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diff --git a/License b/COPYING
similarity index 100%
rename from License
rename to COPYING
diff --git a/src/Addons.cpp b/src/Addons.cpp
index 447cc06..51ed692 100644
--- a/src/Addons.cpp
+++ b/src/Addons.cpp
@@ -1,603 +1,604 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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_ttf.h>
#include <SDL/SDL.h>
using namespace std;
Addons::Addons(){
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),black);
FILE* addon=fopen((getUserPath(USER_CACHE)+"addons").c_str(),"wb");
action=NONE;
addons=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->childControls.push_back(obj);
obj=new GUIObject(120,130,200,32,GUIObjectLabel,error.c_str());
obj->name="lbl";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(90,550,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(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->childControls.push_back(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");
list->name="lstAddons";
list->eventCallback=this;
list->value=-1;
GUIObjectRoot->childControls.push_back(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->childControls.push_back(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->childControls.push_back(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->childControls.push_back(updateButton);
}
bool Addons::getAddonsList(FILE* file){
//First we download the file.
if(downloadFile("http://meandmyshadow.sourceforge.net/game/addons04",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;
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);
}
}
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(){
//We only need to draw the menu background.
applySurface(0,0,menuBackground,screen,NULL);
//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");
type="levels";
}else if(obj->value==1){
list->item=addonsToList("levelpacks");
type="levelpacks";
}else{
list->item=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];
}
}
}
}
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");
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");
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");
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");
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");
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");
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");
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");
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");
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 8b33dea..ac49692 100644
--- a/src/Addons.h
+++ b/src/Addons.h
@@ -1,131 +1,132 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
//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);
//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/Block.cpp b/src/Block.cpp
index 8358955..bfef6af 100644
--- a/src/Block.cpp
+++ b/src/Block.cpp
@@ -1,672 +1,672 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "GameObjects.h"
#include "Game.h"
#include "Player.h"
#include "Block.h"
#include "Functions.h"
#include "Globals.h"
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
Block::Block(int x,int y,int type,Game* parent):
GameObject(parent),
temp(0),
tempSave(0),
flags(0),
flagsSave(0),
dx(0),
xSave(0),
dy(0),
ySave(0),
loop(true),
editorFlags(0)
{
//First set the location and size of the box.
//The default size is 50x50.
box.x=x;
box.y=y;
box.w=50;
box.h=50;
//Also set the
boxBase.x=x;
boxBase.y=y;
//Set the type.
this->type=type;
//Some types need type specific code.
if(type==TYPE_START_PLAYER){
//This is the player start so set the player here.
//We center the player, the player is 23px wide.
parent->player.setPosition(box.x+(box.w-23)/2,box.y);
parent->player.fx=box.x+(box.w-23)/2;
parent->player.fy=box.y;
}else if(type==TYPE_START_SHADOW){
//This is the shadow start so set the shadow here.
//We center the shadow, the shadow is 23px wide.
parent->shadow.setPosition(box.x+(box.w-23)/2,box.y);
parent->shadow.fx=box.x+(box.w-23)/2;
parent->shadow.fy=box.y;
}
//And load the appearance.
objThemes.getBlock(type)->createInstance(&appearance);
}
Block::~Block(){}
void Block::show(){
//Check if the block is visible.
if(checkCollision(camera,box)==true || (stateID==STATE_LEVEL_EDITOR && checkCollision(camera,boxBase)==true)){
SDL_Rect r={0,0,50,50};
//What we need to draw depends on the type of block.
switch(type){
case TYPE_CHECKPOINT:
//Check if the checkpoint is last used.
if(parent!=NULL && parent->objLastCheckPoint==this){
if(!temp) appearance.changeState("activated");
temp=1;
}else{
if(temp) appearance.changeState("default");
temp=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if(temp){
r.x=50-temp;
r.w=temp;
appearance.draw(screen,box.x-camera.x-50+temp,box.y-camera.y,&r);
r.x=0;
r.w=50-temp;
appearance.draw(screen,box.x-camera.x+temp,box.y-camera.y,&r);
return;
}
break;
case TYPE_NOTIFICATION_BLOCK:
if(message.empty()==false){
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
return;
}
break;
}
//Always draw the base.
appearance.drawState("base", screen, boxBase.x - camera.x, boxBase.y - camera.y);
//Now draw normal.
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
//Some types need to draw something on top of the base/default.
switch(type){
case TYPE_BUTTON:
if(flags&4){
if(temp<5) temp++;
}else{
if(temp>0) temp--;
}
appearance.drawState("button",screen,box.x-camera.x,box.y-camera.y-5+temp);
break;
}
}
}
SDL_Rect Block::getBox(int boxType){
SDL_Rect r={0,0,0,0};
switch(boxType){
case BoxType_Base:
return boxBase;
case BoxType_Previous:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
r.x=box.x-dx;
r.y=box.y-dy;
r.w=box.w;
r.h=box.h;
return r;
}
return box;
case BoxType_Delta:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
r.x=dx;
r.y=dy;
break;
}
return r;
case BoxType_Velocity:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
r.x=dx;
r.y=dy;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
r.x=(flags&1)?0:dx;
break;
}
return r;
case BoxType_Current:
return box;
}
return r;
}
void Block::setPosition(int x,int y){
box.x=x;
box.y=y;
boxBase.x=x;
boxBase.y=y;
}
void Block::saveState(){
tempSave=temp;
flagsSave=flags;
xSave=box.x-boxBase.x;
ySave=box.y-boxBase.y;
appearance.saveAnimation();
}
void Block::loadState(){
temp=tempSave;
flags=flagsSave;
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
break;
}
appearance.loadAnimation();
}
void Block::reset(bool save){
//We need to reset so we clear the temp and saves.
if(save){
temp=tempSave=xSave=ySave=0;
flags=flagsSave=editorFlags;
}else{
temp=0;
flags=editorFlags;
}
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
box.x=boxBase.x;
box.y=boxBase.y;
break;
}
//Also reset the appearance.
appearance.resetAnimation(save);
appearance.changeState("default");
//If it's a fragile block we need to update the appearance.
switch(type){
case TYPE_FRAGILE:
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
}
}
void Block::playAnimation(int flags){
//TODO Why int flags????
switch(type){
case TYPE_SWAP:
appearance.changeState("activated");
break;
case TYPE_SWITCH:
temp^=1;
appearance.changeState(temp?"activated":"default");
break;
}
}
void Block::onEvent(int eventType){
//Event handling.
switch(eventType){
case GameObjectEvent_PlayerWalkOn:
switch(type){
case TYPE_FRAGILE:
flags++;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
}
break;
case GameObjectEvent_PlayerIsOn:
switch(type){
case TYPE_BUTTON:
dx=1;
break;
}
break;
case GameObjectEvent_OnToggle:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags^=1;
break;
case TYPE_PORTAL:
appearance.changeState("activated");
break;
case TYPE_COLLECTABLE:
appearance.changeState("inactive");
flags=1;
break;
}
break;
case GameObjectEvent_OnSwitchOn:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags&=~1;
break;
case TYPE_EXIT:
appearance.changeState("default");
break;
}
break;
case GameObjectEvent_OnSwitchOff:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags|=1;
break;
case TYPE_EXIT:
appearance.changeState("closed");
break;
}
break;
}
}
int Block::queryProperties(int propertyType,Player* obj){
switch(propertyType){
case GameObjectProperty_PlayerCanWalkOn:
switch(type){
case TYPE_BLOCK:
case TYPE_MOVING_BLOCK:
case TYPE_CONVEYOR_BELT:
case TYPE_BUTTON:
return 1;
case TYPE_SHADOW_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_SHADOW_CONVEYOR_BELT:
if(obj!=NULL && obj->isShadow()) return 1;
break;
case TYPE_FRAGILE:
if(flags<3) return 1;
break;
}
break;
case GameObjectProperty_IsSpikes:
switch(type){
case TYPE_SPIKES:
case TYPE_MOVING_SPIKES:
return 1;
}
break;
case GameObjectProperty_Flags:
return flags;
break;
default:
break;
}
return 0;
}
void Block::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){
//Every block has an id.
obj.push_back(pair<string,string>("id",id));
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
char s[64],s0[64];
sprintf(s,"%d",(int)movingPos.size());
obj.push_back(pair<string,string>("MovingPosCount",s));
obj.push_back(pair<string,string>("disabled",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("loop",loop?"1":"0"));
for(unsigned int i=0;i<movingPos.size();i++){
sprintf(s0+1,"%d",i);
sprintf(s,"%d",movingPos[i].x);
s0[0]='x';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].y);
s0[0]='y';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].w);
s0[0]='t';
obj.push_back(pair<string,string>(s0,s));
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
char s[64];
obj.push_back(pair<string,string>("disabled",(editorFlags&0x1)?"1":"0"));
sprintf(s,"%d",dx);
obj.push_back(pair<string,string>("speed",s));
}
break;
case TYPE_PORTAL:
obj.push_back(pair<string,string>("automatic",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("destination",destination));
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
string s;
switch(editorFlags&0x3){
case 1:
s="on";
break;
case 2:
s="off";
break;
default:
s="toggle";
break;
}
obj.push_back(pair<string,string>("behaviour",s));
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
string value=message;
//Change \n with the characters '\n'.
while(value.find('\n',0)!=string::npos){
size_t pos=value.find('\n',0);
value=value.replace(pos,1,"\\n");
}
obj.push_back(pair<string,string>("message",value));
}
break;
case TYPE_FRAGILE:
{
char s[64];
sprintf(s,"%d",editorFlags);
obj.push_back(pair<string,string>("state",s));
}
break;
}
}
void Block::setEditorData(std::map<std::string,std::string>& obj){
//Iterator used to check if the map contains certain entries.
map<string,string>::iterator it;
//Check if the data contains the id block.
it=obj.find("id");
if(it!=obj.end()){
//Set the id of the block.
id=obj["id"];
}
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Make sure that the editor data contains MovingPosCount.
it=obj.find("MovingPosCount");
if(it!=obj.end()){
char s0[64];
int m=0;
m=atoi(obj["MovingPosCount"].c_str());
movingPos.clear();
for(int i=0;i<m;i++){
SDL_Rect r={0,0,0,0};
sprintf(s0+1,"%d",i);
s0[0]='x';
r.x=atoi(obj[s0].c_str());
s0[0]='y';
r.y=atoi(obj[s0].c_str());
s0[0]='t';
r.w=atoi(obj[s0].c_str());
movingPos.push_back(r);
}
}
//Check if the disabled key is in the data.
it=obj.find("disabled");
if(it!=obj.end()){
string s=obj["disabled"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the loop key is in the data.
it=obj.find("loop");
if(it!=obj.end()){
string s=obj["loop"];
loop=false;
if(s=="true" || atoi(s.c_str()))
loop=true;
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
//Check if there's a speed key in the editor data.
it=obj.find("speed");
if(it!=obj.end()){
dx=atoi(obj["speed"].c_str());
}
//Check if the disabled key is in the data.
it=obj.find("disabled");
if(it!=obj.end()){
string s=obj["disabled"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_PORTAL:
{
//Check if the automatic key is in the data.
it=obj.find("automatic");
if(it!=obj.end()){
string s=obj["automatic"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the destination key is in the data.
it=obj.find("destination");
if(it!=obj.end()){
destination=obj["destination"];
}
}
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Check if the behaviour key is in the data.
it=obj.find("behaviour");
if(it!=obj.end()){
string s=obj["behaviour"];
editorFlags=0;
if(s=="on" || s==_("On")) editorFlags|=1;
else if(s=="off" || s==_("Off")) editorFlags|=2;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
//Check if the message key is in the data.
it=obj.find("message");
if(it!=obj.end()){
message=obj["message"];
//Change the characters '\n' to a real \n
while(message.find("\\n")!=string::npos){
message=message.replace(message.find("\\n"),2,"\n");
}
}
}
break;
case TYPE_FRAGILE:
{
//Check if the status is in the data.
it=obj.find("state");
if(it!=obj.end()){
editorFlags=atoi(obj["state"].c_str());
flags=editorFlags;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
}
}
}
}
/*//debug
int block_test_count=-1;
bool block_test_only=false;*/
void Block::move(){
appearance.updateAnimation();
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
/*//debug
if(block_test_only || parent->time==416){
cout<<"Time:"<<(parent->time)<<" Recorded:"<<block_test_count<<" Coord:"<<box.x<<","<<box.y<<endl;
block_test_only=false;
}*/
if(!(flags&0x1)) temp++;
int t=temp;
SDL_Rect r0={0,0,0,0},r1;
dx=0;
dy=0;
for(unsigned int i=0;i<movingPos.size();i++){
r1.x=movingPos[i].x;
r1.y=movingPos[i].y;
r1.w=movingPos[i].w;
if(t==0&&r1.w==0){
r1.w=1;
flags|=0x1;
}
if(t>=0 && t<(int)r1.w){
int newX=boxBase.x+(int)(float(r0.x)+(float(r1.x)-float(r0.x))*float(t)/float(r1.w));
int newY=boxBase.y+(int)(float(r0.y)+(float(r1.y)-float(r0.y))*float(t)/float(r1.w));
dx=newX-box.x;
dy=newY-box.y;
box.x=newX;
box.y=newY;
return;
}else if(t==(int)r1.w){
//If the time is the time of the movingPosition then set it equal to the location.
//We do this to prevent a slight edge between normal blocks and moving blocks.
int newX=boxBase.x+r1.x;
int newY=boxBase.y+r1.y;
dx=newX-box.x;
dy=newY-box.y;
box.x=newX;
box.y=newY;
return;
}
t-=r1.w;
r0.x=r1.x;
r0.y=r1.y;
}
//Only reset the stuff when we're looping.
if(loop){
temp=0;
if(!movingPos.empty() && movingPos.back().x==0 && movingPos.back().y==0){
dx=boxBase.x-box.x;
dy=boxBase.y-box.y;
}
box.x=boxBase.x;
box.y=boxBase.y;
}
}
break;
case TYPE_BUTTON:
{
int new_flags=dx?4:0;
if((flags^new_flags)&4){
flags=(flags&~4)|new_flags;
if(parent && (new_flags || (flags&3)==0)){
//Make sure that id isn't empty.
if(!id.empty()){
parent->broadcastObjectEvent(0x10000|(flags&3),-1,id.c_str());
}else{
cerr<<"Warning: invalid button id!"<<endl;
}
}
}
dx=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if((flags&1)==0){
temp=(temp+dx)%50;
if(temp<0) temp+=50;
}
break;
}
}
diff --git a/src/Block.h b/src/Block.h
index 30c9721..5815d48 100644
--- a/src/Block.h
+++ b/src/Block.h
@@ -1,132 +1,133 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 BLOCK_H
#define BLOCK_H
#include "GameObjects.h"
#include "Globals.h"
#include "ThemeManager.h"
#include <vector>
#include <SDL/SDL.h>
class Game;
class Block: public GameObject{
private:
//The Appearance of the block.
ThemeBlockInstance appearance;
//Integer that a block can use for all sorts of things.
int temp;
//The save for temp when the state of the block is saved.
int tempSave;
//flags:
//moving object 0x1=disabled
//button bit0-1=behavior 0x4=pressed
//switch bit0-1=behavior
int flags;
//The save for flags when the state of the block is saved.
int flagsSave;
//Following is for moving blocks.
//The starting place for moving blocks.
SDL_Rect boxBase;
//Vector containing the poisitions of the moving block.
std::vector<SDL_Rect> movingPos;
int dx;
int xSave;
int dy;
int ySave;
//Boolean if the moving block loops his movement.
//Default value is true.
bool loop;
//Flags of the block for the editor.
//moving object 0x1=disabled
//portal 0x1=automatic
//fragile =state
int editorFlags;
public:
//The id of the block.
std::string id;
//String containing the id of the destination for portals.
std::string destination;
//String containing the message of the notification block.
std::string message;
//Constructor.
//x: The x location of the block.
//y: The y location of the block.
//objParent: Pointer to the Game object.
Block(int x,int y,int type,Game* objParent);
//Desturctor.
~Block();
//Method used to draw the block.
void show();
//Returns the box of a given type.
//boxType: The type of box that should be returned.
//See GameObjects.h for the types.
//Returns: The box.
virtual SDL_Rect getBox(int boxType=BoxType_Current);
//Method used to set the location of the block.
//It will set the base box x and y location.
//x: The new x location.
//y: The new y location.
virtual void setPosition(int x,int y);
//Save the state of the block so we can load it later on.
virtual void saveState();
//Load the saved state of the block so.
virtual void loadState();
//Reset the block.
//save: Boolean if the saved state should also be deleted.
virtual void reset(bool save);
//Play an animation.
//flags: TODO???
virtual void playAnimation(int flags);
//Method called when there's an event.
//eventType: The type of event.
//See GameObjects.h for the eventtypes.
virtual void onEvent(int eventType);
//Method used to retrieve a property from the block.
//propertyType: The type of property requested.
//See GameObjects.h for the properties.
//obj: Pointer to the player.
//Returns: Integer containing the value of the property.
virtual int queryProperties(int propertyType,Player* obj);
//Get the editor data of the block.
//obj: The vector that will be filled with the editorData.
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj);
//Set the editor data of the block.
//obj: The new editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj);
//Method used for updating moving blocks or elements of blocks.
virtual void move();
};
#endif
diff --git a/src/FileManager.cpp b/src/FileManager.cpp
index 739d4ea..1682deb 100644
--- a/src/FileManager.cpp
+++ b/src/FileManager.cpp
@@ -1,736 +1,736 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 <stdio.h>
#include <iostream>
#include <string>
#include <vector>
#include "Globals.h"
#include "FileManager.h"
#include "Functions.h"
#include <archive.h>
#include <archive_entry.h>
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#include <shlwapi.h>
#include <direct.h>
#pragma comment(lib,"shlwapi.lib")
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Under Windows there's just one userpath.
#ifdef WIN32
string userPath,dataPath,appPath,exeName;
#else
//But on other platforms we make a difference between the userPath (config files) and the userDataPath (data files).
//Finally there's the path for cache data userCachePath.
string userPath,userDataPath,userCachePath,dataPath,appPath,exeName;
#endif
bool configurePaths() {
//Get the appPath and the exeName.
{
char s[4096];
int i,m;
#ifdef WIN32
m=GetModuleFileNameA(NULL,s,sizeof(s));
#else
m=readlink("/proc/self/exe",s,sizeof(s));
#endif
s[m]=0;
for(i=m-1;i>=0;i--){
if(s[i]=='/'||s[i]=='\\'){
s[i]=0;
break;
}
}
appPath=s;
exeName=s+i+1;
}
//TODO: Check if the userpath is empty before setting userPath???
//Check if the userPath is empty.
if(getUserPath().empty()){
#ifdef WIN32
//Get the userPath.
char s[1024];
SHGetSpecialFolderPathA(NULL,s,CSIDL_PERSONAL,1);
userPath=s;
userPath+="\\My Games\\meandmyshadow\\";
#else
//Temp variable that is used to prevent NULL assignement.
char* env;
//First get the $XDG_CONFIG_HOME env var.
env=getenv("XDG_CONFIG_HOME");
//If it's null set userPath to $HOME/.config/.
if(env!=NULL){
userPath=env;
}else{
userPath=getenv("HOME");
userPath+="/.config";
}
//And add meandmyshadow to it.
userPath+="/meandmyshadow/";
//Now get the $XDG_DATA_HOME env var.
env=getenv("XDG_DATA_HOME");
//If it's null set userDataPath to $HOME/.local/share.
if(env!=NULL){
userDataPath=env;
}else{
userDataPath=getenv("HOME");
userDataPath+="/.local/share";
}
//And add meandmyshadow to it.
userDataPath+="/meandmyshadow/";
//Now get the $XDG_CACHE_HOME env var.
env=getenv("XDG_CACHE_HOME");
//If it's null set userCachePath to $HOME/.cache.
if(env!=NULL){
userCachePath=env;
}else{
userCachePath=getenv("HOME");
userCachePath+="/.cache";
}
//And add meandmyshadow to it.
userCachePath+="/meandmyshadow/";
//Set env null.
env=NULL;
#endif
//Print the userPath.
cout<<"User preferences will be fetched from: "<<userPath<<endl;
#ifndef WIN32
//In case of a non-Windows computer show the user data path.
cout<<"User data will be fetched from: "<<userDataPath<<endl;
#endif
}
#ifdef WIN32
//Create the userPath folder and other subfolders.
createDirectory(userPath.c_str());
createDirectory((userPath+"levels").c_str());
createDirectory((userPath+"levelpacks").c_str());
createDirectory((userPath+"themes").c_str());
createDirectory((userPath+"progress").c_str());
createDirectory((userPath+"tmp").c_str());
//The records folder for recordings.
createDirectory((userPath+"records").c_str());
createDirectory((userPath+"records\\autosave").c_str());
//And the custom folder inside the userpath.
createDirectory((userPath+"custom").c_str());
createDirectory((userPath+"custom\\levels").c_str());
createDirectory((userPath+"custom\\levelpacks").c_str());
#else
//Create the userPath.
createDirectory(userPath.c_str());
createDirectory(userDataPath.c_str());
createDirectory(userCachePath.c_str());
//Also create other folders in the userpath.
createDirectory((userDataPath+"/levels").c_str());
createDirectory((userDataPath+"/levelpacks").c_str());
createDirectory((userDataPath+"/themes").c_str());
createDirectory((userDataPath+"/progress").c_str());
createDirectory((userCachePath+"/tmp").c_str());
//The records folder for recordings.
createDirectory((userDataPath+"/records").c_str());
createDirectory((userDataPath+"/records/autosave").c_str());
//And the custom folder inside the userpath.
createDirectory((userDataPath+"/custom").c_str());
createDirectory((userDataPath+"/custom/levels").c_str());
createDirectory((userDataPath+"/custom/levelpacks").c_str());
#endif
//Get the dataPath by trying multiple relative locations.
{
FILE *f;
string s;
while(true){
//try existing one
if(!dataPath.empty()){
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
}
//try "./"
dataPath="./data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try "../"
dataPath="../data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try App.Path
dataPath=getAppPath()+"/data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try App.Path+"/../"
dataPath=getAppPath()+"/../data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try DATA_PATH
#ifdef DATA_PATH
dataPath=DATA_PATH;
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
#endif
//error: can't find file
return false;
}
//Print the dataPath.
cout<<"Data files will be fetched from: "<<dataPath<<endl;
}
return true;
}
std::vector<std::string> enumAllFiles(std::string path,const char* extension,bool containsPath){
vector<string> v;
#ifdef WIN32
string s1;
WIN32_FIND_DATAA f;
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="\\";
}
s1=path;
if(extension!=NULL && *extension){
s1+="*.";
s1+=extension;
}else{
s1+="*";
}
HANDLE h=FindFirstFileA(s1.c_str(),&f);
if(h==NULL||h==INVALID_HANDLE_VALUE) return v;
do{
if(!(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)){
if(containsPath){
v.push_back(path+f.cFileName);
}else{
v.push_back(f.cFileName);
}
}
}while(FindNextFileA(h,&f));
FindClose(h);
return v;
#else
int len=0;
if(extension!=NULL && *extension) len=strlen(extension);
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="/";
}
DIR *pDir;
struct dirent *pDirent;
pDir=opendir(path.c_str());
if(pDir==NULL) return v;
while((pDirent=readdir(pDir))!=NULL){
if(pDirent->d_name[0]=='.'){
if(pDirent->d_name[1]==0||
(pDirent->d_name[1]=='.'&&pDirent->d_name[2]==0)) continue;
}
string s1=path+pDirent->d_name;
struct stat S_stat;
lstat(s1.c_str(),&S_stat);
if(!S_ISDIR(S_stat.st_mode)){
if(len>0){
if((int)s1.size()<len+1) continue;
if(s1[s1.size()-len-1]!='.') continue;
if(strcasecmp(&s1[s1.size()-len],extension)) continue;
}
if(containsPath){
v.push_back(s1);
}else{
v.push_back(string(pDirent->d_name));
}
}
}
closedir(pDir);
return v;
#endif
}
std::vector<std::string> enumAllDirs(std::string path,bool containsPath){
vector<string> v;
#ifdef WIN32
string s1;
WIN32_FIND_DATAA f;
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="\\";
}
s1=path+"*";
HANDLE h=FindFirstFileA(s1.c_str(),&f);
if(h==NULL||h==INVALID_HANDLE_VALUE) return v;
do{
// skip '.' and '..' and hidden folders
if(f.cFileName[0]=='.'){
/*if(f.cFileName[1]==0||
(f.cFileName[1]=='.'&&f.cFileName[2]==0))*/ continue;
}
if(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY){
if(containsPath){
v.push_back(path+f.cFileName);
}else{
v.push_back(f.cFileName);
}
}
}while(FindNextFileA(h,&f));
FindClose(h);
return v;
#else
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="/";
}
DIR *pDir;
struct dirent *pDirent;
pDir=opendir(path.c_str());
if(pDir==NULL) return v;
while((pDirent=readdir(pDir))!=NULL){
if(pDirent->d_name[0]=='.'){
if(pDirent->d_name[1]==0||
(pDirent->d_name[1]=='.'&&pDirent->d_name[2]==0)) continue;
}
string s1=path+pDirent->d_name;
struct stat S_stat;
lstat(s1.c_str(),&S_stat);
if(S_ISDIR(S_stat.st_mode)){
//Skip hidden folders.
s1=string(pDirent->d_name);
if(s1.find('.')==0) continue;
//Add result to vector.
if(containsPath){
v.push_back(path+pDirent->d_name);
}else{
v.push_back(s1);
}
}
}
closedir(pDir);
return v;
#endif
}
std::string processFileName(const std::string& s){
string prefix=dataPath;
//FIXME: Do we still need those last three?
//REMARK: maybe 'return prefix+s;' is not needed (?)
// it causes some bugs such as can't save level progress
if(s.compare(0,6,"%DATA%")==0){
if(s.size()>6 && (s[6]=='/' || s[6]=='\\')){
return dataPath+s.substr(7);
}else{
return dataPath+s.substr(6);
}
}else if(s.compare(0,6,"%USER%")==0){
if(s.size()>6 && (s[6]=='/' || s[6]=='\\')){
return getUserPath(USER_DATA)+s.substr(7);
}else{
return getUserPath(USER_DATA)+s.substr(6);
}
}else if(s.compare(0,9,"%LVLPACK%")==0){
if(s.size()>9 && (s[9]=='/' || s[9]=='\\')){
return prefix+"levelpacks/"+s.substr(10);
}else{
return prefix+"levelpacks/"+s.substr(9);
}
}else if(s.compare(0,5,"%LVL%")==0){
if(s.size()>5 && (s[5]=='/' || s[5]=='\\')){
return prefix+"levels/"+s.substr(6);
}else{
return prefix+"levels/"+s.substr(5);
}
}else if(s.compare(0,8,"%THEMES%")==0){
if(s.size()>8 && (s[8]=='/' || s[8]=='\\')){
return prefix+"themes/"+s.substr(9);
}else{
return prefix+"themes/"+s.substr(8);
}
}else if(s.size()>0 && (s[0]=='/' || s[0]=='\\')){
return s;
#ifdef WIN32
// Another fix for Windows :(
}else if(s.size()>1 && (s[1]==':')){
return s;
#endif
}else{
return prefix+s;
}
}
std::string fileNameFromPath(const std::string &path, const bool webURL){
std::string filename;
size_t pos;
#ifdef WIN32
// FIXME: '/' in string should be '/' not '\/',
// we don't need to escape it
if(webURL){
pos = path.find_last_of("/");
}else{
// NOTE: sometimes path separator in Windows can be '/',
// so we must check botn '\' and '/'
pos = path.find_last_of("\\/");
}
#else
// FIXME: '/' in string should be '/' not '\/',
// we don't need to escape it
pos = path.find_last_of("/");
#endif
if(pos != std::string::npos)
filename.assign(path.begin() + pos + 1, path.end());
else
filename=path;
return filename;
}
std::string pathFromFileName(const std::string &filename){
std::string path;
// FIXME: '/' in string should be '/' not '\/',
// we don't need to escape it
#ifdef WIN32
// NOTE: sometimes path separator in Windows can be '/',
// so we must check botn '\' and '/'
size_t pos = filename.find_last_of("\\/");
#else
size_t pos = filename.find_last_of("/");
#endif
if(pos != std::string::npos)
path.assign(filename.begin(), filename.begin() + pos +1);
else
path=filename;
return path;
}
bool downloadFile(const string &path, const string &destination) {
string filename=fileNameFromPath(path,true);
FILE* file = fopen((destination+filename).c_str(), "wb");
bool status=downloadFile(path,file);
fclose(file);
//And return the status.
return status;
}
bool downloadFile(const string &path, FILE* destination) {
CURL* curl=curl_easy_init();
// proxy test (test only)
string internetProxy = getSettings()->getValue("internet-proxy");
size_t pos = internetProxy.find_first_of(":");
if(pos!=string::npos){
curl_easy_setopt(curl,CURLOPT_PROXYPORT,atoi(internetProxy.substr(pos+1).c_str()));
internetProxy = internetProxy.substr(0,pos);
curl_easy_setopt(curl,CURLOPT_PROXY,internetProxy.c_str());
}
curl_easy_setopt(curl,CURLOPT_URL,path.c_str());
curl_easy_setopt(curl,CURLOPT_WRITEFUNCTION,writeData);
curl_easy_setopt(curl,CURLOPT_WRITEDATA,destination);
CURLcode res = curl_easy_perform(curl);
curl_easy_cleanup(curl);
return (res==0);
}
size_t writeData(void *ptr, size_t size, size_t nmemb, void *stream){
return fwrite(ptr, size, nmemb, (FILE *)stream);
}
bool extractFile(const string &fileName, const string &destination) {
//Create the archive we're going to extract.
archive* file=NULL;
//Create the destination we're going to extract to.
archive* dest=NULL;
file=archive_read_new();
dest=archive_write_disk_new();
archive_write_disk_set_options(dest, ARCHIVE_EXTRACT_TIME);
archive_read_support_format_zip(file);
//Now read the archive.
if(archive_read_open_file(file,fileName.c_str(),10240)) {
cerr<<"Error while reading archive "+fileName<<endl;
return false;
}
//Now write every entry to disk.
int status;
archive_entry* entry=NULL;
while(true) {
status=archive_read_next_header(file,&entry);
if(status==ARCHIVE_EOF){
break;
}
if(status!=ARCHIVE_OK){
cerr<<"Error while reading archive "+fileName<<endl;
return false;
}
archive_entry_copy_pathname(entry,(destination+archive_entry_pathname(entry)).c_str());
status=archive_write_header(dest,entry);
if(status!=ARCHIVE_OK){
cerr<<"Error while extracting archive "+fileName<<endl;
return false;
}else{
copyData(file, dest);
status=archive_write_finish_entry(dest);
if(status!=ARCHIVE_OK){
cerr<<"Error while extracting archive "+fileName<<endl;
return false;
}
}
}
//Finally close the archive.
archive_read_close(file);
archive_read_finish(file);
return true;
}
bool createDirectory(const char* path){
#ifdef WIN32
char s0[1024],s[1024];
GetCurrentDirectoryA(sizeof(s0),s0);
PathCombineA(s,s0,path);
for(unsigned int i=0;i<sizeof(s);i++){
if(s[i]=='\0') break;
else if(s[i]=='/') s[i]='\\';
}
//printf("createDirectory:%s\n",s);
return SHCreateDirectoryExA(NULL,s,NULL)!=0;
#else
return mkdir(path,0777)==0;
#endif
}
bool removeDirectory(const char *path){
#ifdef WIN32
WIN32_FIND_DATAA f;
HANDLE h = FindFirstFileA((string(path)+"\\*").c_str(),&f);
#else
//Open the directory that needs to be removed.
DIR* d=opendir(path);
#endif
//Get the path length
size_t path_len = strlen(path);
//Boolean if the directory is emptied.
//True: succes False: failure
//Default is true because if the directory is empty it will never enter the while loop, but we still have success.
bool r = true;
#ifdef WIN32
if(h!=NULL && h!=INVALID_HANDLE_VALUE) {
#else
//Check if the directory exists.
if(d) {
//Pointer to an entry of the directory.
struct dirent* p;
#endif
#ifdef WIN32
do{
#else
//Loop the entries of the directory that needs to be removed as long as there's no error.
while(r && (p=readdir(d))) {
#endif
/* Skip the names "." and ".." as we don't want to recurse on them. */
#ifdef WIN32
if (!strcmp(f.cFileName, ".") || !strcmp(f.cFileName, "..")) {
#else
if (!strcmp(p->d_name, ".") || !strcmp(p->d_name, "..")) {
#endif
//The filename is . or .. so we continue to the next entry.
continue;
} else {
//r2 tells if the entry is deleted.
//True: succes False: failure
//Default is false.
bool r2 = false;
char* buf;
size_t len;
#ifdef WIN32
//Get the length of the path + the directory entry name.
len = path_len + strlen(f.cFileName) + 2;
#else
//Get the length of the path + the directory entry name.
len = path_len + strlen(p->d_name) + 2;
#endif
buf = (char*) malloc(len);
if(buf) {
#ifdef WIN32
_snprintf(buf, len, "%s\\%s", path, f.cFileName);
if(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY){
r2 = removeDirectory(buf);
}else{
r2 = unlink(buf)==0;
}
#else
struct stat statbuf;
snprintf(buf, len, "%s/%s", path, p->d_name);
if(!stat(buf, &statbuf)){
//Check if the entry is a directory or a file.
if (S_ISDIR(statbuf.st_mode)){
//We call ourself(removeDirectory) recursively.
//We return true on success.
r2 = removeDirectory(buf);
}else{
//unlink() returns zero on succes so we set r2 to the unlink(buf)==0.
r2 = unlink(buf)==0;
}
}
#endif
//Free the buf.
free(buf);
}
//We set r to r2 since r2 contains the status of the latest deletion.
r = r2;
}
#ifdef WIN32
}while(r && FindNextFileA(h,&f));
FindClose(h);
#else
}
//Close the directory.
closedir(d);
#endif
}
//The while loop has ended, meaning we (tried) cleared the directory.
//If r is true, meaning no errors we can delete the directory.
if(r){
//The return value of rmdir is 0 when it succeeded.
r = rmdir(path)==0;
}
//Return the status.
return r;
}
bool renameDirectory(const char* oldPath,const char* newPath){
return rename(oldPath,newPath)==0;
}
void copyData(archive* file, archive* dest) {
int status;
const void* buff;
size_t size;
#if ARCHIVE_VERSION_NUMBER < 3000000
off_t offset;
#else
int64_t offset;
#endif
while(true) {
status=archive_read_data_block(file, &buff, &size, &offset);
if(status==ARCHIVE_EOF){
return;
}
if(status!=ARCHIVE_OK){
cerr<<"Error while writing data to disk."<<endl;
return;
}
status=archive_write_data_block(dest, buff, size, offset);
if(status!=ARCHIVE_OK) {
cerr<<"Error while writing data to disk."<<endl;
return;
}
}
}
bool copyFile(const char* source,const char* dest){
//Open the source file.
ifstream fin(source,fstream::binary);
if(!fin)
return false;
//Open the dest file.
ofstream fout(dest,fstream::trunc|fstream::binary);
if(!fout)
return false;
//Copy.
fout<<fin.rdbuf();
return true;
}
bool removeFile(const char* file){
return remove(file)==0;
}
bool createFile(const char* file){
//Open the file with write permission.
FILE* f=fopen(file,"wb");
//Check if there are no problems.
if(f){
//Close the file.
fclose(f);
return true;
}else{
return false;
}
}
diff --git a/src/FileManager.h b/src/FileManager.h
index d99f271..fcc98c8 100644
--- a/src/FileManager.h
+++ b/src/FileManager.h
@@ -1,182 +1,183 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 FILE_MANAGER_H
#define FILE_MANAGER_H
//Included for the extractFile method.
#include <archive.h>
//Included for the downloadFile method.
#include <curl/curl.h>
//NOTE: All the methods work with processed pathnames.
//So %DATA%, %USER%, etc. can't be used.
//With exception of processFileName().
//A few strings that all have to do with file locations.
//userPath = The path the user files will be stored (addons, settings).
//exeName = The name of the executable.
//dataPath = The path the data files are located.
//appPath = The path where the executable is located.
extern std::string userPath,exeName,dataPath,appPath;
//The following two paths are for non-Windows systems only.
//userDataPath = The path for user created content and user downloaded content (addons).
//userCachePath = The path where temporary stuff will be stored.
#ifndef WIN32
extern std::string userDataPath,userCachePath;
#endif
//Enum containing the different userPath types.
//NOTE: They are only needed for the non-Windows platform..
enum UserPaths{
//The userpath containing the config files.
//Default $HOME/.config/meandmyshadow/
USER_CONFIG,
//The userpath containing the user data.
//Default $HOME/.local/share/meandmyshadow/
USER_DATA,
//The userpath containing the temporary files.
//Default $HOME/.cache/meandmyshadow/
USER_CACHE
};
//Method for retrieving the userPath.
//type: The type of userpath to return, only used on non-Windows platforms.
//Returns: The userPath.
inline const std::string& getUserPath(int type=0){
#ifdef WIN32
return userPath;
#else
switch(type){
case USER_CONFIG:
return userPath;
break;
case USER_DATA:
return userDataPath;
break;
case USER_CACHE:
return userCachePath;
break;
default:
std::cerr<<"WARNING: Illegal userpath type, returning user config path."<<std::endl;
return userPath;
break;
}
#endif
}
//Method for retrieving the exeName.
//Returns: The exeName.
inline const std::string& getEXEName(){
return exeName;
}
//Method for retrieving the dataPath.
//Returns: The dataPath.
inline const std::string& getDataPath(){
return dataPath;
}
//Method for retrieving the appPath.
//Returns: The appPath.
inline const std::string& getAppPath(){
return appPath;
}
//This method will try to find paths for the userPath, dataPath, appPath and exeName.
//Returns: True if nothing went wrong.
bool configurePaths();
//Method that returns a list of all the files in a given directory.
//path: The path to list the files of.
//extension: The extension the files must have.
//containsPath: Specifies if the return file name should contains path.
//Returns: A vector containing the names of the files.
std::vector<std::string> enumAllFiles(std::string path,const char* extension=NULL,bool containsPath=false);
//Method that returns a list of all the directories in a given directory.
//path: The path to list the directory of.
//containsPath: Specifies if the return file name should contains path.
//Returns: A vector containing the names of the directories.
std::vector<std::string> enumAllDirs(std::string path,bool containsPath=false);
//Method that will parse the string.
//It will convert %USER%, %DATA%, etc. to their according path.
//s: The string that needs to be processed.
//Returns: The processed string.
std::string processFileName(const std::string& s);
//Method used to retrieve the fileName from a full path.
//path: The path with the filename.
//webURL: Boolean if the path is a weburl.
//Returns: String containing the fileName.
std::string fileNameFromPath(const std::string &path, const bool webURL=false);
//Method used to retrieve the path without the fileName from a full path.
//filename: The path with the filename.
//Returns: String containing the path.
std::string pathFromFileName(const std::string &filename);
//Method that will download a file.
//path: The file to download.
//destination: The destination path where the file will be downloaded to.
//Returns: True if it succeeds without errors.
bool downloadFile(const std::string &path, const std::string &destination);
//Method that will download a file.
//path: The file to download.
//destination: A destination file where the downloaded file will be written to.
//Returns: True if it succeeds without errors.
bool downloadFile(const std::string &path, FILE* destination);
//Method used by curl to copy blocks of data.
size_t writeData(void* ptr,size_t size,size_t nmemb,void* stream);
//Method that will extract an archive and places it in the destination folder.
//fileName: The name of the archive.
//destination: The destination location where the extracted files will come.
//Returns: True if it succeeds without errors.
bool extractFile(const std::string &fileName, const std::string &destination);
//Method used to read a data blcok from an archive and write it to an archive.
//file: The archive to read from.
//dest: The archive to write to.
void copyData(archive* file, archive* dest);
//Method that will create a directory.
//path: The directory to create.
//Returns: True if it succeeds.
bool createDirectory(const char* path);
//Method that will remove a directory.
//path: The directory to remove.
//Returns: True if it succeeds.
bool removeDirectory(const char* path);
//Method that will rename a directory.
//oldPath: The folder path.
//newPath: The destination folder name.
//Returns: True if it succeeds.
bool renameDirectory(const char* oldPath,const char* newPath);
//Method that will create a file.
//file: The filename of the file to create.
//Returns: True if it succeeds.
bool createFile(const char* file);
//Method that will copy a file.
//source: The input file.
//dest: The output file.
//Returns: True if it succeeds.
bool copyFile(const char* source,const char* dest);
//Method that will remove a file.
//file: The file to remove.
