1){
idx=value-1;
if(idx<0||idx>=m) idx=m-1;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
}
}
if(event.type==SDL_MOUSEBUTTONUP) state&=0xF;
}else{
//Set state zero.
state=0;
}
//Also let the children handle their events.
for(unsigned int i=0;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 GUISingleLineListBox::render(int x,int y,bool draw){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//NOTE: logic in the render method since it's the only part that gets called every frame.
if((state&0xF)==0x1 || (state&0xF)==0x2){
animation++;
if(animation>20)
animation=-20;
}
//Get the absolute x and y location.
x+=left;
y+=top;
if(gravity==GUIGravityCenter)
gravityX=int(width/2);
else if(gravity==GUIGravityRight)
gravityX=width;
x-=gravityX;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || item[value].compare(cachedCaption)!=0){
//Free the cache.
SDL_FreeSurface(cache);
cache=NULL;
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=item[value];
}
//Draw the text.
if(value>=0 && value<(int)item.size()){
//Get the text.
const char* lp=item[value].c_str();
//Check if the text is empty or not.
if(lp!=NULL && lp[0]){
if(!cache){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
cache=TTF_RenderUTF8_Blended(fontGUI,lp,color);
//If the text is too wide then we change to smaller font (?)
//NOTE: The width is 32px smaller (2x16px for the arrows).
if(cache->w>width-32){
SDL_FreeSurface(cache);
cache=TTF_RenderUTF8_Blended(fontGUISmall,lp,color);
}
}
if(draw){
//Center the text both vertically as horizontally.
r.x=x+(width-cache->w)/2;
r.y=y+(height-cache->h)/2-GUI_FONT_RAISE;
//Draw the text and free the surface afterwards.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
if(draw){
//Draw the arrows.
SDL_Rect r2={48,0,16,16};
r.x=x;
if((state&0xF)==0x1)
r.x+=abs(animation/2);
r.y=y+4;
if(inDialog)
applySurface(r.x,r.y,arrowLeft2,screen,NULL);
else
applySurface(r.x,r.y,arrowLeft1,screen,NULL);
r.x=x+width-16;
if((state&0xF)==0x2)
r.x-=abs(animation/2);
if(inDialog)
applySurface(r.x,r.y,arrowRight2,screen,NULL);
else
applySurface(r.x,r.y,arrowRight1,screen,NULL);
}
//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);
}
}
diff --git a/src/GUIListBox.h b/src/GUIListBox.h
index ef7e3fc..f9c25c4 100644
--- a/src/GUIListBox.h
+++ b/src/GUIListBox.h
@@ -1,94 +1,105 @@
/*
* 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/>.
*/
#ifndef GUILISTBOX_H
#define GUILISTBOX_H
#include "GUIObject.h"
#include "GUIScrollBar.h"
//GUIObject that displays a list.
//It extends GUIObject because it's a special GUIObject.
class GUIListBox:public GUIObject{
public:
//Vector containing the entries of the list.
std::vector<std::string> item;
+ std::vector<SDL_Surface*> images;
private:
//Scrollbar used when there are more entries than fit on the screen.
GUIScrollBar* scrollBar;
+ int itemHeight;
public:
//Constructor.
//left: The relative x location of the GUIListBox.
//top: The relative y location of the GUIListBox.
//witdh: The width of the GUIListBox.
//height: The height of the GUIListBox.
//enabled: Boolean if the GUIListBox is enabled or not.
//visible: Boolean if the GUIListBox is visisble or not.
GUIListBox(int left=0,int Top=0,int width=0,int height=0,bool enabled=true,bool visible=true,int gravity=GUIGravityLeft);
+ //Destructor
+ ~GUIListBox();
+
+ //
+ void clearItems();
+ void addItem(std::string name, SDL_Surface* image=NULL);
+ void updateItem(int index, std::string newText, SDL_Surface* newImage=NULL);
+ std::string getItem(int index);
+
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false);
//Method that will render the GUIListBox.
//x: The x location to draw the GUIListBox. (x+left)
//y: The y location to draw the GUIListBox. (y+top)
virtual void render(int x=0,int y=0,bool draw=true);
};
//GUIObject that displays a list on only one line.
//Instead of clicking the entries of the list you iterate through them.
//It extends GUIObject because it's a special GUIObject.
class GUISingleLineListBox:public GUIObject{
public:
//Vector containing the entries of the list.
std::vector<std::string> item;
//Integer used for the animation of the arrow.
int animation;
public:
//Constructor.