//Returns: True if it succeeds.
bool removeFile(const char* file);
#endif
diff --git a/src/Functions.cpp b/src/Functions.cpp
index ce85c68..0abd036 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1518 +1,1518 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 <stdio.h>
#include <algorithm>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#include <SDL/SDL_syswm.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "Objects.h"
#include "Player.h"
#include "GameObjects.h"
#include "LevelPack.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "InputManager.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "LevelPackManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
#include "libs/tinygettext/log.hpp"
extern "C" {
#include "libs/findlocale/findlocale.h"
}
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
//fix some Windows header bug
#ifndef GL_BGR
#define GL_BGR GL_BGR_EXT
#endif
#ifndef GL_BGRA
#define GL_BGRA GL_BGRA_EXT
#endif
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Workaround for the resizing below 800x600 for X systems.
#ifdef __linux__
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#endif
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager levelPackManager;
//Map containing changed settings using command line arguments.
map<string,string> tmpSettings;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=0;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
SDL_Surface* loadImage(string file){
//We use the imageManager to load the file.
return imageManager.loadImage(file);
}
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
rectangleRGBA(dest,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//Fill content's background color from function parameter
boxRGBA(dest,x+1,y+1,x+w-2,y+h-2,color >> 24,color >> 16,color >> 8,color >> 0);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA(dest,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(dest,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(dest,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(dest,x+w-1,y+1,x+w-1,y+h-2,0,0,0,255);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA(dest,x,y,0,0,0,160);
pixelRGBA(dest,x,y+h-1,0,0,0,160);
pixelRGBA(dest,x+w-1,y,0,0,0,160);
pixelRGBA(dest,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(dest,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(dest,x+1,y+1,0,0,0,50);
pixelRGBA(dest,x+1,y+h-2,0,0,0,50);
pixelRGBA(dest,x+w-2,y+1,0,0,0,50);
pixelRGBA(dest,x+w-2,y+h-2,0,0,0,50);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
lineRGBA(dest,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,dest,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),dest,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),dest,color);
}
}
bool createScreen(){
//Check if we are going fullscreen.
if(settings->getBoolValue("fullscreen"))
pickFullscreenResolution();
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Boolean if this is the first screen creation.
bool initial=true;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Delete the old screen.
//Warning: only if previous mode is OpenGL mode.
//NOTE: The previous mode can't switch during runtime.
if(screen){
SDL_FreeSurface(screen);
screen=NULL;
//There was a screen so this isn't the initial screen creation.
initial=false;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0);
//Create a texture.
glDeleteTextures(1,&screenTexture);
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
cerr<<"FATAL ERROR: Unable to use hardware acceleration (compiled without)."<<endl;
return false;
#endif
}else{
//Set the flags.
Uint32 flags=SDL_HWSURFACE | SDL_DOUBLEBUF;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
//Check if there already was a screen.
if(screen)
initial=false;
//Create the screen and check if there weren't any errors.
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Now configure the newly created window (if windowed).
if(settings->getBoolValue("fullscreen")==false)
configureWindow(initial);
//Create the temp surface, just a replica of the screen surface, free the previous one if any.
if(tempSurface)
SDL_FreeSurface(tempSurface);
tempSurface=SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
//Set the the window caption.
SDL_WM_SetCaption(("Me and My Shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return true;
}
#ifdef WIN32
static WNDPROC m_OldWindowProc=NULL;
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){
if(msg==WM_GETMINMAXINFO){
if(m_OldWindowProc){
CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
DefWindowProc(hwnd,msg,wParam,lParam);
}
RECT r={0,0,800,600};
AdjustWindowRect(&r,GetWindowLong(hwnd,GWL_STYLE),FALSE);
MINMAXINFO *info=(MINMAXINFO*)lParam;
info->ptMinTrackSize.x=r.right-r.left;
info->ptMinTrackSize.y=r.bottom-r.top;
return 0;
}else{
if(m_OldWindowProc){
return CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
return DefWindowProc(hwnd,msg,wParam,lParam);
}
}
}
#endif
void pickFullscreenResolution(){
//Vector that will hold the resolutions to choose from.
vector<_res> resolutionList;
//Enumerate avaliable resolutions using SDL_ListModes()
//Note: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SDL_HWSURFACE);
if(modes==NULL || ((intptr_t)modes) == -1){
cout<<"Error: Can't enumerate avaliable screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
//Fill the resolutionList.
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
//Fill the resolutionList.
for(unsigned int i=0;modes[i]!=NULL;i++){
//Check if the resolution is higher than the minimum (800x600).
if(modes[i]->w>=800 && modes[i]->h>=600){
_res res={modes[i]->w, modes[i]->h};
resolutionList.push_back(res);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse(resolutionList.begin(),resolutionList.end());
}
}
//The resolution that will hold the final result, we start with the minimum (800x600).
_res closestMatch={800,600};
int width=atoi(getSettings()->getValue("width").c_str());
int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for(int i=0;i<(int)resolutionList.size();i++){
//The delta between the closestMatch and the resolution from the list.
int dM=(closestMatch.w-resolutionList[i].w);
//The delta between the target width and the resolution from the list.
int dT=(width-resolutionList[i].w);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if((dM)<(dT)){
closestMatch.w=resolutionList[i].w;
closestMatch.h=resolutionList[i].h;
}
}
//Now set the resolution to the closest match.
char s[64];
sprintf(s,"%d",closestMatch.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",closestMatch.h);
getSettings()->setValue("height",s);
}
void configureWindow(bool initial){
//We only need to configure the window if it's resizable.
if(!getSettings()->getBoolValue("resizable"))
return;
//Retrieve the WM info from SDL containing the window handle.
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWMInfo(&wmInfo);
#ifdef __linux__
//We assume that a linux system running meandmyshadow is also running an Xorg server.
if(wmInfo.subsystem==SDL_SYSWM_X11){
//Create the size hints to give to the window.
XSizeHints* sizeHints;
if(!(sizeHints=XAllocSizeHints())){
cerr<<"ERROR: Unable to allocate memory for XSizeHings."<<endl;
return;
}
//Configure the size hint.
sizeHints->flags=PMinSize;
sizeHints->min_width=800;
sizeHints->min_height=600;
//Set the normal hints of the window.
(void)wmInfo.info.x11.lock_func;
XSetNormalHints(wmInfo.info.x11.display,wmInfo.info.x11.wmwindow,sizeHints);
(void)wmInfo.info.x11.unlock_func;
//Free size hint structure
XFree(sizeHints);
}else{
//No X11 so an unsupported window manager.
cerr<<"WARNING: Unsupported window manager."<<endl;
}
#elif defined(WIN32)
//We overwrite the window proc of SDL
WNDPROC wndproc=(WNDPROC)GetWindowLong(wmInfo.window,GWL_WNDPROC);
if(wndproc!=NULL && wndproc!=(WNDPROC)WindowProc){
m_OldWindowProc=wndproc;
SetWindowLong(wmInfo.window,GWL_WNDPROC,(LONG)(WNDPROC)WindowProc);
}
#endif
}
void onVideoResize(){
//Check if the resize event isn't malformed.
if(event.resize.w<=0 || event.resize.h<=0)
return;
//Check the size limit.
if(event.resize.w<800)
event.resize.w=800;
if(event.resize.h<600)
event.resize.h=600;
//Check if it really resizes.
if(SCREEN_WIDTH==event.resize.w && SCREEN_HEIGHT==event.resize.h)
return;
char s[32];
//Set the new width and height.
sprintf(s,"%d",event.resize.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",event.resize.h);
getSettings()->setValue("height",s);
//Do resizing.
if(!createScreen())
return;
//Tell the theme to resize.
if(!loadTheme())
return;
//The new resolution is valid.
//Now we can save the settings. (TODO: should we save?)
//saveSettings();
//And let the currentState update it's GUI to the new resolution.
currentState->resize();
}
bool init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
fprintf(stderr,"FATAL ERROR: SDL_Init failed\n");
return false;
}
//Initialze SDL_mixer (audio).
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,512)==-1){
fprintf(stderr,"FATAL ERROR: Mix_OpenAudio failed\n");
return false;
}
//Set the volume.
Mix_Volume(-1,atoi(settings->getValue("sound").c_str()));
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
//Create the screen.
if(!createScreen())
return false;
//Load key config. Then initalize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->set_charset("UTF-8");
//Check if user have defined own language. If not, find it out for the player using findlocale
string lang=getSettings()->getValue("lang");
if(lang.length()>0){
printf("Locale set by user to %s\n",lang.c_str());
language=lang;
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
language=locale->lang;
if(locale->country!=NULL){
language+=string("_")+string(locale->country);
}
if(locale->variant!=NULL){
language+=string("@")+string(locale->variant);
}
FL_FreeLocale(&locale);
}
//Now set the language in the dictionaryManager.
dictionaryManager->set_language(tinygettext::Language::from_name(language));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext::Log::set_log_info_callback(NULL);
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Nothing went wrong so we return true.
return true;
}
static TTF_Font* loadFont(const char* name,int size){
TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
if(tmpFont){
return tmpFont;
}else{
return TTF_OpenFont((getDataPath()+"font/DroidSansFallback.ttf").c_str(),size);
}
}
bool loadFonts(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if(fontTitle)
TTF_CloseFont(fontTitle);
if(fontGUI)
TTF_CloseFont(fontGUI);
if(fontGUISmall)
TTF_CloseFont(fontGUISmall);
if(fontText)
TTF_CloseFont(fontText);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle=loadFont(_("knewave"),55);
fontGUI=loadFont(_("knewave"),32);
fontGUISmall=loadFont(_("knewave"),24);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText=loadFont(_("Blokletters-Viltstift"),16);
if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Nothing went wrong so return true.
return true;
}
bool loadTheme(){
SDL_Surface *surface;
//Load the menu background.
surface=loadImage(getDataPath()+"gfx/menu/background.png");
if(surface==NULL){
printf("ERROR: Unable to load menu background.\n");
return false;
}
//Check if previous background exists and it's not cached by image manager
if(menuBackground!=NULL && menuBackground!=surface){
SDL_FreeSurface(menuBackground);
}
menuBackground=surface;
//Check if the menu background needs to be scaled.
if(menuBackground->w!=SCREEN_WIDTH || menuBackground->h!=SCREEN_HEIGHT){
menuBackground=zoomSurface(menuBackground,double(SCREEN_WIDTH)/double(menuBackground->w),double(SCREEN_HEIGHT)/double(menuBackground->h),0);
}
//Load the default theme, if it isn't loaded already.
if(objThemes.themeCount()==0){
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
}else{
//Let the themes scale to the new resolution.
objThemes.scaleToScreen();
}
//Everything went fine so return true.
return true;
}
bool loadFiles(){
musicManager.destroy();
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Always load the default music list for fallback.
musicManager.loadMusicList((getDataPath()+"music/default.list"));
//Load the configured music list.
getMusicManager()->loadMusicList((getDataPath()+"music/"+getSettings()->getValue("musiclist")+".list"));
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Check if music is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Load the fonts.
if(!loadFonts())
return false;
levelPackManager.destroy();
//Now sum up all the levelpacks.
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getDataPath()+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"custom/levelpacks/"+*i);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack* levelsPack=new LevelPack;
levelsPack->levelpackName="Levels";
LevelPack* customLevelsPack=new LevelPack;
customLevelsPack->levelpackName="Custom Levels";
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}
//List the custom levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
customLevelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
customLevelsPack->setLocked(customLevelsPack->getLevelCount()-1);
}
//Add them to the manager.
levelPackManager.addLevelPack(levelsPack);
levelPackManager.addLevelPack(customLevelsPack);
//Load the theme, both menu and default.
if(!loadTheme())
return false;
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Now apply settings changed through command line arguments, if any.
map<string,string>::iterator it;
for(it=tmpSettings.begin();it!=tmpSettings.end();++it){
settings->setValue(it->first,it->second);
}
tmpSettings.clear();
//Always return true?
return true;
}
bool saveSettings(){
settings->save();
//Always return true?
return true;
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
LevelPackManager* getLevelPackManager(){
return &levelPackManager;
}
void flipScreen(){
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Create a texture from the screen surface.
glBindTexture(GL_TEXTURE_2D,screenTexture);
//Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,screen->format->BytesPerPixel,screen->w,screen->h,0,GL_BGRA,GL_UNSIGNED_BYTE,screen->pixels);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex3f(0,0,0);
glTexCoord2i(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2i(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2i(0,1); glVertex3f(0,SCREEN_HEIGHT,0);
glEnd();
SDL_GL_SwapBuffers();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
cerr<<"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."<<endl;
#endif
}else{
SDL_Flip(screen);
}
}
void clean(){
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Get rid of the currentstate.
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Destroy the imageManager.
imageManager.destroy();
//Destroy the musicManager.
musicManager.destroy();
//Destroy the levelPackManager.
levelPackManager.destroy();
levels=NULL;
//Close all joysticks.
inputMgr.closeAllJoysticks();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontGUISmall);
TTF_CloseFont(fontText);
TTF_Quit();
//Remove the temp surface.
SDL_FreeSurface(tempSurface);
//Quit SDL.
SDL_Quit();
//And finally stop audio.
Mix_CloseAudio();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
currentState=new Game();
break;
case STATE_MENU:
currentState=new Menu();
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect();
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect();
break;
case STATE_LEVEL_EDITOR:
currentState=new LevelEditor();
break;
case STATE_OPTIONS:
currentState=new Options();
break;
case STATE_ADDONS:
currentState=new Addons();
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out.
int fade=255;
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
while(fade>0){
fade-=17;
if(fade<0)
fade=0;
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fade);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
flipScreen();
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
void setCamera(const SDL_Rect& r1,const SDL_Rect& r2){
//SetCamera only works in the Level editor and mouse is inside window.
if(stateID==STATE_LEVEL_EDITOR&&(SDL_GetAppState()&SDL_APPMOUSEFOCUS)){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
//Make sure we avoid the toolbar.
SDL_Rect mouse={x,y,0,0};
//SDL_Rect toolbar={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
if(checkCollision(mouse,r1))
return;
if(checkCollision(mouse,r2))
return;
//Check if the mouse is near the left edge of the screen.
//Else check if the mouse is near the right edge.
if(x<50){
//We're near the left edge so move the camera.
camera.x-=5;
}else if(x>SCREEN_WIDTH-50){
//We're near the right edge so move the camera.
camera.x+=5;
}
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if(y<50){
//We're near the top edge so move the camera.
camera.y-=5;
}else if(y>SCREEN_HEIGHT-50){
//We're near the bottom edge so move the camera.
camera.y+=5;
}
}
}
int parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-f" || argument=="-fullscreen" || argument=="--fullscreen"){
tmpSettings["fullscreen"]="1";
}else if(argument=="-w" || argument=="-windowed" || argument=="--windowed"){
tmpSettings["fullscreen"]="0";
}else if(argument=="-mv" || argument=="-music" || argument=="--music"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set the music volume.
tmpSettings["music"]=argv[i];
}else if(argument=="-sv" || argument=="-sound" || argument=="--sound"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set sound volume.
tmpSettings["sound"]=argv[i];
}else if(argument=="-set" || argument=="--set"){
//We need a second and a third argument so we increase i.
i+=2;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//And set the setting.
tmpSettings[argv[i-1]]=argv[i];
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("%s\n",version.c_str());
return 0;
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return -1;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return -1;
}
}
//If everything went well we can return true.
return 1;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,200,600,200,GUIObjectFrame,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Add a GUIObjectLabel with the sentence.
root->childControls.push_back(new GUIObject(0,y,root->width,25,GUIObjectLabel,lps,0,true,true,GUIGravityCenter));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
root->top=(SCREEN_HEIGHT-y)/2;
root->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y-=40;
double places[3]={0.0};
if(count==1){
places[0]=0.5;
}else if(count==2){
places[0]=0.4;
places[1]=0.6;
}else if(count==3){
places[0]=0.3;
places[1]=0.5;
places[2]=0.7;
}
//Loop to add the buttons.
for(int i=0;i<count;i++){
obj=new GUIObject(root->width*places[i],y,-1,36,GUIObjectButton,button[i].c_str(),value[i],true,true,GUIGravityCenter);
obj->eventCallback=&objHandler;
root->childControls.push_back(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop(true);
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//The file can't be opened so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Unable to open file so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIObject(100,100-base_y/2,600,400+base_y,GUIObjectFrame,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->childControls.push_back(new GUIObject(8,40,184,36,GUIObjectLabel,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->item=pathNames;
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->childControls.push_back(obj1);
}
//Add the FileName label and textfield.
root->childControls.push_back(new GUIObject(8,20+base_y,184,36,GUIObjectLabel,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUIObject(160,20+base_y,432,36,GUIObjectTextBox,s.c_str());
root->childControls.push_back(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
root->childControls.push_back(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIObject(200,360+base_y,192,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->childControls.push_back(obj);
obj=new GUIObject(400,360+base_y,192,36,GUIObjectButton,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->childControls.push_back(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop();
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
diff --git a/src/Functions.h b/src/Functions.h
index 8acf1dc..2900382 100644
--- a/src/Functions.h
+++ b/src/Functions.h
@@ -1,247 +1,248 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 FUNCTIONS_H
#define FUNCTIONS_H
#include "Settings.h"
#include "MusicManager.h"
#include "LevelPackManager.h"
#include "Globals.h"
#include <SDL/SDL.h>
#include <string>
#include <vector>
//gettext function
//message: The message to translate.
//Returns: The translated string or the original string if there is not translation available.
#define _(message) (dictionaryManager!=NULL?dictionaryManager->get_dictionary().translate(message).c_str():std::string(message).c_str())
//gettext function
//dictionaryManager: Pointer to the dictionaryManager to use for the translation.
//message: The message to translate.
//Returns: The translated string or the original string if there is not translation available.
#define _C(dictionaryManager, message) ((dictionaryManager)!=NULL?(dictionaryManager)->get_dictionary().translate(message).c_str():std::string(message).c_str())
//dummy function for xgettext
//message: The message to translate.
//Returns: message parameter
#define __(message) (message)
//Loads an image.
//file: The image file to load.
//Returns: The SDL_surface containing the image.
SDL_Surface* loadImage(std::string file);
//Method for drawing an SDL_Surface onto another.
//x: The x location to draw the source on the desination.
//y: The y location to draw the source on the desination.
//source: The SDL_Surface to draw.
//dest: The SDL_Surface to draw on.
//clip: Rectangle which part of the source should be drawn.
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip);
//Method used to draw an rectangle.
//x: The top left x location of the rectangle.
//y: The top left y location of the rectangle.
//w: The width of the rectangle,
//h: The height of the rectangle.
//dest: The SDL_Surface to draw on.
//color: The color of the rectangle border to draw.
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color=0);
//Method used to draw filled boxes with an anti-alliased border.
//Mostly used for GUI components.
//x: The top left x location of the box.
//y: The top left y location of the box.
//w: The width of the box,
//h: The height of the box.
//dest: The SDL_Surface to draw on.
//alpha: The alpha of the box to draw.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color);
//Method used to draw a line.
//x1: The x location of the start point.
//y1: The y location of the start point.
//x2: The x location of the end point.
//y2: The y location of the end point.
//dest: The SDL_Surface to draw on.
//color: The color of the line to draw.
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color=0);
//Method used to draw a line with some arrows on it.
//x1: The x location of the start point.
//y1: The y location of the start point.
//x2: The x location of the end point.
//y2: The y location of the end point.
//dest: The SDL_Surface to draw on.
//color: The color of the line to draw.
//spacing: The spacing between arrows.
//offset: Offset of first arrow relative to the start point.
//xize, ysize: The size of arrow.
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color=0,int spacing=16,int offset=0,int xsize=5,int ysize=5);
//Method that will load the fonts needed for the game.
//NOTE: It's separate from loadFiles(), since it might get called separatly from the code when changing the language.
bool loadFonts();
//Method that will load the default theme again.
//NOTE: It's separate from loadFiles(), since it might get called separatly from the code when changing resolution.
bool loadTheme();
//This method will attempt to create the screen/window.
//NOTE: It's separate from init(), since it might get called separatly from the code when changing resolution.
bool createScreen();
//Method that is called when a fullscreen window is created.
//It will choose the resolution that is closest to the configured one.
void pickFullscreenResolution();
//This method is used to configure the window that is created by createScreen.
//NOTE: It will do it in a WM specific way, so if the wm is unkown it will do nothing.
//initial: Boolean that is true if it's the first time the window is configured.
void configureWindow(bool initial);
//Call this method when receive SDL_VIDEORESIZE event.
void onVideoResize();
//Initialises the game. This is done almost at the beginning of the program.
//It initialises: SDL, SDL_Mixer, SDL_ttf, the screen and the block types.
//Returns: True if everything goes well.
bool init();
//Loads some important files, like the background music and the default theme.
//Returns: True if everything goes well.
bool loadFiles();
//This method will load the settings from the settings file.
//Returns: False if there's an error while loading.
bool loadSettings();
//This method will save the settings to the settings file.
//Returns: False if there's an error while saving.
bool saveSettings();
//Method used to get a pointer to the settings object.
//Returns: A pointer to the settings object.
Settings* getSettings();
//Method used to get a pointer to the MusicManager object.
//Returns: A pointer to the MusicManager object.
MusicManager* getMusicManager();
//Method used to get a pointer to the LevelPackManager object.
//Returns: A pointer to the LevelPackManager object.
LevelPackManager* getLevelPackManager();
//Method that will, depending on the rendering backend, draw the screen surface to the screen.
void flipScreen();
//Method used to clean up before quiting meandmyshadow.
void clean();
//Sets what the nextState will be.
//newstate: Integer containing the id of the newstate.
void setNextState(int newstate);
//Method that will perform the state change.
//It will fade out and in.
void changeState();
//This method is called when music is stopped.
//NOTE: This method is outside the MusicManager because it couldn't be called otherwise.
//Do not call this method anywhere in the code!
void musicStoppedHook();
//Checks collision between two SDL_Rects.
//a: The first rectangle.
//b: The second rectangle.
//Returns: True if the two rectangles collide.
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b);
//This method will check if the mouse is near a screen edge.
//r1: Does nothing if mouse inside this rectange
//r2: Does nothing if mouse inside this rectange
//If so it will move the camera.
//Note: This function only works with the leveleditor.
void setCamera(const SDL_Rect& r1,const SDL_Rect& r2);
//Parse the commandline arguments.
//argc: Integer containing the number of aruguments there are.
//argv: The arguments.
//Returns: -1 if something goes wrong while parsing,
// 0 if version is shown,
// 1 if everything is alright
int parseArguments(int argc, char** argv);
//From http://en.wikipedia.org/wiki/Clamping_(graphics)
//x: The value to clamp.
//min: The minimum x can be.
//max: The maximum x can be.
//Returns: Integer containing the clamped value.
int inline clamp(int x,int min,int max){
return (x>max)?max:(x<min)?min:x;
}
//Enumeration containing the different messagebox button combinations.
enum msgBoxButtons{
//Only one button with the text OK.
MsgBoxOKOnly=0,
//Two buttons, one saying OK, the other Cancel.
MsgBoxOKCancel=1,
//Three buttons, Abort, Retry, Ignore.
MsgBoxAbortRetryIgnore=2,
//Three buttons, Yes, No or Cancel.
MsgBoxYesNoCancel=3,
//Two buttons, one saying Yes, the other No.
MsgBoxYesNo=4,
//Two buttons, one saying Retry, the other Cancel.
MsgBoxRetryCancel=5,
};
//Enumeration containing the different result that can be retrieved from a messagebox.
//It represents the button that has been pressed.
enum msgBoxResult{
//The OK button.
MsgBoxOK=1,
//The cancel button.
MsgBoxCancel=2,
//The abort button.
MsgBoxAbort=3,
//The retry button.
MsgBoxRetry=4,
//The ignore button.
MsgBoxIgnore=5,
//The yes button.
MsgBoxYes=6,
//The no button.
MsgBoxNo=7,
};
//Method that prompts the user with a notification and/or question.
//prompt: The message the user is prompted with.
//buttons: Which buttons the messagebox should have.
//title: The title of the message box.
//Returns: A msgBoxResult which button has been pressed.
msgBoxResult msgBox(std::string prompt,msgBoxButtons buttons,const std::string& title);
//This method will show a file dialog in which the user can select a file.
//NOTE: It doesn't support entering folders.
//fileName: String that will contain the result, it can also be used to already chose the file.
//title: The title of the fileDialog window.
//extension: The extension the files must have, leave empty for all files.
//path: The path to list the files of.
//isSave: If the dialog is for saving files, and not loading.
//verifyFile: Boolean if the selected should be verified.
//files: Boolean if the fileDialog should display files, if not it will display directories.
bool fileDialog(std::string& fileName,const char* title=NULL,const char* extension=NULL,const char* path=NULL,bool isSave=false,bool verifyFile=false,bool files=true);
#endif
diff --git a/src/GUIListBox.cpp b/src/GUIListBox.cpp
index f0bd22a..b3c974e 100644
--- a/src/GUIListBox.cpp
+++ b/src/GUIListBox.cpp
@@ -1,383 +1,383 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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){
//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);
}
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;
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;
//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;
//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){
//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);
//Only draw when clr isn't -1.
if(clr!=-1)
drawGUIBox(x,j-1,width,25,screen,clr);
//Now draw the text.
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);
}
}
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){
//Render black text.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
//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,black);
}
}
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+(height-16)/2;
SDL_BlitSurface(bmGUI,&r2,screen,&r);
r2.x=64;
r.x=x+width-16;
if((state&0xF)==0x2)
r.x-=abs(animation/2);
SDL_BlitSurface(bmGUI,&r2,screen,&r);
}
//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 95f0902..ef7e3fc 100644
--- a/src/GUIListBox.h
+++ b/src/GUIListBox.h
@@ -1,93 +1,94 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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;
private:
//Scrollbar used when there are more entries than fit on the screen.
GUIScrollBar* scrollBar;
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);
//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/GUIObject.cpp b/src/GUIObject.cpp
index e9c596c..ee635e7 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,526 +1,527 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "GUIObject.h"
#include <iostream>
#include <list>
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
void GUIObjectHandleEvents(bool kill){
//Check if user resizes the window.
if(event.type==SDL_VIDEORESIZE){
//onVideoResize();
//Don't let other objects process this event (?)
return;
}
//Make sure that GUIObjectRoot isn't null.
if(GUIObjectRoot)
GUIObjectRoot->handleEvents();
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::~GUIObject(){
if(cache){
SDL_FreeSurface(cache);
cache=NULL;
}
//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 GUIObject::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;
//Type specific event handling.
switch(type){
case GUIObjectButton:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectCheckBox:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value=value?0:1;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectTextBox:
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the text after the carrot.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_DELETE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
value=clamp(value+1,0,caption.length());
}else if(event.key.keysym.sym==SDLK_LEFT){
value=clamp(value-1,0,caption.length());
}
//The event has been processed.
b=true;
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//TODO Move carrot to place clicked
value=caption.length();
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
break;
}
//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 GUIObject::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;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//Free the cache.
SDL_FreeSurface(cache);
cache=NULL;
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget
if(autoWidth)
width=-1;
}
//Now do the type specific rendering.
switch(type){
case GUIObjectLabel:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//We don't draw a background and/or border since that label is transparent.
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Render the text using the small font.
if(cache==NULL){
//Color the text will be: black.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
if(width<=0)
width=cache->w;
}
if(draw){
if(gravity==GUIGravityCenter)
gravityX=(width-cache->w)/2;
else if(gravity==GUIGravityRight)
gravityX=width+cache->w;
else
gravityX=0;
//Center the text vertically and draw it to the screen.
r.y=y+(height - cache->h)/2;
r.x+=gravityX;
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
break;
case GUIObjectCheckBox:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//We render black text.
if(!cache){
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
}
if(draw){
//Calculate the location, center it vertically.
r.x=x;
r.y=y+(height - cache->h)/2;
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
if(draw){
//Draw the check (or not).
SDL_Rect r1={0,0,16,16};
if(value==1||value==2)
r1.x=value*16;
r.x=x+width-20;
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
}
break;
case GUIObjectButton:
{
//Get the text.
const char* lp=caption.c_str();
//Make sure the text isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//Draw black text.
SDL_Color black={0,0,0,0};
//Draw in gray when disabled.
if(!enabled)
black.r=black.g=black.b=96;
if(!smallFont)
cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
else
cache=TTF_RenderUTF8_Blended(fontGUISmall,lp,black);
if(width<=0){
width=cache->w+50;
if(gravity==GUIGravityCenter){
gravityX=int(width/2);
}else if(gravity==GUIGravityRight){
gravityX=width;
}else{
gravityX=0;
}
}
}
if(draw){
//Center the text both vertically as horizontally.
r.x=x-gravityX+(width-cache->w)/2;
r.y=y+(height-cache->h)/2-GUI_FONT_RAISE;
//Check if the arrows don't fall of.
if(cache->w+32<=width){
//Create a rectangle that selects the right image from bmGUI,
SDL_Rect r2={64,0,16,16};
if(state==1){
applySurface(x-gravityX+(width-cache->w)/2-25,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
applySurface(x-gravityX+(width-cache->w)/2+4+cache->w+5,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
}else if(state==2){
applySurface(x-gravityX+(width-cache->w)/2-20,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
applySurface(x-gravityX+(width-cache->w)/2+4+cache->w,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
}
}
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
break;
case GUIObjectTextBox:
{
if(draw){
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
}
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//Draw the black text.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
}
if(draw){
//Calculate the location, center it vertically.
r.x=x+2;
r.y=y+(height - cache->h)/2;
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(cache,&tmp,screen,&r);
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=height-8;
int advance;
for(int n=0;n<value;n++){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
}
}else{
//Only draw the carrot when focus.
if(state==2&&draw){
r.x=x+4;
r.y=y+4;
r.w=2;
r.h=height-8;
SDL_FillRect(screen,&r,0);
}
}
}
break;
case GUIObjectFrame:
{
if(draw){
//Create a rectangle the size of the button and fill it.
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,screen,color);
}
//Get the title text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//The colors black and white used to render the title with white background.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
}
if(draw){
//Calculate the location, center horizontally and vertically relative to the top.
r.x=x+(width-cache->w)/2;
r.y=y+6-GUI_FONT_RAISE;
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
}
break;
}
//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/GUIObject.h b/src/GUIObject.h
index 98ab3fd..9f6698a 100644
--- a/src/GUIObject.h
+++ b/src/GUIObject.h
@@ -1,196 +1,197 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GUIOBJECT_H
#define GUIOBJECT_H
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include <string>
#include <vector>
#include <list>
//Ids for the different GUIObject types.
//None is a special type, it has no visual form.
const int GUIObjectNone=0;
//A label used to dispaly text.
const int GUIObjectLabel=1;
//Button which will invoke an event when pressed.
const int GUIObjectButton=2;
//Checkbox which represents a boolean value and can be toggled.
const int GUIObjectCheckBox=3;
//A text box used to enter text.
const int GUIObjectTextBox=5;
//Frame which is like a container.
const int GUIObjectFrame=6;
//Widget gravity properties
const int GUIGravityLeft=0;
const int GUIGravityCenter=1;
const int GUIGravityRight=2;
//The event id's.
//A click event used for e.g. buttons.
const int GUIEventClick=0;
//A change event used for e.g. textboxes.
const int GUIEventChange=1;
class GUIObject;
//Class that is used as event callback.
class GUIEventCallback{
public:
//This method is called when an event is fired.
//name: The name of the event.
//obj: Pointer to the GUIObject which caused this event.
//eventType: The type of event as defined above.
virtual void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType)=0;
};
//Class containing the
class GUIObject{
public:
//The relative x location of the GUIObject.
int left;
//The relative y location of the GUIObject.
int top;
//The width of the GUIObject.
int width;
//The height of the GUIObject.
int height;
//The type of the GUIObject.
int type;
//The value of the GUIObject.
//It depends on the type of GUIObject what it means.
int value;
//The name of the GUIObject.
std::string name;
//The caption of the GUIObject.
//It depends on the type of GUIObject what it is.
std::string caption;
//Boolean if the GUIObject is enabled.
bool enabled;
//Boolean if the GUIObject is visible.
bool visible;
//Vector containing the children of the GUIObject.
std::vector<GUIObject*> childControls;
//Event callback used to invoke events.
GUIEventCallback* eventCallback;
//Widget's gravity to centering
int gravity;
int gravityX;
bool autoWidth;
//Use small font
bool smallFont;
protected:
//The state of the GUIObject.
//It depends on the type of GUIObject where it's used for.
int state;
//Surface containing some gui images.
SDL_Surface* bmGUI;
//Surface that can be used to cache rendered text.
SDL_Surface* cache;
//String containing the old caption to detect if it changed.
std::string cachedCaption;
//Boolean containing the previous enabled state.
bool cachedEnabled;
public:
//Constructor.
//left: The relative x location of the GUIObject.
//top: The relative y location of the GUIObject.
//witdh: The width of the GUIObject.
//height: The height of the GUIObject.
//type: The type of the GUIObject.
//caption: The text on the GUIObject.
//value: The value of the GUIObject.
//enabled: Boolean if the GUIObject is enabled or not.
//visible: Boolean if the GUIObject is visisble or not.
//gravity: The way the GUIObject needs to be aligned.
GUIObject(int left=0,int top=0,int width=0,int height=0,int type=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
left(left),top(top),width(width),height(height),
type(type),gravity(gravity),value(value),
enabled(enabled),visible(visible),
eventCallback(NULL),state(0),
cache(NULL),cachedEnabled(enabled),gravityX(0),smallFont(false)
{
//Make sure that caption isn't NULL before setting it.
if(caption){
GUIObject::caption=caption;
//And set the cached caption.
cachedCaption=caption;
}
if(width<=0)
autoWidth=true;
else
autoWidth=false;
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
//Destructor.
virtual ~GUIObject();
//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 GUIObject.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Draw widget or just update it without drawing
virtual void render(int x=0,int y=0,bool draw=true);
};
//Method used to handle the GUIEvents from the GUIEventQueue.
//kill: Boolean if an SDL_QUIT event may kill the GUIObjectRoot.
void GUIObjectHandleEvents(bool kill=false);
//A structure containing the needed variables to call an event.
struct GUIEvent{
//Event callback used to invoke the event.
GUIEventCallback* eventCallback;
//The name of the event.
std::string name;
//Pointer to the object which invoked the event.
GUIObject* obj;
//The type of event.
int eventType;
};
//List used to queue the gui events.
extern std::list<GUIEvent> GUIEventQueue;
#endif
diff --git a/src/GUIOverlay.cpp b/src/GUIOverlay.cpp
index bbced5d..0253093 100644
--- a/src/GUIOverlay.cpp
+++ b/src/GUIOverlay.cpp
@@ -1,129 +1,130 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "Functions.h"
#include "GameState.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIOverlay.h"
using namespace std;
GUIOverlay::GUIOverlay(GUIObject* root,bool dim):root(root),dim(dim){
//First keep the pointer to the current GUIObjectRoot and currentState.
parentState=currentState;
tempGUIObjectRoot=GUIObjectRoot;
//Now set the GUIObject root to the new root.
currentState=this;
GUIObjectRoot=root;
//Dim the background.
if(dim){
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
}
}
GUIOverlay::~GUIOverlay(){
//We need to place everything back.
currentState=parentState;
parentState=NULL;
//Delete the GUI if present.
if(GUIObjectRoot)
delete GUIObjectRoot;
//Now put back the parent gui.
GUIObjectRoot=tempGUIObjectRoot;
tempGUIObjectRoot=NULL;
}
void GUIOverlay::enterLoop(bool skip){
while(GUIObjectRoot){
while(SDL_PollEvent(&event)){
//Check for a resize event.
if(event.type==SDL_VIDEORESIZE){
onVideoResize();
continue;
}
GUIObjectHandleEvents(true);
//Also check for the return, escape or backspace button.
//escape = KEYUP.
//backspace and return = KEYDOWN.
if(skip && ((event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_ESCAPE) ||
(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_BACKSPACE)))){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Render the gui.
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We broke out so clean up.
delete this;
}
void GUIOverlay::handleEvents(){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
}
//Nothing to do here
void GUIOverlay::logic(){
//Check if the GUIObjectRoot (of the overlay) is deleted.
if(!GUIObjectRoot)
delete this;
}
void GUIOverlay::render(){}
void GUIOverlay::resize(){
//We recenter the GUI.
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
GUIObjectRoot->top=(SCREEN_HEIGHT-GUIObjectRoot->height)/2;
//Now let the parent state resize.
GUIObjectRoot=tempGUIObjectRoot;
parentState->resize();
//NOTE: After the resize it's likely that the GUIObjectRoot is new so we need to update our tempGUIObjectRoot pointer.
tempGUIObjectRoot=GUIObjectRoot;
//Now render the parentState.
parentState->render();
if(GUIObjectRoot)
GUIObjectRoot->render();
//And set the GUIObjectRoot back to the overlay gui.
GUIObjectRoot=root;
//Dim the background.
if(dim){
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
}
}
diff --git a/src/GUIOverlay.h b/src/GUIOverlay.h
index 425865a..6ca3bcc 100644
--- a/src/GUIOverlay.h
+++ b/src/GUIOverlay.h
@@ -1,63 +1,63 @@
-
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 GUI_OVERLAY_H
#define GUI_OVERLAY_H
#include <SDL/SDL.h>
#include "GameState.h"
#include "GUIObject.h"
//The GUIOverlay state, this is a special state since it doens't appear in the states list.
//It is used to properly handle GUIs that overlay the current state, dialogs for example.
class GUIOverlay : public GameState{
private:
//A pointer to the current state to put back when needed.
GameState* parentState;
//Pointer to the GUI root of the overlay.
GUIObject* root;
//Pointer to the previous GUIObjectRoot.
GUIObject* tempGUIObjectRoot;
//Boolean if the screen should be dimmed.
bool dim;
public:
//Constructor.
//root: Pointer to the new GUIObjectRoot.
//dim: Boolean if the parent state should be dimmed.
GUIOverlay(GUIObject* root,bool dim=true);
//Destructor.
~GUIOverlay();
//Method that can be used to create a "sub gameloop".
//This is usefull in case the GUI that is overlayed is used for userinput which the function needs to return.
//NOTE: This loop should be kept similar to the main loop.
//skip: Boolean if this GUIOverlay can be "skipped", meaning it can be exited quickly by pressing escape or return.
void enterLoop(bool skip=false);
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
};
#endif
diff --git a/src/GUIScrollBar.cpp b/src/GUIScrollBar.cpp
index ecdcd5f..d39adc1 100644
--- a/src/GUIScrollBar.cpp
+++ b/src/GUIScrollBar.cpp
@@ -1,390 +1,390 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "GUIScrollBar.h"
using namespace std;
void GUIScrollBar::calcPos(){
//Floats ...
float f,f2;
//The value can't be below the minimum value or above the maximum.
if(value<minValue)
value=minValue;
else if(value>maxValue)
value=maxValue;
//
if(orientation){
f=(float)(top+16);
f2=(float)(height-32);
}else{
f=(float)(left+16);
f2=(float)(width-32);
}
if(largeChange<=0) f2=-1;
if(f2>0){
float f1=0.0f;
valuePerPixel = (maxValue - minValue + largeChange) / f2;
if(valuePerPixel > 0.0001f) f1 = largeChange / valuePerPixel;
if(f1 < 4 && f2 > 4){
valuePerPixel = (maxValue - minValue) / (f2 - 4);
f1 = 4;
}
thumbStart = f + (value - minValue) / valuePerPixel;
thumbEnd = thumbStart + f1;
}else{
valuePerPixel = -1;
thumbStart = f;
thumbEnd = f - 1;
}
}
bool GUIScrollBar::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;
//Check if the mouse button is released.
if(event.type==SDL_MOUSEBUTTONUP || !(enabled&&visible)){
//It so we have lost any focus at all.
state=0;
}else if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
//The mouse button is down and it's moving
int i,j,k,f,f1;
state&=~0xFF;
k=SDL_GetMouseState(&i,&j);
i-=x;
j-=y;
bool bInControl_0;
if(orientation){
f=top;
f1=f+height;
bInControl_0=(i>=left&&i<left+width);
i=j;
}else{
f=left;
f1=f+width;
bInControl_0=(j>=top&&j<top+height);
}
//===
if((state&0x0000FF00)==0x300&&(k&SDL_BUTTON(1))&&event.type==SDL_MOUSEMOTION&&valuePerPixel>0){
//drag thumb
state|=3;
int val = criticalValue + (int)(((float)i - startDragPos) * valuePerPixel + 0.5f);
if(val<minValue) val=minValue;
else if(val>maxValue) val=maxValue;
if(value!=val){
value=val;
changed=true;
}
b=true;
}else if(bInControl_0){
int f2,f3;
if(valuePerPixel > 0){
f2=f+16;
f3=f1-16;
}else{
f2=f3=(f+f1)/2;
}
if(i<f){ //do nothing
}else if(i<f2){ //-smallchange
state=(state&~0xFF)|1;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
int val=value-smallChange;
if(val<minValue) val=minValue;
if(value!=val){
value=val;
changed=true;
}
timer=8;
}
b=true;
}else if(i>=f3 && i<f1){ //+smallchange
state=(state&~0xFF)|5;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
int val=value+smallChange;
if(val>maxValue) val=maxValue;
if(value!=val){
value=val;
changed=true;
}
timer=8;
}
b=true;
}else if(valuePerPixel<=0){ //do nothing
}else if(i<(int)thumbStart){ //-largechange
state=(state&~0xFF)|2;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
int val=value-largeChange;
if(val<minValue) val=minValue;
if(value!=val){
value=val;
changed=true;
}
timer=8;
}
if(state&0xFF) criticalValue = minValue + (int)(float(i - f2) * valuePerPixel + 0.5f);
b=true;
}else if(i<(int)thumbEnd){ //start drag
state=(state&~0xFF)|3;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
criticalValue=value;
startDragPos = (float)i;
}
b=true;
}else if(i<f3){ //+largechange
state=(state&~0xFF)|4;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
int val=value+largeChange;
if(val>maxValue) val=maxValue;
if(value!=val){
value=val;
changed=true;
}
timer=8;
}
if(state&0xFF) criticalValue = minValue - largeChange + (int)(float(i - f2) * valuePerPixel + 0.5f);
b=true;
}
}
}
//Get the absolute position.
x+=left;
y+=top;
//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 GUIScrollBar::renderScrollBarButton(int index,int x1,int y1,int x2,int y2,int srcleft,int srctop){
//Make sure the button isn't inverted.
if(x2<=x1||y2<=y1)
return;
//The color.
int clr=-1;
//Rectangle the size of the button.
SDL_Rect r={x1,y1,x2-x1,y2-y1};
//Check
if((state&0xFF)==index){
if(((state>>8)&0xFF)==index){
//Set the color gray.
clr=0xDDDDDDFF;
}else{
//Set the color to lightgray.
clr=0xFFFFFFFF;
}
}
//Draw a box.
drawGUIBox(r.x,r.y,r.w,r.h,screen,clr);
//Boolean if there should be an image on the button.
bool b;
//The check depends on the orientation.
if(orientation)
b=(y2-y1>=14);
else
b=(x2-x1>=14);
//Check if the image can be drawn.
if(b&&srcleft>=0&&srctop>=0){
//It can thus draw it.
SDL_Rect r1={srcleft,srctop,16,16};
r.x=(x1+x2)/2-8;
r.y=(y1+y2)/2-8;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
}
void GUIScrollBar::render(int x,int y,bool draw){
//There's no use in rendering the scrollbar when invisible.
if(!visible)
return;
//Check if the scrollbar is enabled.
if(enabled){
//Check if the state is right.
if((state&0xFF)==((state>>8)&0xFF)){
//Switch the state (change)/
switch(state&0xFF){
case 1:
//It's a small negative change.
//Check if it's time.
if((--timer)<=0){
//Reduce the value.
int val=value-smallChange;
//Make sure it doesn't go too low.
if(val<minValue)
val=minValue;
if(value!=val){
value=val;
changed=true;
}
//Set the time to two.
timer=2;
}
break;
case 2:
//It's a lager negative change.
//Check if it's time.
if((--timer)<=0){
if(value<criticalValue)
state&=~0xFF;
else{
//Reduce the value.
int val=value-largeChange;
//Make sure it doesn't go too low.
if(val<minValue)
val=minValue;
if(value!=val){
value=val;
changed=true;
}
//Set the time to two.
timer=2;
}
}
break;
case 4:
//It's a lager positive change.
//Check if it's time.
if((--timer)<=0){
if(value>criticalValue)
state&=~0xFF;
else{
//Increase the value.
int val=value+largeChange;
//Make sure it doesn't go too high.
if(val>maxValue)
val=maxValue;
if(value!=val){
value=val;
changed=true;
}
//Set the time to two.
timer=2;
}
}
break;
case 5:
//It's a small positive change.
//Check if it's time.
if((--timer)<=0){
//Increase the value.
int val=value+smallChange;
//Make sure ti doesn't go too high.
if(val>maxValue)
val=maxValue;
if(value!=val){
value=val;
changed=true;
}
//Set the time to two.
timer=2;
}
break;
}
}
}
//If the scrollbar changed then invoke a GUIEvent.
if(changed){
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
changed=false;
}
//We calculate the position since it could have changed.
calcPos();
//Now the actual drawing begins.
if(orientation&&draw){
//The scrollbar is vertically orientated.
if(valuePerPixel>0){
//There are four buttons so draw them.
renderScrollBarButton(2,x+left,y+top,x+left+width,y+top+height,-1,-1);
renderScrollBarButton(1,x+left,y+top,x+left+width,y+top+16,80,0);
renderScrollBarButton(3,x+left,y-1+(int)thumbStart,x+left+width,y+1+(int)thumbEnd,0,16);
renderScrollBarButton(5,x+left,y+top+height-16,x+left+width,y+top+height,96,0);
}else{
//There are two buttons so draw them.
int f=top+height/2;
renderScrollBarButton(1,x+left,y+top,x+left+width,y+1+f,80,0);
renderScrollBarButton(5,x+left,y+f,x+left+width,y+top+height,96,0);
}
}else{
//The scrollbar is horizontally orientated.
if(valuePerPixel>0){
//There are five buttons so draw them.
renderScrollBarButton(1,x+left,y+top,x+left+16,y+top+height,48,0);
renderScrollBarButton(2,x+left+15,y+top,x+(int)thumbStart,y+top+height,-1,-1);
renderScrollBarButton(3,x-1+(int)thumbStart,y+top,x+1+(int)thumbEnd,y+top+height,16,16);
renderScrollBarButton(4,x+(int)thumbEnd,y+top,x+left+width-15,y+top+height,-1,-1);
renderScrollBarButton(5,x+left+width-16,y+top,x+left+width,y+top+height,64,0);
}else{
//There are two buttons so draw them.
int f=left+width/2;
renderScrollBarButton(1,x+left,y+top,x+1+f,y+top+height,48,0);
renderScrollBarButton(5,x+f,y+top,x+left+width,y+top+height,64,0);
}
}
//Get the absolute position.
x+=left;
y+=top;
//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/GUIScrollBar.h b/src/GUIScrollBar.h
index 4ea4bc0..db23b6b 100644
--- a/src/GUIScrollBar.h
+++ b/src/GUIScrollBar.h
@@ -1,96 +1,97 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GUISCROLLBAR_H
#define GUISCROLLBAR_H
#include "GUIObject.h"
//Constant integers containing the two possible orientations of the scrollbar.
const int ScrollBarHorizontal=0;
const int ScrollBarVertical=1;
class GUIScrollBar:public GUIObject{
public:
//The minimum value of the scrollbar.
int minValue;
//The maximum value of the scrollbar.
int maxValue;
//The step size when a small step is made.
int smallChange;
//The step size when a large step is made.
int largeChange;
//The orientation of the scrollbar.
int orientation;
private:
//
float thumbStart;
//
float thumbEnd;
float valuePerPixel;
//Float containing the start position when dragging the scrollbar.
float startDragPos;
int criticalValue;
int timer;
//Boolean if the scrollbar position has changed.
bool changed;
//Method that will calculate the position of the scrollbar.
void calcPos();
//Method that will render a scrollbar button.
//index:
//x1:
//y1:
//x2:
//y2:
//srcLeft:
//srcRight:
void renderScrollBarButton(int index,int x1,int y1,int x2,int y2,int srcLeft,int srcTop);
public:
GUIScrollBar(int left=0,int top=0,int width=0,int height=0,int orientation=0,
int value=0,int minValue=0,int maxValue=100,int smallChange=10,int largeChange=50,
bool enabled=true,bool visible=true):
GUIObject(left,top,width,height,0,NULL,value,enabled,visible),
minValue(minValue),maxValue(maxValue),smallChange(smallChange),largeChange(largeChange),orientation(orientation),
thumbStart(0.0f),thumbEnd(0.0f),valuePerPixel(0.0f),startDragPos(0.0f),criticalValue(0),timer(0),changed(false)
{
//In the constructor we simply call calcPos().
calcPos();
}
//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 GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
virtual void render(int x=0,int y=0,bool draw=true);
};
#endif
diff --git a/src/GUISlider.cpp b/src/GUISlider.cpp
index 61e102b..7d54bc9 100644
--- a/src/GUISlider.cpp
+++ b/src/GUISlider.cpp
@@ -1,291 +1,291 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "GUISlider.h"
using namespace std;
void GUISlider::calcPos(){
//Floats ...
float f,f2;
//The value can't be below the minimum value or above the maximum.
if(value<minValue)
value=minValue;
else if(value>maxValue)
value=maxValue;
//
f=(float)(left+1);
f2=(float)(width-2);
if(largeChange<=0) f2=-1;
if(f2>0){
float f1=0.0f;
valuePerPixel = (maxValue - minValue + largeChange) / f2;
if(valuePerPixel > 0.0001f) f1 = largeChange / valuePerPixel;
if(f1 < 4 && f2 > 4){
valuePerPixel = (maxValue - minValue) / (f2 - 4);
f1 = 4;
}
thumbStart = f + (value - minValue) / valuePerPixel;
thumbEnd = thumbStart + f1;
}else{
valuePerPixel = -1;
thumbStart = f;
thumbEnd = f - 1;
}
}
bool GUISlider::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;
//Check if the mouse button is released.
if(event.type==SDL_MOUSEBUTTONUP || !(enabled&&visible)){
//It so we have lost any focus at all.
state=0;
}else if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
//The mouse button is down and it's moving
int i,j,k,f,f1;
state&=~0xFF;
k=SDL_GetMouseState(&i,&j);
i-=x;
j-=y;
bool bInControl_0;
f=left;
f1=f+width;
bInControl_0=(j>=top&&j<top+height);
//===
if((state&0x0000FF00)==0x300&&(k&SDL_BUTTON(1))&&event.type==SDL_MOUSEMOTION&&valuePerPixel>0){
//drag thumb
state|=3;
int val = criticalValue + (int)(((float)i - startDragPos) * valuePerPixel + 0.5f);
if(val<minValue) val=minValue;
else if(val>maxValue) val=maxValue;
if(value!=val){
value=val;
changed=true;
}
b=true;
}else if(bInControl_0){
int f2,f3;
if(valuePerPixel > 0){
f2=f+16;
f3=f1-16;
}else{
f2=f3=(f+f1)/2;
}
if(i<f){ //do nothing
}else if(valuePerPixel<=0){ //do nothing
}else if(i<(int)thumbStart){ //-largechange
state=(state&~0xFF)|2;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
int val=value-largeChange;
if(val<minValue) val=minValue;
if(value!=val){
value=val;
changed=true;
}
timer=8;
}
if(state&0xFF) criticalValue = minValue + (int)(float(i - f2) * valuePerPixel + 0.5f);
b=true;
}else if(i<(int)thumbEnd){ //start drag
state=(state&~0xFF)|3;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
criticalValue=value;
startDragPos = (float)i;
}
b=true;
}else if(i<f3){ //+largechange
state=(state&~0xFF)|4;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) state=(state&~0x0000FF00)|((state&0xFF)<<8);
else if((state&0x0000FF00)&&((state&0xFF)!=((state>>8)&0xFF))) state&=~0xFF;
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
int val=value+largeChange;
if(val>maxValue) val=maxValue;
if(value!=val){
value=val;
changed=true;
}
timer=8;
}
if(state&0xFF) criticalValue = minValue - largeChange + (int)(float(i - f2) * valuePerPixel + 0.5f);
b=true;
}
}
}
//Get the absolute position.
x+=left;
y+=top;
//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 GUISlider::renderScrollBarButton(int index,int x1,int y1,int x2,int y2,int srcleft,int srctop){
//Make sure the button isn't inverted.
if(x2<=x1||y2<=y1)
return;
//The color.
int clr=-1;
//Rectangle the size of the button.
SDL_Rect r={x1,y1,x2-x1,y2-y1};
//Check
if((state&0xFF)==index){
if(((state>>8)&0xFF)==index){
//Set the color gray.
clr=0xDDDDDDFF;
}else{
//Set the color to lightgray.
clr=0xFFFFFFFF;
}
}
//Draw a box.
drawGUIBox(r.x,r.y,r.w,r.h,screen,clr);
//Boolean if there should be an image on the button.
bool b;
b=(x2-x1>=14);
//Check if the image can be drawn.
if(b&&srcleft>=0&&srctop>=0){
//It can thus draw it.
SDL_Rect r1={srcleft,srctop,16,16};
r.x=(x1+x2)/2-8;
r.y=(y1+y2)/2-8;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
}
void GUISlider::render(int x,int y,bool draw){
//There's no use in rendering the scrollbar when invisible.
if(!visible||!draw)
return;
//Check if the scrollbar is enabled.
if(enabled){
//Check if the state is right.
if((state&0xFF)==((state>>8)&0xFF)){
//Switch the state (change)/
switch(state&0xFF){
case 2:
//It's a lager negative change.
//Check if it's time.
if((--timer)<=0){
if(value<criticalValue)
state&=~0xFF;
else{
//Reduce the value.
int val=value-largeChange;
//Make sure it doesn't go too low.
if(val<minValue)
val=minValue;
if(value!=val){
value=val;
changed=true;
}
//Set the time to two.
timer=2;
}
}
break;
case 4:
//It's a lager positive change.
//Check if it's time.
if((--timer)<=0){
if(value>criticalValue)
state&=~0xFF;
else{
//Increase the value.
int val=value+largeChange;
//Make sure it doesn't go too high.
if(val>maxValue)
val=maxValue;
if(value!=val){
value=val;
changed=true;
}
//Set the time to two.
timer=2;
}
}
break;
}
}
}
//If the scrollbar changed then invoke a GUIEvent.
if(changed){
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
changed=false;
}
//We calculate the position since it could have changed.
calcPos();
//Now the actual drawing begins.
if(valuePerPixel>0){
//Draw the line the slider moves along.
drawGUIBox(x+left,y+top+(height-4)/2,width,4,screen,0);
renderScrollBarButton(2,x-1+(int)thumbStart,y+top+(height/4),x+1+(int)thumbEnd,y+top+(height/4)*3,16,16);
}else{
//There are two buttons so draw them.
int f=left+width/2;
renderScrollBarButton(1,x+left,y+top,x+1+f,y+top+height,48,0);
renderScrollBarButton(5,x+f,y+top,x+left+width,y+top+height,64,0);
}
//Get the absolute position.
x+=left;
y+=top;
//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/GUISlider.h b/src/GUISlider.h
index 4507277..95ebf12 100644
--- a/src/GUISlider.h
+++ b/src/GUISlider.h
@@ -1,88 +1,89 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 GUISLIDER_H
#define GUISLIDER_H
#include "GUIObject.h"
class GUISlider:public GUIObject{
public:
//The minimum value of the slider.
int minValue;
//The maximum value of the slider.
int maxValue;
//The step size when a large step is made.
int largeChange;
private:
//
float thumbStart;
//
float thumbEnd;
//Float containing the value per pixel factor.
float valuePerPixel;
//Float containing the start position when dragging the scrollbar.
float startDragPos;
int criticalValue;
int timer;
//Boolean if the scrollbar position has changed.
bool changed;
//Method that will calculate the position of the scrollbar.
void calcPos();
//Method that will render a scrollbar button.
//index:
//x1:
//y1:
//x2:
//y2:
//srcLeft:
//srcRight:
void renderScrollBarButton(int index,int x1,int y1,int x2,int y2,int srcLeft,int srcTop);
public:
GUISlider(int left=0,int top=0,int width=0,int height=0,
int value=0,int minValue=0,int maxValue=100,int largeChange=50,
bool enabled=true,bool visible=true):
GUIObject(left,top,width,height,0,NULL,value,enabled,visible),
minValue(minValue),maxValue(maxValue),largeChange(largeChange),
thumbStart(0.0f),thumbEnd(0.0f),valuePerPixel(0.0f),startDragPos(0.0f),criticalValue(0),timer(0),changed(false)
{
//In the constructor we simply call calcPos().
calcPos();
}
//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 GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
virtual void render(int x=0,int y=0,bool draw=true);
};
#endif
diff --git a/src/GUITextArea.cpp b/src/GUITextArea.cpp
index 1a3558d..ee0a6d4 100644
--- a/src/GUITextArea.cpp
+++ b/src/GUITextArea.cpp
@@ -1,334 +1,334 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 2011-2012 Me and My Shadow
+ *
+ * This file is part of Me and My Shadow.
+ *
+ * Me and My Shadow is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * Me and My Shadow is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
+ */
#include "GUITextArea.h"
using namespace std;
GUITextArea::GUITextArea(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible){
//Set the state 0.
state=0;
key=-1;
keyHoldTime=0;
keyTime=5;
}
bool GUITextArea::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the string.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//Set the key values correct.
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar(true);
}else if(event.key.keysym.sym==SDLK_DELETE){
//Set the key values correct.
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar(false);
}else if(event.key.keysym.sym==SDLK_RETURN){
//Enter, thus place a newline.
caption+='\n';
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
//Set the key values correct.
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
value=clamp(value+1,0,caption.length());
}else if(event.key.keysym.sym==SDLK_LEFT){
//Set the key values correct.
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
value=clamp(value-1,0,caption.length());
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//TODO Move carrot to place clicked
value=caption.length();
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUITextArea::deleteChar(bool back){
//Boolean if an event should be called.
bool event=false;
//Check if it's backspace or delete.
if(back){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
//Set event true.
event=true;
}
}else{
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
//Set event true.
event=true;
}
}
//If there is an event callback and a character is removed then call it.
if(event && eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::render(int x,int y,bool draw){
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_BACKSPACE:
deleteChar(true);
break;
case SDLK_DELETE:
deleteChar(false);
break;
case SDLK_LEFT:
value=clamp(value-1,0,caption.length());
break;
case SDLK_RIGHT:
value=clamp(value+1,0,caption.length());
break;
}
}
}
//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;
//If hovering or focused make background more visible.
if(state==1)
clr=255;
else if (state==2)
clr=230;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
r.x=x+1;
r.y=y+1;
r.w=width-2;
r.h=height-2;
//Pointer to the string.
char* lps=(char*)caption.c_str();
//Pointer to a character.
char* lp=NULL;
//The color black.
SDL_Color black={0,0,0,0};
//The surface that will hold the text.
SDL_Surface* bm=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Draw the black text.
bm=TTF_RenderUTF8_Blended(fontText,lps,black);
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(bm,&tmp,screen,&r);
//NOTE: We free the surface later.
//Increase y with 25, about the height of the text.
r.y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
//Restore the character, this way the original string doesn't get destroyed.
*lp=c;
}
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=20;
//Check for any newlines.
size_t pos=0;
while( (caption.find('\n',pos+1)!=string::npos) && (int(caption.find('\n',pos+1))<value)){
pos=caption.find('\n',pos+1);
r.y+=24;
}
int advance;
for(int n=pos;n<value;n++){
if(caption[n]!='\n'){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
//Anyway we free the bm surface.
if(bm!=NULL)
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);
}
}
diff --git a/src/GUITextArea.h b/src/GUITextArea.h
index 72c434f..870e4f9 100644
--- a/src/GUITextArea.h
+++ b/src/GUITextArea.h
@@ -1,63 +1,64 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GUITEXTAREA_H
#define GUITEXTAREA_H
#include "GUIObject.h"
//GUIObject that displays a list.
//It extends GUIObject because it's a special GUIObject.
class GUITextArea:public GUIObject{
private:
//Integer containing the key that is holded.
int key;
//Integer containing the time the key is pressed.
int keyHoldTime;
//The time it takes to invoke the key action again.
int keyTime;
//Method that will remove the last character of the text.
//back: Boolean if the key backspace is used. (delete otherwise)
void deleteChar(bool back);
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.
GUITextArea(int left=0,int Top=0,int width=0,int height=0,bool enabled=true,bool visible=true);
//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 GUITextArea.
//x: The x location to draw the GUITextArea. (x+left)
//y: The y location to draw the GUITextArea. (y+top)
virtual void render(int x=0,int y=0,bool draw=true);
};
#endif
diff --git a/src/Game.cpp b/src/Game.cpp
index e24588e..a564c06 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1396 +1,1397 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 2011-2012 Me and My Shadow
+ *
+ * This file is part of Me and My Shadow.
+ *
+ * Me and My Shadow is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * Me and My Shadow is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable"
};
map<string,int> Game::blockNameMap;
string Game::recordFile;
Game::Game(bool loadLevel):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,shadowCam(false)
,player(this),shadow(this),objLastCheckPoint(NULL){
saveStateNextTime=false;
loadStateNextTime=false;
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
ThemeBlockInstance appearance;
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&appearance);
collectable=appearance.currentState->parent->themeObjects[0]->picture.picture;
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
//Check if we should load record file.
if(!recordFile.empty()){
loadRecord(recordFile.c_str());
recordFile.clear();
return;
}
//If we should load the level then load it.
if(loadLevel){
this->loadLevel(levels->getLevelpackPath()+levels->getLevelFile());
levels->saveLevelProgress();
}
}
Game::~Game(){
//Simply call our destroy method.
destroy();
//Before we leave make sure the cursor is visible.
SDL_ShowCursor(SDL_ENABLE);
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Temp var used for block locations.
SDL_Rect box;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
currentCollectables=0;
totalCollectables=0;
currentCollectablesSaved=0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();++i){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//If a theme is configured then load it.
string theme=processFileName(getSettings()->getValue("theme"));
//Check if it isn't the default theme, because if it is it's already loaded.
if(fileNameFromPath(theme)!="Cloudscape") {
customTheme=objThemes.appendThemeFromFile(theme+"/theme.mnmstheme");
}
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")) {
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(theme)+"/theme.mnmstheme");
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile" && obj1->value.size()>=3){
int objectType=blockNameMap[obj1->value[0]];
box.x=atoi(obj1->value[1].c_str());
box.y=atoi(obj1->value[2].c_str());
map<string,string> obj;
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
//If the type is collectable, increase the number of totalCollectables
if (objectType==TYPE_COLLECTABLE)
totalCollectables++;
levelObjects.push_back( new Block ( box.x, box.y, objectType, this) );
levelObjects.back()->setEditorData(obj);
}
}
//Close exits if there are any collectables
if (totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if (levels->getLevelCount()>1){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_C(levels->getDictionaryManager(),editorData["name"]));
}
SDL_Color fg={0,0,0,0};
bmTips[0]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
//Get the background
background=objThemes.getBackground();
if(background)
background->resetAnimation(true);
}
void Game::loadLevel(string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cout<<"Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cout<<"Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cout<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Only set isReset true if this isn't a replay.
if(!(player.isPlayFromRecord() && !interlevel))
isReset=true;
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel();
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
shadowCam=!shadowCam;
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Check if we should save/load state.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Add one tick to the time.
time++;
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let the player jump.
player.jump();
//Let him move.
player.move(levelObjects);
//And let the camera follow him.
if(!shadowCam){
player.setMyCamera();
}else{
shadow.setMyCamera();
}
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow jump.
shadow.jump();
//Let the shadow move.
shadow.move(levelObjects);
//Some levelObjects can move so update them.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->move();
}
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.flags|1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL && obj->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded();
}else{
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Set the current level won.
levels->getLevel()->won=true;
if(levels->getLevel()->time==-1 || levels->getLevel()->time>time){
levels->getLevel()->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(levels->getLevel()->recordings==-1 || levels->getLevel()->recordings>recordings){
levels->getLevel()->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels->getCurrentLevel()+1<levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel()+1);
}
//And save the progress.
levels->saveLevelProgress();
//Now go to the interlevel screen.
replayPlay();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
}
won=false;
//Check if we should reset.
if(isReset)
reset(false);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground();
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(screen);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow second because he needs to be behind the player.
shadow.show();
player.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
drawGUIBox(-2,SCREEN_HEIGHT-bmTips[0]->h-4,bmTips[0]->w+8,bmTips[0]->h+6,screen,0xDDDDDDDD);
applySurface(2,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,NULL);
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
string keyCode=_(inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false)));
transform(keyCode.begin(),keyCode.end(),keyCode.begin(),::toupper);
switch(gameTipIndex){
case TYPE_CHECKPOINT:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to save the game."),keyCode);
break;
case TYPE_SWAP:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to swap the position of player and shadow."),keyCode);
break;
case TYPE_SWITCH:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to activate the switch."),keyCode);
break;
case TYPE_PORTAL:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to teleport."),keyCode);
break;
}
//If we have a string then it's a supported GameObject type.
if(!s.empty()){
SDL_Color fg={0,0,0,0};
bmTips[gameTipIndex]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
drawGUIBox(-2,-2,bmTips[gameTipIndex]->w+8,bmTips[gameTipIndex]->h+6,screen,0xDDDDDDDD);
applySurface(2,2,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
transform(keyCodeRestart.begin(),keyCodeRestart.end(),keyCodeRestart.begin(),::toupper);
//The player is dead, check if there's a state that can be loaded.
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[3]==NULL){
//Get user defined key for loading checkpoint
string keyCodeLoad=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_LOAD,false));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[3]=TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
fg);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0};
bmTips[2]=TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
fg);
}
bm=bmTips[2];
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=TTF_RenderUTF8_Blended(fontText,
_("Your shadow has died."),
fg);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
shadowCam=false;
}
//Draw the tip.
if(bm!=NULL){
int x=(SCREEN_WIDTH-bm->w)/2;
int y=32;
drawGUIBox(x-8,y-8,bm->w+16,bm->h+14,screen,0xDDDDDDDD);
applySurface(x,y,bm,screen,NULL);
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if(currentCollectables<=totalCollectables && totalCollectables!=0 && !interlevel && time>0){
//Temp stringstream just to addup all the text nicely
stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
SDL_Color black={0,0,0,0};
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontText,temp.str().c_str(),black);
//Align the text properly
r.x=SCREEN_WIDTH-collectable->w-bm->w+22;
r.y=SCREEN_HEIGHT-bm->h;
//Draw background
drawGUIBox(SCREEN_WIDTH-bm->w-34,SCREEN_HEIGHT-bm->h-4,bm->w+34+2,bm->h+4+2,screen,0xDDDDDDDD);
//Draw the collectable icon
applySurface(SCREEN_WIDTH-collectable->w+12,SCREEN_HEIGHT-collectable->h+10,collectable,screen,NULL);
//Draw text
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if(interlevel){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,220);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Color black={0,0,0,0};
SDL_Rect r;
/// TRANSLATORS: This is caption for finished level
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),black);
//Recreate the level string.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_C(levels->getDictionaryManager(),levelName));
}
SDL_Surface* bm2=TTF_RenderUTF8_Blended(fontText,s.c_str(),black);
//Now draw the first gui box so that it's bigger than longer text.
int width;
if(bm->w>bm2->w)
width=bm->w+32;
else
width=bm2->w+32;
drawGUIBox((SCREEN_WIDTH-width)/2,4,width,68,screen,0xDDDDDDA1);
// Now draw title.
r.x=(SCREEN_WIDTH-bm->w)/2;
r.y=8-GUI_FONT_RAISE;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(SCREEN_WIDTH-bm2->w)/2;
r.y=44;
SDL_BlitSurface(bm2,NULL,screen,&r);
//Free drawed texts
SDL_FreeSurface(bm);
SDL_FreeSurface(bm2);
//==Create second box==
//Now draw the second gui box.
drawGUIBox(GUIObjectRoot->left,GUIObjectRoot->top,GUIObjectRoot->width,GUIObjectRoot->height,screen,0xDDDDDDA1);
//Draw the medal.
int medal=GUIObjectRoot->value;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
applySurface(GUIObjectRoot->left+16,GUIObjectRoot->top+92,medals,screen,&r);
applySurface(GUIObjectRoot->left+medalX,GUIObjectRoot->top+92,medals,screen,&r);
}
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::string &untranslated_message=(dynamic_cast<Block*>(player.objNotificationBlock))->message;
std::string message=_C(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
int maxWidth = 0;
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
//Find out largest width
if(x>maxWidth)
maxWidth=x;
x=(SCREEN_WIDTH-x)/2;
//Color the text will be: black.
SDL_Color black={0,0,0,0};
lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,black));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
maxWidth+=SCREEN_WIDTH*0.15;
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,screen,0xDDDDDDA1);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
void Game::resize(){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(){
//Reset the number of collectables
currentCollectables=currentCollectablesSaved=0;
//We show the interlevel popup so interlevel must be true.
interlevel=true;
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject(0,SCREEN_HEIGHT-140,570,135,GUIObjectNone);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
//Add it to the GUIObjectRoot.
GUIObjectRoot->value=medal;
int maxWidth=0;
int x=20;
//Is there a target time for this level?
int timeY=0;
bool isTargetTime=true;
if(targetTime<=0){
isTargetTime=false;
timeY=12;
}
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
GUIObject* obj=new GUIObject(x,10+timeY,-1,36,GUIObjectLabel,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUIObject(x,34+timeY,-1,36,GUIObjectLabel,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(isTargetTime){
obj=new GUIObject(x,58,-1,36,GUIObjectLabel,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth+20;
//Is there target recordings for this level?
int recsY=0;
bool isTargetRecs=true;
if(targetRecordings<0){
isTargetRecs=false;
recsY=12;
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUIObject(x,10+recsY,-1,36,GUIObjectLabel,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUIObject(x,34+recsY,-1,36,GUIObjectLabel,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(isTargetRecs){
obj=new GUIObject(x,58,-1,36,GUIObjectLabel,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth;
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUIObject(50,92,-1,36,GUIObjectLabel,s1.c_str(),0,true,true,GUIGravityCenter);
GUIObjectRoot->childControls.push_back(obj);
obj->render(0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
medalX=x-24;
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIObject(x,10,-1,36,GUIObjectButton,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
GUIObjectRoot->childControls.push_back(b1);
b1->render(0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIObject(x,50,-1,36,GUIObjectButton,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
GUIObjectRoot->childControls.push_back(b2);
b2->render(0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIObject(x,90,-1,36,GUIObjectButton,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
GUIObjectRoot->childControls.push_back(b3);
b3->render(0,0,true);
maxWidth=b1->width;
if(b2->width>maxWidth)
maxWidth=b2->width;
if(b3->width>maxWidth)
maxWidth=b3->width;
b1->left=b2->left=b3->left=x+maxWidth/2;
x+=maxWidth;
GUIObjectRoot->width=x;
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
//We only need to reset a few things so we don't call reset().
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(true);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(true);
//Close exit(s) if there are any collectables
if (totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
player.reset(true);
shadow.reset(true);
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
}
void Game::recordingEnded(){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
//Show the cursor so that the user can press the ok button.
SDL_ShowCursor(SDL_ENABLE);
//Now show the message box.
msgBox(_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(player.canSaveState() && shadow.canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
//Save the current collectables
currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
//Load the current collactbles
currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
void Game::reset(bool save){
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats.
time=0;
recordings=0;
//Reset the number of collectables
currentCollectables=currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Close exit(s) if there are any collectables
if (totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
//Check if interlevel is true, if so we might need to delete the gui.
if(interlevel){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Also set interlevel to false.
interlevel=false;
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
//Don't forget the music.
getMusicManager()->pickMusic();
}else{
if(!levels->congratulationText.empty()){
msgBox(_C(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel();
}
}
diff --git a/src/Game.h b/src/Game.h
index 2a659bd..bdd62a6 100644
--- a/src/Game.h
+++ b/src/Game.h
@@ -1,215 +1,216 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GAME_H
#define GAME_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <vector>
#include <map>
#include <string>
#include "GameState.h"
#include "GUIObject.h"
#include "GameObjects.h"
#include "Player.h"
#include "Shadow.h"
//This structure contains variables that make a GameObjectEvent.
struct typeGameObjectEvent{
//The type of event.
int eventType;
//The type of object that should react to the event.
int objectType;
//Flags, 0x1 means use the id.
int flags;
//Blocks with this id should react to the event.
std::string id;
};
class ThemeManager;
class ThemeBackground;
class TreeStorageNode;
class Game : public GameState,public GUIEventCallback{
private:
//Boolean if the game should reset.
bool isReset;
//contains currently played level.
TreeStorageNode* currentLevelNode;
protected:
//Array containing "tooltips" for certain block types.
//It will be shown in the topleft corner of the screen.
SDL_Surface* bmTips[TYPE_MAX];
//SDL_Surface containing the action images (record, play, etc..)
SDL_Surface* action;
//SDL_Surface containing the medal image.
SDL_Surface* medals;
//SDL_Surface containing the collectable image.
SDL_Surface* collectable;
//Vector containing all the levelObjects in the current game.
std::vector<GameObject*> levelObjects;
//The name of the current level.
std::string levelName;
//The path + file of the current level.
std::string levelFile;
//Editor data containing information like name, size, etc...
std::map<std::string,std::string> editorData;
//Vector used to queue the gameObjectEvents.
std::vector<typeGameObjectEvent> eventQueue;
//The themeManager.
ThemeManager* customTheme;
//The themeBackground.
ThemeBackground* background;
//Load a level from node.
//After calling this function the ownership of
//node will transfer to Game class. So don't delete
//the node after calling this function!
virtual void loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName);
public:
//Array used to convert GameObject type->string.
static const char* blockName[TYPE_MAX];
//Map used to convert GameObject string->type.
static std::map<std::string,int> blockNameMap;
//Boolean that is set to true when a game is won.
bool won;
//Boolean that is set to true when we should save game on next logic update.
bool saveStateNextTime;
//Boolean that is set to true when we should load game on next logic update.
bool loadStateNextTime;
//Boolean if the replaying currently done is for the interlevel screen.
bool interlevel;
//X position of second medal in interlevel popup
int medalX;
//Integer containing the current tip index.
int gameTipIndex;
//Integer containing the number of ticks passed since the start of the level.
int time;
//Integer containing the stored value of time.
int timeSaved;
//Integer containing the number of recordings it took to finish.
int recordings;
//Integer containing the stored value of recordings.
int recordingsSaved;
//Integer keeping track of currently obtained collectables
int currentCollectables;
//Integer keeping track of total colletables in the level
int totalCollectables;
//Integer containing the stored value of current collectables
int currentCollectablesSaved;
//Boolean if the camera should follow the shadow or not.
bool shadowCam;
//The player...
Player player;
//... and his shadow.
Shadow shadow;
//warning: weak reference only, may point to invalid location
GameObject* objLastCheckPoint;
//Constructor.
//loadLevel: Boolean if the GameState should load the level.
Game(bool loadLevel=true);
//If this is not empty then when next Game class is created
//it will play this record file.
static std::string recordFile;
//Destructor.
//It will call destroy();
~Game();
//Method used to clean up the GameState.
void destroy();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
//This method will load a level.
//fileName: The fileName of the level.
virtual void loadLevel(std::string fileName);
//Method used to broadcast a GameObjectEvent.
//eventType: The type of event.
//objectType: The type of object that should react to the event.
//id: The id of the blocks that should react.
void broadcastObjectEvent(int eventType,int objectType=-1,const char* id=NULL);
//Returns if the player and shadow can save the current state.
bool canSaveState();
//Method used to store the current state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool saveState();
//Method used to load the stored state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool loadState();
//Method that will reset the GameState to it's initial state.
//save: Boolean if the saved state should also be delted.
void reset(bool save);
//Save current game record to the file.
//fileName: The filename of the destination file.
void saveRecord(const char* fileName);
//Load game record (and its level) from file and play it.
//fileName: The filename of the recording file.
void loadRecord(const char* fileName);
//Method called by the player (or shadow) when he finished.
void replayPlay();
//Method that gets called when the recording has ended.
void recordingEnded();
//get current level's auto-save record path,
//using current level's MD5, file name and other information.
void getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
//Method that will prepare the gamestate for the next level and start it.
//If it's the last level it will show the congratulations text and return to the level select screen.
void gotoNextLevel();
//GUI event handling is done here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
};
#endif
diff --git a/src/GameObjects.cpp b/src/GameObjects.cpp
index b03bca8..dfd12be 100644
--- a/src/GameObjects.cpp
+++ b/src/GameObjects.cpp
@@ -1,60 +1,61 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "GameObjects.h"
#include "Functions.h"
#include "Globals.h"
#include "Player.h"
GameObject::GameObject(Game* parent):type(0),parent(parent){}
GameObject::~GameObject(){}
SDL_Rect GameObject::getBox(int boxType){
//This is the default implementation of getBox(int) method.
switch(boxType){
case BoxType_Current:
case BoxType_Base:
case BoxType_Previous:
return box;
}
//Return an empty SDL_Rect.
SDL_Rect tmp={0,0,0,0};
return tmp;
}
void GameObject::setPosition(int x,int y){
box.x=x;
box.y=y;
}
void GameObject::saveState(){}
void GameObject::loadState(){}
void GameObject::reset(bool save){}
void GameObject::playAnimation(int flags){}
void GameObject::onEvent(int eventType){}
int GameObject::queryProperties(int propertyType,Player* obj){
return 0;
}
void GameObject::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){}
void GameObject::setEditorData(std::map<std::string,std::string>& obj){}
void GameObject::move(){}
diff --git a/src/GameObjects.h b/src/GameObjects.h
index 8d1771a..c654e35 100644
--- a/src/GameObjects.h
+++ b/src/GameObjects.h
@@ -1,137 +1,138 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GAME_OBJECTS_H
#define GAME_OBJECTS_H
#include "Globals.h"
#include <SDL/SDL.h>
#include <string>
#include <vector>
#include <utility>
#include <map>
class Game;
class Player;
//The different gameObject events.
enum GameObjectEventType{
//Event called when the player walks on the gameObject.
GameObjectEvent_PlayerWalkOn=1,
//Event called when the player is on the gameObject.
GameObjectEvent_PlayerIsOn,
//Event called when the player leaves the gameObject.
//Currently unimplemented.
GameObjectEvent_PlayerLeave,
//Event called when the player toggles it. (DOWN key)
GameObjectEvent_OnToggle=0x10000,
//Event called when the player switches it on. (DOWN key)
GameObjectEvent_OnSwitchOn=0x10001,
//Event called when the player switches it off. (DOWN key)
GameObjectEvent_OnSwitchOff=0x10002,
};
//The different gameObject properties.
enum GameObjectPropertyType{
//If the player can walk on the gameObject.
GameObjectProperty_PlayerCanWalkOn=1,
//If the object is spiked.
GameObjectProperty_IsSpikes,
//If the gameObject has some flags.
GameObjectProperty_Flags,
};
//The different box types that can be requested using the getBox(int boxType) method.
enum GameObjectBoxType{
//Box of the current position.
BoxType_Current=0,
//Box of the base/start position.
BoxType_Base,
//Box of the previous position.
BoxType_Previous,
//The movement of the block since last position.
BoxType_Delta,
//The velocity for when the player is standing on it.
BoxType_Velocity,
};
//The GameObject class.
class GameObject{
protected:
//The box of the gameObject.
//It's used for the location of the gameObject and the size.
SDL_Rect box;
public:
//The type of the GameObject.
int type;
//Pointer to the Game state.
Game* parent;
//Constructor.
//parent: Pointer to the Game state.
GameObject(Game* parent);
//Destructor.
~GameObject();
//Method used to retrieve a certain box from the GameObject.
//boxType: The type of box that is requested. (default=0)
//Returns: An SDL_Rect.
virtual SDL_Rect getBox(int boxType=0);
//This method is used to place the location on a given location.
//x: The x location to place the gameObject.
//y: The y location to place the gameObject.
virtual void setPosition(int x,int y);
//Method used to draw the GameObject.
virtual void show()=0;
//Save the state of the GameObject, used for moving blocks, etc.
virtual void saveState();
//Load the state of the GameObject, used for moving blocks, etc.
virtual void loadState();
//Reset the state of the GameObject, used for moving blocks, etc.
//save: Boolean if the saved state should also be reset.
virtual void reset(bool save);
//Play an animation.
//flags: TODO???
virtual void playAnimation(int flags);
//Invoke an event of the GameObject.
//eventType: The event type.
virtual void onEvent(int eventType);
//Method used to request certain properties of the GameObject.
//propertyType: The property that is requested.
//obj: Pointer to the player.
virtual int queryProperties(int propertyType,Player* obj);
//Method used to retrieve the additional editor data for the GameObject.
//Used for messages, moving positions, etc...
//obj: Vector containing the editorData pairs. (key, value)
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj);
//Set the editorData.
//obj: Map containing the key/value for the editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj);
//Update method for GameObjects, used for moving blocks.
virtual void move();
};
//We include block.h here because it needs some things defined above.
#include "Block.h"
#endif
diff --git a/src/GameState.h b/src/GameState.h
index 879963c..e4a1845 100644
--- a/src/GameState.h
+++ b/src/GameState.h
@@ -1,42 +1,43 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GAMESTATE_H
#define GAMESTATE_H
class GameState{
public:
//Destructor.
virtual ~GameState(){};
//In this method all the key and mouse events should be handled.
//Note: The GUIEvents won't be handled here.
virtual void handleEvents()=0;
//All the logic that needs to be done should go in this method.
virtual void logic()=0;
//This method handles all the rendering.
virtual void render()=0;
//Method that will be called when the screen size has been changed in runtime.
virtual void resize()=0;
};
#endif
diff --git a/src/Globals.cpp b/src/Globals.cpp
index b6109b0..a68bac1 100644
--- a/src/Globals.cpp
+++ b/src/Globals.cpp
@@ -1,70 +1,71 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Globals.h"
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.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;
//Set both the screen and the tempSurface to NULL.