//left: The relative x location of the GUIListBox.
//top: The relative y location of the GUIListBox.
//witdh: The width of the GUIListBox.
//height: The height of the GUIListBox.
//enabled: Boolean if the GUIListBox is enabled or not.
//visible: Boolean if the GUIListBox is visisble or not.
GUISingleLineListBox(int left=0,int top=0,int width=0,int height=0,bool enabled=true,bool visible=true,int gravity=GUIGravityLeft);
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false);
//Method that will render the GUIListBox.
//x: The x location to draw the GUIListBox. (x+left)
//y: The y location to draw the GUIListBox. (y+top)
virtual void render(int x=0,int y=0,bool draw=true);
};
#endif
diff --git a/src/InputManager.cpp b/src/InputManager.cpp
index 653a19f..3878785 100644
--- a/src/InputManager.cpp
+++ b/src/InputManager.cpp
@@ -1,442 +1,442 @@
/*
* 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 "InputManager.h"
#include "Globals.h"
#include "Settings.h"
#include "Functions.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include <stdlib.h>
#include <stdio.h>
#include <string>
using namespace std;
InputManager inputMgr;
//the order must be the same as InputManagerKeys
static const char* keySettingNames[INPUTMGR_MAX]={
"key_up","key_down","key_left","key_right","key_jump","key_action","key_space","key_cancelRecording",
"key_escape","key_restart","key_tab","key_save","key_load","key_swap",
"key_teleport","key_suicide","key_shift","key_next","key_previous","key_select"
};
//the order must be the same as InputManagerKeys
static const char* keySettingDescription[INPUTMGR_MAX]={
__("Up (in menu)"),__("Down (in menu)"),__("Left"),__("Right"),__("Jump"),__("Action"),__("Space (Record)"),__("Cancel recording"),
__("Escape"),__("Restart"),__("Tab (View shadow/Level prop.)"),__("Save game (in editor)"),__("Load game"),__("Swap (in editor)"),
__("Teleport (in editor)"),__("Suicide (in editor)"),__("Shift (in editor)"),__("Next block type (in Editor)"),
__("Previous block type (in editor)"), __("Select (in menu)")
};
//A class that handles the gui events of the inputDialog.
class InputDialogHandler:public GUIEventCallback{
private:
//the list box which contains keys.
GUIListBox* listBox;
//the parent object.
InputManager* parent;
//check if it's alternative key
bool isAlternativeKey;
//update specified key config item
void updateConfigItem(int index){
//get the description
std::string s=_(keySettingDescription[index]);
s+=": ";
//get key code name
int keyCode=parent->getKeyCode((InputManagerKeys)index,isAlternativeKey);
s+=_(InputManager::getKeyCodeName(keyCode));
//show it
- listBox->item[index]=s;
+ listBox->updateItem(index,s);
}
public:
//Constructor.
InputDialogHandler(GUIListBox* listBox,InputManager* parent):listBox(listBox),parent(parent),isAlternativeKey(false){
//load the available keys to the list box.
for(int i=0;i<INPUTMGR_MAX;i++){
//get the description
std::string s=_(keySettingDescription[i]);
s+=": ";
//get key code name
int keyCode=parent->getKeyCode((InputManagerKeys)i,false);
s+=_(InputManager::getKeyCodeName(keyCode));
//add item
- listBox->item.push_back(s);
+ listBox->addItem(s);
}
}
//when a key is pressed call this to set the key to currently-selected item
void onKeyDown(int keyCode){
//check if an item is selected.
int index=listBox->value;
if(index<0 || index>=INPUTMGR_MAX) return;
//set it.
parent->setKeyCode((InputManagerKeys)index,keyCode,isAlternativeKey);
updateConfigItem(index);
}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
if(name=="cmdOK"){
//config is done, exiting
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}else if(name=="cmdUnset"){
onKeyDown(0);
}else if(name=="lstType"){
isAlternativeKey=(obj->value==1);
for(int i=0;i<INPUTMGR_MAX;i++){
updateConfigItem(i);
}
}
}
}
};
//Event handler.
static InputDialogHandler* handler;
//A GUIObject that is used to create events for key presses.
class GUIKeyListener:public GUIObject{
//Leave empty.