SDL_Surface* screen=NULL;
SDL_Surface* tempSurface=NULL;
//The menu background surface.
SDL_Surface* menuBackground=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;
//Set the current stateID and the nextState.
int stateID=STATE_NULL;
int nextState=STATE_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;
diff --git a/src/Globals.h b/src/Globals.h
index 7647697..1a5627a 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,181 +1,182 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 GLOBALS_H
#define GLOBALS_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
#ifdef WIN32
//#define DATA_PATH
#else
#include "config.h"
#endif
#define TITLE_FONT_RAISE 19
#define GUI_FONT_RAISE 5
//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.
const int SCREEN_BPP=32;
//Strin containing the
const std::string version="V0.4 RC1";
//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 g_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;
//The screen surface, it's used to draw on before it's drawn to the real screen.
extern SDL_Surface* screen;
//SDL_Surface with the same dimensions as screen which can be used for all kinds of (temp) drawing.
extern SDL_Surface* tempSurface;
//The background image for the menu (scaled if needed).
extern SDL_Surface* menuBackground;
//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;
//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;
//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;
//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
};
//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,
//The (max) number of tiles.
TYPE_MAX
};
#endif
diff --git a/src/ITreeSerializer.h b/src/ITreeSerializer.h
index ef0a2c4..517bd35 100644
--- a/src/ITreeSerializer.h
+++ b/src/ITreeSerializer.h
@@ -1,77 +1,77 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 ITREESERIALIZER_H
#define ITREESERIALIZER_H
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include "ITreeStorage.h"
class ITreeSerializer{
public:
//Method used to read a node from an inputstream.
//fin: The inputstream to read from.
//objOut: The TreeStorageNode in which the result will come.
//loadSubNodeOnly: Boolean if only the subNodes should be loaded.
//Returns: False if there's an error while reading the node.
virtual bool readNode(std::istream& fin,ITreeStorageBuilder* objOut,bool loadSubNodeOnly=false)=0;
//Method used to write to an outputstream.
//obj: Pointer to the TreeStorageNode containing the data.
//fout: The output stream to write to.
//writeHeader: TODO: ???
//saveSubNodeOnly: Boolean if only the subNodes should be saved.
virtual void writeNode(ITreeStorageReader* obj,std::ostream& fout,bool writeHeader=true,bool saveSubNodeOnly=false)=0;
public:
//Method used to load a node from a file.
//fileName: The file to load from.
//objOut: The object to place the result in.
//loadSubNodeOnly: Boolean if only the subNodes should be loaded.
//Returns: False if there's an error while reading the node.
bool loadNodeFromFile(const char* fileName,ITreeStorageBuilder* objOut,bool loadSubNodeOnly=false){
//Open an inputstream.
std::ifstream f(fileName);
//If it failed then we return.
if(!f)
return false;
//It didn't fail so let the readNode method handle the rest.
return readNode(f,objOut,loadSubNodeOnly);
}
//Method used to write a node to a file.
//fileName: The file to save to.
//obj: Pointer to the TreeStorageNode containing the data.
//writeHeader: TODO: ???
//saveSubNodeOnly: Boolean if only the subNodes should be saved.
bool saveNodeToFile(const char* fileName,ITreeStorageReader* obj,bool writeHeader=true,bool saveSubNodeOnly=false){
//Open an outputstream.
std::ofstream f(fileName);
//If it failed then we return.
if(!f)
return false;
//It didn't fail so let the writeNode method handle the rest.
writeNode(obj,f,writeHeader,saveSubNodeOnly);
return true;
}
};
#endif
diff --git a/src/ITreeStorage.h b/src/ITreeStorage.h
index d5f97dc..aa115b8 100644
--- a/src/ITreeStorage.h
+++ b/src/ITreeStorage.h
@@ -1,71 +1,71 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 ITREESTORAGE_H
#define ITREESTORAGE_H
#include <string>
#include <vector>
class ITreeStorageBuilder{
public:
//Destructor.
virtual ~ITreeStorageBuilder(){}
//Set the name of the TreeStorageNode.
//name: The name to give.
virtual void setName(std::string& name)=0;
//Set the value of the TreeStorageNode.
//value: The value to give.
virtual void setValue(std::vector<std::string>& value)=0;
//Method that should create a new node in the TreeStorageNode and add it to it's subnodes.
//Returns a pointer to the new TreeStorageNode.
virtual ITreeStorageBuilder* newNode()=0;
//Method that should add a new attribute to the TreeStorageNode.
//name: The name of the new attribute.
//value: The value(s) of the new attribute.
virtual void newAttribute(std::string& name,std::vector<std::string>& value)=0;
};
class ITreeStorageReader{
public:
//Destructor.
virtual ~ITreeStorageReader(){}
//Sets the parameter name to the name of the TreeStorageNode.
//name: The string to fill with the name;
virtual void getName(std::string& name)=0;
//Sets the parameter value to the value(s) of the TreeStorageNode.
//value: The vector to fill with the value(s);
virtual void getValue(std::vector<std::string>& value)=0;
//Method used for iterating through the attributes of the TreeStorageNode.
//pUserData: Pointer TODO???
//name: The string fill with the name of the attribute.
//value: Vector to fill with the value(s) of the attribute.
virtual void* getNextAttribute(void* pUserData,std::string& name,std::vector<std::string>& value)=0;
//Method used for iterating through the subnodes of the TreeStorageNode.
//pUserData: Pointer TODO???
//obj: Pointer that will be pointed to the nextNode, if present.
virtual void* getNextNode(void* pUserData,ITreeStorageReader*& obj)=0;
};
#endif
diff --git a/src/ImageManager.cpp b/src/ImageManager.cpp
index f9dbc91..17617ab 100644
--- a/src/ImageManager.cpp
+++ b/src/ImageManager.cpp
@@ -1,77 +1,77 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "ImageManager.h"
#include <stdio.h>
SDL_Surface* ImageManager::loadImage(std::string file){
//Pointer to an SDL_Surface to which the image will be loaded.
SDL_Surface* load=NULL;
//This SDL_Surface is used to set the alpha correct.
SDL_Surface* opt=NULL;
//First check if the image isn't already in the imageCollection.
opt=imageCollection[file];
if(opt!=NULL)
return opt;
//Now load the image to load.
load=IMG_Load(file.c_str());
//Check if loading didn't fail.
if(load!=NULL){
//Check if there's an alpha mask.
if(load->format->Amask){
//There is so let opt use it.
opt=SDL_DisplayFormatAlpha(load);
//We don't need load anymore so free it.
SDL_FreeSurface(load);
}else{
//We use cyan for alpha, so set the alpha color key.
SDL_SetColorKey(load,SDL_SRCCOLORKEY,SDL_MapRGB(load->format,0,0xFF,0xFF));
//Let opt use the alpha.
opt=SDL_DisplayFormat(load);
//We don't need load anymore so free it.
SDL_FreeSurface(load);
}
}else{
//We couldn't load the image.
fprintf(stderr,"ERROR: Can't open image file %s\n",file.c_str());
return NULL;
}
//Add a pointer to the imageCollection.
imageCollection[file]=opt;
//And return the SDL_Surface*.
return opt;
}
ImageManager::~ImageManager(){
//We call destroy().
destroy();
}
void ImageManager::destroy(){
//Loop through the imageCollection and free them.
std::map<std::string,SDL_Surface*>::iterator i;
for(i=imageCollection.begin();i!=imageCollection.end();++i){
SDL_FreeSurface(i->second);
}
imageCollection.clear();
}
diff --git a/src/ImageManager.h b/src/ImageManager.h
index bb4475f..a45e065 100644
--- a/src/ImageManager.h
+++ b/src/ImageManager.h
@@ -1,48 +1,49 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 IMAGEMANAGER_H
#define IMAGEMANAGER_H
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <string>
#include <map>
//Class for loading images.
class ImageManager{
public:
//Constructor.
ImageManager(){}
//Destructor.
~ImageManager();
//Loads an image.
//file: The image file to load.
//Returns: The SDL_Surface containing the image.
SDL_Surface* loadImage(std::string file);
//Destroys the images
void destroy();
private:
//Map containing the images.
//The key is the name of the image and the value is a pointer to the SDL_Surface.
std::map<std::string,SDL_Surface*> imageCollection;
};
#endif
diff --git a/src/InputManager.cpp b/src/InputManager.cpp
index d80af9e..aeb7caa 100644
--- a/src/InputManager.cpp
+++ b/src/InputManager.cpp
@@ -1,439 +1,441 @@
-/****************************************************************************
-** Copyright (C) 2012 me and my shadow developers
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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_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)"),
__("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;
}
public:
//Constructor.
InputDialogHandler(GUIListBox* listBox,InputManager* parent):listBox(listBox),parent(parent),isAlternativeKey(false){
//load the avaliable 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);
}
}
//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->childControls.push_back(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->childControls.push_back(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->childControls.push_back(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->childControls.push_back(obj);
obj=new GUIObject(root->width-32,360,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityRight);
obj->name="cmdOK";
obj->eventCallback=handler;
root->childControls.push_back(obj);
obj=new GUIKeyListener();
root->childControls.push_back(obj);
//Create a GUIOverlayState
GUIOverlay* overlay=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();
}
diff --git a/src/InputManager.h b/src/InputManager.h
index 7e0dd75..e76ba61 100644
--- a/src/InputManager.h
+++ b/src/InputManager.h
@@ -1,110 +1,112 @@
-/****************************************************************************
-** Copyright (C) 2012 me and my shadow developers
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 INPUTMANAGER_H
#define INPUTMANAGER_H
#include <SDL/SDL.h>
#include <vector>
#include <string>
enum InputManagerKeys{
INPUTMGR_UP,
INPUTMGR_DOWN,
INPUTMGR_LEFT,
INPUTMGR_RIGHT,
INPUTMGR_JUMP,
INPUTMGR_ACTION,
INPUTMGR_SPACE,
INPUTMGR_ESCAPE,
INPUTMGR_RESTART,
INPUTMGR_TAB,
INPUTMGR_SAVE,
INPUTMGR_LOAD,
INPUTMGR_SWAP,
INPUTMGR_TELEPORT,
INPUTMGR_SUICIDE,
INPUTMGR_SHIFT,
INPUTMGR_NEXT,
INPUTMGR_PREVIOUS,
INPUTMGR_SELECT,
INPUTMGR_MAX
};
class InputManager{
public:
InputManager();
~InputManager();
//Get and set key code of each key.
int getKeyCode(InputManagerKeys key,bool isAlternativeKey);
void setKeyCode(InputManagerKeys key,int keyCode,bool isAlternativeKey);
//Load and save key settings from config file.
void loadConfig();
void saveConfig();
//Show the config screen.
void showConfig();
//Get key name from key code
static std::string getKeyCodeName(int keyCode);
//Update the key state, according to current SDL event, etc.
void updateState(bool hasEvent);
//Check if there is KeyDown event.
bool isKeyDownEvent(InputManagerKeys key);
//Check if there is KeyUp event.
bool isKeyUpEvent(InputManagerKeys key);
//Check if specified key is down.
bool isKeyDown(InputManagerKeys key);
//Open all joysticks.
void openAllJoysitcks();
//Close all joysticks.
void closeAllJoysticks();
private:
//the key code of each key.
// - note of key code:
// 0 means this key is disabled (??)
// 1 to 4095 (0xFFF) means keyboard keys,
// currently SDLKey is less than 4095
// >= 4096: bit field value means joystick.
// 0xWWXXYYZZ
// WW = joystick index. currently unused, should be 0.
// XX = joystick button type: 1-axis 2-button 3-hat, currently ball is unsupported
// YY = joystick button index. (we assume joystick has at most 256 buttons)
// ZZ = value. if type=axis then value should be 1 or 0xFF.
// if type=button then it's unused.
// if type=hat then it's SDL_HAT_LEFT, SDL_HAT_RIGHT, SDL_HAT_UP or SDL_HAT_DOWN.
int keys[INPUTMGR_MAX];
int alternativeKeys[INPUTMGR_MAX];
//the bit-field flag array saves the key states.
// 0x1 means the key is down.
// 0x2 means KeyDown event.
// 0x4 means KeyUp event.
int keyFlags[INPUTMGR_MAX];
//contains all joysticks.
std::vector<SDL_Joystick*> joysticks;
//internal function
int getKeyState(int keyCode,int oldState,bool hasEvent);
};
extern InputManager inputMgr;
#endif //INPUTMANAGER_H
diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 849af31..299325c 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,728 +1,729 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "LevelEditSelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include "GUIOverlay.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <algorithm>
#include <string>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
LevelEditSelect::LevelEditSelect():LevelSelect(_("Map Editor"),LevelPackManager::CUSTOM_PACKS){
//Create the gui.
createGUI(true);
//Set the levelEditGUIObjectRoot.
levelEditGUIObjectRoot=GUIObjectRoot;
//show level list
changePack();
refresh();
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::createGUI(bool initial){
if(initial){
//The levelpack name text field.
levelpackName=new GUIObject(280,104,240,32,GUIObjectTextBox);
levelpackName->eventCallback=this;
levelpackName->visible=false;
GUIObjectRoot->childControls.push_back(levelpackName);
}
if(!initial){
//Remove the previous buttons.
for(int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->type==GUIObjectButton && GUIObjectRoot->childControls[i]->caption!=_("Back")){
delete GUIObjectRoot->childControls[i];
GUIObjectRoot->childControls.erase(GUIObjectRoot->childControls.begin()+i);
i--;
}
}
}
//Create the six buttons at the bottom of the screen.
GUIObject* obj=new GUIObject(SCREEN_WIDTH*0.02,SCREEN_HEIGHT-120,-1,32,GUIObjectButton,_("New Levelpack"));
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
propertiesPack=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-120,-1,32,GUIObjectButton,_("Pack Properties"),0,true,true,GUIGravityCenter);
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->childControls.push_back(propertiesPack);
removePack=new GUIObject(SCREEN_WIDTH*0.98,SCREEN_HEIGHT-120,-1,32,GUIObjectButton,_("Remove Pack"),0,true,true,GUIGravityRight);
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->childControls.push_back(removePack);
move=new GUIObject(SCREEN_WIDTH*0.02,SCREEN_HEIGHT-60,-1,32,GUIObjectButton,_("Move Map"));
move->name="cmdMoveMap";
move->eventCallback=this;
//NOTE: Set enabled equal to the inverse of initial.
//When resizing the window initial will be false and therefor the move button can stay enabled.
move->enabled=false;
GUIObjectRoot->childControls.push_back(move);
remove=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,32,GUIObjectButton,_("Remove Map"),0,false,true,GUIGravityCenter);
remove->name="cmdRmMap";
remove->eventCallback=this;
GUIObjectRoot->childControls.push_back(remove);
edit=new GUIObject(SCREEN_WIDTH*0.98,SCREEN_HEIGHT-60,-1,32,GUIObjectButton,_("Edit Map"),0,false,true,GUIGravityRight);
edit->name="cmdEdit";
edit->eventCallback=this;
GUIObjectRoot->childControls.push_back(edit);
//Now update widgets and then check if they overlap
GUIObjectRoot->render(0,0,false);
if(propertiesPack->left-propertiesPack->gravityX < obj->left+obj->width ||
propertiesPack->left-propertiesPack->gravityX+propertiesPack->width > removePack->left-removePack->gravityX){
obj->smallFont=true;
obj->width=-1;
propertiesPack->smallFont=true;
propertiesPack->width=-1;
removePack->smallFont=true;
removePack->width=-1;
move->smallFont=true;
move->width=-1;
remove->smallFont=true;
remove->width=-1;
edit->smallFont=true;
edit->width=-1;
}
//Check again
GUIObjectRoot->render(0,0,false);
if(propertiesPack->left-propertiesPack->gravityX < obj->left+obj->width ||
propertiesPack->left-propertiesPack->gravityX+propertiesPack->width > removePack->left-removePack->gravityX){
obj->left = SCREEN_WIDTH*0.02;
obj->top = SCREEN_HEIGHT-140;
obj->smallFont=false;
obj->width=-1;
obj->gravity = GUIGravityLeft;
propertiesPack->left = SCREEN_WIDTH*0.02;
propertiesPack->top = SCREEN_HEIGHT-100;
propertiesPack->smallFont=false;
propertiesPack->width=-1;
propertiesPack->gravity = GUIGravityLeft;
removePack->left = SCREEN_WIDTH*0.02;
removePack->top = SCREEN_HEIGHT-60;
removePack->smallFont=false;
removePack->width=-1;
removePack->gravity = GUIGravityLeft;
move->left = SCREEN_WIDTH*0.98;
move->top = SCREEN_HEIGHT-140;
move->smallFont=false;
move->width=-1;
move->gravity = GUIGravityRight;
remove->left = SCREEN_WIDTH*0.98;
remove->top = SCREEN_HEIGHT-100;
remove->smallFont=false;
remove->width=-1;
remove->gravity = GUIGravityRight;
edit->left = SCREEN_WIDTH*0.98;
edit->top = SCREEN_HEIGHT-60;
edit->smallFont=false;
edit->width=-1;
edit->gravity = GUIGravityRight;
}
}
void LevelEditSelect::changePack(){
packName=levelpacks->item[levelpacks->value];
if(packName=="Custom Levels"){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
//Set last levelpack.
getSettings()->setValue("lastlevelpack",packName);
//Now let levels point to the right pack.
levels=getLevelPackManager()->getLevelPack(packName);
}
void LevelEditSelect::packProperties(bool newPack){
//Open a message popup.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-320)/2,600,320,GUIObjectFrame,_("Properties"));
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
root->childControls.push_back(obj);
obj=new GUIObject(60,80,480,36,GUIObjectTextBox,packName.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackName";
root->childControls.push_back(obj);
obj=new GUIObject(40,120,240,36,GUIObjectLabel,_("Description:"));
root->childControls.push_back(obj);
obj=new GUIObject(60,150,480,36,GUIObjectTextBox,levels->levelpackDescription.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackDescription";
root->childControls.push_back(obj);
obj=new GUIObject(40,190,240,36,GUIObjectLabel,_("Congratulation text:"));
root->childControls.push_back(obj);
obj=new GUIObject(60,220,480,36,GUIObjectTextBox,levels->congratulationText.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackCongratulation";
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.3,320-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,320-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(root);
if(newPack){
packName.clear();
}
}
void LevelEditSelect::addLevel(){
//Open a message popup.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Add level"));
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("File name:"));
root->childControls.push_back(obj);
char s[64];
sprintf(s,"map%02d.map",levels->getLevelCount()+1);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,s);
obj->name="LvlFile";
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgAddOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgAddCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Dim the screen using the tempSurface.
GUIOverlay* overlay=new GUIOverlay(root);
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Move level"));
GUIObject* obj;
obj=new GUIObject(40,60,240,36,GUIObjectLabel,_("Level: "));
root->childControls.push_back(obj);
obj=new GUIObject(300,60,240,36,GUIObjectTextBox,"1");
obj->name="MoveLevel";
root->childControls.push_back(obj);
obj=new GUISingleLineListBox(root->width*0.5,110,240,36,true,true,GUIGravityCenter);
obj->name="lstPlacement";
vector<string> v;
v.push_back(_("Before"));
v.push_back(_("After"));
v.push_back(_("Swap"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
obj->value=0;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgMoveOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgMoveCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
void LevelEditSelect::refresh(bool change){
int m=levels->getLevelCount();
if(change){
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
selectedNumber=NULL;
}
//Disable the level specific buttons.
move->enabled=false;
remove->enabled=false;
edit->enabled=false;
for(int n=0;n<=m;n++){
numbers.push_back(Number());
}
}
for(int n=0;n<m;n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+80,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(n,box);
}
SDL_Rect box={(m%LEVELS_PER_ROW)*64+80,(m/LEVELS_PER_ROW)*64+184,0,0};
numbers[m].init("+",box);
m++; //including the "+" button
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->levelpackDescription.empty())
levelpackDescription->caption=_C(levels->getDictionaryManager(),levels->levelpackDescription);
else
levelpackDescription->caption="";
}
void LevelEditSelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
if(number==numbers.size()-1){
addLevel();
}else if(number>=0 && number<numbers.size()){
selectedNumber=&numbers[number];
//Enable the level specific buttons.
//NOTE: We check if 'remove levelpack' is enabled, if not then it's the Levels levelpack.
if(removePack->enabled)
move->enabled=true;
remove->enabled=true;
edit->enabled=true;
}
}
}
void LevelEditSelect::render(){
//Let the levelselect render.
LevelSelect::render();
}
void LevelEditSelect::resize(){
//Let the levelselect resize.
LevelSelect::resize();
//Create the GUI.
createGUI(false);
//NOTE: This is a workaround for buttons failing when resizing.
if(packName=="Custom Levels"){
removePack->enabled=false;
propertiesPack->enabled=false;
}
if(selectedNumber)
selectNumber(selectedNumber->getNumber(),false);
}
void LevelEditSelect::renderTooltip(unsigned int number,int dy){
SDL_Color fg={0,0,0};
SDL_Surface* name;
if(number==(unsigned)levels->getLevelCount()){
//Render the name of the level.
name=TTF_RenderUTF8_Blended(fontText,_("Add level"),fg);
}else{
//Render the name of the level.
name=TTF_RenderUTF8_Blended(fontText,_C(levels->getDictionaryManager(),levels->getLevelName(number)),fg);
}
//Check if name isn't null.
if(name==NULL)
return;
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
r.w=name->w;
r.h=name->h;
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->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=0xFFFFFF00|240;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
}
void LevelEditSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//NOTE: We check for the levelpack change to enable/disable some levelpack buttons.
if(name=="cmdLvlPack"){
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh();
return;
}
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the edit button.
if(name=="cmdNewLvlpack"){
//Create a new pack.
packProperties(true);
}else if(name=="cmdLvlpackProp"){
//Show the pack properties.
packProperties(false);
}else if(name=="cmdRmLvlpack"){
//Show an "are you sure" message.
if(msgBox(_("Are you sure?"),MsgBoxYesNo,_("Remove prompt"))==MsgBoxYes){
//Remove the directory.
if(!removeDirectory(levels->levelpackPath.c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levels->levelpackPath<<endl;
}
//Remove it from the vector (levelpack list).
vector<string>::iterator it;
it=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it!=levelpacks->item.end()){
levelpacks->item.erase(it);
}
//Remove it from the levelpackManager.
getLevelPackManager()->removeLevelPack(packName);
//And call changePack.
levelpacks->value=levelpacks->item.size()-1;
changePack();
refresh();
}
}else if(name=="cmdMoveMap"){
if(selectedNumber!=NULL){
moveLevel();
}
}else if(name=="cmdRmMap"){
if(selectedNumber!=NULL){
if(packName!="Custom Levels"){
if(!removeFile((levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
levels->saveLevels(levels->levelpackPath+"/levels.lst");
}else{
//This is the levels levelpack so we just remove the file.
if(!removeFile(levels->getLevel(selectedNumber->getNumber())->file.c_str())){
cerr<<"ERROR: Unable to remove level "<<levels->getLevel(selectedNumber->getNumber())->file<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
}
//And refresh the selection screen.
refresh();
}
}else if(name=="cmdEdit"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
//Check for levelpack properties events.
if(name=="cfgOK"){
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlpackName"){
//Check if the name changed.
if(packName!=GUIObjectRoot->childControls[i]->caption){
//Delete the old one.
if(!packName.empty()){
if(!renameDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+packName).c_str(),(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to move levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+packName)<<" to "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
//Remove the old one from the levelpack manager.
getLevelPackManager()->removeLevelPack(packName);
//And the levelpack list.
vector<string>::iterator it1;
it1=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it1!=levelpacks->item.end()){
levelpacks->item.erase(it1);
if((unsigned)levelpacks->value>levelpacks->item.size())
levelpacks->value=levelpacks->item.size()-1;
}
}else{
//It's a new levelpack so we need to change the levels array.
LevelPack* pack=new LevelPack;
levels=pack;
//Now create the dirs.
if(!createDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
if(!createFile((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst").c_str())){
cerr<<"ERROR: Unable to create levelpack file "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst")<<endl;
}
}
//And set the new name.
packName=GUIObjectRoot->childControls[i]->caption;
levels->levelpackName=packName;
levels->levelpackPath=(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/");
//Also add the levelpack location
getLevelPackManager()->addLevelPack(levels);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
//And call changePack.
changePack();
}
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackDescription"){
levels->levelpackDescription=GUIObjectRoot->childControls[i]->caption;
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackCongratulation"){
levels->congratulationText=GUIObjectRoot->childControls[i]->caption;
}
}
//Refresh the leveleditselect to show the correct information.
refresh();
//Save the configuration.
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
getSettings()->setValue("lastlevelpack",packName);
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgCancel"){
//Check if packName is empty, if so it was a new levelpack and we need to revert to an existing one.
if(packName.empty()){
packName=levelpacks->item[levelpacks->value];
changePack();
}
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for add level events.
if(name=="cfgAddOK"){
//Check if the file name isn't null.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlFile"){
if(GUIObjectRoot->childControls[i]->caption.empty()){
msgBox(_("No file name given for the new level."),MsgBoxOKOnly,_("Missing file name"));
return;
}else{
string tmp_caption = GUIObjectRoot->childControls[i]->caption;
//Replace all spaces with a underline.
size_t j;
for(;(j=tmp_caption.find(" "))!=string::npos;){
tmp_caption.replace(j,1,"_");
}
//If there isn't ".map" extension add it.
size_t found=tmp_caption.find_first_of(".");
if(found!=string::npos)
tmp_caption.replace(tmp_caption.begin()+found+1,tmp_caption.end(),"map");
else if (tmp_caption.substr(found+1)!="map")
tmp_caption.append(".map");
/* Create path and file in it */
string path=(levels->levelpackPath+"/"+tmp_caption);
if(packName=="Custom Levels"){
path=(getUserPath(USER_DATA)+"/custom/levels/"+tmp_caption);
}
//First check if the file doesn't exist already.
FILE* f;
f=fopen(path.c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
levelEditGUIObjectRoot->render();
//Notify the user.
msgBox(("The file "+tmp_caption+" already exists.").c_str(),MsgBoxOKOnly,"Error");
return;
}
if(!createFile(path.c_str())){
cerr<<"ERROR: Unable to create level file "<<path<<endl;
}
levels->addLevel(path);
if(packName!="Custom Levels")
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
}
}
}
}else if(name=="cfgAddCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for move level events.
if(name=="cfgMoveOK"){
//Check if the entered level number is valid.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
int level=0;
int placement=0;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="MoveLevel"){
level=atoi(GUIObjectRoot->childControls[i]->caption.c_str());
if(level<=0 || level>levels->getLevelCount()){
msgBox(_("The entered level number isn't valid!"),MsgBoxOKOnly,_("Illegal number"));
return;
}
}
if(GUIObjectRoot->childControls[i]->name=="lstPlacement"){
placement=GUIObjectRoot->childControls[i]->value;
}
}
//Now we execute the swap/move.
//Check for the place before.
if(placement==0){
//We place the selected level before the entered level.
levels->moveLevel(selectedNumber->getNumber(),level-1);
}else if(placement==1){
//We place the selected level after the entered level.
if(level<selectedNumber->getNumber())
levels->moveLevel(selectedNumber->getNumber(),level);
else
levels->moveLevel(selectedNumber->getNumber(),level+1);
}else if(placement==2){
//We swap the selected level with the entered level.
levels->swapLevel(selectedNumber->getNumber(),level-1);
}
//And save the change.
if(packName!="Custom Levels")
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgMoveCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
diff --git a/src/LevelEditSelect.h b/src/LevelEditSelect.h
index 00f7d3b..05b30fc 100644
--- a/src/LevelEditSelect.h
+++ b/src/LevelEditSelect.h
@@ -1,97 +1,98 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 LEVELEDITSELECT_H
#define LEVELEDITSELECT_H
#include "LevelSelect.h"
#include "GameState.h"
#include "GameObjects.h"
#include "Player.h"
#include "GUIObject.h"
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <vector>
#include <string>
//This is the LevelEditSelect state, here you can select levelpacks and levels.
class LevelEditSelect :public LevelSelect{
private:
//Pointer to the GUIObjectRoot of the levelselect main gui.
GUIObject* levelEditGUIObjectRoot;
//Pointer to the new levelpack textfield.
GUIObject* levelpackName;
//Pointer to the remove levelpack button.
GUIObject* propertiesPack;
//Pointer to the remove levelpack button.
GUIObject* removePack;
//Pointer to the move map button.
GUIObject* move;
//Pointer to the remove map button.
GUIObject* remove;
//Pointer to the edit map button.
GUIObject* edit;
//String that contains the name of the current levelpack.
std::string packName;
//Method that will create the GUI elements.
//initial: Boolean if it is the first time the gui is created.
void createGUI(bool initial);
//Method that should be called when changing the current levelpack in an abnormal way.
void changePack();
//This method will show a popup with levelpack specific settings.
//newPack: Boolean if it's a new levelpack.
void packProperties(bool newPack);
//This method will show an add level dialog.
void addLevel();
//This method will show an move level dialog.
void moveLevel();
public:
//Constructor.
LevelEditSelect();
//Destructor.
~LevelEditSelect();
//Inherited from LevelSelect.
//change: Boolean if the levelpack changed, if not we only have to rearrange the numbers.
void refresh(bool change=true);
void selectNumber(unsigned int number,bool selected);
//Inherited from GameState.
void render();
//Inherited from GameState.
void resize();
//Inherited from LevelSelect.
void renderTooltip(unsigned int number,int dy);
//GUI events will be handled here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
};
#endif
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index 3eaa698..dc5ba2f 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,2951 +1,2952 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 2011-2012 Me and My Shadow
+ *
+ * This file is part of Me and My Shadow.
+ *
+ * Me and My Shadow is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * Me and My Shadow is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "LevelPack.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIOverlay.h"
#include "InputManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
static GUIObject *levelTimeProperty,*levelRecordingsProperty;
/////////////////LevelEditorToolbox////////////////////////
class LevelEditorToolbox{
private:
//The parent object
LevelEditor* parent;
//The position of window
SDL_Rect rect;
//Background surface
SDL_Surface *background;
//GUI image
SDL_Surface *bmGUI;
public:
int startRow,maxRow;
bool visible;
bool dragging;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return 320;
}
int height(){
return 180;
}
LevelEditorToolbox(LevelEditor* parent){
this->parent=parent;
visible=false;
dragging=false;
//calc row count
startRow=0;
maxRow=(LevelEditor::EDITOR_ORDER_MAX+4)/5;
//set size
rect.w=width();
rect.h=height();
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
//create background and draw something on it
background=SDL_CreateRGBSurface(SDL_HWSURFACE,
rect.w,rect.h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
//background
drawGUIBox(0,0,rect.w,rect.h,background,0xFFFFFFFFU);
//caption
{
SDL_Rect captionRect={6,8,width()-16,32};
//SDL_FillRect(background,&captionRect,0xCCCCCCU);
SDL_Color fg={0,0,0};
SDL_Surface *caption=TTF_RenderUTF8_Blended(fontGUI,_("Toolbox"),fg);
applySurface(captionRect.x+(captionRect.w-caption->w)/2,
captionRect.y+(captionRect.h-caption->h)/2,caption,background,NULL);
SDL_FreeSurface(caption);
}
}
~LevelEditorToolbox(){
SDL_FreeSurface(background);
}
void move(int x,int y){
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void render(){
if(visible){
applySurface(rect.x,rect.y,background,screen,NULL);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//draw close button
{
//check highlight
SDL_Rect r={rect.x+rect.w-36,rect.y+12,24,24};
if(checkCollision(mouse,r)){
drawGUIBox(r.x,r.y,r.w,r.h,screen,0x999999FFU);
}
SDL_Rect r1={112,0,16,16};
applySurface(rect.x+rect.w-32,rect.y+16,bmGUI,screen,&r1);
}
//the tool tip of item
SDL_Rect tooltipRect;
string tooltip;
//draw avaliable item
for(int i=0;i<2;i++){
int j=startRow+i;
if(j>=maxRow) j-=maxRow;
for(int k=0;k<5;k++){
int idx=j*5+k;
if(idx<0 || idx>=LevelEditor::EDITOR_ORDER_MAX) break;
SDL_Rect r={rect.x+k*60+10,rect.y+i*60+50,60,60};
//check highlight
if(checkCollision(mouse,r)){
//Array containing translateble block names
const char* blockNames[TYPE_MAX]={__("Block"),__("Player Start"),__("Shadow Start"),
__("Exit"),__("Shadow Block"),__("Spikes"),
__("Checkpoint"),__("Swap"),__("Fragile"),
__("Moving Block"),__("Moving Shadow Block"),__("Moving Spikes"),
__("Teleporter"),__("Button"),__("Switch"),
__("Conveyor Belt"),__("Shadow Conveyor Belt"),__("Notification Block"),__("Collectable")
};
tooltipRect=r;
tooltip=_(blockNames[LevelEditor::editorTileOrder[idx]]);
if(parent->currentType==idx){
drawGUIBox(r.x,r.y,r.w,r.h,screen,0x999999FFU);
}else{
SDL_FillRect(screen,&r,0xCCCCCC);
}
}else if(parent->currentType==idx){
drawGUIBox(r.x,r.y,r.w,r.h,screen,0xCCCCCCFFU);
}
ThemeBlock* obj=objThemes.getBlock(LevelEditor::editorTileOrder[idx]);
if(obj){
obj->editorPicture.draw(screen,r.x+5,r.y+5);
}
}
}
//draw tooltip
if(!tooltip.empty()){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,tooltip.c_str(),fg);
//Draw only if there's a tooltip available
if(tip!=NULL){
if(tooltipRect.y+tooltipRect.h+tip->h>SCREEN_HEIGHT-20)
tooltipRect.y-=tip->h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tip->w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&tooltipRect);
SDL_FreeSurface(tip);
}
}
}
}
void handleEvents(){
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close button clicked
{
SDL_Rect r={rect.x+rect.w-36,rect.y+12,24,24};
if(checkCollision(mouse,r)){
visible=false;
return;
}
}
//Check if item is clicked
for(int i=0;i<2;i++){
int j=startRow+i;
if(j>=maxRow) j-=maxRow;
for(int k=0;k<5;k++){
int idx=j*5+k;
if(idx<0 || idx>=LevelEditor::EDITOR_ORDER_MAX) break;
SDL_Rect r={rect.x+k*60+10,rect.y+i*60+50,60,60};
//check highlight
if(checkCollision(mouse,r)){
parent->currentType=idx;
return;
}
}
}
//Now begin drag the toolbox
dragging=true;
}
else if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
dragging=false;
}
else if(event.type==SDL_MOUSEMOTION){
if((event.motion.state & SDL_BUTTON_LMASK)==0){
dragging=false;
}else if(dragging){
move(rect.x+event.motion.xrel,rect.y+event.motion.yrel);
}
}
}
};
/////////////////MovingPosition////////////////////////////
MovingPosition::MovingPosition(int x,int y,int time){
this->x=x;
this->y=y;
this->time=time;
}
MovingPosition::~MovingPosition(){}
void MovingPosition::updatePosition(int x,int y){
this->x=x;
this->y=y;
}
/////////////////LEVEL EDITOR//////////////////////////////
LevelEditor::LevelEditor():Game(true){
//Get the target time and recordings.
levelTime=levels->getLevel()->targetTime;
levelRecordings=levels->getLevel()->targetRecordings;
//This will set some default settings.
reset();
//The level is loaded by the game, so do postLoad.
postLoad();
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
toolbarRect=tmp;
toolbox=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x000000FF,0x0000FF00,0x00FF0000,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
}
LevelEditor::~LevelEditor(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
levelObjects.clear();
selection.clear();
//Free the placement surface.
SDL_FreeSurface(placement);
//Delete the toolbox (if any)
if(toolbox){
delete toolbox;
toolbox=NULL;
}
//Reset the camera.
camera.x=0;
camera.y=0;
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
if(LEVEL_WIDTH<SCREEN_WIDTH)
camera.x=-(SCREEN_WIDTH-LEVEL_WIDTH)/2;
else
camera.x=0;
if(LEVEL_HEIGHT<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/2;
else
camera.y=0;
cameraXvel=0;
cameraYvel=0;
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setPosition(player.fx,player.fy);
shadow.setPosition(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
}
void LevelEditor::loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(obj,fileName);
//now do our own stuff.
string s=editorData["time"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=atoi(s.c_str());
}
s=editorData["recordings"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The dimensions of the level.
int maxX=0;
int maxY=0;
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty()){
node.attributes["name"].push_back(levelName);
//Update the level name in the levelpack.
levels->getLevel()->name=levelName;
}
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
}
}
//The width of the level.
maxX=LEVEL_WIDTH;
sprintf(s,"%d",maxX);
node.attributes["size"].push_back(s);
//The height of the level.
maxY=LEVEL_HEIGHT;
sprintf(s,"%d",maxY);
node.attributes["size"].push_back(s);
//Loop through the gameObjects and save them.
for(int o=0;o<(signed)levelObjects.size();o++){
int objectType=levelObjects[o]->type;
//Check if it's a legal gameObject type.
if(objectType>=0 && objectType<TYPE_MAX){
TreeStorageNode* obj1=new TreeStorageNode;
node.subNodes.push_back(obj1);
//It's a tile so name the node tile.
obj1->name="tile";
//Write away the type of the gameObject.
sprintf(s,"%d",objectType);
obj1->value.push_back(blockName[objectType]);
//Get the box for the location of the gameObject.
SDL_Rect box=levelObjects[o]->getBox(BoxType_Base);
//Put the location in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for(unsigned int i=0;i<obj.size();i++){
if((!obj[i].first.empty()) && (!obj[i].second.empty())){
obj1->attributes[obj[i].first].push_back(obj[i].second);
}
}
}
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//If playing/testing we should the game handle the events.
if(playMode){
Game::handleEvents();
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
playMode=false;
camera.x=cameraSave.x;
camera.y=cameraSave.y;
//NOTE: To prevent the mouse to still "be pressed" we set it to false.
pressedLeftMouse=false;
}
}else{
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Before we quit ask a make sure question.
if(msgBox(_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
}
}
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_SHIFT)){
pressedShift=true;
}
if(inputMgr.isKeyUpEvent(INPUTMGR_SHIFT)){
pressedShift=false;
}
//Check if delete is pressed.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_DELETE){
if(!selection.empty()){
//Loop through the selected game objects.
while(!selection.empty()){
//Remove the objects in the selection.
removeObject(selection[0]);
}
//And clear the selection vector.
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
//Check for copy (Ctrl+c) or cut (Ctrl+x).
if(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_c || event.key.keysym.sym==SDLK_x) && (event.key.keysym.mod & KMOD_CTRL)){
//Clear the current clipboard.
clipboard.clear();
//Check if the selection isn't empty.
if(!selection.empty()){
//Loop through the selection to find the left-top block.
int x=selection[0]->getBox().x;
int y=selection[0]->getBox().y;
for(unsigned int o=1; o<selection.size(); o++){
if(selection[o]->getBox().x<x || selection[o]->getBox().y<y){
x=selection[o]->getBox().x;
y=selection[o]->getBox().y;
}
}
//Loop through the selection for the actual copying.
for(unsigned int o=0; o<selection.size(); o++){
//Get the editor data of the object.
vector<pair<string,string> > obj;
selection[o]->getEditorData(obj);
//Loop through the editor data and convert it.
map<string,string> objMap;
for(unsigned int i=0;i<obj.size();i++){
objMap[obj[i].first]=obj[i].second;
}
//Add some entries to the map.
char s[64];
sprintf(s,"%d",selection[o]->getBox().x-x);
objMap["x"]=s;
sprintf(s,"%d",selection[o]->getBox().y-y);
objMap["y"]=s;
sprintf(s,"%d",selection[o]->type);
objMap["type"]=s;
//Overwrite the id to prevent triggers, portals, buttons, movingblocks, etc. from malfunctioning.
//We give an empty string as id, which is invalid and thus suitable.
objMap["id"]="";
//Do the same for destination if the type is portal.
if(selection[o]->type==TYPE_PORTAL){
objMap["destination"]="";
}
//And add the map to the clipboard vector.
clipboard.push_back(objMap);
if(event.key.keysym.sym==SDLK_x){
//Cutting means deleting the game object.
removeObject(selection[o]);
o--;
}
}
//Only clear the selection when Ctrl+x;
if(event.key.keysym.sym==SDLK_x){
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
}
//Check for paste (Ctrl+v).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_v && (event.key.keysym.mod & KMOD_CTRL)){
//First make sure that the clipboard isn't empty.
if(!clipboard.empty()){
//Clear the current selection.
selection.clear();
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Integers containing the diff of the x that occurs when placing a block outside the level size on the top or left.
//We use it to compensate the corrupted x and y locations of the other clipboard blocks.
int diffX=0;
int diffY=0;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
Block* block=new Block(0,0,atoi(clipboard[o]["type"].c_str()),this);
block->setPosition(atoi(clipboard[o]["x"].c_str())+x+diffX,atoi(clipboard[o]["y"].c_str())+y+diffY);
block->setEditorData(clipboard[o]);
if(block->getBox().x<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffX+=(0-(block->getBox().x));
}
if(block->getBox().y<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffY+=(0-(block->getBox().y));
}
//And add the object using the addObject method.
addObject(block);
//Also add the block to the selection.
selection.push_back(block);
}
}
}
//Check if the return button is pressed.
//If so run the configure tool.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_RETURN){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the selected game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check for collision.
if(checkCollision(mouse,levelObjects[o]->getBox())){
tool=CONFIGURE;
//Invoke the onEnterObject.
onEnterObject(levelObjects[o]);
//Break out of the for loop.
break;
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
cameraXvel=0;
cameraYvel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
if(pressedShift){
cameraXvel+=10;
}else{
cameraXvel+=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
if(pressedShift){
cameraXvel-=10;
}else{
cameraXvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_UP)){
if(pressedShift){
cameraYvel-=10;
}else{
cameraYvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if(pressedShift){
cameraYvel+=10;
}else{
cameraYvel+=5;
}
}
//Check if the left mouse button is pressed/holded.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=false;
//We also need to check if dragging is true.
if(dragging){
//Set dragging false and call the onDrop event.
dragging=false;
int x,y;
SDL_GetMouseState(&x,&y);
//We call the drop event.
onDrop(x+camera.x,y+camera.y);
}
}
//Check if the mouse is dragging.
if(pressedLeftMouse && event.type==SDL_MOUSEMOTION){
if(abs(event.motion.xrel)+abs(event.motion.yrel)>=2){
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//We call the dragStart event.
onDragStart(x+camera.x,y+camera.y);
}else{
//Dragging was already true meaning we call onDrag() instead of onDragStart().
onDrag(event.motion.xrel,event.motion.yrel);
}
}
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//Check if mouse is in the tool box
bool mouseInToolbox=(toolbox!=NULL && !playMode && tool==ADD && toolbox->visible
&& (toolbox->dragging || checkCollision(mouse,toolbox->getRect())));
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
//Only change the current type when using the add tool.
if(tool==ADD){
if(mouseInToolbox){
if((--toolbox->startRow)<0){
toolbox->startRow=toolbox->maxRow-1;
}
}else{
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
}
}
//When in configure mode.
if(tool==CONFIGURE){
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
//Only change the current type when using the add tool.
if(tool==ADD){
if(mouseInToolbox){
if((++toolbox->startRow)>=toolbox->maxRow){
toolbox->startRow=0;
}
}else{
currentType--;
if(currentType<0){
currentType=EDITOR_ORDER_MAX-1;
}
}
}
//When in configure mode.
if(tool==CONFIGURE){
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
}
//Check for tool shortcuts.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_a){
tool=ADD;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s){
tool=SELECT;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_d){
//We clear the selection since that can't be used in the deletion tool.
selection.clear();
tool=REMOVE;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_w){
tool=CONFIGURE;
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
//Check if mouse is in the tool box
if(mouseInToolbox){
toolbox->handleEvents();
}else{
//We didn't hit the toolbar so convert the mouse location to ingame location.
mouse.x+=camera.x;
mouse.y+=camera.y;
//Boolean if there's a click event fired.
bool clickEvent=false;
//Check if a mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN){
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),levelObjects[o]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(levelObjects[o],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(levelObjects[o],isSelected);
}
}
}
}
//If event is false then we clicked on void.
if(!clickEvent){
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
//Left mouse button on void.
onClickVoid(mouse.x,mouse.y);
}else if(event.button.button==SDL_BUTTON_RIGHT && tool==CONFIGURE){
//Stop linking.
linking=false;
linkingTrigger=NULL;
//Write the path to the moving block.
if(moving){
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
//Stop moving.
moving=false;
movingBlock=NULL;
}
}
}
}
}
}
//Check for backspace when moving to remove a movingposition.
if(moving && event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_BACKSPACE){
if(movingBlocks[movingBlock].size()>0){
movingBlocks[movingBlock].pop_back();
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings();
}
//Check if we should a new level. (Ctrl+n)
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_n && (event.key.keysym.mod & KMOD_CTRL)){
reset();
loadLevel(getDataPath()+"misc/Empty.map");
}
//Check if we should save the level (Ctrl+s) or save levelpack (Ctrl+Shift+s).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s && (event.key.keysym.mod & KMOD_CTRL)){
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-300)/2,600,300,GUIObjectFrame,_("Level settings"));
GUIObject* obj;
//NOTE: We reuse the objectProperty and secondProperty.
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
root->childControls.push_back(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Theme:"));
root->childControls.push_back(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
secondObjectProperty=obj;
root->childControls.push_back(obj);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%-.2f",levelTime/40.0f);
}else{
c[0]='\0';
}
obj=new GUIObject(40,150,240,36,GUIObjectLabel,_("Target time (s):"));
root->childControls.push_back(obj);
obj=new GUIObject(290,150,260,36,GUIObjectTextBox,c);
levelTimeProperty=obj;
root->childControls.push_back(obj);
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
}else{
c[0]='\0';
}
obj=new GUIObject(40,200,240,36,GUIObjectLabel,_("Target recordings:"));
root->childControls.push_back(obj);
obj=new GUIObject(290,200,260,36,GUIObjectTextBox,c);
levelRecordingsProperty=obj;
root->childControls.push_back(obj);
}
//Ok and cancel buttons.
obj=new GUIObject(root->width*0.3,300-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,300-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
GUIOverlay* overlay=new GUIOverlay(root);
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Get the editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Check for the highest id.
for(unsigned int i=0;i<objMap.size();i++){
if(objMap[i].first=="id"){
unsigned int id=atoi(objMap[i].second.c_str());
if(id>=currentId){
currentId=id+1;
}
}
}
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
break;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the movingBlocks vector.
vector<MovingPosition> positions;
movingBlocks[levelObjects[o]]=positions;
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[levelObjects[o]].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
break;
}
default:
break;
}
}
}
void LevelEditor::snapToGrid(int* x,int* y){
//Check if the x location is negative.
if(*x<0){
*x=-((abs(*x-50)/50)*50);
}else{
*x=(*x/50)*50;
}
//Now the y location.
if(*y<0){
*y=-((abs(*y-50)/50)*50);
}else{
*y=(*y/50)*50;
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
//NOTE: We put CONFIGURE above ADD and SELECT to use the same method of selection.
//Meaning there's no break at the end of CONFIGURE.
case CONFIGURE:
{
//Check if we are linking.
if(linking){
//Check if the obj is valid to link to.
switch(obj->type){
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//It's only valid when not linking a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//You can't link a portal to moving blocks, etc.
//Stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
case TYPE_PORTAL:
{
//Make sure that the linkingTrigger is also a portal.
if(linkingTrigger->type!=TYPE_PORTAL){
//The linkingTrigger isn't a portal so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
default:
//It isn't valid so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
break;
}
//Check if the linkingTrigger can handle multiple or only one link.
switch(linkingTrigger->type){
case TYPE_PORTAL:
{
//Portals can only link to one so remove all existing links.
triggers[linkingTrigger].clear();
triggers[linkingTrigger].push_back(obj);
break;
}
default:
{
//The most can handle multiple links.
triggers[linkingTrigger].push_back(obj);
break;
}
}
//Check if it's a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//Portals need to get the id of the other instead of give it's own id.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["destination"]=s;
linkingTrigger->setEditorData(editorData);
}
}else{
//Give the object the same id as the trigger.
vector<pair<string,string> > objMap;
linkingTrigger->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["id"]=s;
obj->setEditorData(editorData);
}
}
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
return;
}
//Now handle it as if the user pressed enter (show block properties dialog).
onEnterObject(obj);
}
case SELECT:
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
selection.clear();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
removeObject(obj);
break;
}
default:
break;
}
}
void LevelEditor::onRightClickObject(GameObject* obj,bool selected){
switch(tool){
case CONFIGURE:
{
//Make sure we aren't doing anything special.
if(moving || linking)
break;
//Check if it's a trigger.
if(obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Set linking true.
linking=true;
linkingTrigger=obj;
}
//Check if it's a moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Set moving true.
moving=true;
movingBlock=obj;
}
break;
}
case SELECT:
case ADD:
{
//We deselect the object if it's selected.
if(selected){
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),obj);
//Remove the object from selection.
if(it!=selection.end()){
selection.erase(it);
}
}else{
//It wasn't a selected object so switch to configure mode.
//Check if it's the right type of object.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES ||
obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
tool=CONFIGURE;
onRightClickObject(obj,selected);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case SELECT:
{
//We need to clear the selection.
selection.clear();
break;
}
case ADD:
{
//We need to clear the selection.
selection.clear();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
addObject(new Block(x,y,editorTileOrder[currentType],this));
break;
}
case CONFIGURE:
{
//We need to clear the selection.
selection.clear();
//If we're linking we should stop, user abort.
if(linking){
linking=false;
linkingTrigger=NULL;
//And return.
return;
}
//If we're moving we should add a point.
if(moving){
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//We can drag the selection so check if the selection isn't empty.
if(!selection.empty()){
//The selection isn't empty so search the dragCenter.
//Create a mouse rectangle.
SDL_Rect mouse={x,y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
if(checkCollision(selection[o]->getBox(),mouse)==true){
//We have collision so set the dragCenter.
dragCenter=selection[o];
selectionDrag=true;
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrag(int dx,int dy){
switch(tool){
case REMOVE:
{
//No matter what we delete the item the mouse is above.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrop(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Loop through the selection.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r1=selection[o]->getBox();
//We need to place the object at his drop place.
moveObject(selection[o],(r1.x-r.x)+x,(r1.y-r.y)+y);
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=false;
break;
}
default:
break;
}
}
void LevelEditor::onCameraMove(int dx,int dy){
switch(tool){
case REMOVE:
{
//Only delete when the left mouse button is pressed.
if(pressedLeftMouse){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onEnterObject(GameObject* obj){
switch(tool){
case CONFIGURE:
{
//Check if the type is an moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check if the moving block has a path..
string s1;
bool path=false;
if(!movingBlocks[obj].empty()){
s1=_("Defined");
path=true;
}else{
s1=_("None");
}
//Now create the GUI.
string s;
switch(obj->type){
case TYPE_MOVING_BLOCK:
s=_("Moving block");
break;
case TYPE_MOVING_SHADOW_BLOCK:
s=_("Moving shadow block");
break;
case TYPE_MOVING_SPIKES:
s=_("Moving spikes");
break;
}
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(70,50,280,36,GUIObjectCheckBox,_("Enabled"),(objMap[2].second!="1"));
obj->name="cfgMovingBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(70,80,280,36,GUIObjectCheckBox,_("Loop"),(objMap[3].second!="0"));
obj->name="cfgMovingBlockLoop";
obj->eventCallback=this;
secondObjectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(70,110,280,36,GUIObjectLabel,_("Path"));
root->childControls.push_back(obj);
GUIObject* label=new GUIObject(330,110,-1,36,GUIObjectLabel,s1.c_str());
root->childControls.push_back(label);
label->render(0,0,false);
if(path){
obj=new GUIObject(label->left+label->width,110,36,36,GUIObjectButton,"x");
obj->name="cfgMovingBlockClrPath";
obj->eventCallback=this;
root->childControls.push_back(obj);
}else{
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(label->left+label->width,115,36,36,GUIObjectButton,"+");
obj->name="cfgMovingBlockMakePath";
obj->eventCallback=this;
root->childControls.push_back(obj);
}
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgMovingBlockOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the GUI overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
}
//Check which type of object it is.
if(obj->type==TYPE_NOTIFICATION_BLOCK){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Now create the GUI.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,GUIObjectFrame,_("Notification block"));
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Enter message here:"));
root->childControls.push_back(obj);
obj=new GUITextArea(50,90,500,100);
string tmp=objMap[1].second.c_str();
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
obj->caption=tmp.c_str();
//Set the textField.
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgNotificationBlockOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the GUI overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
}
if(obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Now create the GUI.
string s;
if(obj->type==TYPE_CONVEYOR_BELT){
s=_("Shadow Conveyor belt");
}else{
s=_("Conveyor belt");
}
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(40,60,220,36,GUIObjectCheckBox,_("Enabled"),(objMap[1].second!="1"));
obj->name="cfgConveyorBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Enter speed here:"));
root->childControls.push_back(obj);
obj=new GUIObject(240,100,320,36,GUIObjectTextBox,objMap[2].second.c_str());
//Set the textField.
secondObjectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgConveyorBlockOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the GUI overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
}
if(obj->type==TYPE_PORTAL){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check how many targets there are for this object.
string s1;
bool target=false;
if(!triggers[obj].empty()){
s1=_("Defined");
target=true;
}else{
s1=_("None");
}
//Now create the GUI.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Portal"));
GUIObject* obj;
obj=new GUIObject(70,60,310,36,GUIObjectCheckBox,_("Activate on touch"),(objMap[1].second=="1"));
obj->name="cfgPortalAutomatic";
obj->eventCallback=this;
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(70,100,240,36,GUIObjectLabel,_("Targets:"));
root->childControls.push_back(obj);
GUIObject* label=new GUIObject(360,100,-1,36,GUIObjectLabel,s1.c_str());
root->childControls.push_back(label);
label->render(0,0,false);
//Check if there are targets defined.
if(target){
obj=new GUIObject(label->left+label->width,100,36,36,GUIObjectButton,"x");
obj->name="cfgPortalUnlink";
obj->eventCallback=this;
root->childControls.push_back(obj);
}else{
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(label->left+label->width,105,36,36,GUIObjectButton,"+");
obj->name="cfgPortalLink";
obj->eventCallback=this;
root->childControls.push_back(obj);
}
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgPortalOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the GUI overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
}
if(obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check how many targets there are for this object.
string s1;
bool targets=false;
if(!triggers[obj].empty()){
s1=tfm::format(_("%d Defined"),(int)triggers[obj].size());
targets=true;
}else{
s1=_("None");
}
//Now create the GUI.
string s;
if(obj->type==TYPE_BUTTON){
s=_("Button");
}else{
s=_("Switch");
}
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(70,60,240,36,GUIObjectLabel,_("Behaviour:"));
root->childControls.push_back(obj);
obj=new GUISingleLineListBox(250,60,300,36);
obj->name="lstBehaviour";
vector<string> v;
v.push_back(_("On"));
v.push_back(_("Off"));
v.push_back(_("Toggle"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
//Get the current behaviour.
if(objMap[1].second=="on"){
obj->value=0;
}else if(objMap[1].second=="off"){
obj->value=1;
}else{
//There's no need to check for the last one, since it's also the default.
obj->value=2;
}
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(70,100,240,36,GUIObjectLabel,_("Targets:"));
root->childControls.push_back(obj);
GUIObject* label=new GUIObject(250,100,-1,36,GUIObjectLabel,s1.c_str());
root->childControls.push_back(label);
label->render(0,0,false);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(label->left+label->width,105,36,36,GUIObjectButton,"+");
obj->name="cfgTriggerLink";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Check if there are targets defined.
if(targets){
obj=new GUIObject(label->left+label->width+40,100,36,36,GUIObjectButton,"x");
obj->name="cfgTriggerUnlink";
obj->eventCallback=this;
root->childControls.push_back(obj);
}
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgTriggerOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the GUI overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
}
if(obj->type==TYPE_FRAGILE){
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if it contains the state data.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Create the GUI.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Fragile"));
GUIObject* obj;
obj=new GUIObject(70,60,240,36,GUIObjectLabel,_("State:"));
root->childControls.push_back(obj);
obj=new GUISingleLineListBox(250,60,300,36);
obj->name="lstBehaviour";
vector<string> v;
v.push_back(_("Complete"));
v.push_back(_("One step"));
v.push_back(_("Two steps"));
v.push_back(_("Gone"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
//Get the current state.
obj->value=atoi(objMap[1].second.c_str());
objectProperty=obj;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.3,200-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgFragileOK";
obj->eventCallback=this;
root->childControls.push_back(obj);
obj=new GUIObject(root->width*0.7,200-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=this;
root->childControls.push_back(obj);
//Create the GUI overlay.
GUIOverlay* overlay=new GUIOverlay(root);
}
}
break;
}
default:
break;
}
}
void LevelEditor::addObject(GameObject* obj){
//Increase totalCollectables everytime we add a new collectable
if (obj->type==TYPE_COLLECTABLE) {
totalCollectables++;
}
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
levelObjects.push_back(obj);
//Check if the object is inside the level dimensions, etc.
//Just call moveObject() to perform this.
moveObject(obj,obj->getBox().x,obj->getBox().y);
//GameObject type specific stuff.
switch(obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//Add the object to the triggers.
vector<GameObject*> linked;
triggers[obj]=linked;
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the moving blocks.
vector<MovingPosition> positions;
movingBlocks[obj]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[obj].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setPosition(x,y);
//Check if the object is inside the level dimensions.
//If not let the level grow.
if(obj->getBox().x+50>LEVEL_WIDTH){
LEVEL_WIDTH=obj->getBox().x+50;
}
if(obj->getBox().y+50>LEVEL_HEIGHT){
LEVEL_HEIGHT=obj->getBox().y+50;
}
if(obj->getBox().x<0 || obj->getBox().y<0){
//A block on the left (or top) side of the level, meaning we need to shift everything.
//First calc the difference.
int diffx=(0-(obj->getBox().x));
int diffy=(0-(obj->getBox().y));
if(diffx<0) diffx=0;
if(diffy<0) diffy=0;
//Change the level size first.
//The level grows with the difference, 0-(x+50).
LEVEL_WIDTH+=diffx;
LEVEL_HEIGHT+=diffy;
//cout<<"x:"<<diffx<<",y:"<<diffy<<endl; //debug
camera.x+=diffx;
camera.y+=diffy;
//Set the position of player and shadow
//(although it's unnecessary if there is player and shadow start)
player.setPosition(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setPosition(shadow.getBox().x+diffx,shadow.getBox().y+diffy);
for(unsigned int o=0; o<levelObjects.size(); o++){
//FIXME: shouldn't recuesive call me (to prevent stack overflow bugs)
moveObject(levelObjects[o],levelObjects[o]->getBox().x+diffx,levelObjects[o]->getBox().y+diffy);
}
}
//If the object is a player or shadow start then change the start position of the player or shadow.
if(obj->type==TYPE_START_PLAYER){
//Center the player horizontally.
player.fx=obj->getBox().x+(50-23)/2;
player.fy=obj->getBox().y;
//Now reset the player to get him to it's new start position.
player.reset(true);
}
if(obj->type==TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx=obj->getBox().x+(50-23)/2;
shadow.fy=obj->getBox().y;
//Now reset the shadow to get him to it's new start position.
shadow.reset(true);
}
}
void LevelEditor::removeObject(GameObject* obj){
std::vector<GameObject*>::iterator it;
std::map<GameObject*,vector<GameObject*> >::iterator mapIt;
//Increase totalCollectables everytime we add a new collectable
if (obj->type==TYPE_COLLECTABLE) {
totalCollectables--;
}
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(obj);
if(mapIt!=triggers.end()){
//It is so we remove it.
triggers.erase(mapIt);
}
//Boolean if it could be a target.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES
|| obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT || obj->type==TYPE_PORTAL){
for(mapIt=triggers.begin();mapIt!=triggers.end();++mapIt){
//Now loop the target vector.
for(unsigned int o=0;o<(*mapIt).second.size();o++){
//Check if the obj is in the target vector.
if((*mapIt).second[o]==obj){
(*mapIt).second.erase(find((*mapIt).second.begin(),(*mapIt).second.end(),obj));
o--;
}
}
}
}
//Check if the object is in the movingObjects.
std::map<GameObject*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(obj);
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Now we remove the object from the levelObjects.
it=find(levelObjects.begin(),levelObjects.end(),obj);
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
delete obj;
obj=NULL;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["message"]=objectProperty->caption;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Conveyor belt block configure events.
if(name=="cfgConveyorBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["speed"]=secondObjectProperty->caption;
editorData["disabled"]=(objectProperty->value==0)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Moving block configure events.
if(name=="cfgMovingBlockOK"){
if(GUIObjectRoot){
//Set if the moving block is enabled/disabled.
std::map<std::string,std::string> editorData;
editorData["disabled"]=(objectProperty->value==0)?"1":"0";
editorData["loop"]=(secondObjectProperty->value==1)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgMovingBlockClrPath"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["MovingPosCount"]="0";
configuredObject->setEditorData(editorData);
std::map<GameObject*,vector<MovingPosition> >::iterator it;
it=movingBlocks.find(configuredObject);
if(it!=movingBlocks.end()){
(*it).second.clear();
}
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgMovingBlockMakePath"){
if(GUIObjectRoot){
//Set moving.
moving=true;
movingBlock=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Portal block configure events.
if(name=="cfgPortalOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["automatic"]=(objectProperty->value==1)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgPortalLink"){
//We set linking true.
linking=true;
linkingTrigger=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
if(name=="cfgPortalUnlink"){
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=triggers.find(configuredObject);
if(it!=triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//We reset the destination.
std::map<std::string,std::string> editorData;
editorData["destination"]="";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Trigger block configure events.
if(name=="cfgTriggerOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["behaviour"]=(dynamic_cast<GUISingleLineListBox*>(objectProperty))->item[objectProperty->value];
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgTriggerLink"){
//We set linking true.
linking=true;
linkingTrigger=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
if(name=="cfgTriggerUnlink"){
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=triggers.find(configuredObject);
if(it!=triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//We give the trigger a new id to prevent activating unlinked targets.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Fragile configuration.
if(name=="cfgFragileOK"){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",objectProperty->value);
editorData["state"]=s;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Cancel.
if(name=="cfgCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
levelName=objectProperty->caption;
levelTheme=secondObjectProperty->caption;
//target time and recordings.
string s=levelTimeProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=int(atof(s.c_str())*40.0+0.5);
}
s=levelRecordingsProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
//And delete the GUI.
if(GUIObjectRoot){
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="lvlSettingsCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
////////////////LOGIC////////////////////
void LevelEditor::logic(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//Move the camera.
if(cameraXvel!=0 || cameraYvel!=0){
camera.x+=cameraXvel;
camera.y+=cameraYvel;
//Call the onCameraMove event.
onCameraMove(cameraXvel,cameraYvel);
}
//Move the camera with the mouse.
if(toolbox!=NULL&&toolbox->visible)
setCamera(toolbarRect,toolbox->getRect());
else{
SDL_Rect r={0,0,0,0};
setCamera(toolbarRect,r);
}
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//Get the mouse location.
int k,x,y;
k = SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//We loop through the number of tools + the number of buttons.
for(int t=0; t<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-460)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
//Check if there's a mouse click.
if(k==SDL_BUTTON_LEFT){
if(t<NUMBER_TOOLS){
tool=(Tools)t;
//Check if we should show tool box
if(tool==ADD){
//show the tool box
if(toolbox==NULL){
toolbox=new LevelEditorToolbox(this);
}
if(!toolbox->visible){
toolbox->move(toolRect.x,toolRect.y-toolbox->height()-20);
toolbox->visible=true;
}
}
}else{
//The selected button isn't a tool.
//Now check which button it is.
if(t==NUMBER_TOOLS){
playMode=true;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
if(tool==CONFIGURE){
//Also stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
moving=false;
movingBlock=NULL;
}
}
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings();
}
if(t==NUMBER_TOOLS+4){
//Go back to the level selection screen of Level Editor
setNextState(STATE_LEVEL_EDIT_SELECT);
//Change the music back to menu music.
getMusicManager()->playMusic("menu");
}
if(t==NUMBER_TOOLS+3){
//Save current level
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(){
//Always let the game render the game.
Game::render();
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//Render the selectionmarks.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
//Get the location to draw.
SDL_Rect r=selection[o]->getBox();
r.x-=camera.x;
r.y-=camera.y;
//Draw the selectionMarks.
applySurface(r.x,r.y,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y,selectionMark,screen,NULL);
applySurface(r.x,r.y+r.h-5,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y+r.h-5,selectionMark,screen,NULL);
}
//Clear the placement surface.
SDL_FillRect(placement,NULL,0x00FF00FF);
//Draw the dark areas marking the outside of the level.
SDL_Rect r;
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,0);
}
if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,0);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_FillRect(placement,&r,0);
}
if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=SCREEN_WIDTH;
r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,0);
}
//Check if we should draw on the placement surface.
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
if(tool==CONFIGURE){
showConfigure();
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,screen);
//Render the placement surface.
applySurface(0,0,placement,screen,NULL);
//Render the hud layer.
renderHUD();
//Render tool box (if any)
if(toolbox!=NULL && !playMode && tool==ADD && toolbox->visible){
toolbox->render();
}
//On top of all render the toolbar.
applySurface((SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,toolbar,screen,NULL);
//Now render a tooltip.
if(tooltip>=0){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=NULL;
switch(tooltip){
case 0:
tip=TTF_RenderUTF8_Blended(fontText,_("Select"),fg);
break;
case 1:
tip=TTF_RenderUTF8_Blended(fontText,_("Add"),fg);
break;
case 2:
tip=TTF_RenderUTF8_Blended(fontText,_("Delete"),fg);
break;
case 3:
tip=TTF_RenderUTF8_Blended(fontText,_("Configure"),fg);
break;
case 4:
tip=TTF_RenderUTF8_Blended(fontText,_("Play"),fg);
break;
case 6:
tip=TTF_RenderUTF8_Blended(fontText,_("Level settings"),fg);
break;
case 7:
tip=TTF_RenderUTF8_Blended(fontText,_("Save level"),fg);
break;
case 8:
tip=TTF_RenderUTF8_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={(SCREEN_WIDTH-440)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-tip->h;
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-440)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,screen,color);
}
}
void LevelEditor::renderHUD(){
//Switch the tool.
switch(tool){
case CONFIGURE:
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 100" to keep the same position with every value
if (movingSpeedWidth==-1){
int w;
TTF_SizeUTF8(fontText,tfm::format(_("Movespeed: %s"),100).c_str(),&w,NULL);
movingSpeedWidth=w+4;
}
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black);
//Draw the text in box and free the surface.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,bm->h+6,screen,0xDDDDDDDD);
applySurface(SCREEN_WIDTH-movingSpeedWidth,2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
break;
default:
break;
}
}
void LevelEditor::showCurrentObject(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the currentType is a legal type.
if(currentType>=0 && currentType<EDITOR_ORDER_MAX){
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[currentType]);
if(obj){
obj->editorPicture.draw(placement,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Loop through the selection.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
ThemeBlock* obj=objThemes.getBlock(selection[o]->type);
if(obj){
SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(placement,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//Draw the trigger lines.
{
map<GameObject*,vector<GameObject*> >::iterator it;
for(it=triggers.begin();it!=triggers.end();++it){
//Check if the trigger has linked targets.
if(!(*it).second.empty()){
//The location of the trigger.
SDL_Rect r=(*it).first->getBox();
//Loop through the targets.
for(unsigned int o=0;o<(*it).second.size();o++){
//Get the location of the target.
SDL_Rect r1=(*it).second[o]->getBox();
//Draw the line from the center of the trigger to the center of the target.
drawLineWithArrow(r.x-camera.x+25,r.y-camera.y+25,r1.x-camera.x+25,r1.y-camera.y+25,placement,0,32,arrowAnimation%32);
//Also draw two selection marks.
applySurface(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,screen,NULL);
applySurface(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,screen,NULL);
}
}
}
//Draw a line to the mouse from the linkingTrigger when linking.
if(linking){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Draw the line from the center of the trigger to mouse.
drawLineWithArrow(linkingTrigger->getBox().x-camera.x+25,linkingTrigger->getBox().y-camera.y+25,x,y,placement,0,32,arrowAnimation%32);
}
}
//Draw the moving positions.
map<GameObject*,vector<MovingPosition> >::iterator it;
for(it=movingBlocks.begin();it!=movingBlocks.end();++it){
//Check if the block has positions.
if(!(*it).second.empty()){
//The location of the moving block.
SDL_Rect block=(*it).first->getBox();
block.x+=25-camera.x;
block.y+=25-camera.y;
//The location of the previous position.
//The first time it's the moving block's position self.
SDL_Rect r=block;
//Loop through the positions.
for(unsigned int o=0;o<(*it).second.size();o++){
//Draw the line from the center of the previous position to the center of the position.
//x and y are the coordinates for the current moving position.
int x=block.x+(*it).second[o].x;
int y=block.y+(*it).second[o].y;
//Check if we need to draw line
double dx=r.x-x;
double dy=r.y-y;
double d=sqrt(dx*dx+dy*dy);
if(d>0.001f){
if(it->second[o].time>0){
//Calculate offset to contain the moving speed.
int offset=int(d*arrowAnimation/it->second[o].time)%32;
drawLineWithArrow(r.x,r.y,x,y,placement,0,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,placement);
}
}
//And draw a marker at the end.
applySurface(x-13,y-13,movingMark,screen,NULL);
//Get the box of the previous position.
SDL_Rect tmp={x,y,0,0};
r=tmp;
}
}
}
//Draw a line to the mouse from the previous moving pos.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Check if we should snap the block to grid or not.
if(!pressedShift){
x+=camera.x;
y+=camera.y;
snapToGrid(&x,&y);
x-=camera.x;
y-=camera.y;
}else{
x-=25;
y-=25;
}
int posX,posY;
//Check if there are moving positions for the moving block.
if(!movingBlocks[movingBlock].empty()){
//Draw the line from the center of the previouse moving positions to mouse.
posX=movingBlocks[movingBlock].back().x;
posY=movingBlocks[movingBlock].back().y;
posX-=camera.x;
posY-=camera.y;
posX+=movingBlock->getBox().x;
posY+=movingBlock->getBox().y;
}else{
//Draw the line from the center of the movingblock to mouse.
posX=movingBlock->getBox().x-camera.x;
posY=movingBlock->getBox().y-camera.y;
}
//Calculate offset to contain the moving speed.
int offset=int(double(arrowAnimation)*movingSpeed/10.0)%32;
drawLineWithArrow(posX+25,posY+25,x+25,y+25,placement,0,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
void LevelEditor::resize(){
//Call the resize method of the Game.
Game::resize();
//Now update the placement surface.
if(placement)
SDL_FreeSurface(placement);
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x000000FF,0x0000FF00,0x00FF0000,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT,
TYPE_COLLECTABLE
};
diff --git a/src/LevelEditor.h b/src/LevelEditor.h
index 1596b28..34af314 100644
--- a/src/LevelEditor.h
+++ b/src/LevelEditor.h
@@ -1,275 +1,276 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 LEVELEDITOR_H
#define LEVELEDITOR_H
#include "GameState.h"
#include "GameObjects.h"
#include "Player.h"
#include "Game.h"
#include "GUIObject.h"
#include <vector>
#include <map>
#include <string>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
//Class that represents a moving position for moving blocks.
class MovingPosition{
public:
//Integer containing the relative time used to store in the level.
int time;
//The x location.
int x;
//The x location.
int y;
//Constructor.
//x: The x position relative to the moving block's position.
//y: The y position relative to the moving block's position.
//time: The time it takes from the previous position to here.
MovingPosition(int x,int y,int time);
//Destructor.
~MovingPosition();
//This will update the moving position.
//x: The x position relative to the moving block's position.
//y: The y position relative to the moving block's position.
void updatePosition(int x,int y);
};
//internal tool box class
class LevelEditorToolbox;
//The LevelEditor state, it's based on the Game state.
class LevelEditor: public Game{
friend class LevelEditorToolbox;
private:
//Boolean if the user isplaying/testing the level.
bool playMode;
//Enumaration containing the tools.
//SELECT: The select tool, for selecting/dragging blocks.
//ADD: For adding blocks.
//REMOVE: For removing blocks.
//CONFIGURE: Used to configure special blocks.
enum Tools{
SELECT,
ADD,
REMOVE,
CONFIGURE,
NUMBER_TOOLS
};
//The tool the user has selected.
Tools tool;
//The toolbar surface.
SDL_Surface* toolbar;
//Rectangle the size and location of the toolbar on screen.
SDL_Rect toolbarRect;
//The editor tool box (if any)
LevelEditorToolbox* toolbox;
//Vector containing pointers to the selected GameObjects.
vector<GameObject*> selection;
//The selection square.
SDL_Surface* selectionMark;
//Surface used for drawing transparent selection/dragging.
SDL_Surface* placement;
//A circle at the location of moving positions in configure mode.
SDL_Surface* movingMark;
//The current type of block to place in Add mode.
int currentType;
//Boolean if the shift button is pressed.
bool pressedShift;
//Boolean if the left mouse button is pressed.
bool pressedLeftMouse;
//Boolean if the mouse is dragged. (Left button pressed and moved)
bool dragging;
//The camera x velocity.
int cameraXvel;
int cameraYvel;
//SDL_Rect used to store the camera's location when entering playMode.
SDL_Rect cameraSave;
//Boolean if the selection is dragged.
bool selectionDrag;
//Pointer to the gameobject that's the center of the drag.
GameObject* dragCenter;
//Integer containing a unique id.
//Everytime a new id is needed it will increase by one.
unsigned int currentId;
//Vector containing the trigger GameObjects.
map<GameObject*,vector<GameObject*> > triggers;
//Boolean used in configure mode when linking triggers with their targets.
bool linking;
//Pointer to the trigger that's is being linked.
GameObject* linkingTrigger;
//Vector containing the moving GameObjects.
map<GameObject*,vector<MovingPosition> > movingBlocks;
//Integer containing the speed the block is moving for newly added blocks.
//The movingSpeed is capped at 100.
int movingSpeed;
//Boolean used in configure mode when configuring moving blocks.
bool moving;
//Pointer to the moving block that's is being configured.
GameObject* movingBlock;
//Value used for placing the Movespeed label
int movingSpeedWidth;
//The clipboard.
vector<map<string,string> > clipboard;
//Pointer to a GUIObject for a property of the object.
//Only used in the configure tool.
GUIObject* objectProperty;
//Pointer to a GUIObject for a property of the object.
//Only used in the configure tool.
GUIObject* secondObjectProperty;
//Pointer to the object that is being configured.
GameObject* configuredObject;
//String containing the levelTheme.
std::string levelTheme;
//Integer containing the button of which a tool tip should be shown.
int tooltip;
//GUI event handling is done here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
//Method that will let you configure the levelSettings.
void levelSettings();
//Method used to save the level.
//fileName: Thge filename to write the level to.
void saveLevel(string fileName);
//Method used to convert a given x and y to snap to grid.
//x: Pointer to the x location.
//y: Pointer to the y location.
void snapToGrid(int* x,int* y);
public:
//Array containing the ids of different block types in a wanted order
//Maybe also useful to disable deprecated block types in the editor
//PLEASE NOTE: Must be updated for new block types
//Ordered for Edward Liis proposal:
//Normal->Shadow->Spikes->Fragile
//Normal moving->Shadow moving->Moving spikes
//Conveyor belt->Shadow conveyor belt
//Button->Switch->Portal->Swap->Checkpoint->Notification block
//Player start->Shadow start->Exit
static const int EDITOR_ORDER_MAX=19;
static const int editorTileOrder[EDITOR_ORDER_MAX];
protected:
//Inherits the function loadLevelFromNode from Game class.
virtual void loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName);
public:
//Constructor.
LevelEditor();
//Destructor.
~LevelEditor();
//Method that will reset some default values.
void reset();
//Inherited from Game(State).
void handleEvents();
void logic();
void render();
void resize();
//Method used to draw the currentType on the placement surface.
//This will only be called when the tool is ADD.
void showCurrentObject();
//Method used to draw the selection that's being dragged.
void showSelectionDrag();
//Method used to draw configure tool specific things like moving positions, teleport lines.
void showConfigure();
//Method that will render the HUD.
//It will be rendered after the placement suface but before the toolbar.
void renderHUD();
//Method called after loading a level.
//It will fill the triggers vector.
void postLoad();
//Event that is invoked when there's a mouse click on an object.
//obj: Pointer to the GameObject clicked on.
//selected: Boolean if the GameObject that has been clicked on was selected.
void onClickObject(GameObject* obj,bool selected);
//Event that is invoked when there's a right mouse button click on an object.
//obj: Pointer to the GameObject clicked on.
//selected: Boolean if the GameObject that has been clicked on was selected.
void onRightClickObject(GameObject* obj,bool selected);
//Event that is invoked when there's a mouse click but not on any object.
//x: The x location of the click on the game field (+= camera.x).
//y: The y location of the click on the game field (+= camera.y).
void onClickVoid(int x,int y);
//Event that is invoked when the dragging starts.
//x: The x location the drag started. (mouse.x+camera.x)
//y: The y location the drag started. (mouse.y+camera.y)
void onDragStart(int x,int y);
//Event that is invoked when the mouse is dragged.
//dx: The relative x distance the mouse dragged.
//dy: The relative y distance the mouse dragged.
void onDrag(int dx,int dy);
//Event that is invoked when the mouse stopped dragging.
//x: The x location the drag stopped. (mouse.x+camera.x)
//y: The y location the drag stopped. (mouse.y+camera.y)
void onDrop(int x,int y);
//Event that is invoked when the camera is moved.
//dx: The relative x distance the camera moved.
//dy: The relative y distance the camera moved.
void onCameraMove(int dx,int dy);
//Event that is invoked when enter is pressed above an object.
//obj: Pointer to the GameObject entered above.
void onEnterObject(GameObject* obj);
//Method used to add a GameObject to the level.
//obj: Pointer to the gameobject to add.
void addObject(GameObject* obj);
//Method used to move a GameObject from the level.
//obj: Pointer to the gameobject to move.
//x: The new x location of the GameObject.
//y: The new y location of the GameObject.
void moveObject(GameObject* obj,int x,int y);
//Method used to remove a GameObject from the level.
//obj: Pointer to the gameobject to remove.
void removeObject(GameObject* obj);
};
#endif
diff --git a/src/LevelPack.cpp b/src/LevelPack.cpp
index cb62627..88b1e7b 100644
--- a/src/LevelPack.cpp
+++ b/src/LevelPack.cpp
@@ -1,522 +1,523 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "LevelPack.h"
#include "Functions.h"
#include "FileManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "MD5.h"
#include <string>
#include <vector>
#include <fstream>
#include <algorithm>
#include <iostream>
using namespace std;
LevelPack::LevelPack():currentLevel(0),loaded(false),levels(){
//We need to set the pointer to the dictionaryManager to NULL.
dictionaryManager=NULL;
}
LevelPack::~LevelPack(){
//We call clear, since that already takes care of the deletion, including the dictionaryManager.
clear();
}
void LevelPack::clear(){
currentLevel=0;
loaded=false;
levels.clear();
levelpackDescription.clear();
levelpackPath.clear();
levelProgressFile.clear();
congratulationText.clear();
//Also delte the dictionaryManager if it isn't null.
if(dictionaryManager){
delete dictionaryManager;
dictionaryManager=NULL;
}
}
bool LevelPack::loadLevels(const std::string& levelListFile){
//We're going to load a new levellist so first clean any existing levels.
clear();
//If the levelListFile is empty we have nothing to load so we return false.
if(levelListFile.empty()){
cerr<<"ERROR: No levellist file given."<<endl;
return false;
}
//Process the levelListFile, create a new string since lecelListFile is constant.
string levelListNew=levelListFile;
levelpackPath=pathFromFileName(levelListNew);
//Create two input streams, one for the levellist file and one for the levelprogress.
ifstream level(levelListNew.c_str());
if(!level){
cerr<<"ERROR: Can't load level list "<<levelListNew<<endl;
return false;
}
//Load the level list file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(level,&obj,true)){
cerr<<"ERROR: Invalid file format of level list "<<levelListNew<<endl;
return false;
}
}
//Check if there are translations for the levels.
{
//Try to open the locale folder in the levelpack to detect if there are translations for the levelpack.
vector<string> v;
v=enumAllDirs(pathFromFileName(levelListNew),false);
if(std::find(v.begin(),v.end(),"locale")!=v.end()){
//Folder is present so configure the levelDictionaryManager.
dictionaryManager=new tinygettext::DictionaryManager();
dictionaryManager->add_directory(pathFromFileName(levelListNew)+"locale/");
dictionaryManager->set_charset("UTF-8");
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}else{
dictionaryManager=NULL;
}
}
//Look for the name.
{
vector<string> &v=obj.attributes["name"];
if(!v.empty()){
levelpackName=v[0];
}else{
//Name is not defined so take the folder name.
levelpackName=pathFromFileName(levelListFile);
//Remove the last character '/'
levelpackName=levelpackName.substr(0,levelpackName.size()-1);
levelpackName=fileNameFromPath(levelpackName);
}
}
//Look for the description.
{
vector<string> &v=obj.attributes["description"];
if(!v.empty())
levelpackDescription=v[0];
}
//Look for the congratulation text.
{
vector<string> &v=obj.attributes["congratulations"];
if(!v.empty())
congratulationText=v[0];
}
//Loop through the level list entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(obj1->value.size()>=1 && obj1->name=="levelfile"){
Level level;
level.file=obj1->value[0];
level.targetTime=0;
level.targetRecordings=0;
//Open the level file to retrieve the name and target time/recordings.
TreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile((levelpackPath+level.file).c_str(),&obj,true)){
//Calc the MD5 FIRST because query obj.attributes will modify internal structure.
obj.name.clear();
obj.calcMD5(level.md5Digest);
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(level.file);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
}
//The default for locked is true, unless it's the first one.
level.locked=!levels.empty();
level.won=false;
level.time=-1;
level.recordings=-1;
//Add the level to the levels.
levels.push_back(level);
}
}
loaded=true;
return true;
}
void LevelPack::loadProgress(const std::string& levelProgressFile){
//Open the levelProgress file.
ifstream levelProgress;
if(!levelProgressFile.empty()){
this->levelProgressFile=levelProgressFile;
levelProgress.open(processFileName(this->levelProgressFile).c_str());
}
//Check if the file exists.
if(levelProgress){
//Now load the progress/statistics.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(levelProgress,&obj,true)){
cerr<<"ERROR: Invalid file format of level progress file."<<endl;
}
}
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(obj1->value.size()>=1 && obj1->name=="level"){
//We've found an entry for a level, now search the correct level.
Level* level=NULL;
for(unsigned int o=0;o<levels.size();o++){
if(obj1->value[0]==levels[o].file){
level=&levels[o];
break;
}
}
//Check if we found the level.
if(!level)
continue;
//Get the progress/statistics.
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->first=="locked"){
level->locked=(i->second[0]=="1");
}
if(i->first=="won"){
level->won=(i->second[0]=="1");
}
if(i->first=="time"){
level->time=(atoi(i->second[0].c_str()));
}
if(i->first=="recordings"){
level->recordings=(atoi(i->second[0].c_str()));
}
}
}
}
}
}
void LevelPack::saveLevels(const std::string& levelListFile){
//Get the fileName.
string levelListNew=processFileName(levelListFile);
//Open an output stream.
ofstream level(levelListNew.c_str());
//Check if we can use the file.
if(!level){
cerr<<"ERROR: Can't save level list "<<levelListNew<<endl;
return;
}
//Storage node that will contain the data that should be written.
TreeStorageNode obj;
//Make sure that there's a description.
if(!levelpackDescription.empty())
obj.attributes["description"].push_back(levelpackDescription);
//Make sure that there's a congratulation text.
if(!congratulationText.empty())
obj.attributes["congratulations"].push_back(congratulationText);
//Add the levels to the file.
for(unsigned int i=0;i<levels.size();i++){
TreeStorageNode* obj1=new TreeStorageNode;
obj1->name="levelfile";
obj1->value.push_back(fileNameFromPath(levels[i].file));
obj1->value.push_back(levels[i].name);
obj.subNodes.push_back(obj1);
}
//Write the it away.
POASerializer objSerializer;
objSerializer.writeNode(&obj,level,false,true);
}
void LevelPack::updateLanguage() {
if(dictionaryManager!=NULL)
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}
void LevelPack::addLevel(const string& levelFileName,int levelno){
//Fill in the details.
Level level;
if(!levelpackPath.empty() && levelFileName.compare(0,levelpackPath.length(),levelpackPath)==0){
level.file=fileNameFromPath(levelFileName);
}else{
level.file=levelFileName;
}
level.targetTime=0;
level.targetRecordings=0;
//Get the name of the level.
TreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile(levelFileName.c_str(),&obj,true)){
//Calc the MD5 FIRST because query obj.attributes will modify internal structure.
obj.name.clear();
obj.calcMD5(level.md5Digest);
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(levelFileName);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
}
//Set if it should be locked or not.
level.won=false;
level.time=-1;
level.recordings=-1;
level.locked=levels.empty()?false:true;
//Check if the level should be at the end or somewhere in the middle.
if(levelno<0 || levelno>=int(levels.size())){
levels.push_back(level);
}else{
levels.insert(levels.begin()+levelno,level);
}
//NOTE: We set loaded to true.
loaded=true;
}
void LevelPack::moveLevel(unsigned int level1,unsigned int level2){
if(level1<0 || level1>=levels.size())
return;
if(level2<0 || level2>=levels.size())
return;
if(level1==level2)
return;
levels.insert(levels.begin()+level2,levels[level1]);
if(level2<=level1)
levels.erase(levels.begin()+level1+1);
else
levels.erase(levels.begin()+level1);
}
void LevelPack::saveLevelProgress(){
//Check if the levels are loaded and a progress file is given.
if(!loaded || levelProgressFile.empty())
return;
//Open the progress file.
ofstream levelProgress(processFileName(levelProgressFile).c_str());
if(!levelProgress)
return;
//Open an output stream.
TreeStorageNode node;
//Loop through the levels.
for(unsigned int o=0;o<levels.size();o++){
TreeStorageNode* obj=new TreeStorageNode;
node.subNodes.push_back(obj);
char s[64];
//Set the name of the node.
obj->name="level";
obj->value.push_back(levels[o].file);
//Set the values.
obj->attributes["locked"].push_back(levels[o].locked?"1":"0");
obj->attributes["won"].push_back(levels[o].won?"1":"0");
sprintf(s,"%d",levels[o].time);
obj->attributes["time"].push_back(s);
sprintf(s,"%d",levels[o].recordings);
obj->attributes["recordings"].push_back(s);
}
//Create a POASerializer and write away the leve node.
POASerializer objSerializer;
objSerializer.writeNode(&node,levelProgress,true,true);
}
const string& LevelPack::getLevelName(int level){
if(level<0)
level=currentLevel;
return levels[level].name;
}
const unsigned char* LevelPack::getLevelMD5(int level){
if(level<0)
level=currentLevel;
return levels[level].md5Digest;
}
void LevelPack::getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
if(level<0)
level=currentLevel;
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//get level pack path.
string levelpackPath=LevelPack::levelpackPath;
string s=levels[level].file;
//process level pack name
for(;;){
string::size_type lps=levelpackPath.find_last_of("/\\");
if(lps==string::npos){
break;
}else if(lps==levelpackPath.size()-1){
levelpackPath.resize(lps);
}else{
levelpackPath=levelpackPath.substr(lps+1);
break;
}
}
//profess file name
{
string::size_type lps=s.find_last_of("/\\");
if(lps!=string::npos) s=s.substr(lps+1);
}
//check if it's custom level
{
string path="%USER%/records/autosave/";
if(!levelpackPath.empty()){
path+=levelpackPath;
path+='/';
}
path=processFileName(path);
if(createPath) createDirectory(path.c_str());
s=path+s;
}
//calculate MD5
s+='-';
s+=Md5::toString(levels[level].md5Digest);
//over
bestTimeFilePath=s+"-best-time.mnmsrec";
bestRecordingFilePath=s+"-best-recordings.mnmsrec";
}
void LevelPack::setLevelName(unsigned int level,const std::string& name){
if(level<levels.size())
levels[level].name=name;
}
const string& LevelPack::getLevelFile(int level){
if(level<0)
level=currentLevel;
return levels[level].file;
}
const string& LevelPack::getLevelpackPath(){
return levelpackPath;
}
struct LevelPack::Level* LevelPack::getLevel(int level){
if(level<0)
return &levels[currentLevel];
return &levels[level];
}
void LevelPack::resetLevel(int level){
if(level<0)
level=currentLevel;
//Set back to default.
levels[level].locked=(level!=0);
levels[level].won=false;
levels[level].time=-1;
levels[level].recordings=-1;
}
void LevelPack::nextLevel(){
currentLevel++;
}
bool LevelPack::getLocked(unsigned int level){
return levels[level].locked;
}
void LevelPack::setCurrentLevel(unsigned int level){
currentLevel=level;
}
void LevelPack::setLocked(unsigned int level,bool locked){
levels[level].locked=locked;
}
void LevelPack::swapLevel(unsigned int level1,unsigned int level2){
if(level1<levels.size()&&level2<levels.size()){
swap(levels[level1],levels[level2]);
}
}
void LevelPack::removeLevel(unsigned int level){
if(level<levels.size()){
levels.erase(levels.begin()+level);
}
}
diff --git a/src/LevelPack.h b/src/LevelPack.h
index ee077c5..b0e9c65 100644
--- a/src/LevelPack.h
+++ b/src/LevelPack.h
@@ -1,183 +1,184 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 LEVELPACK_H
#define LEVELPACK_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <vector>
#include <string>
#include "GameObjects.h"
#include "Player.h"
#include "libs/tinygettext/tinygettext.hpp"
class LevelPack{
public:
//A level entry structure.
struct Level{
//The name of the level.
string name;
//The filename of the level.
string file;
//Boolean if the level is locked.
bool locked;
//Boolean if the level is won.
bool won;
//Integer containing the number of ticks (40 = 1s) it took to finish the level.
//If there's no time the value will be -1.
int time;
//Integer containing the target time to get a medal.
int targetTime;
//Integer containing the number of recordings used to finish the level.
//When not won the value is -1.
int recordings;
//Integer containing the target recordings to get a medal.
int targetRecordings;
//MD5 of level node. :/
unsigned char md5Digest[16];
};
private:
//Index of the current level.
int currentLevel;
//Boolean if the levels are loaded.
bool loaded;
//Vector containing the filenames of the levels.
std::vector<Level> levels;
//The file name of the level progress.
std::string levelProgressFile;
public:
//The name of the levelpack.
std::string levelpackName;
//The location the levelpack is stored.
std::string levelpackPath;
//A description of the levelpack.
std::string levelpackDescription;
//The text that will be displayed when the levels are finished.
std::string congratulationText;
//The dictionaryManager of the levelpack, used to translate strings.
tinygettext::DictionaryManager* dictionaryManager;
//Constructor.
LevelPack();
//Destructor.
~LevelPack();
//gettext function
inline tinygettext::DictionaryManager* getDictionaryManager() const{
return dictionaryManager;
}
//Method for updating the language to the configured one.
//NOTE: This is called when changing the translation in the Options menu.
void updateLanguage();
//Adds a level to the levels.
//levelFileName: The filename of the level to add.
//level: The index of the level to add.
void addLevel(const std::string& levelFileName,int levelno=-1);
//Removes a level from the levels.
//level: The index of the level to remove.
void removeLevel(unsigned int level);
//Moves the level to a given index.
//level1: The level to move.
//level2: The destination.
void moveLevel(unsigned int level1,unsigned int level2);
//Swaps two level.
//level1: The first level to swap.
//level2: The second level to swap.
void swapLevel(unsigned int level1,unsigned int level2);
//Get the levelFile for a given level.
//level: The level index to get the levelFileName from.
//Returns: String containing the levelFileName.
const std::string& getLevelFile(int level=-1);
//Get the levelpackPath of the levels.
//Returns: String containing the levelpackPath.
const std::string& getLevelpackPath();
//Get the levelName for a given level.
//level: The level index to get the levelName from.
//Returns: String containing the levelName.
const std::string& getLevelName(int level=-1);
//Sets the levelName for a given level.
//level: The level index to get the levelName from.
//name: The new name of the level.
void setLevelName(unsigned int level,const std::string& name);
//Get the MD5 for a given level.
//level: The level index.
//Returns: const unsigned char[16] containing the digest.
const unsigned char* getLevelMD5(int level=-1);
//get level's auto-save record path,
//using level's MD5, file name and other information.
void getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
//Set the currentLevel.
//level: The new current level.
void setCurrentLevel(unsigned int level);
//Get the currentLevel.
//Returns: The currentLevel.
inline int getCurrentLevel(){return currentLevel;}
//Get the levelCount.
//Returns: The level count.
inline int getLevelCount(){return levels.size();}
//Method that will return the requested level.
//level: The index of the level, default is the current level.
//Returns: Pointer to the requested level structure.
struct Level* getLevel(int level=-1);
//Method that will reset any progress/statistics for a given level.
//level: The index of the level to reset, default is currentLevel.
void resetLevel(int level=-1);
//Check if a certain level is locked.
//level: The index of the level to check.
//Returns: True if the level is locked.
bool getLocked(unsigned int level);
//Set a level locked or not.
//level: The level to (un)lock.
//locked: The new status of the level, default is unlocked (false).
void setLocked(unsigned int level,bool locked=false);
//Empties the levels.
void clear();
bool loadLevels(const std::string& levelListFile);
void loadProgress(const std::string& levelProgressFile);
void saveLevels(const std::string& levelListFile);
void saveLevelProgress();
void nextLevel();
};
#endif
diff --git a/src/LevelPackManager.cpp b/src/LevelPackManager.cpp
index 77ac8dc..64ec794 100644
--- a/src/LevelPackManager.cpp
+++ b/src/LevelPackManager.cpp
@@ -1,118 +1,118 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "LevelPackManager.h"
#include "LevelPack.h"
#include "FileManager.h"
#include <stdio.h>
void LevelPackManager::loadLevelPack(std::string path){
//Load the levelpack.
LevelPack* levelpack=new LevelPack();
levelpack->loadLevels(path+"/levels.lst");
//Check if the entry doesn't already exist.
if(levelpacks.find(levelpack->levelpackName)!=levelpacks.end()){
cerr<<"WARNING: Levelpack entry \""+levelpack->levelpackName+"\" already exist."<<endl;
return;
}
//It doesn't exist so add it.
levelpacks[levelpack->levelpackName]=levelpack;
}
void LevelPackManager::addLevelPack(LevelPack* levelpack){
//Check if the entry doesn't already exist.
if(levelpacks.find(levelpack->levelpackName)!=levelpacks.end()){
cerr<<"WARNING: Levelpack entry \""+levelpack->levelpackName+"\" already exist."<<endl;
return;
}
//It doesn't exist so add it.
levelpacks[levelpack->levelpackName]=levelpack;
}
void LevelPackManager::removeLevelPack(std::string name){
std::map<std::string,LevelPack*>::iterator it=levelpacks.find(name);
//Check if the entry exists.
if(it!=levelpacks.end()){
levelpacks.erase(it);
}else{
cerr<<"WARNING: Levelpack entry \""+name+"\" doesn't exist."<<endl;
}
}
LevelPack* LevelPackManager::getLevelPack(std::string name){
return levelpacks[name];
}
vector<string> LevelPackManager::enumLevelPacks(int type){
//The vector that will be returned.
vector<string> v;
//Now do the type dependent adding.
switch(type){
case ALL_PACKS:
{
std::map<std::string,LevelPack*>::iterator i;
for(i=levelpacks.begin();i!=levelpacks.end();++i){
//We add everything except the "Custom Levels" pack since that's also in "Levels".
if(i->first!="Custom Levels")
v.push_back(i->first);
}
break;
}
case CUSTOM_PACKS:
{
std::map<std::string,LevelPack*>::iterator i;
for(i=levelpacks.begin();i!=levelpacks.end();++i){
//Only add levelpacks that are under the custom folder OR if it's the "Custom Levels" levelpack.
if(i->second->levelpackPath.find(getUserPath(USER_DATA)+"custom/")==0 || i->first=="Custom Levels"){
v.push_back(i->first);
}
}
break;
}
}
//And return the vector.
return v;
}
void LevelPackManager::updateLanguage(){
std::map<std::string,LevelPack*>::iterator i;
for(i=levelpacks.begin();i!=levelpacks.end();++i){
i->second->updateLanguage();
}
}
LevelPackManager::~LevelPackManager(){
//We call destroy().
destroy();
}
void LevelPackManager::destroy(){
//Loop through the levelpacks and delete them.
std::map<std::string,LevelPack*>::iterator i;
for(i=levelpacks.begin();i!=levelpacks.end();++i){
delete i->second;
}
levelpacks.clear();
}
diff --git a/src/LevelPackManager.h b/src/LevelPackManager.h
index a744915..3285d1a 100644
--- a/src/LevelPackManager.h
+++ b/src/LevelPackManager.h
@@ -1,80 +1,81 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 LEVELPACKMANAGER_H
#define LEVELPACKMANAGER_H
#include "LevelPack.h"
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <string>
#include <map>
#include <vector>
//Class for loading and managing levelpacks.
class LevelPackManager{
public:
//Constructor.
LevelPackManager(){}
//Destructor.
~LevelPackManager();
//Load a levelpack and add it to the map.
//name: The name of the levelpack files.
void loadLevelPack(std::string name);
//Insert a levelpack in the LevelPackManager.
//levelpack: Pointer to the levelpack to add.
void addLevelPack(LevelPack* levelpack);
//Removes a levelpack from the LevelPackManager.
//name: The name of the levelpack to remove.
void removeLevelPack(std::string name);
//Method that will return a levelpack.
//name: The name of the levelpack.
//Returns: Pointer to the requested levelpack.
LevelPack* getLevelPack(std::string name);
//Method that will return a vector containing all (or a subset) of the levelpacks.
//type: The list type, default is ALL_PACKS.
std::vector<std::string> enumLevelPacks(int type=ALL_PACKS);
//Method that will update the translation of the levelpacks.
//NOTE: This is called when changing the language in the Options menu.
void updateLanguage();
//Destroys the levelpacks.
void destroy();
//Enumeration containing the different types of levelpack lists.
enum LevelPackLists
{
//This list contains every levelpack.
ALL_PACKS,
//This list contains all the custom levelpacks (and Levels).
CUSTOM_PACKS
};
private:
//Map containing the levelpacks.
//The key is the name of the levelpack and the value is a pointer to the levelpack.
std::map<std::string,LevelPack*> levelpacks;
};
#endif
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 6f2e4a4..415ea6f 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,458 +1,459 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
using namespace std;
/////////////////////LEVEL SELECT/////////////////////
static string levelDescription,levelMedal2,levelMedal3,levelTime,levelRecs;
static string bestTimeFilePath,bestRecordingFilePath;
LevelPlaySelect::LevelPlaySelect():LevelSelect(_("Select Level")){
//Load the play button if needed.
playButtonImage=loadImage(getDataPath()+"gfx/playbutton.png");
timeIcon=loadImage(getDataPath()+"gfx/time.png");
recordingsIcon=loadImage(getDataPath()+"gfx/recordings.png");
//Create the gui.
createGUI(true);
//Show level list
refresh();
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
recordingsIcon=NULL;
timeIcon=NULL;
}
void LevelPlaySelect::createGUI(bool initial){
//Create the play button.
if(initial){
play=new GUIObject(SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Play"));
}else{
play->left=SCREEN_WIDTH-240;
play->top=SCREEN_HEIGHT-60;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
if(initial)
GUIObjectRoot->childControls.push_back(play);
}
void LevelPlaySelect::refresh(bool change){
int m=levels->getLevelCount();
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
//Recreate the non selected number.
selectedNumber=new Number();
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(" ",box);
selectedNumber->setLocked(true);
levelDescription=_("Choose a level");
levelMedal2=string(_("Time:"));
levelMedal3=string(_("Recordings:"));
levelTime=string("- / -");
levelRecs=string("- / -");
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.push_back(Number());
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(n,box);
numbers[n].setLocked(levels->getLocked(n));
int medal=levels->getLevel(n)->won;
if(medal){
if(levels->getLevel(n)->targetTime<0 || levels->getLevel(n)->time<=levels->getLevel(n)->targetTime)
medal++;
if(levels->getLevel(n)->targetRecordings<0 || levels->getLevel(n)->recordings<=levels->getLevel(n)->targetRecordings)
medal++;
}
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->levelpackDescription.empty())
levelpackDescription->caption=_C(levels->getDictionaryManager(),levels->levelpackDescription);
else
levelpackDescription->caption="";
}
void LevelPlaySelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
displayLevelInfo(number);
}
}
void LevelPlaySelect::checkMouse(){
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(checkCollision(box,mouse)){
Game::recordFile=bestTimeFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestRecordingFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse();
}
void LevelPlaySelect::displayLevelInfo(int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number();
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(number,box);
selectedNumber->setLocked(false);
//Show level description
levelDescription=levels->getLevelName(number);
//Show level medal
int medal=levels->getLevel(number)->won;
int time=levels->getLevel(number)->time;
int targetTime=levels->getLevel(number)->targetTime;
int recordings=levels->getLevel(number)->recordings;
int targetRecordings=levels->getLevel(number)->targetRecordings;
if(medal){
if(targetTime<0){
medal=-1;
}else{
if(targetTime<0 || time<=targetTime)
medal++;
if(targetRecordings<0 || recordings<=targetRecordings)
medal++;
}
}
selectedNumber->setMedal(medal);
//Show best time and recordings
if(medal){
char s[64];
if(time>0)
if(targetTime>0)
sprintf(s,"%-.2fs / %-.2fs",time/40.0f,targetTime/40.0f);
else
sprintf(s,"%-.2fs / -",time/40.0f);
else
s[0]='\0';
levelTime=string(s);
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
levelRecs=string(s);
}else{
levelTime=string("- / -");
levelRecs=string("- / -");
}
//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);
}
}
}
void LevelPlaySelect::render(){
//First let the levelselect render.
LevelSelect::render();
int x,y,dy=0,m=levels->getLevelCount();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(0);
SDL_Color fg={0,0,0};
SDL_Surface* bm;
if(!levelDescription.empty()){
bm=TTF_RenderUTF8_Blended(fontText,_C(levels->getDictionaryManager(),levelDescription.c_str()),fg);
applySurface(100,SCREEN_HEIGHT-130+(50-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Only show the replay if the level is completed (won).
if(selectedNumber->getNumber()>=0 && selectedNumber->getNumber()<levels->getLevelCount()) {
if(levels->getLevel(selectedNumber->getNumber())->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(SCREEN_WIDTH-80,SCREEN_HEIGHT-130,playButtonImage,screen,&r);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(SCREEN_WIDTH-80,SCREEN_HEIGHT-98,playButtonImage,screen,&r);
}
}
}
if(!levelMedal2.empty()){
//Draw the icon.
applySurface(SCREEN_WIDTH-405,SCREEN_HEIGHT-130+3,timeIcon,screen,NULL);
//Now draw the text (title).
bm=TTF_RenderUTF8_Blended(fontText,levelMedal2.c_str(),fg);
applySurface(SCREEN_WIDTH-380,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
//Now draw the second text (value).
bm=TTF_RenderUTF8_Blended(fontText,levelTime.c_str(),fg);
applySurface(SCREEN_WIDTH-bm->w-80,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal3.empty()){
//Draw the icon.
applySurface(SCREEN_WIDTH-405,SCREEN_HEIGHT-98+(6)/2,recordingsIcon,screen,NULL);
//Now draw the text (title).
bm=TTF_RenderUTF8_Blended(fontText,levelMedal3.c_str(),fg);
applySurface(SCREEN_WIDTH-380,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
//Now draw the second text (value).
bm=TTF_RenderUTF8_Blended(fontText,levelRecs.c_str(),fg);
applySurface(SCREEN_WIDTH-bm->w-80,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
}
}
void LevelPlaySelect::renderTooltip(unsigned int number,int dy){
SDL_Color fg={0,0,0};
char s[64];
//Render the name of the level.
SDL_Surface* name=TTF_RenderUTF8_Blended(fontText,_C(levels->getDictionaryManager(),levels->getLevelName(number)),fg);
SDL_Surface* time=NULL;
SDL_Surface* recordings=NULL;
//The time it took.
if(levels->getLevel(number)->time>0){
sprintf(s,"%-.2fs",levels->getLevel(number)->time/40.0f);
time=TTF_RenderUTF8_Blended(fontText,s,fg);
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
sprintf(s,"%d",levels->getLevel(number)->recordings);
recordings=TTF_RenderUTF8_Blended(fontText,s,fg);
}
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(time!=NULL && recordings!=NULL){
r.w=(name->w)>(25+time->w+40+recordings->w)?(name->w):(25+time->w+40+recordings->w);
r.h=name->h+5+20;
}else{
r.w=name->w;
r.h=name->h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->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=0xFFFFFF00|240;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(time!=NULL){
//Now draw the time.
applySurface(r2.x,r2.y,timeIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(time,NULL,screen,&r2);
r2.x+=time->w+15;
}
if(recordings!=NULL){
//Now draw the recordings.
applySurface(r2.x,r2.y,recordingsIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(recordings,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
SDL_FreeSurface(time);
SDL_FreeSurface(recordings);
}
void LevelPlaySelect::resize(){
//Let the LevelSelect do his stuff.
LevelSelect::resize();
//Now create our gui again.
createGUI(false);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
}
diff --git a/src/LevelPlaySelect.h b/src/LevelPlaySelect.h
index 1a40346..5b3096e 100644
--- a/src/LevelPlaySelect.h
+++ b/src/LevelPlaySelect.h
@@ -1,80 +1,81 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 LEVELPLAYSELECT_H
#define LEVELPLAYSELECT_H
#include "GameState.h"
#include "LevelSelect.h"
#include "GameObjects.h"
#include "Player.h"
#include "GUIObject.h"
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <vector>
#include <string>
//This is the LevelSelect state, here you can select levelpacks and levels.
class LevelPlaySelect : public LevelSelect{
private:
//Pointer to the play button, it is only shown when a level is selected.
GUIObject* play;
//Image of a play icon used as button to start replays.
SDL_Surface* playButtonImage;
//Image containing the time icon.
SDL_Surface* timeIcon;
//Image containing the recordings icon.
SDL_Surface* recordingsIcon;
//Method that will create the GUI elements.
//initial: Boolean if it is the first time the gui is created.
void createGUI(bool initial);
//display level info.
void displayLevelInfo(int number);
//Check where and if the mouse clicked on a number.
//If so it will start the level.
void checkMouse();
public:
//Constructor.
LevelPlaySelect();
//Destructor.
~LevelPlaySelect();
//Inherited from LevelSelect.
void refresh(bool change=true);
void selectNumber(unsigned int number,bool selected);
//Inherited from GameState.
void render();
//Inherited from GameState.
void resize();
//Inherited from LevelSelect.
void renderTooltip(unsigned int number,int dy);
//GUI events will be handled here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
};
#endif
diff --git a/src/LevelSelect.cpp b/src/LevelSelect.cpp
index f1e1922..5ea6222 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,402 +1,403 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 2011-2012 Me and My Shadow
+ *
+ * This file is part of Me and My Shadow.
+ *
+ * Me and My Shadow is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * Me and My Shadow is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
////////////////////NUMBER////////////////////////
Number::Number(){
image=NULL;
number=0;
medal=0;
selected=false;
locked=false;
//Set the default dimensions.
box.x=0;
box.y=0;
box.h=50;
box.w=50;
//Load the medals image.
background=loadImage(getDataPath()+"gfx/level.png");
backgroundLocked=loadImage(getDataPath()+"gfx/levellocked.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
}
Number::~Number(){
//We only need to free the SDLSurface.
if(image) SDL_FreeSurface(image);
}
void Number::init(int number,SDL_Rect box){
//First set the number and update our status.
this->number=number;
//Write our text, number+1 since the counting doens't start with 0, but with 1.
std::stringstream text;
number++;
text<<number;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
//Create the text image.
//Also check which font to use, if the number is higher than 100 use the small font.
image=TTF_RenderUTF8_Blended(fontGUI,text.str().c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::init(std::string text,SDL_Rect box){
//First set the number and update our status.
this->number=-1;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
image=TTF_RenderUTF8_Blended(fontGUI,text.c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::show(int dy){
//First draw the background, also apply the yOffset(dy).
if(!locked)
applySurface(box.x,box.y-dy,background,screen,NULL);
else
applySurface(box.x,box.y-dy,backgroundLocked,screen,NULL);
//Now draw the text image over the background.
//We draw it centered inside the box.
applySurface((box.x+25-(image->w/2)),box.y-dy,image,screen,NULL);
//Draw the selection mark.
if(selected){
drawGUIBox(box.x,box.y-dy,50,50,screen,0xFFFFFF23);
}
//Draw the medal.
if(medal>0){
SDL_Rect r={(medal-1)*30,0,30,30};
applySurface(box.x+30,(box.y+30)-dy,medals,screen,&r);
}
}
void Number::setLocked(bool locked){
this->locked=locked;
}
void Number::setMedal(int medal){
this->medal=medal;
}
/////////////////////LEVEL SELECT/////////////////////
LevelSelect::LevelSelect(string titleText,LevelPackManager::LevelPackLists packType){
//clear the selected level
selectedNumber=NULL;
//Calculate the LEVELS_PER_ROW and LEVEL_ROWS if they aren't calculated already.
calcRows();
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,titleText.c_str(),black);
//create GUI (test only)
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//the level select scroll bar
levelScrollBar=new GUIScrollBar(SCREEN_WIDTH*0.9,184,16,SCREEN_HEIGHT-344,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->childControls.push_back(levelScrollBar);
//level pack description
levelpackDescription=new GUIObject(0,140,SCREEN_WIDTH,32,GUIObjectLabel,"",0,true,true,GUIGravityCenter);
GUIObjectRoot->childControls.push_back(levelpackDescription);
levelpacks=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<string> v=getLevelPackManager()->enumLevelPacks(packType);
levelpacks->item=v;
levelpacks->value=0;
//Check if we can find the lastlevelpack.
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
}
}
//Get the name of the selected levelpack.
string levelpackName=levelpacks->item[levelpacks->value];
string s1=getUserPath(USER_DATA)+"progress/"+levelpackName+".progress";
//Load the progress.
levels=getLevelPackManager()->getLevelPack(v[levelpacks->value]);
levels->loadProgress(s1);
//And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->childControls.push_back(levelpacks);
obj=new GUIObject(20,20,-1,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
section=0;
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
//Free the rendered title surface.
SDL_FreeSurface(title);
}
void LevelSelect::calcRows(){
//Calculate the number of rows and the number of levels per row.
LEVELS_PER_ROW=(SCREEN_WIDTH*0.8)/64;
int LEVEL_ROWS=(SCREEN_HEIGHT-344)/64;
LEVELS_DISPLAYED_IN_SCREEN=LEVELS_PER_ROW*LEVEL_ROWS;
}
void LevelSelect::selectNumberKeyboard(int x,int y){
if(section==2){
//Move selection
int realNumber=selectedNumber->getNumber()+x+(y*LEVELS_PER_ROW);
//If selection is outside of the map grid, change section
if(realNumber<0 || realNumber>numbers.size()-1){
section=1;
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=false;
}
}else{
//If not, move selection
if(!numbers[realNumber].getLocked()){
selectNumber(realNumber,false);
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==realNumber);
}
}
}
}else if(section==1){
//Loop through levelpacks and update GUI
levelpacks->value+=x;
if(levelpacks->value<0){
levelpacks->value=levelpacks->item.size()-1;
}else if(levelpacks->value>levelpacks->item.size()-1){
levelpacks->value=0;
}
GUIEventCallback_OnEvent("cmdLvlPack",static_cast<GUIObject*>(levelpacks),0);
//If up is pressed, change section
if(y==1){
section=2;
selectNumber(0,false);
numbers[0].selected=true;
}
}else{
section=clamp(section+y,0,2);
}
}
void LevelSelect::handleEvents(){
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check for a mouse click.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
checkMouse();
}
//Check focus movement
if(inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
selectNumberKeyboard(1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
selectNumberKeyboard(-1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
selectNumberKeyboard(0,-1);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
selectNumberKeyboard(0,1);
}
//Check if enter is pressed
if(section==2 && inputMgr.isKeyUpEvent(INPUTMGR_SELECT)){
selectNumber(selectedNumber->getNumber(),true);
}
//Check if escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
//Check for scrolling down and up.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && levelScrollBar){
if(levelScrollBar->value<levelScrollBar->maxValue) levelScrollBar->value++;
return;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && levelScrollBar){
if(levelScrollBar->value>0) levelScrollBar->value--;
return;
}
}
void LevelSelect::checkMouse(){
int x,y,dy=0,m=numbers.size();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if there's a scrollbar, if so get the value.
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*LEVELS_PER_ROW; n<m; n++){
if(!numbers[n].getLocked()){
if(checkCollision(mouse,numbers[n].box)==true){
if(numbers[n].selected){
selectNumber(n,true);
}else{
//Select current level
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==n);
}
selectNumber(n,false);
}
section=2;
break;
}
}
}
}
void LevelSelect::logic(){}
void LevelSelect::render(){
int x,y,dy=0,m=numbers.size();
int idx=-1;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Draw the menu background.
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
//Loop through the level blocks and draw them.
for(int n=dy*LEVELS_PER_ROW;n<m;n++){
numbers[n].show(dy*64);
if(numbers[n].getLocked()==false && checkCollision(mouse,numbers[n].box)==true)
idx=n;
}
//Show the tool tip text.
if(idx>=0){
renderTooltip(idx,dy);
}
}
void LevelSelect::resize(){
calcRows();
refresh(false);
//NOTE: We don't need to recreate the listbox and the back button, only resize the list.
levelpacks->left=(SCREEN_WIDTH-500)/2;
levelpackDescription->width = SCREEN_WIDTH;
}
void LevelSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
string s;
if(name=="cmdLvlPack"){
getSettings()->setValue("lastlevelpack",static_cast<GUISingleLineListBox*>(obj)->item[obj->value]);
}else if(name=="cmdBack"){
setNextState(STATE_MENU);
return;
}else{
return;
}
//new: reset the level list scroll bar
if(levelScrollBar)
levelScrollBar->value=0;
string s1=getUserPath(USER_DATA)+"progress/"+static_cast<GUISingleLineListBox*>(obj)->item[obj->value]+".progress";
levels=getLevelPackManager()->getLevelPack(static_cast<GUISingleLineListBox*>(obj)->item[obj->value]);
//Load the progress file.
levels->loadProgress(s1);
//And refresh the numbers.
refresh();
}
diff --git a/src/LevelSelect.h b/src/LevelSelect.h
index 4da8570..219c7cf 100644
--- a/src/LevelSelect.h
+++ b/src/LevelSelect.h
@@ -1,166 +1,167 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 LEVELSELECT_H
#define LEVELSELECT_H
#include "GameState.h"
#include "GameObjects.h"
#include "Player.h"
#include "GUIObject.h"
#include "GUIScrollBar.h"
#include "GUIListBox.h"
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <vector>
#include <string>
//Class that represents a level in the levelselect menu.
class Number{
private:
//The background image of the number.
SDL_Surface* background;
//The background image of the number when it's locked.
SDL_Surface* backgroundLocked;
//The (text) image of the number.
SDL_Surface* image;
//Image containing the three stars a player can earn.
SDL_Surface* medals;
//The number (or text).
int number;
//Integer containing the medal the player got.
//0 = none, 1 = bronze, 2 = silver, 3 = gold
int medal;
//Boolean if the number is locked or not.
bool locked;
public:
//The location and size of the number.
SDL_Rect box;
//If the Number is selected then we draw something indicates it.
bool selected;
//Constructor.
Number();
//Destructor.
~Number();
//Method used for initialising the number.
//number: The number.
//box: The location and size of the number.
void init(int number,SDL_Rect box);
//Method used for initialising the number.
//text: The caption of the number.
//box: The location and size of the number.
void init(std::string text,SDL_Rect box);
//get current number.
inline int getNumber(){return number;}
//Method used to set the locked status of the number.
//locked: Boolean if it should be locked or not.
void setLocked(bool locked=true);
//Method used to retrieve the locked status of the number.
//Returns: True if the number is locked.
inline bool getLocked(){return locked;}
//Method used to set the medal for this number.
//medal: The new medal for this number.
void setMedal(int medal);
//Method that is used to draw the number.
//dy: The y offset.
void show(int dy);
};
//This is the LevelSelect state, here you can select levelpacks and levels.
class LevelSelect : public GameState,public GUIEventCallback{
protected:
//Surface containing the title.
SDL_Surface* title;
//Vector containing the numbers.
std::vector<Number> numbers;
//Contains selected level number (displayed at bottom left corner).
//If it's NULL then nothing selected.
Number* selectedNumber;
//Pointer to the scrollbar.
GUIScrollBar* levelScrollBar;
//Pointer to the description.
GUIObject* levelpackDescription;
//Pointer to the levelpack list.
GUISingleLineListBox* levelpacks;
//Check where and if the mouse clicked on a number.
//If so select that number.
virtual void checkMouse();
//Selected section for keyboard/gamepad control
int section;
//The number of blocks in a row.
int LEVELS_PER_ROW;
//The number of levels displayed on screen at once.
int LEVELS_DISPLAYED_IN_SCREEN;
public:
//Constructor.
//titleText: The title that is shown at the top of the screen.
//packType: The type of levelpacks that should be listed (See LevelPackManager.h).
LevelSelect(std::string titleText,LevelPackManager::LevelPackLists packType=LevelPackManager::ALL_PACKS);
//Destructor.
virtual ~LevelSelect();
//Method that will calculate the number of rows and the number of levels per row.
void calcRows();
//Method used to update the numbers and the scrollbar.
//change: Boolean if the levelpack changed, if not only the numbers need to be replaced.
virtual void refresh(bool change=true)=0;
//Method that is called when a number is selected.
//number: The selected number.
//selected: Boolean if the number was already selected.
virtual void selectNumber(unsigned int number,bool selected)=0;
//Used for keyboard/gamepad navigation
void selectNumberKeyboard(int x,int y);
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
//Method that is called to render the tooltip.
//number: The number that the tooltip should be drawn for.
//dy: The y offset of the number, used to draw the tooltip in the right place.
virtual void renderTooltip(unsigned int number,int dy)=0;
//GUI events will be handled here.
virtual void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType)=0;
};
#endif
diff --git a/src/MD5.cpp b/src/MD5.cpp
index 655c5ba..d31bded 100644
--- a/src/MD5.cpp
+++ b/src/MD5.cpp
@@ -1,173 +1,175 @@
-/****************************************************************************
-** Copyright (C) 2012 me and my shadow developers
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "MD5.h"
#ifdef WIN32
#include <windows.h>
typedef struct MD5_CTX {
ULONG i[2];
ULONG buf[4];
unsigned char in[64];
unsigned char digest[16];
} MD5_CTX;
typedef void (WINAPI* F_MD5Init)(MD5_CTX *context);
typedef void (WINAPI* F_MD5Update)(MD5_CTX *context, const unsigned char *input, unsigned int inlen);
typedef void (WINAPI* F_MD5Final)(MD5_CTX *context);
//first time calling API will be redirect to these functions
static void WINAPI myMD5Init(MD5_CTX *context);
static void WINAPI myMD5Update(MD5_CTX *context, const unsigned char *input, unsigned int inlen);
static void WINAPI myMD5Final(MD5_CTX *context);
static F_MD5Init MD5Init=myMD5Init;
static F_MD5Update MD5Update=myMD5Update;
static F_MD5Final MD5Final=myMD5Final;
#else
#include <openssl/md5.h>
#endif
#include <assert.h>
#include <string.h>
#ifdef WIN32
static void loadMD5Functions(){
HMODULE h;
h=LoadLibraryA("cryptdll.dll");
if(h!=NULL){
MD5Init=(F_MD5Init)GetProcAddress(h,"MD5Init");
MD5Update=(F_MD5Update)GetProcAddress(h,"MD5Update");
MD5Final=(F_MD5Final)GetProcAddress(h,"MD5Final");
if(MD5Init==NULL || MD5Update==NULL || MD5Final==NULL) FreeLibrary(h);
else return;
}
h=LoadLibraryA("advapi32.dll");
if(h!=NULL){
MD5Init=(F_MD5Init)GetProcAddress(h,"MD5Init");
MD5Update=(F_MD5Update)GetProcAddress(h,"MD5Update");
MD5Final=(F_MD5Final)GetProcAddress(h,"MD5Final");
if(MD5Init==NULL || MD5Update==NULL || MD5Final==NULL) FreeLibrary(h);
else return;
}
FatalAppExitA(-1,"Can't find MD5 functions!!!");
}
static void WINAPI myMD5Init(MD5_CTX *context){
loadMD5Functions();
MD5Init(context);
}
static void WINAPI myMD5Update(MD5_CTX *context, const unsigned char *input, unsigned int inlen){
loadMD5Functions();
MD5Update(context,input,inlen);
}
static void WINAPI myMD5Final(MD5_CTX *context){
loadMD5Functions();
MD5Final(context);
}
#endif
//compute the MD5 message digest of the n bytes at d and place it in md
//(which must have space for 16 bytes of output). If md is NULL,
//the digest is placed in a static array.
unsigned char *Md5::calc(const void *d, unsigned long n, unsigned char *md){
#ifdef WIN32
static MD5_CTX ctx;
MD5Init(&ctx);
MD5Update(&ctx,(const unsigned char*)d,n);
MD5Final(&ctx);
if(md){
memcpy(md,ctx.digest,16);
return md;
}else{
return ctx.digest;
}
#else
return MD5((const unsigned char*)d,n,md);
#endif
}
char *Md5::toString(unsigned char *md){
static char s[40];
const char* hex="0123456789abcdef";
for(int i=0;i<16;i++){
s[i*2]=hex[(md[i]&0xF0)>>4];
s[i*2+1]=hex[md[i]&0xF];
}
s[32]='\0';
return s;
}
//initializes the class for calculating MD5.
void Md5::init(){
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5Init((MD5_CTX*)md5_ctx);
#else
MD5_Init((MD5_CTX*)md5_ctx);
#endif
}
//add chunks of the message to be hashed (len bytes at data).
void Md5::update(const void *data, unsigned long len){
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5Update((MD5_CTX*)md5_ctx,(const unsigned char*)data,len);
#else
MD5_Update((MD5_CTX*)md5_ctx,data,len);
#endif
}
//finished the caluclation, places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char *Md5::final(unsigned char *md){
static unsigned char digest[16];
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5_CTX *ctx=(MD5_CTX*)md5_ctx;
MD5Final(ctx);
if(md==NULL) md=digest;
memcpy(md,ctx->digest,16);
return md;
#else
if(md==NULL) md=digest;
MD5_Final(md,(MD5_CTX*)md5_ctx);
return md;
#endif
}
diff --git a/src/MD5.h b/src/MD5.h
index 3abd0b0..8c3037f 100644
--- a/src/MD5.h
+++ b/src/MD5.h
@@ -1,48 +1,50 @@
-/****************************************************************************
-** Copyright (C) 2012 me and my shadow developers
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 MD5_H
#define MD5_H
#define MD5_CTX_SIZE 128
class Md5{
public:
//compute the MD5 message digest of the n bytes at d and place it in md
//(which must have space for 16 bytes of output). If md is NULL,
//the digest is placed in a static array.
static unsigned char *calc(const void *d, unsigned long n, unsigned char *md);
//convert a 16-byte digest to string representation.