~GUIKeyListener(){}
bool handleEvents(int x,int y,bool enabled,bool visible,bool processed){
if(enabled && handler){
if(event.type==SDL_KEYDOWN){
handler->onKeyDown(event.key.keysym.sym);
}
//Joystick
else if(event.type==SDL_JOYAXISMOTION){
if(event.jaxis.value>3200){
handler->onKeyDown(0x00010001 | (int(event.jaxis.axis)<<8));
}else if(event.jaxis.value<-3200){
handler->onKeyDown(0x000100FF | (int(event.jaxis.axis)<<8));
}
}
else if(event.type==SDL_JOYBUTTONDOWN){
handler->onKeyDown(0x00020000 | (int(event.jbutton.button)<<8));
}
else if(event.type==SDL_JOYHATMOTION){
if(event.jhat.value & SDL_HAT_LEFT){
handler->onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_LEFT);
}else if(event.jhat.value & SDL_HAT_RIGHT){
handler->onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_RIGHT);
}else if(event.jhat.value & SDL_HAT_UP){
handler->onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_UP);
}else if(event.jhat.value & SDL_HAT_DOWN){
handler->onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_DOWN);
}
}
}
//Return true?
return true;
}
//Nothing to do.
void render(){}
};
int InputManager::getKeyCode(InputManagerKeys key,bool isAlternativeKey){
if(isAlternativeKey) return alternativeKeys[key];
else return keys[key];
}
void InputManager::setKeyCode(InputManagerKeys key,int keyCode,bool isAlternativeKey){
if(isAlternativeKey) alternativeKeys[key]=keyCode;
else keys[key]=keyCode;
}
void InputManager::loadConfig(){
int i;
for(i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
keys[i]=atoi(getSettings()->getValue(s).c_str());
s+="2";
alternativeKeys[i]=atoi(getSettings()->getValue(s).c_str());
}
}
void InputManager::saveConfig(){
int i;
char c[32];
for(i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
sprintf(c,"%d",keys[i]);
getSettings()->setValue(s,c);
s+="2";
sprintf(c,"%d",alternativeKeys[i]);
getSettings()->setValue(s,c);
}
}
void InputManager::showConfig(){
//Create the new GUI.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-420)/2,600,400,GUIObjectFrame,_("Config Keys"));
GUIObject* obj;
obj=new GUIObject(0,44,root->width,36,GUIObjectLabel,_("Select an item and press a key to config it."),0,true,true,GUIGravityCenter);
root->addChild(obj);
//The list box.
GUIListBox *listBox=new GUIListBox(20,126,560,220);
//Create the event handler.
if(handler)
delete handler;
handler=new InputDialogHandler(listBox,this);
root->addChild(listBox);
//another box to select key type
GUISingleLineListBox *listBox0=new GUISingleLineListBox(120,80,360,36);
listBox0->name="lstType";
listBox0->item.push_back(_("Primary key"));
listBox0->item.push_back(_("Alternative key"));
listBox0->value=0;
listBox0->eventCallback=handler;
root->addChild(listBox0);
//two buttons
obj=new GUIObject(32,360,-1,36,GUIObjectButton,_("Unset the key"),0,true,true,GUIGravityLeft);
obj->name="cmdUnset";
obj->eventCallback=handler;
root->addChild(obj);
obj=new GUIObject(root->width-32,360,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityRight);
obj->name="cmdOK";
obj->eventCallback=handler;
root->addChild(obj);
obj=new GUIKeyListener();
root->addChild(obj);
//Create a GUIOverlayState
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new GUIOverlay(root,true);
}
//get key name from key code
std::string InputManager::getKeyCodeName(int keyCode){
char c[64];
if(keyCode>0 && keyCode <0x1000){
//keyboard
char* s=SDL_GetKeyName((SDLKey)keyCode);
if(s!=NULL){
return s;
}else{
sprintf(c,"(Key %d)",keyCode);
return c;
}
}else if(keyCode>0x1000){
//Joystick. first set it to invalid value
sprintf(c,"(Joystick 0x%08X)",keyCode);
//check type
switch((keyCode & 0x00FF0000)>>16){
case 1:
//axis
switch(keyCode & 0xFF){
case 1:
sprintf(c,"Joystick axis %d +",(keyCode & 0x0000FF00)>>8);
break;
case 0xFF:
sprintf(c,"Joystick axis %d -",(keyCode & 0x0000FF00)>>8);
break;
}
break;
case 2:
//button
sprintf(c,"Joystick button %d",(keyCode & 0x0000FF00)>>8);
break;
case 3:
//hat
switch(keyCode & 0xFF){
case SDL_HAT_LEFT:
sprintf(c,"Joystick hat %d left",(keyCode & 0x0000FF00)>>8);
break;
case SDL_HAT_RIGHT:
sprintf(c,"Joystick hat %d right",(keyCode & 0x0000FF00)>>8);
break;
case SDL_HAT_UP:
sprintf(c,"Joystick hat %d up",(keyCode & 0x0000FF00)>>8);
break;
case SDL_HAT_DOWN:
sprintf(c,"Joystick hat %d down",(keyCode & 0x0000FF00)>>8);
break;
}
break;
}
return c;
}else{
//unknown??