//the return value is in a static array.
static char *toString(unsigned char *md);
//Following are lower-level functions.
//initializes the class for calculating MD5.
void init();
//add chunks of the message to be hashed (len bytes at data).
void update(const void *data, unsigned long len);
//finished the caluclation, places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char *final(unsigned char *md);
private:
//byte array, should be large enough to holding MD5_CTX.
char md5_ctx[MD5_CTX_SIZE];
};
#endif
diff --git a/src/Main.cpp b/src/Main.cpp
index 4baf781..0c9d5d9 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -1,229 +1,230 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Functions.h"
#include "Timer.h"
#include "Objects.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIObject.h"
#include "InputManager.h"
#include "MD5.h"
#include <SDL/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
//Variables for recording.
//To enable picture recording uncomment the next line:
//#define RECORD_PICUTRE_SEQUENCE
#ifdef RECORD_PICUTRE_SEQUENCE
bool recordPictureSequence=false;
int recordPictureIndex=0;
#endif
int main(int argc, char** argv) {
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL,"");
#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,"FATAL ERROR: Failed to load config file.\n");
return 1;
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(init()==false) {
fprintf(stderr,"FATAL ERROR: Failed to initalize game.\n");
return 1;
}
//Load some important files like the background music, default theme.
if(loadFiles()==false){
fprintf(stderr,"FATAL ERROR: Failed to load necessary files.\n");
return 1;
}
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu();
//Seed random.
srand((unsigned)time(NULL));
//Set the fadeIn value to zero.
int fadeIn=0;
//Keep the last resize event, this is to only process one.
SDL_Event lastResize={};
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
FPS.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
//Check if user resizes the window.
if(event.type==SDL_VIDEORESIZE){
lastResize=event;
//Don't let other objects process this event (?)
continue;
}
//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);
cerr<<"ERROR: Unable to create screen."<<endl;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme()){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
cerr<<"ERROR: Unable to load theme after toggling fullscreen."<<endl;
}
//Don't let other objects process this event.
continue;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_F10){
recordPictureSequence=!recordPictureSequence;
printf("Record Picture Sequence %s\n",recordPictureSequence?"ON":"OFF");
}
#endif
//Let the input manager handle the events.
inputMgr.updateState(true);
//Let the currentState handle the events.
currentState->handleEvents();
//Also pass the events to the GUI.
GUIObjectHandleEvents();
}
//Process the resize event.
if(lastResize.type==SDL_VIDEORESIZE){
event=lastResize;
onVideoResize();
//After resize we erase the event type
lastResize.type=SDL_NOEVENT;
}
//maybe we should add a check here (??) to fix some bugs (ticket #47)
if(nextState!=STATE_NULL){
fadeIn=17;
changeState();
}
if(stateID==STATE_EXIT) break;
//update input state (??)
inputMgr.updateState(false);
//Now it's time for the state to do his logic.
currentState->logic();
currentState->render();
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if(GUIObjectRoot) GUIObjectRoot->render();
if(fadeIn>0&&fadeIn<255){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fadeIn);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
fadeIn+=17;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(recordPictureSequence){
char s[64];
recordPictureIndex++;
sprintf(s,"pic%08d.bmp",recordPictureIndex);
printf("Save screen to %s\n",s);
SDL_SaveBMP(screen,(getUserPath(USER_CACHE)+s).c_str());
}
#endif
//And draw the screen surface to the actual screen.
flipScreen();
//Check if nextState is set, meaning we should fade in and change state.
if(nextState!=STATE_NULL){
fadeIn=17;
changeState();
}
//Now calcualte how long we need to wait to keep a constant framerate.
int t=FPS.getTicks();
t=(1000/g_FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//The game has ended, save the settings just to be sure.
saveSettings();
//Clean everything up.
clean();
//End of program.
return 0;
}
diff --git a/src/MusicManager.cpp b/src/MusicManager.cpp
index 0e633ba..7d129f2 100644
--- a/src/MusicManager.cpp
+++ b/src/MusicManager.cpp
@@ -1,346 +1,346 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 "MusicManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "FileManager.h"
#include "Functions.h"
#include <stdio.h>
#include <fstream>
#include <iostream>
#include <algorithm>
using namespace std;
MusicManager::MusicManager(){
Mix_HookMusicFinished(musicStoppedHook);
Mix_VolumeMusic(MIX_MAX_VOLUME);
enabled=false;
currentList="default";
lastTime=0;
playing=NULL;
}
MusicManager::~MusicManager(){
//We call destroy().
destroy();
}
void MusicManager::destroy(){
//Loop through the imageCollection and free them.
std::map<std::string,Music*>::iterator i;
for(i=musicCollection.begin();i!=musicCollection.end();++i){
if(i->second!=NULL){
Mix_FreeMusic(i->second->music);
if(i->second->loop)
Mix_FreeMusic(i->second->loop);
delete i->second;
}
}
playing=NULL;
//And clear the collection and the lists.
musicCollection.clear();
musicLists.clear();
}
void MusicManager::setEnabled(bool enable){
//Set the new status.
if(enabled!=enable)
enabled=enable;
else
return;
if(enable){
//It got turned on, so start the menu music.
playMusic("menu",false);
}else{
//Stop the current music.
Mix_HaltMusic();
Mix_VolumeMusic(atoi(getSettings()->getValue("music").c_str()));
}
}
void MusicManager::setVolume(int volume){
Mix_VolumeMusic(volume);
}
string MusicManager::loadMusic(const std::string &file){
//Open the .music file.
ifstream musicFile;
musicFile.open(file.c_str());
string returnString="";
//Check if the file exists.
if(musicFile){
//Now parse the file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(musicFile,&obj,true)){
cerr<<"ERROR: Invalid file format of music description file."<<endl;
}
}
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(obj1->value.size()>=1 && obj1->name=="music"){
//Make sure that this music isn't already loaded.
map<string,Music*>::iterator it=musicCollection.find(obj1->value[0]);
if(it==musicCollection.end()){
//We've found an entry for a music file.
Music* music=new Music;
music->music=NULL;
music->loop=NULL;
//Load some data.
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->first=="file"){
//Load the music file.
music->music=Mix_LoadMUS((getDataPath()+"music/"+i->second[0]).c_str());
}
if(i->first=="loopfile"){
//Load the loop file.
music->loop=Mix_LoadMUS((getDataPath()+"music/"+i->second[0]).c_str());
}
if(i->first=="trackname"){
music->trackName=i->second[0];
}
if(i->first=="author"){
music->author=i->second[0];
}
if(i->first=="license"){
music->license=i->second[0];
}
if(i->first=="start"){
music->start=(atoi(i->second[0].c_str()));
}
if(i->first=="volume"){
music->volume=(atoi(i->second[0].c_str()));
}
if(i->first=="loopstart"){
music->loopStart=(atoi(i->second[0].c_str()));
}
if(i->first=="loopend"){
music->loopEnd=(atoi(i->second[0].c_str()));
}
}
//Set the default value for lastTime.
music->lastTime=-1;
music->name=obj1->value[0];
//Now add it to the collection.
musicCollection[obj1->value[0]]=music;
}
//Add the name of the music to the return string even if it's already loaded.
//This is to allow music to be in multiple music lists.
if(!returnString.empty())
returnString+=',';
returnString+=obj1->value[0];
}
}
}
//Return the return string.
return returnString;
}
bool MusicManager::loadMusicList(const std::string &file){
//Open the .list file.
ifstream musicFile;
musicFile.open(file.c_str());
//Check if the file exists.
if(musicFile){
//Now parse the file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(musicFile,&obj,true)){
cerr<<"ERROR: Invalid file format of music list file."<<endl;
return false;
}
}
//Get the name of the list.
std::string name;
{
map<string,vector<string> >::iterator it=obj.attributes.find("name");
if(it!=obj.attributes.end()){
name=obj.attributes["name"][0];
}else{
cerr<<"ERROR: No name for music list "<<file<<endl;
return false;
}
}
//Check if the list isn't already loaded.
std::map<std::string,std::vector<std::string> >::iterator it=musicLists.find(name);
if(it!=musicLists.end())
return true;
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(obj1->value.size()>=1 && obj1->name=="musicfile"){
//Load the music file.
string result=loadMusic(getDataPath()+"music/"+obj1->value[0]);
if(!result.empty()){
if(result.find(',')!=string::npos){
size_t pos=result.find(',');
while(pos!=string::npos){
musicLists[name].push_back(result.substr(pos,result.find(',',pos+1)));
}
}else{
musicLists[name].push_back(result);
}
}
}
}
}else{
cerr<<"ERROR: Unable to open music list file "<<file<<endl;
return false;
}
//Nothing went wrong so return true.
return true;
}
void MusicManager::playMusic(const std::string &name,bool fade){
//Make sure music is enabled.
if(!enabled)
return;
//Check if the music is in the collection.
Music* music=musicCollection[name];
if(music==NULL){
cerr<<"ERROR: Unable to play music "<<name<<endl;
return;
}
//Now check if we should fade the previous one out.
if(fade){
Mix_FadeOutMusic(375);
//Set the next music.
nextMusic=name;
}else{
if(music->loopStart<=0 && music->loop==NULL){
Mix_FadeInMusicPos(music->music,-1,0,music->start);
}else{
Mix_FadeInMusicPos(music->music,0,0,music->start);
}
Mix_VolumeMusic(music->volume*float(atoi(getSettings()->getValue("music").c_str())/float(MIX_MAX_VOLUME)));
//Set the playing pointer.
playing=music;
}
}
void MusicManager::pickMusic(){
//Make sure the currentList exists.
vector<std::string> list=musicLists[currentList];
if(currentList.empty()){
cerr<<"ERROR: Unkown music list "<<currentList<<endl;
return;
}
//Shuffle the list.
random_shuffle(list.begin(),list.end());
//Now loop through the music and search the oldest.
Music* oldest=NULL;
for(unsigned int i=0;i<list.size();i++){
//Check if oldest is set.
if(oldest==NULL){
//It isn't so pick the first music.
oldest=musicCollection[list[i]];
continue;
}
//Check if this song is null.
if(musicCollection[list[i]]==NULL)
continue;
//Check if this music is never played.
if(musicCollection[list[i]]->lastTime==-1){
oldest=musicCollection[list[i]];
//And break out.
break;
}
//Check if this music is older.
if(musicCollection[list[i]]->lastTime<oldest->lastTime){
oldest=musicCollection[list[i]];
}
}
//Check if oldest ins't null.
if(oldest!=NULL){
playMusic(oldest->name);
//Set the lastTime and increase it.
oldest->lastTime=lastTime;
lastTime++;
}
}
void MusicManager::musicStopped(){
//Check if there's a music to play.
if(!nextMusic.empty()){
//Check if the music is in the collection.
Music* music=musicCollection[nextMusic];
if(music==NULL){
cerr<<"ERROR: Unable to play music "<<nextMusic<<endl;
return;
}
if(music->loopStart<=0){
Mix_FadeInMusicPos(music->music,-1,375,music->start);
}else{
Mix_FadeInMusicPos(music->music,0,375,music->start);
}
Mix_VolumeMusic(music->volume*float(atoi(getSettings()->getValue("music").c_str())/float(MIX_MAX_VOLUME)));
//Set playing.
playing=music;
//Now reset nextMusic.
nextMusic.clear();
}else{
//Check what kind of loop.
if(playing->loop!=NULL){
Mix_FadeInMusicPos(playing->loop,-1,0,playing->loopStart);
}else{
//This is for looping the end of music.
Mix_FadeInMusicPos(playing->music,0,0,playing->loopStart);
}
}
}
void MusicManager::setMusicList(const string &list){
//Check if the list exists.
}
diff --git a/src/MusicManager.h b/src/MusicManager.h
index 732d1dd..f55fff1 100644
--- a/src/MusicManager.h
+++ b/src/MusicManager.h
@@ -1,135 +1,136 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * Copyright (C) 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 MUSICMANAGER_H
#define MUSICMANAGER_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <string>
#include <map>
#include <vector>
//Class for loading and playing the music.
class MusicManager{
private:
//This structure is used to hold music information.
struct Music{
//Pointer to the actual music.
Mix_Music* music;
//Pointer to the loop music, if any.
Mix_Music* loop;
//String containing the name of the music.
//This is the same name as in the musicCollection.
std::string name;
//String containing the track name of the music.
//This is the name given by the author.
std::string trackName;
//String containing the name of the author.
std::string author;
//String containing the license the music is released under.
std::string license;
//Integer containing the time where to start playing.
int start;
//The volume to play the music with.
//Scale 0-128.
int volume;
//Integer containing the loopstart.
int loopStart;
//Integer containing the loopend.
//NOTE: loopend doesn't work and is thus ignored.
int loopEnd;
//Integer used to keep track when which music was played.
int lastTime;
};
public:
//Constructor.
MusicManager();
//Destructor.
~MusicManager();
//Destroys the music.
void destroy();
//Method that will either disable or enable music.
//enable: Boolean if the musicManager should be enabled or not.
void setEnabled(bool enable=true);
//Method that will set the volume of the music.
//NOTE: The set volume isn't presistent, only use this to update the volume after a change to the music setting.
//volume: The new volume.
void setVolume(int volume);
//This method will load one music file and add it to the collection.
//file: The filename of the music file.
//Returns: String containing the loaded music comma sperated, it's empty if it fails.
std::string loadMusic(const std::string &file);
//This method will load from a music list.
//file: The filename of the music list file.
//Returns: True if no error occurs.
bool loadMusicList(const std::string &file);
//This method will start playing a music file.
//name: The name of the song.
//fade: Boolean if it should fade the current one out or not.
void playMusic(const std::string &name,bool fade=true);
//This method will pick music from the current music list.
void pickMusic();
//Method that will be called when a music stopped.
void musicStopped();
//Set the music list.
//list: The name of the list.
void setMusicList(const std::string &list);
private:
//Boolean if the MusicManager is enabled or not.
//The default value is false meaning that the MusicManager has to be enabled before the music starts.
bool enabled;
//Integer that is used to keep track of the last played song.
int lastTime;
//Pointer to the music struct that is currently playing.
Music* playing;
//String containing the name of the music to play when the previous one stopped.
//This means that it will be checked in the musicStopped method.
std::string nextMusic;
//String containing the name of the current music list.
std::string currentList;
//Map containing the music.
//The key is the name of the music and the value is a pointer to the Mix_Music.
std::map<std::string,Music*> musicCollection;
//Map containing the music lists.
//The key is the name of the list and the value is an array of music names.
std::map<std::string,std::vector<std::string> > musicLists;
};
#endif
diff --git a/src/Objects.cpp b/src/Objects.cpp
index ce7ecef..f395266 100644
--- a/src/Objects.cpp
+++ b/src/Objects.cpp
@@ -1,23 +1,24 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Objects.h"
Timer FPS;
LevelPack* levels = NULL;
GameState* currentState = NULL;
diff --git a/src/Objects.h b/src/Objects.h
index 5df3ef7..a53b8f1 100644
--- a/src/Objects.h
+++ b/src/Objects.h
@@ -1,33 +1,34 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 OBJECTS_H
#define OBJECTS_H
#include "Timer.h"
#include "LevelPack.h"
#include "GameState.h"
//Timer used to maintain a constant number of fps.
extern Timer FPS;
//Pointer to the current levelpack.
extern LevelPack* levels;
//The currentState.
extern GameState* currentState;
#endif
diff --git a/src/POASerializer.cpp b/src/POASerializer.cpp
index cec7b94..29e4659 100644
--- a/src/POASerializer.cpp
+++ b/src/POASerializer.cpp
@@ -1,485 +1,485 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "POASerializer.h"
#include <sstream>
using namespace std;
static void readString(std::istream& fin,std::string& string){
//This method is used for reading a string from an input stream.
//fin: The input stream to read from.
//string: String to place the result in.
//The current character.
int c;
c=fin.get();
//Check if there's a '"'.
if(c=='\"'){
//There's a '"' so place every character we encounter in the string without parsing.
while(!fin.eof() & !fin.fail()){
//First we get the next character to prevent putting the '"' in the string.
c=fin.get();
//Check if there's a '"' since that could mean the end of the string.
if(c=='\"'){
//Get the next character and check if that's also an '"'.
c=fin.get();
if(c!='\"'){
//We have two '"' after each other meaning an escaped '"'.
//We unget one so there will be one '"' placed in the string.
fin.unget();
return;
}
}
//Every other character can be put in the string.
string.push_back(c);
}
}else{
//There are no quotes around the string so we need to be carefull detecting if the string has ended.
do{
switch(c){
//Check for characters that mean the end of the string.
case EOF:
case ' ':
case '\r':
case '\n':
case '\t':
return;
//Check for characters that are part of the POA file format.
//If so we first unget one character to prevent problems parsing the rest of the file.
case ',':
case '=':
case '(':
case ')':
case '{':
case '}':
case '#':
fin.unget();
return;
default:
//In any other case the character is normal so we put it in the string.
string.push_back(c);
}
//Get the next character.
c=fin.get();
}while(!fin.eof() & !fin.fail());
}
}
static void skipWhitespaces(std::istream& fin){
//This function will read from the input stream until there's something else than whitespaces.
//fin: The input stream to read from.
//The current character.
int c;
while(!fin.eof() & !fin.fail()){
//Get the character.
c=fin.get();
//Check if it's one of the whitespace characters.
switch(c){
case EOF:
case ' ':
case '\r':
case '\n':
case '\t':
break;
default:
//Anything other means that the whitespaces have ended.
//Unget the last character and return.
fin.unget();
return;
}
}
}
static void skipComment(std::istream& fin){
//This function will read from the input stream until the end of a line (also end of the comment).
//fin: The input stream to read from.
//The current character.
int c;
while(!fin.eof() & !fin.fail()){
//Get the character.
c=fin.get();
//Check if it's a new line (end of comment).
if(c=='\r'||c=='\n'){
fin.unget();
break;
}
}
}
bool POASerializer::readNode(std::istream& fin,ITreeStorageBuilder* objOut,bool loadSubNodeOnly){
//The current character.
int c;
//The current mode of reading.
//0=read name
//1=read attribute value
//2=read subnode value
//16=add attribute
//17=add subnode
int mode;
//Before reading make sure that the input stream isn't null.
if(!fin) return false;
//Vector containing the stack of TreeStorageNodes.
vector<ITreeStorageBuilder*> stack;
//A vector for the names and a vector for the values.
vector<string> names,values;
//Check if we only need to load subNodes.
//If so then put the objOut as the first TreeStorageNode.
if(loadSubNodeOnly) stack.push_back(objOut);
//Loop through the files.
while(!fin.eof() && !fin.fail()){
//Get a character.
c=fin.get();
//Check what it is and what to do with that character.
switch(c){
case EOF:
case ' ':
case '\r':
case '\n':
case '\t':
//We skip whitespaces.
break;
case '#':
//A comment so skip it.
skipComment(fin);
break;
case '}':
//A closing bracket so do one step back in the stack.
//There must be a TreeStorageNode left if not return false.
if(stack.empty()) return false;
//Remove the last entry of the stack.
stack.pop_back();
//Check if the stack is empty, if so than the reading of the node is done.
if(stack.empty()) return true;
objOut=stack.back();
break;
default:
//It isn't a special character but part of a name/value, so unget it.
fin.unget();
{
//Clear the names and values vectors, start reading new names/values.
names.clear();
values.clear();
//Set the mode to the read name mode.
mode=0;
//Keep reading characters, until we break out the while loop or there's an error.
while(!fin.eof() & !fin.fail()){
//The string containing the name.
string s;
//First skip the whiteSpaces.
skipWhitespaces(fin);
//Now get the string.
readString(fin,s);
//Check the mode.
switch(mode){
case 0:
//Mode is 0(read names) so put the string in the names vector.
names.push_back(s);
break;
case 1:
case 2:
//Mode is 1 or 2 so put the string in the values vector.
values.push_back(s);
break;
}
//Again skip whitespaces.
skipWhitespaces(fin);
//Now read the next character.
c=fin.get();
switch(c){
case ',':
//A comma means one more name or value.
break;
case '=':
//An '=' can only occur after a name (mode=0).
if(mode==0){
//The next string will be a value so set mode to 1.
mode=1;
}else{
//In any other case there's something wrong so return false.
return false;
}
break;
case '(':
//An '(' can only occur after a name (mode=0).
if(mode==0){
//The next string will be a value of a block so set mode to 2.
mode=2;
}else{
//In any other case there's something wrong so return false.
return false;
}
break;
case ')':
//A ')' can only occur after an attribute (mode=2).
if(mode==2){
//The next will be a new subNode so set mode to 17.
mode=17;
}else{
//In any other case there's something wrong so return false.
return false;
}
break;
case '{':
//A '{' can only mean a new subNode (mode=17).
fin.unget();
mode=17;
break;
default:
//The character is not special so unget it.
fin.unget();
mode=16;
break;
}
//We only need to break out if the mode is 16(add attribute) or 17(add subnode)
if(mode>=16) break;
}
//Check the mode.
switch(mode){
case 16:
//The mode is 16 so we need to change the names and values into attributes.
//The stack mustn't be empty.
if(stack.empty()) return false;
//Make sure that the result TreeStorageNode isn't null.
if(objOut!=NULL){
//Check if the names vector is empty, if so add an empty name.
if(names.empty()) names.push_back("");
//Put an empty value for every valueless name.
while(values.size()<names.size()) values.push_back("");
//Now loop through the names.
for(unsigned int i=0;i<names.size()-1;i++){
//Temp vector that will contain the values.
vector<string> v;
v.push_back(values[i]);
//And add the attribute.
objOut->newAttribute(names[i],v);
}
if(names.size()>1) values.erase(values.begin(),values.begin()+(names.size()-1));
objOut->newAttribute(names.back(),values);
}
break;
case 17:
//The mode is 17 so we need to add a subNode.
{
//Check if the names vector is empty, if so add an empty name.
if(names.empty()) names.push_back("");
else if(names.size()>1){
if(stack.empty()) return false;
while(values.size()<names.size()) values.push_back("");
for(unsigned int i=0;i<names.size()-1;i++){
vector<string> v;
v.push_back(values[i]);
objOut->newAttribute(names[i],v);
}
values.erase(values.begin(),values.begin()+(names.size()-1));
}
//Create a new subNode.
ITreeStorageBuilder* objNew=NULL;
//If the stack is empty the new subNode will be the result TreeStorageNode.
if(stack.empty()) objNew=objOut;
//If not the new subNode will be a subNode of the result TreeStorageNode.
else if(objOut!=NULL) objNew=objOut->newNode();
//Add it to the stack.
stack.push_back(objNew);
if(objNew!=NULL){
//Add the name and the values.
objNew->setName(names.back());
objNew->setValue(values);
}
objOut=objNew;
//Skip the whitespaces.
skipWhitespaces(fin);
//And get the next character.
c=fin.get();
if(c!='{'){
//The character isn't a '{' meaning the block hasn't got a body.
fin.unget();
stack.pop_back();
//Check if perhaps we're done, stack=empty.
if(stack.empty()) return true;
objOut=stack.back();
}
}
break;
default:
//The mode isn't 16 or 17 but still broke out the while loop.
//Something's wrong so return false.
return false;
}
}
break;
}
}
return true;
}
static void writeString(std::ostream& fout,std::string& s){
//This method will write a string.
//fout: The output stream to write to.
//s: The string to write.
//new: check if the string is empty
if(s.empty()){
//because of the new changes of loader, we should output 2 quotes '""'
fout<<"\"\"";
}else
//Check if the string contains any special character that needs escaping.
if(s.find_first_of(" \r\n\t,=(){}#\"")!=string::npos){
//It does so we put '"' around them.
fout<<'\"';
//The current character.
int c;
//Loop through the characters.
for(unsigned int i=0;i<s.size();i++){
c=s[i];
//If there's a '"' character it needs to be counter escaped. ("")
if(c=='\"'){
fout<<"\"\"";
}else{
//If it isn't we can just write away the character.
fout<<(char)c;
}
}
fout<<'\"';
}else{
//It doesn't contain any special characters so we can write it away.
fout<<s;
}
}
static void writeStringArray(std::ostream& fout,std::vector<std::string>& s){
//This method will write a away an array of strings.
//fout: The output stream to write to.
//s: Vector containing the strings to write.
//Loop the strings.
for(unsigned int i=0;i<s.size();i++){
//If it's the second or more there must be a ",".
if(i>0) fout<<',';
//Now write the string.
writeString(fout,s[i]);
}
}
static void pWriteNode(ITreeStorageReader* obj,std::ostream& fout,int indent,bool saveSubNodeOnly){
//Write the TreeStorageNode to the given output stream.
//obj: The TreeStorageNode to write away.
//fout: The output stream to write to.
//indent: Integer containing the number of indentations are needed.
//saveSubNodeOnly: Boolean if only the subNodes need to be saved.
//Boolean if the node has subNodes.
bool haveSubNodes=false;
void* lpUserData=NULL;
ITreeStorageReader* objSubNode=NULL;
string s;
vector<string> v;
//---
if(obj==NULL) return;
//---
if(!saveSubNodeOnly){
for(int i=0;i<indent;i++) fout<<'\t';
s.clear();
obj->getName(s);
writeString(fout,s);
fout<<'(';
v.clear();
obj->getValue(v);
writeStringArray(fout,v);
fout<<')';
indent++;
}
//attributes
lpUserData=NULL;
for(;;){
s.clear();
v.clear();
lpUserData=obj->getNextAttribute(lpUserData,s,v);
if(lpUserData==NULL) break;
if(!haveSubNodes && !saveSubNodeOnly) fout<<"{\n";
haveSubNodes=true;
for(int i=0;i<indent;i++) fout<<'\t';
writeString(fout,s);
fout<<'=';
writeStringArray(fout,v);
fout<<'\n';
}
//subnodes
lpUserData=NULL;
for(;;){
lpUserData=obj->getNextNode(lpUserData,objSubNode);
if(lpUserData==NULL) break;
if(objSubNode!=NULL){
if(!haveSubNodes && !saveSubNodeOnly) fout<<"{\n";
haveSubNodes=true;
pWriteNode(objSubNode,fout,indent,false);
}
}
//---
if(!saveSubNodeOnly){
indent--;
if(haveSubNodes){
for(int i=0;i<indent;i++) fout<<'\t';
fout<<'}';
}
fout<<'\n';
}
}
void POASerializer::writeNode(ITreeStorageReader* obj,std::ostream& fout,bool writeHeader,bool saveSubNodeOnly){
//Make sure that the output stream isn't null.
if(!fout) return;
//It isn't so start writing the node.
pWriteNode(obj,fout,0,saveSubNodeOnly);
}
diff --git a/src/POASerializer.h b/src/POASerializer.h
index eac4850..b63413b 100644
--- a/src/POASerializer.h
+++ b/src/POASerializer.h
@@ -1,43 +1,43 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 POASERIALIZER_H
#define POASERIALIZER_H
#include "ITreeSerializer.h"
//This class is used for reading/writing of TreeStorageNodes to/from POAformat-files.
class POASerializer:public ITreeSerializer{
public:
//This method will read the inputstream and parses it.
//The result will be placed in a TreeStorageNode.
//fin: The input stream which will be read from.
//objOut: The TreeStorageNode the result will be put in.
//loadSubNodesOnly: Boolean if only the subNodes need to be loaded.
//Returns: true if the reading and parsing succeeded.
virtual bool readNode(std::istream& fin,ITreeStorageBuilder* objOut,bool loadSubNodesOnly=false);
//This method will write a TreeStorageNode to a outputstream.
//obj: The TreeStorageNode to save.
//fout: The output stream which will be writen to.
//saveSubNodesOnly: Boolean if only the subNodes need to be saved.
//Returns: true if the writing succeeded.
virtual void writeNode(ITreeStorageReader* obj,std::ostream& fout,bool bWriteHeader=true,bool saveSubNodeOnly=false);
};
#endif
diff --git a/src/Player.cpp b/src/Player.cpp
index 269b703..28f6792 100644
--- a/src/Player.cpp
+++ b/src/Player.cpp
@@ -1,1348 +1,1349 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Player.h"
#include "Game.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "InputManager.h"
#include "MD5.h"
#include <iostream>
#include <fstream>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
using namespace std;
#ifdef RECORD_FILE_DEBUG
string recordKeyPressLog,recordKeyPressLog_saved;
vector<SDL_Rect> recordPlayerPosition,recordPlayerPosition_saved;
#endif
Player::Player(Game* objParent):xVelBase(0),yVelBase(0),objParent(objParent){
//Set the dimensions of the player.
//The size of the player is 21x40.
box.x=0;
box.y=0;
box.w=21;
box.h=40;
//Set his velocity to zero.
xVel=0;
yVel=0;
//Set the start position.
fx=0;
fy=0;
//Check if sound is enabled.
if(getSettings()->getBoolValue("sound")==true){
//It is so load the sounds.
jumpSound=Mix_LoadWAV((getDataPath()+"sfx/jump.wav").c_str());
hitSound=Mix_LoadWAV((getDataPath()+"sfx/hit.wav").c_str());
saveSound=Mix_LoadWAV((getDataPath()+"sfx/checkpoint.wav").c_str());
swapSound=Mix_LoadWAV((getDataPath()+"sfx/swap.wav").c_str());
toggleSound=Mix_LoadWAV((getDataPath()+"sfx/toggle.wav").c_str());
errorSound=Mix_LoadWAV((getDataPath()+"sfx/error.wav").c_str());
collectSound=Mix_LoadWAV((getDataPath()+"sfx/collect.wav").c_str());
}
//Set some default values.
inAir=true;
isJump=false;
onGround=true;
shadowCall=false;
shadow=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordKeyPressLog_saved.clear();
recordPlayerPosition.clear();
recordPlayerPosition_saved.clear();
#endif
objNotificationBlock=NULL;
//Some default values for animation variables.
direction=0;
jumpTime=0;
state=0;
//xVelSaved is used to store if there's a state saved or not.
xVelSaved=0x80000000;
}
Player::~Player(){
//We only need to clean up the sounds if they were loaded.
if(getSettings()->getBoolValue("sound")==true){
Mix_FreeChunk(jumpSound);
Mix_FreeChunk(hitSound);
Mix_FreeChunk(saveSound);
Mix_FreeChunk(swapSound);
Mix_FreeChunk(toggleSound);
Mix_FreeChunk(errorSound);
Mix_FreeChunk(collectSound);
}
}
bool Player::isPlayFromRecord(){
return recordIndex>=0; // && recordIndex<(int)recordButton.size();
}
//get the game record object.
std::vector<int>* Player::getRecord(){
return &recordButton;
}
#ifdef RECORD_FILE_DEBUG
string& Player::keyPressLog(){
return recordKeyPressLog;
}
vector<SDL_Rect>& Player::playerPosition(){
return recordPlayerPosition;
}
#endif
//play the record.
void Player::playRecord(){
//TODO:
recordIndex=0;
}
void Player::spaceKeyDown(class Shadow* shadow){
//Start recording or stop, depending on the recording state.
if(record==false){
//We start recording.
if(shadow->called==true){
//The shadow is still busy so first stop him before we can start recording.
shadowCall=false;
shadow->called=false;
shadow->playerButton.clear();
}else if(!dead){
//The shadow isn't moving and we aren't dead so start recording.
record=true;
//We start a recording meaning we need to increase recordings by one.
objParent->recordings++;
}
}else{
//The player is recording so stop recording and call the shadow.
record=false;
shadowCall=true;
}
}
void Player::handleInput(class Shadow* shadow){
//Check if we should read the input from record file.
//Actually, we read input from record file in
//another function shadowSetState.
bool readFromRecord=false;
if(recordIndex>=0 && recordIndex<(int)recordButton.size()) readFromRecord=true;
if(!readFromRecord){
//Reset horizontal velocity.
xVel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
//Walking to the right.
xVel+=7;
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
//Walking to the left.
xVel-=7;
}
//Check if a key has been released.
if(/*event.type==SDL_KEYUP || */!inputMgr.isKeyDown(INPUTMGR_ACTION)){
//It has so downKeyPressed can't be true.
downKeyPressed=false;
}
/*
//Don't reset spaceKeyPressed or when you press the space key
//and release another key then the bug occurs. (ticket #44)
if(event.type==SDL_KEYUP || !inputMgr.isKeyDown(INPUTMGR_SPACE)){
spaceKeyPressed=false;
}*/
}
//Check if a key is pressed (down).
if(inputMgr.isKeyDownEvent(INPUTMGR_JUMP) && !readFromRecord){
//The up key, if we aren't in the air we start jumping.
//Fixed a potential bug
if(!inAir && !isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
isJump=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) && !readFromRecord){
//Fixed a potential bug
if(!spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
spaceKeyDown(shadow);
spaceKeyPressed=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_ACTION)){
//Downkey is pressed.
//Fixed a potential bug
if(!downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
downKeyPressed=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SAVE)){
//F2 only works in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
//Save the state. (delayed)
if(objParent)
objParent->saveStateNextTime=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LOAD) && !readFromRecord){
//F3 is used to load the last state.
if(objParent)
objParent->loadStateNextTime=true;
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SWAP)){
//F4 will swap the player and the shadow, but only in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
swapState(shadow);
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_TELEPORT)){
//F5 will revive and teleoprt the player to the cursor. Only works in the level editor.
//Shift+F5 teleports the shadow.
if(stateID==STATE_LEVEL_EDITOR){
//get the position of the cursor.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
if(inputMgr.isKeyDown(INPUTMGR_SHIFT)){
//teleports the shadow.
shadow->dead=false;
shadow->box.x=x;
shadow->box.y=y;
}else{
//teleports the player.
dead=false;
box.x=x;
box.y=y;
}
//play sound?
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,swapSound,0);
}
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SUICIDE)){
//F12 is suicide and only works in the leveleditor.
if(stateID==STATE_LEVEL_EDITOR){
die();
shadow->die();
}
}
}
void Player::setPosition(int x,int y){
box.x=x;
box.y=y;
}
void Player::move(vector<GameObject*> &levelObjects){
//Pointer to a checkpoint.
GameObject* objCheckPoint=NULL;
//Pointer to a swap.
GameObject* objSwap=NULL;
//Set the objShadowBlock to NULL.
//Only for swapping to prevent the shadow from swapping in a shadow block.
objShadowBlock=NULL;
//Set the objNotificationBlock to NULL.
objNotificationBlock=NULL;
//Boolean if the player can teleport.
bool canTeleport=true;
//Set the object the player is currently standing to NULL.
objCurrentStand=NULL;
//Check if the player is still alive.
if(dead==false){
//Add gravity
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13){
yVel=13;
}
}
//Boolean if the player is moved, used for squash detection.
bool playerMoved=false;
//The current location of the player, used to set the player back if he's squashed to prevent displacement.
int lastX=box.x;
int lastY=box.y;
//Check if the player can move.
if(canMove==true){
//Check if the player is moving or not.
if(xVel>0){
direction=0;
onGround=false;
if(appearance.currentStateName!="walkright"){
appearance.changeState("walkright");
}
}else if(xVel<0){
direction=1;
onGround=false;
if(appearance.currentStateName!="walkleft"){
appearance.changeState("walkleft");
}
}else if(xVel==0){
onGround=true;
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
}
//Move the player.
box.x+=xVel;
//Loop through the levelobjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the player can walk on the object.
if(levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
//Get the collision box of the levelobject.
SDL_Rect r=levelObjects[o]->getBox();
//Check collision with the player.
if(checkCollision(box,r)){
//We have collision, get the velocity of the box.
SDL_Rect v=levelObjects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(box.x + box.w/2 <= r.x + r.w/2){
//The left side of the block.
if(xVel+xVelBase>v.x){
if(box.x>r.x-box.w){
box.x=r.x-box.w;
playerMoved=true;
}
}
}else{
//The right side of the block.
if(xVel+xVelBase<v.x){
if(box.x<r.x+r.w){
box.x=r.x+r.w;
playerMoved=true;
}
}
}
}
}
}
}
//Now apply the yVel. (gravity, jumping, etc..)
box.y+=yVel;
//Pointer to the object the player standed on.
GameObject* lastStand=NULL;
//???
inAir=true;
canMove=true;
//Loop through all the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the object is solid.
if(levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
SDL_Rect r=levelObjects[o]->getBox();
if(checkCollision(r,box)==true){ //TODO:fix some bug
SDL_Rect v=levelObjects[o]->getBox(BoxType_Delta);
if(box.y+box.h/2<=r.y+r.h/2){
if(yVel>=v.y || yVel>=0){
inAir=false;
box.y=r.y-box.h;
yVel=1; //???
lastStand=levelObjects[o];
lastStand->onEvent(GameObjectEvent_PlayerIsOn);
//The player is moved, if it's a moving block check for squating.
if(v.y!=0){
playerMoved=true;
}
}
}else{
//FIXME: The player can have a yVel of 0 and get squashed if he is standing on the other.
bool holding=objParent->shadow.holdingOther;
if(shadow)
holding=objParent->player.holdingOther;
if(yVel<=v.y+1 || holding){
yVel=v.y>0?v.y:0;
if(box.y<r.y+r.h){
if(!holding)
box.y=r.y+r.h;
//The player is moved, if it's a moving block check for squating.
if(v.y!=0){
playerMoved=true;
}
}
}
}
}
}
//Check if the object is a checkpoint.
if(levelObjects[o]->type==TYPE_CHECKPOINT && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to Checkpoint.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_CHECKPOINT;
//And let objCheckPoint point to this object.
objCheckPoint=levelObjects[o];
}
//Check if the object is a swap.
if(levelObjects[o]->type==TYPE_SWAP && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to swap.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWAP;
//And let objSwap point to this object.
objSwap=levelObjects[o];
}
//Check if the object is an exit.
//This doesn't work if the state is Level editor.
if(levelObjects[o]->type==TYPE_EXIT && stateID!=STATE_LEVEL_EDITOR && checkCollision(box,levelObjects[o]->getBox())){
//Check to see if we have enough keys to finish the level
if (objParent->currentCollectables>=objParent->totalCollectables){
//We can't just handle the winning here (in the middle of the update cycle)/
//So set won in Game true.
objParent->won=true;
}
}
//Check if the object is a portal.
if(levelObjects[o]->type==TYPE_PORTAL && checkCollision(box,levelObjects[o]->getBox())){
//Check if the teleport id isn't empty.
if((dynamic_cast<Block*>(levelObjects[o]))->id.empty()){
cerr<<"Warning: Invalid teleport id!"<<endl;
canTeleport=false;
}
//If we're not the shadow set the gameTip to portal.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_PORTAL;
//Check if we can teleport and should (downkey -or- auto).
if(canTeleport && (downKeyPressed || (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&1))){
canTeleport=false;
if(downKeyPressed || levelObjects[o]!=objLastTeleport){
downKeyPressed=false;
//Loop the levelobjects again to find the destination.
for(unsigned int oo=o+1;;){
//We started at our index+1.
//Meaning that if we reach the end of the vector then we need to start at the beginning.
if(oo>=levelObjects.size())
oo-=(int)levelObjects.size();
//It also means that if we reach the same index we need to stop.
//If the for loop breaks this way then we have no succes.
if(oo==o){
//Couldn't teleport so play the error sound.
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,errorSound,0);
}
break;
}
//Check if the second (oo) object is a portal.
if(levelObjects[oo]->type==TYPE_PORTAL){
//Check the id against the destination of the first portal.
if((dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Call the event.
levelObjects[o]->onEvent(GameObjectEvent_OnToggle);
objLastTeleport=levelObjects[oo];
//Get the destination location and teleport the player.
SDL_Rect r=levelObjects[oo]->getBox();
box.x=r.x+5;
box.y=r.y+2;
//Check if music/sound is enabled.