return _("(Not set)");
}
}
InputManager::InputManager(){
//clear the array.
for(int i=0;i<INPUTMGR_MAX;i++){
keys[i]=alternativeKeys[i]=keyFlags[i]=0;
}
}
InputManager::~InputManager(){
closeAllJoysticks();
}
int InputManager::getKeyState(int keyCode,int oldState,bool hasEvent){
int state=0;
if(keyCode>0 && keyCode<0x1000){
//keyboard
if(hasEvent){
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==keyCode){
state|=0x2;
}
if(event.type==SDL_KEYUP && event.key.keysym.sym==keyCode){
state|=0x4;
}
}
if(keyCode<SDLK_LAST && SDL_GetKeyState(NULL)[keyCode]){
state|=0x1;
}
}else if(keyCode>0x1000){
//Joystick
int index=(keyCode & 0x0000FF00)>>8;
int value=keyCode & 0xFF;
int i,v;
switch((keyCode & 0x00FF0000)>>16){
case 1:
//axis
if(hasEvent){
if(event.type==SDL_JOYAXISMOTION && event.jaxis.axis==index){
if((value==1 && event.jaxis.value>3200) || (value==0xFF && event.jaxis.value<-3200)){
if((oldState & 0x1)==0) state|=0x2;
}else{
if(oldState & 0x1) state|=0x4;
}
}
}
for(i=0;i<(int)joysticks.size();i++){
v=SDL_JoystickGetAxis(joysticks[i],index);
if((value==1 && v>3200) || (value==0xFF && v<-3200)){
state|=0x1;
break;
}
}
break;
case 2:
//button
if(hasEvent){
if(event.type==SDL_JOYBUTTONDOWN && event.jbutton.button==index){
state|=0x2;
}
if(event.type==SDL_JOYBUTTONUP && event.jbutton.button==index){
state|=0x4;
}
}
for(i=0;i<(int)joysticks.size();i++){
v=SDL_JoystickGetButton(joysticks[i],index);
if(v){
state|=0x1;
break;
}
}
break;
case 3:
//hat
if(hasEvent){
if(event.type==SDL_JOYHATMOTION && event.jhat.hat==index){
if(event.jhat.value & value){
if((oldState & 0x1)==0) state|=0x2;
}else{
if(oldState & 0x1) state|=0x4;
}
}
}
for(i=0;i<(int)joysticks.size();i++){
v=SDL_JoystickGetHat(joysticks[i],index);
if(v & value){
state|=0x1;
break;
}
}
break;
}
}
return state;
}
//update the key state, according to current SDL event, etc.
void InputManager::updateState(bool hasEvent){
for(int i=0;i<INPUTMGR_MAX;i++){
keyFlags[i]=getKeyState(keys[i],keyFlags[i],hasEvent)|getKeyState(alternativeKeys[i],keyFlags[i],hasEvent);
}
}
//check if there is KeyDown event.
bool InputManager::isKeyDownEvent(InputManagerKeys key){
return keyFlags[key]&0x2;
}
//check if there is KeyUp event.
bool InputManager::isKeyUpEvent(InputManagerKeys key){
return keyFlags[key]&0x4;
}
//check if specified key is down.
bool InputManager::isKeyDown(InputManagerKeys key){
return keyFlags[key]&0x1;
}
//open all joysticks.
void InputManager::openAllJoysitcks(){
int i,m;
//First close previous joysticks.
closeAllJoysticks();
//open all joysticks.
m=SDL_NumJoysticks();
for(i=0;i<m;i++){
SDL_Joystick *j=SDL_JoystickOpen(i);
if(j==NULL){
printf("ERROR: Couldn't open Joystick %d\n",i);
}else{
joysticks.push_back(j);
}
}
}
//close all joysticks.
void InputManager::closeAllJoysticks(){
for(int i=0;i<(int)joysticks.size();i++){
SDL_JoystickClose(joysticks[i]);
}
joysticks.clear();
}
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