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,swapSound,0);
}
break;
}
}
//Increase oo.
oo++;
}
}
}
}
//Check if the object is a switch.
if(levelObjects[o]->type==TYPE_SWITCH && checkCollision(box,levelObjects[o]->getBox())){
//If we're not the shadow set the gameTip to switch.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWITCH;
//If the down key is pressed then invoke an event.
if(downKeyPressed){
//Play the animation.
levelObjects[o]->playAnimation(1);
//Check if sound is enabled, if so play the toggle sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,toggleSound,0);
}
if(objParent!=NULL){
//Make sure that the id isn't emtpy.
if(!(dynamic_cast<Block*>(levelObjects[o]))->id.empty()){
objParent->broadcastObjectEvent(0x10000 | (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&3),
-1,(dynamic_cast<Block*>(levelObjects[o]))->id.c_str());
}else{
cerr<<"Warning: invalid switch id!"<<endl;
}
}
}
}
//Check if the object is a shadow block, only if we are the player.
if((levelObjects[o]->type==TYPE_SHADOW_BLOCK || levelObjects[o]->type==TYPE_MOVING_SHADOW_BLOCK) && checkCollision(box,levelObjects[o]->getBox()) && !shadow){
objShadowBlock=levelObjects[o];
}
//Check if the object is a notification block, only if we are the player.
if(levelObjects[o]->type==TYPE_NOTIFICATION_BLOCK && checkCollision(box,levelObjects[o]->getBox()) && !shadow){
objNotificationBlock=levelObjects[o];
}
//Check if the object is a collectable
if(levelObjects[o]->type==TYPE_COLLECTABLE && checkCollision(box,levelObjects[o]->getBox())){
//Check if collectable is active (if it's not it's equal to 1(inactive))
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this)==0) {
//Toggle an event
levelObjects[o]->onEvent(GameObjectEvent_OnToggle);
//Increase the current number of collectables
objParent->currentCollectables++;
if(getSettings()->getBoolValue("sound"))
Mix_PlayChannel(-1,collectSound,0);
//Open exit(s)
if (objParent->currentCollectables>=objParent->totalCollectables){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOn);
}
}
}
}
}
}
//Check if the object is deadly.
if(levelObjects[o]->queryProperties(GameObjectProperty_IsSpikes,this)){
//It is so get the collision box.
SDL_Rect r=levelObjects[o]->getBox();
//TODO: pixel-accuracy hit test.
//For now we shrink the box.
r.x+=2;
r.y+=2;
r.w-=4;
r.h-=4;
//Check collision, if the player collides then let him die.
if(checkCollision(box,r)){
//Now make sure we don't collide with a different block.
for(unsigned int oo=o+1;;){
//We started at our index+1.
//Meaning that if we reach the end of the vector then we need to start at the beginning.
if(oo>=levelObjects.size())
oo-=(int)levelObjects.size();
//It also means that if we reach the same index we need to stop.
//If the for loop breaks this way then we have no succes.
if(oo==o){
//Nothing found so call the die method.
die();
break;
}
//Check if the second (oo) object is a block.
if(levelObjects[oo]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
//Get the collision box.
SDL_Rect r2=levelObjects[oo]->getBox();
if(checkCollision(box,r2)){
//Check if the top isn't covered.
if(r2.y>r.y){
//It isn't covered so create a box for collision detection
SDL_Rect tmp={r2.x,r2.y,r2.w,r2.y-r.y};
if(checkCollision(box,tmp)){
//We hit spikes so die?
die();
break;
}
}
//Check if the left side isn't covered.
if(r2.x>r.x){
//It isn't covered so create a box for collision detection
SDL_Rect tmp={r2.x,r2.y,r2.x-r.x,r2.h};
if(checkCollision(box,tmp)){
//We hit spikes so die?
die();
break;
}
}
//Check if the right side isn't covered.
if(r2.x+r2.w>r.x+r.w){
//It isn't covered so create a box for collision detection
SDL_Rect tmp={r.x+r.w,r2.y,(r2.x+r2.w)-(r.x+r.w),r2.h};
if(checkCollision(box,tmp)){
//We hit spikes so die?
die();
break;
}
}
//Check if the bottom isn't covered.
if(r2.y+r2.h>r.y+r.h){
//It isn't covered so create a box for collision detection
SDL_Rect tmp={r2.x,r.y+r.h,r2.w,(r2.y+r2.h)-(r.y+r.h)};
if(checkCollision(box,tmp)){
//We hit spikes so die?
die();
break;
}
}
//Check collision with the player and the block and with the block and the spikes.
if(checkCollision(box,r)){
//We break the loop to prevent going round (and calling the die() method).
break;
}
}
}
//Increase oo.
oo++;
}
}
}
}
//Check if the player was moved, if so check if the player is squashed.
if(playerMoved){
for(unsigned int o=0;o<levelObjects.size();o++){
SDL_Rect r2=levelObjects[o]->getBox();
if(levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this) && checkCollision(box,r2)){
//The player is squashed so first move him back.
box.x=lastX;
box.y=lastY;
//Now call the die method.
die();
}
}
}
//Check if the player fell of the level, if so let him die but without animation.
if(box.y>LEVEL_HEIGHT)
die(false);
//Check if the player changed blocks, meaning stepped onto a block.
objCurrentStand=lastStand;
if(lastStand!=objLastStand){
objLastStand=lastStand;
if(lastStand){
//Call the walk on event of the laststand.
lastStand->onEvent(GameObjectEvent_PlayerWalkOn);
//Bugfix for Fragile blocks.
if(lastStand->type==TYPE_FRAGILE && !lastStand->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
inAir=true;
onGround=false;
isJump=false;
}
}
}
//Check if the player can teleport.
if(canTeleport)
objLastTeleport=NULL;
//Check the checkpoint pointer only if the downkey is pressed.
//new: don't save the game if playing game record
if(objParent!=NULL && downKeyPressed && objCheckPoint!=NULL && !isPlayFromRecord()){
//Checkpoint thus save the state.
if(objParent->canSaveState()){
objParent->saveStateNextTime=true;
objParent->objLastCheckPoint=objCheckPoint;
}
}
//Check the swap pointer only if the down key is pressed.
if(objSwap!=NULL && downKeyPressed && objParent!=NULL){
//Now check if the shadow we're the shadow or not.
if(shadow){
if(!(dead || objParent->player.dead)){
//Check if the player isn't in front of a shadow block.
if(!objParent->player.objShadowBlock){
objParent->player.swapState(this);
objSwap->playAnimation(1);
}else{
//We can't swap so play the error sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,errorSound,0);
}
}
}
}else{
if(!(dead || objParent->shadow.dead)){
//Check if the player isn't in front of a shadow block.
if(!objShadowBlock){
swapState(&objParent->shadow);
objSwap->playAnimation(1);
}else{
//We can't swap so play the error sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,errorSound,0);
}
}
}
}
}
//Check for jump appearance (inAir).
if(inAir && !dead){
if(direction==1){
if(yVel>0){
if(appearance.currentStateName!="fallleft")
appearance.changeState("fallleft");
}else{
if(appearance.currentStateName!="jumpleft")
appearance.changeState("jumpleft");
}
}else{
if(yVel>0){
if(appearance.currentStateName!="fallright")
appearance.changeState("fallright");
}else{
if(appearance.currentStateName!="jumpright")
appearance.changeState("jumpright");
}
}
}
}
//Finally we reset some stuff.
downKeyPressed=false;
xVelBase=0;
yVelBase=0;
}
void Player::jump(){
//Check if the player is dead or not.
if(dead==true){
//The player can't jump if he's dead.
isJump=false;
}
//Check if the player can jump.
if(isJump==true && inAir==false){
//Set the jump velocity.
yVel=-13;
inAir=true;
isJump=false;
jumpTime++;
//Check if sound is enabled, if so play the jump sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,jumpSound,0);
}
}
}
void Player::show(){
//Check if we should render the recorded line.
//Only do this when we're recording and we're not the shadow.
if(shadow==false && record==true){
//FIXME: Adding an entry not in update but in render?
line.push_back(SDL_Rect());
line[line.size()-1].x=box.x+11;
line[line.size()-1].y=box.y+20;
//Loop through the line dots and draw them.
for(int l=0; l<(signed)line.size(); l++){
appearance.drawState("line",screen,line[l].x-camera.x,line[l].y-camera.y,NULL);
}
}
//NOTE: We do logic here, because it's only needed by the appearance.
appearance.updateAnimation();
appearance.draw(screen, box.x-camera.x, box.y-camera.y, NULL);
}
void Player::shadowSetState(){
int currentKey=0;
/*//debug
extern int block_test_count;
extern bool block_test_only;
if(SDL_GetKeyState(NULL)[SDLK_p]){
block_test_count=recordButton.size();
}
if(block_test_count==(int)recordButton.size()){
block_test_only=true;
}*/
//Check if we should read the input from record file.
if(recordIndex>=0){ // && recordIndex<(int)recordButton.size()){
//read the input from record file
if(recordIndex<(int)recordButton.size()){
currentKey=recordButton[recordIndex];
recordIndex++;
}
//Reset horizontal velocity.
xVel=0;
if(currentKey&PlayerButtonRight){
//Walking to the right.
xVel+=7;
}
if(currentKey&PlayerButtonLeft){
//Walking to the left.
xVel-=7;
}
if(currentKey&PlayerButtonJump){
//The up key, if we aren't in the air we start jumping.
if(inAir==false){
isJump=true;
}else{
//Shouldn't go here
cout<<"Replay BUG"<<endl;
}
}
//check the down key
downKeyPressed=(currentKey&PlayerButtonDown)!=0;
//check the space key
if(currentKey&PlayerButtonSpace){
spaceKeyDown(&objParent->shadow);
}
}else{
//read the input from keyboard.
recordIndex=-1;
//Check for xvelocity.
if(xVel>0)
currentKey|=PlayerButtonRight;
if(xVel<0)
currentKey|=PlayerButtonLeft;
//Check for jumping.
if(isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonJump;
}
//Check if the downbutton is pressed.
if(downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonDown;
}
if(spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonSpace;
}
//Record it.
recordButton.push_back(currentKey);
}
#ifdef RECORD_FILE_DEBUG
if(recordIndex>=0){
if(recordIndex>0 && recordIndex<=int(recordPlayerPosition.size())/2){
SDL_Rect &r1=recordPlayerPosition[recordIndex*2-2];
SDL_Rect &r2=recordPlayerPosition[recordIndex*2-1];
if(r1.x!=box.x || r1.y!=box.y || r2.x!=objParent->shadow.box.x || r2.y!=objParent->shadow.box.y){
char c[192];
sprintf(c,"Replay ERROR [%05d] %d %d %d %d Expected: %d %d %d %d\n",
objParent->time-1,box.x,box.y,objParent->shadow.box.x,objParent->shadow.box.y,r1.x,r1.y,r2.x,r2.y);
cout<<c;
}
}
}else{
recordPlayerPosition.push_back(box);
recordPlayerPosition.push_back(objParent->shadow.box);
}
#endif
//reset spaceKeyPressed.
spaceKeyPressed=false;
//Only add an entry if the player is recording.
if(record){
//Add the action.
if(!dead){
playerButton.push_back(currentKey);
//Change the state.
state++;
}
}
}
void Player::shadowGiveState(Shadow* shadow){
//Check if the player calls the shadow.
if(shadowCall==true){
//Clear any recording still with the shadow.
shadow->playerButton.clear();
//Loop the recorded moves and add them to the one of the shadow.
for(unsigned int s=0;s<playerButton.size();s++){
shadow->playerButton.push_back(playerButton[s]);
}
//Reset the state of both the player and the shadow.
stateReset();
shadow->stateReset();
//Clear the recording at the player's side.
playerButton.clear();
line.clear();
//Set shadowCall false
shadowCall=false;
//And let the shadow know that the player called him.
shadow->meCall();
}
}
void Player::stateReset(){
//Reset the state by setting it to 0.
state=0;
}
void Player::otherCheck(class Player* other){
//First make sure the player isn't dead.
//And check for velocity of the block the player is standing on.
if(!dead){
if(objCurrentStand!=NULL){
//Now get the velocity of the object the player is standing on.
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
xVelBase=v.x;
yVelBase=v.y;
//Already move the player box.
box.x+=v.x;
box.y+=v.y;
}
}
//Now do the same for the shadow.
if(!other->dead){
if(other->objCurrentStand!=NULL){
//Now get the velocity of the object the shadow is standing on.
SDL_Rect v=other->objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
other->xVelBase=v.x;
other->yVelBase=v.y;
//Already move the shadow box.
other->box.x+=v.x;
other->box.y+=v.y;
}
}
//Now check if the player is on the shadow.
//First make sure they are both alive.
if(!dead && !other->dead){
//Get the box of the shadow.
SDL_Rect boxShadow=other->getBox();
//Check if the player is on top of the shadow.
if(checkCollision(box,boxShadow)==true){
//We have collision now check if the other is standing on top of you.
if(box.y+box.h<=boxShadow.y+13 && !other->inAir){
int yVelocity=yVel-1;
if(yVelocity>0){
box.y-=yVel;
box.y+=boxShadow.y-(box.y+box.h);
inAir=false;
canMove=false;
onGround=true;
other->holdingOther=true;
other->appearance.changeState("holding");
//Change our own appearance to standing.
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
//Apply the velocity the shadow has.
box.x+=other->xVelBase;
box.y+=other->yVelBase;
}
}else if(boxShadow.y+boxShadow.h<=box.y+13 && !inAir){
int yVelocity=other->yVel-1;
if(yVelocity>0){
other->box.y-=other->yVel;
other->box.y+=box.y-(other->box.y+other->box.h);
other->inAir=false;
other->canMove=false;
other->onGround=true;
holdingOther=true;
appearance.changeState("holding");
//Change our own appearance to standing.
if(other->direction==1){
other->appearance.changeState("standleft");
}else{
other->appearance.changeState("standright");
}
//Apply the velocity the shadow has.
other->box.x+=xVelBase;
other->box.y+=yVelBase;
}
}
}else{
holdingOther=false;
other->holdingOther=false;
}
}
//And set currentStand to null.
objCurrentStand=NULL;
other->objCurrentStand=NULL;
}
SDL_Rect Player::getBox(){
return box;
}
void Player::setMyCamera(){
//Only change the camera when the player isn't dead.
if(dead)
return;
//Check if the level fit's horizontally inside the camera.
if(camera.w>LEVEL_WIDTH){
camera.x=-(camera.w-LEVEL_WIDTH)/2;
}else{
//Check if the player is halfway pass the halfright of the screen.
if(box.x>camera.x+(SCREEN_WIDTH/2+50)){
//It is so ease the camera to the right.
camera.x+=(box.x-camera.x-(SCREEN_WIDTH/2))>>4;
//Check if the camera isn't going too far.
if(box.x<camera.x+(SCREEN_WIDTH/2+50)){
camera.x=box.x-(SCREEN_WIDTH/2+50);
}
}
//Check if the player is halfway pass the halfleft of the screen.
if(box.x<camera.x+(SCREEN_WIDTH/2-50)){
//It is so ease the camera to the left.
camera.x+=(box.x-camera.x-(SCREEN_WIDTH/2))>>4;
//Check if the camera isn't going too far.
if(box.x>camera.x+(SCREEN_WIDTH/2-50)){
camera.x=box.x-(SCREEN_WIDTH/2-50);
}
}
//If the camera is too far to the left we set it to 0.
if(camera.x<0){
camera.x=0;
}
//If the camera is too far to the right we set it to the max right.
if(camera.x+camera.w>LEVEL_WIDTH){
camera.x=LEVEL_WIDTH-camera.w;
}
}
//Check if the level fit's vertically inside the camera.
if(camera.h>LEVEL_HEIGHT){
//We don't centre vertical because the bottom line of the level (deadly) will be mid air.
camera.y=-(camera.h-LEVEL_HEIGHT);
}else{
//Check if the player is halfway pass the lower half of the screen.
if(box.y>camera.y+(SCREEN_HEIGHT/2+50)){
//If is so ease the camera down.
camera.y+=(box.y-camera.y-(SCREEN_HEIGHT/2))>>4;
//Check if the camera isn't going too far.
if(box.y<camera.y+(SCREEN_HEIGHT/2+50)){
camera.y=box.y-(SCREEN_HEIGHT/2+50);
}
}
//Check if the player is halfway pass the upper half of the screen.
if(box.y<camera.y+(SCREEN_HEIGHT/2-50)){
//It is so ease the camera up.
camera.y+=(box.y-camera.y-(SCREEN_HEIGHT/2))>>4;
//Check if the camera isn't going too far.
if(box.y>camera.y+(SCREEN_HEIGHT/2-50)){
camera.y=box.y-(SCREEN_HEIGHT/2-50);
}
}
//If the camera is too far up we set it to 0.
if(camera.y<0){
camera.y=0;
}
//If the camera is too far down we set it to the max down.
if(camera.y+camera.h>LEVEL_HEIGHT){
camera.y=LEVEL_HEIGHT-camera.h;
}
}
}
void Player::reset(bool save){
//Set the location of the player to it's initial state.
box.x=fx;
box.y=fy;
//Reset back to default value.
inAir=true;
isJump=false;
onGround=true;
shadowCall=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
//Some animation variables.
appearance.resetAnimation(save);
appearance.changeState("standright");
direction=0;
state=0;
xVel=0; //??? fixed a strange bug in game replay
yVel=0;
objCurrentStand=NULL;
objNotificationBlock=NULL;
//Clear the recording.
line.clear();
playerButton.clear();
recordButton.clear();
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordPlayerPosition.clear();
#endif
//xVelSaved is used to indicate if there's a state saved or not.
if(save){
xVelSaved=0x80000000;
}
}
void Player::saveState(){
//We can only save the state when the player isn't dead.
if(!dead){
boxSaved.x=box.x;
boxSaved.y=box.y;
xVelSaved=xVel;
yVelSaved=yVel;
inAirSaved=inAir;
isJumpSaved=isJump;
onGroundSaved=onGround;
canMoveSaved=canMove;
holdingOtherSaved=holdingOther;
//Let the appearance save.
appearance.saveAnimation();
//Save the record
savedRecordButton=recordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog_saved=recordKeyPressLog;
recordPlayerPosition_saved=recordPlayerPosition;
#endif
//Only play the sound when it's enabled.
if(getSettings()->getBoolValue("sound")==true){
//To prevent playing the sound twice, only the player can cause the sound.
if(!shadow)
Mix_PlayChannel(-1,saveSound,0);
}
}
}
void Player::loadState(){
//Check with xVelSaved if there's a saved state.
if(xVelSaved==int(0x80000000)){
//There isn't so reset the game to load the first initial state.
//NOTE: There's no need in removing the saved state since there is none.
reset(false);
return;
}
//Restore the saved values.
box.x=boxSaved.x;
box.y=boxSaved.y;
//xVel is set to 0 since it's saved counterpart is used to indicate a saved state.
xVel=0;
yVel=yVelSaved;
//Restore teh saved values.
inAir=inAirSaved;
isJump=isJumpSaved;
onGround=onGroundSaved;
canMove=canMoveSaved;
holdingOther=holdingOtherSaved;
dead=false;
record=false;
shadowCall=false;
stateReset();
//Restore the appearance.
appearance.loadAnimation();
//Clear any recorded stuff.
line.clear();
playerButton.clear();
//Load the previously saved record
recordButton=savedRecordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog=recordKeyPressLog_saved;
recordPlayerPosition=recordPlayerPosition_saved;
#endif
}
void Player::swapState(Player* other){
//We need to swap the values of the player with the ones of the given player.
swap(box.x,other->box.x);
swap(box.y,other->box.y);
//NOTE: xVel isn't there since it's used for something else.
swap(yVel,other->yVel);
swap(inAir,other->inAir);
swap(isJump,other->isJump);
swap(onGround,other->onGround);
swap(canMove,other->canMove);
swap(holdingOther,other->holdingOther);
swap(dead,other->dead);
//Also reset the state of the other.
other->stateReset();
//Play the swap sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,swapSound,0);
}
}
bool Player::canSaveState(){
//We can only save the state if the player isn't dead.
return !dead;
}
bool Player::canLoadState(){
//We use xVelSaved to indicate if a state is saved or not.
return xVelSaved != int(0x80000000);
}
void Player::die(bool animation){
//Make sure the player isn't already dead.
if(!dead){
dead=true;
//If sound is enabled run the hit sound.
if(getSettings()->getBoolValue("sound")==true){
Mix_PlayChannel(-1,hitSound,0);
}
//Change the apearance to die (if animation is true).
if(animation){
if(appearance.currentStateName.find("right")!=std::string::npos){
appearance.changeState("dieright");
}else{
appearance.changeState("dieleft");
}
}
}
//We set the jumpTime to 120 when this is the shadow.
//That's the countdown for the "Your shadow has died." message.
if(shadow){
jumpTime=80;
}
}
diff --git a/src/Player.h b/src/Player.h
index 8a64b7e..7bffb8c 100644
--- a/src/Player.h
+++ b/src/Player.h
@@ -1,257 +1,258 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 PLAYER_H
#define PLAYER_H
#include "ThemeManager.h"
#include <vector>
#include <string>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
//Debug the game record file.
//#define RECORD_FILE_DEBUG
class GameObject;
class Game;
//The different player buttons.
//The right arrow.
const int PlayerButtonRight=0x01;
//The left arrow.
const int PlayerButtonLeft=0x02;
//The up arrow for jumping.
const int PlayerButtonJump=0x04;
//The down arrow for actions.
const int PlayerButtonDown=0x08;
//space bar for recording. (Only in recordButton)
const int PlayerButtonSpace=0x10;
class Player{
protected:
//Vector used to store the player actions in when recording.
//These can be given to the shadow so he can execute them.
std::vector<int> playerButton;
private:
//Vector used to record the whole game play.
//And saved record in checkpoint.
std::vector<int> recordButton,savedRecordButton;
//record index. -1 means read input from keyboard,
//otherwise read input from recordings (recordButton[recordIndex]).
int recordIndex;
//Vector containing squares along the path the player takes when recording.
//It will be drawn as a trail of squares.
std::vector<SDL_Rect> line;
//Boolean if the player called the shadow to copy his moves.
bool shadowCall;
//Boolean if the player is recording his moves.
bool record;
//The following variables are to store a state.
//Rectangle containing the players location.
SDL_Rect boxSaved;
//Boolean if the player is in the air.
bool inAirSaved;
//Boolean if the player is (going to) jump(ing).
bool isJumpSaved;
//Boolean if the player is (still) on the ground.
bool onGroundSaved;
//Boolean if the player can move.
bool canMoveSaved;
//Boolean if the player is holding the other (shadow).
bool holdingOtherSaved;
//The x velocity.
//NOTE: The x velocity is used to indicate that there's a state saved.
int xVelSaved;
//The y velocity.
int yVelSaved;
protected:
//Rectangle containing the player's location.
SDL_Rect box;
//The x and y velocity.
int xVel, yVel;
//The base x and y velocity, used for standing on moving blocks.
int xVelBase, yVelBase;
//Sound played when the player jumps.
Mix_Chunk* jumpSound;
//Sound played when the player dies.
Mix_Chunk* hitSound;
//Sound played when the saves a state.
Mix_Chunk* saveSound;
//Sound played when the player swaps.
Mix_Chunk* swapSound;
//Sound played when the player toggles a switch.
Mix_Chunk* toggleSound;
//The sound played when the player tries something that doesn't work.
//For example a broken portal or swapping the shadow into a shadow block.
Mix_Chunk* errorSound;
//Sound played when the player picks up a collectable.
Mix_Chunk* collectSound;
//Boolean if the player is in the air.
bool inAir;
//Boolean if the player is (going to) jump(ing).
bool isJump;
//Boolean if the player is (still) on the ground.
bool onGround;
//Boolean if the player can move.
bool canMove;
//Boolean if the player is alive/
bool dead;
//The direction the player is walking, 0=right, 1=left.
int direction;
//Integer containing the state of the player.
int state;
//The time the player is in the air (jumping).
int jumpTime;
//Boolean if the player is in fact the shadow.
bool shadow;
//Pointer to the Game state.
friend class Game;
Game* objParent;
//Boolean if the downkey is pressed.
bool downKeyPressed;
//Boolean if the space keu is pressed.
bool spaceKeyPressed;
//Pointer to the object that is currently been stand on by the player.
//This is always a valid pointer.
GameObject* objCurrentStand;
//Pointer to the object the player stood last on.
//NOTE: This is a weak reference only.
GameObject* objLastStand;
//Pointer to the teleporter the player last took.
//NOTE: This is a weak reference only.
GameObject* objLastTeleport;
//Pointer to the notification block the player is in front of.
//This is always a valid pointer.
GameObject* objNotificationBlock;
//Pointer to the shadow block the player is in front of.
//This is always a valid pointer.
GameObject* objShadowBlock;
public:
//X and y location where the player starts and gets when reseted.
int fx, fy;
//The appearance of the player.
ThemeCharacterInstance appearance;
//Boolean if the player is holding the other.
bool holdingOther;
//Constructor.
//objParent: Pointer to the Game state.
Player(Game* objParent);
//Destructor.
~Player();
//Method used to set the position of the player.
//x: The new x location of the player.
//y: The new y location of the player.
void setPosition(int x,int y);
//Method used to handle (key) input.
//shadow: Pointer to the shadow used for recording/calling.
void handleInput(class Shadow* shadow);
//Method used to do the movement of the player.
//levelObjects: Array containing the levelObjects, used to check collision.
void move(std::vector<GameObject*> &levelObjects);
//Method used to check if the player can jump and executes the jump.
void jump();
//This method will render the player to the screen.
void show();
//Method that stores the actions if the player is recording.
void shadowSetState();
//Method that will reset the state to 0.
virtual void stateReset();
//This method checks the player against the other to see if they stand on eachother.
//other: The shadow or the player.
void otherCheck(class Player* other);
//Method that will ease the camera so that the player is in the center.
void setMyCamera();
//This method will reset the player to it's initial position.
//save: Boolean if the saved state should also be deleted.
void reset(bool save);
//Method used to retrieve the current location of the player.
//Returns: SDL_Rect containing the player's location.
SDL_Rect getBox();
//This method will
void shadowGiveState(class Shadow* shadow);
//Method that will save the current state.
//NOTE: The special <name>Saved variables will be used.
virtual void saveState();
//Method that will retrieve the last saved state.
//If there is none it will reset the player.
virtual void loadState();
//Method that checks if the player can save the state.
//Returns: True if the player can save his state.
virtual bool canSaveState();
//Method that checks if the player can load a state.
//Returns: True if the player can load a state.
virtual bool canLoadState();
//Method that will swap the state of the player with the other.
//other: The player or the shadow.
void swapState(Player* other);
//Check if this player is in fact the shadow.
//Returns: True if this is the shadow.
inline bool isShadow(){
return shadow;
}
//Let the player die when he falls of or hits spikes.
//animation: Boolean if the death animation should be played, default is true.
void die(bool animation=true);
//Check if currently it's play from record file.
bool isPlayFromRecord();
//get the game record object.
std::vector<int>* getRecord();
#ifdef RECORD_FILE_DEBUG
std::string& keyPressLog();
std::vector<SDL_Rect>& playerPosition();
#endif
//play the record.
void playRecord();
private:
//The space key is down. call this function from handleInput and another function.
void spaceKeyDown(class Shadow* shadow);
};
#endif
diff --git a/src/Settings.cpp b/src/Settings.cpp
index 60153cd..5a3f337 100644
--- a/src/Settings.cpp
+++ b/src/Settings.cpp
@@ -1,239 +1,239 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Settings.h"
#include <SDL/SDL.h>
#include <string>
#include <stdio.h>
using namespace std;
Settings::Settings(const string fileName): fileName(fileName){
char s[32];
settings["sound"]="128";
settings["music"]="128";
settings["musiclist"]="default";
settings["fullscreen"]="0";
settings["width"]="800";
settings["height"]="600";
settings["resizable"]="1";
#ifdef HARDWARE_ACCELERATION
settings["gl"]="1";
#else
settings["gl"]="0";
#endif
settings["theme"]="%DATA%/themes/Cloudscape";
settings["leveltheme"]="1";
settings["internet"]="1";
settings["lastlevelpack"]="tutorial";
settings["internet-proxy"]="";
settings["lang"]="";
//Key settings.
sprintf(s,"%d",(int)SDLK_UP);
settings["key_up"]=settings["key_jump"]=s;
sprintf(s,"%d",(int)SDLK_DOWN);
settings["key_down"]=settings["key_action"]=s; //SDLK_DOWN
sprintf(s,"%d",(int)SDLK_LEFT);
settings["key_left"]=s; //SDLK_LEFT
sprintf(s,"%d",(int)SDLK_RIGHT);
settings["key_right"]=s; //SDLK_RIGHT
sprintf(s,"%d",(int)SDLK_SPACE);
settings["key_space"]=s; //SDLK_SPACE
sprintf(s,"%d",(int)SDLK_ESCAPE);
settings["key_escape"]=s; //SDLK_ESCAPE
sprintf(s,"%d",(int)SDLK_r);
settings["key_restart"]=s; //SDLK_r
sprintf(s,"%d",(int)SDLK_TAB);
settings["key_tab"]=s;
sprintf(s,"%d",(int)SDLK_F2);
settings["key_save"]=s; //SDLK_F2
sprintf(s,"%d",(int)SDLK_F3);
settings["key_load"]=s; //SDLK_F3
sprintf(s,"%d",(int)SDLK_F4);
settings["key_swap"]=s; //SDLK_F4
sprintf(s,"%d",(int)SDLK_F5);
settings["key_teleport"]=s; //SDLK_F5
sprintf(s,"%d",(int)SDLK_F12);
settings["key_suicide"]=s;
sprintf(s,"%d",(int)SDLK_RSHIFT);
settings["key_shift"]=s; //SDLK_RSHIFT
sprintf(s,"%d",(int)SDLK_PAGEUP);
settings["key_next"]=s; //SDLK_PAGEUP
sprintf(s,"%d",(int)SDLK_PAGEDOWN);
settings["key_previous"]=s; //SDLK_PAGEDOWN
sprintf(s,"%d",(int)SDLK_RETURN);
settings["key_select"]=s; //SDLK_RETURN
settings["key_up2"]=settings["key_down2"]=settings["key_left2"]=settings["key_right2"]=
settings["key_jump2"]=settings["key_action2"]=
settings["key_space2"]=settings["key_escape2"]=settings["key_restart2"]=settings["key_tab2"]=
settings["key_save2"]=settings["key_load2"]=settings["key_swap2"]=settings["key_teleport2"]=
settings["key_suicide2"]=settings["key_shift2"]=settings["key_next2"]=settings["key_previous2"]=
settings["key_select2"]="0";
}
void Settings::parseFile(){
//We open the settings file.
ifstream file;
file.open(fileName.c_str());
if(!file){
cout<<"Can't find config file!"<<endl;
createFile();
}
//Now we're going to walk throught the file line by line.
string line;
while(getline(file,line)){
string temp = line;
unComment(temp);
if(temp.empty() || empty(temp))
continue;
//The line is good so we parse it.
parseLine(temp);
}
//And close the file.
file.close();
}
void Settings::parseLine(const string &line){
if((line.find('=') == line.npos) || !validLine(line))
cout<<"Warning illegal line in config file!"<<endl;
string temp = line;
temp.erase(0, temp.find_first_not_of("\t "));
int seperator = temp.find('=');
//Get the key and trim it.
string key, value;
key = line.substr(0, seperator);
if(key.find('\t')!=line.npos || key.find(' ')!=line.npos)
key.erase(key.find_first_of("\t "));
//Get the value and trim it.
value = line.substr(seperator + 1);
value.erase(0, value.find_first_not_of("\t "));
value.erase(value.find_last_not_of("\t ") + 1);
//Add the setting to the settings map.
setValue(key,value);
}
bool Settings::validLine(const string &line){
string temp = line;
temp.erase(0, temp.find_first_not_of("\t "));
if(temp[0] == '=')
return false;
for(size_t i = temp.find('=') + 1; i < temp.length(); i++)
return true;
return false;
}
void Settings::unComment(string &line){
if (line.find('#') != line.npos)
line.erase(line.find('#'));
}
bool Settings::empty(const string &line){
return (line.find_first_not_of(' ')==line.npos);
}
string Settings::getValue(const string &key){
if(settings.find(key) == settings.end()){
cout<<"Key "<<key<<" couldn't be found!"<<endl;
return "";
}
return settings[key];
}
bool Settings::getBoolValue(const string &key){
if(settings.find(key) == settings.end()){
cout<<"Key "<<key<<" couldn't be found!"<<endl;
return false;
}
return (settings[key] != "0");
}
void Settings::setValue(const string &key, const string &value){
if(settings.find(key) == settings.end()){
cout<<"Key "<<key<<" couldn't be found!"<<endl;
return;
}
settings[key]=value;
}
void Settings::createFile(){
ofstream file;
file.open(fileName.c_str());
//Default Config file.
file<<"#MeAndMyShadow config file. Created on "<<endl;
map<string, string>::iterator iter;
for(iter = settings.begin(); iter != settings.end(); ++iter){
file << iter->first << " = " << iter->second << endl;
}
//And close the file.
file.close();
}
void Settings::save(){
ofstream file;
file.open(fileName.c_str());
//First get the date and time.
time_t rawtime;
struct tm* timedate;
time(&rawtime);
timedate=localtime(&rawtime);
//Now write it to the first line of the config file.
//Note: There's no endl at the end since that's already in asctime(timeinfo).
file<<"#MeAndMyShadow config file. Created on "<<asctime(timedate);
//Loop through the settings and save them.
map<string,string>::const_iterator iter;
for(iter=settings.begin(); iter!=settings.end(); ++iter){
file<<iter->first<<" = "<<iter->second<<endl;
}
file.close();
}
diff --git a/src/Settings.h b/src/Settings.h
index ad9dcb1..65643c9 100644
--- a/src/Settings.h
+++ b/src/Settings.h
@@ -1,82 +1,83 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 SETTINGS_H
#define SETTINGS_H
#include <iostream>
#include <string>
#include <sstream>
#include <map>
#include <fstream>
#include <ctime>
//The Settings class is used for loading/saving the config file and keeping track of the settings.
class Settings{
private:
//The name of the settingsfile.
const std::string fileName;
//Map containing all the settings.
//The key is the name of the setting.
std::map<std::string,std::string> settings;
//Method that will create the config file.
void createFile();
//Parse a given line and, if valid, add it to the settings map.
//line: The line to parse.
void parseLine(const std::string &line);
//Validates a given line. (Check if it contains a '=')
//line: The line to validate.
//Returns: True if the line is valid.
bool validLine(const std::string &line);
//Remove comments from a given line.
//Comments start with '#' and continues to the end of the line.
//line: The line to uncomment.
void unComment(std::string &line);
//Checks if the line is empty.
//line: The line to check.
//Returns: True if the line is emtpy.
bool empty(const std::string &line);
public:
//Constructor.
//fileName: The name of the file to use.
Settings(std::string fileName);
//This method will open the settings file and walk through it line for line.
void parseFile();
//This method will write the settings in the map to the settings file.
void save();
//Gets the value that belongs to a given key.
//key: The name of teh setting.
//Returns: The value if the key exists and an empty string if the key doesn't exist.
std::string getValue(const std::string &key);
//Gets the value, as a bool, that belongs to a given key.
//key: The name of teh setting.
//Returns: The (bool)value if the key exists and false if the key doesn't exist.
bool getBoolValue(const std::string &key);
//This will set the value of a given key.
//Note: If the key doesn't exist it won't be set. //FIXME: If the key doesn't exist why not create it?
//key: The key of the setting to change.
//value: The new value of the key.
void setValue(const std::string &key, const std::string &value);
};
#endif
\ No newline at end of file
diff --git a/src/Shadow.cpp b/src/Shadow.cpp
index 06f682b..a34048d 100644
--- a/src/Shadow.cpp
+++ b/src/Shadow.cpp
@@ -1,83 +1,84 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Functions.h"
#include "FileManager.h"
#include "Game.h"
#include "Player.h"
#include "Shadow.h"
#include <vector>
#include <iostream>
using namespace std;
Shadow::Shadow(Game* objParent):Player(objParent){
//Most of the initialising happens in the Player's constructor.
//Here we only set some shadow specific options.
called=false;
shadow=true;
}
void Shadow::moveLogic(){
//If we're called and there are still moves left we to that move.
if(called && state < (signed)playerButton.size()){
int currentKey=playerButton[state];
xVel=0;
//Check if the current move is walking.
if(currentKey & PlayerButtonRight) xVel=7;
if(currentKey & PlayerButtonLeft) xVel=-7;
//Check if the current move is jumping.
if((currentKey & PlayerButtonJump) && !inAir){
isJump=true;
}else{
isJump=false;
}
//Check if the current move is an action (DOWN arrow key).
if(currentKey & PlayerButtonDown){
downKeyPressed=true;
}else{
downKeyPressed=false;
}
//We've done the move so move on to the next one.
state++;
}else{
//We ran out of moves so reset it.
//FIXME: Every frame when called is false this will be done?
called=false;
state=0;
xVel=0;
}
}
void Shadow::meCall(){
called=true;
}
void Shadow::stateReset(){
state=0;
called=false;
}
void Shadow::loadState(){
Player::loadState();
called=false;
playerButton.clear();
}
diff --git a/src/Shadow.h b/src/Shadow.h
index 8591ac7..a4d18e5 100644
--- a/src/Shadow.h
+++ b/src/Shadow.h
@@ -1,50 +1,51 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 SHADOW_H
#define SHADOW_H
#include "Player.h"
//The shadow class, it extends the player class since their almost the same.
class Shadow : public Player{
protected:
//Boolean if the shadow is called by the player.
//If so the shadow will copy the moves the player made.
bool called;
friend class Player;
public:
//Constructor, it sets a few variables and calls the Player's constructor.
//objParent: Pointer to the game instance.
Shadow(Game* objParent);
//Method that's called before the move function.
//It's used to let the shadow do his logic, moving and jumping.
void moveLogic();
//Method used to notify the shadow that he is called.
//He then must copy the moves that are given to him.
void meCall();
//Method used to reset the state.
virtual void stateReset();
//Method used to load the state.
virtual void loadState();
};
#endif
diff --git a/src/ThemeManager.cpp b/src/ThemeManager.cpp
index 9b45670..9f64f26 100644
--- a/src/ThemeManager.cpp
+++ b/src/ThemeManager.cpp
@@ -1,837 +1,837 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "ThemeManager.h"
#include "POASerializer.h"
#include "Functions.h"
#include "FileManager.h"
#include "Game.h"
#include <SDL/SDL_rotozoom.h>
#include <string.h>
#include <iostream>
using namespace std;
//The ThemeStack that is be used by the GameState.
ThemeStack objThemes;
bool ThemeManager::loadFile(const string& fileName){
POASerializer objSerializer;
TreeStorageNode objNode;
//First we destroy the current ThemeManager.
destroy();
//Now we try to load the file, if it fails we return false.
if(!objSerializer.loadNodeFromFile(fileName.c_str(),&objNode,true)){
cerr<<"ERROR: Unable to open theme file: "<<fileName<<endl;
return false;
}
//Set the themePath.
themePath=pathFromFileName(fileName);
//Retrieve the name of the theme from the file.
{
vector<string> &v=objNode.attributes["name"];
if(!v.empty()) themeName=v[0];
}
//Loop the subnodes of the theme.
for(unsigned int i=0;i<objNode.subNodes.size();i++){
TreeStorageNode *obj=objNode.subNodes[i];
//Check if it's a block or a background.
if(obj->name=="block" && !obj->value.empty()){
map<string,int>::iterator it=Game::blockNameMap.find(obj->value[0]);
if(it!=Game::blockNameMap.end()){
int idx=it->second;
if(!objBlocks[idx]) objBlocks[idx]=new ThemeBlock;
if(!objBlocks[idx]->loadFromNode(obj,themePath)){
cerr<<"ERROR: Unable to load "<<Game::blockName[idx]<<" for theme "<<fileName<<endl;
delete objBlocks[idx];
objBlocks[idx]=NULL;
return false;
}
}
}else if(obj->name=="background" && !obj->value.empty()){
if(!objBackground) objBackground=new ThemeBackground();
if(!objBackground->addPictureFromNode(obj,themePath)){
cerr<<"ERROR: Unable to load background for theme "<<fileName<<endl;
delete objBackground;
objBackground=NULL;
return false;
}
}else if(obj->name=="character" && !obj->value.empty()){
if(obj->value[0]=="Shadow"){
if(!shadow) shadow=new ThemeCharacter();
if(!shadow->loadFromNode(obj,themePath)){
cerr<<"ERROR: Unable to load shadow for theme "<<fileName<<endl;
delete shadow;
shadow=NULL;
return false;
}
}else if(obj->value[0]=="Player"){
if(!player) player=new ThemeCharacter();
if(!player->loadFromNode(obj,themePath)){
cerr<<"ERROR: Unable to load player for theme "<<fileName<<endl;
delete player;
player=NULL;
return false;
}
}
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlock::loadFromNode(TreeStorageNode* objNode, string themePath){
destroy();
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
//Check if the subnode is an editorPicture or a blockState.
if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath)) return false;
}else if(obj->name=="blockState" && !obj->value.empty()){
string& s=obj->value[0];
map<string,ThemeBlockState*>::iterator it=blockStates.find(s);
if(it==blockStates.end()) blockStates[s]=new ThemeBlockState;
if(!blockStates[s]->loadFromNode(obj,themePath)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlockState::loadFromNode(TreeStorageNode* objNode, string themePath){
destroy();
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
//Check if there are enough values for the oneTimeAnimation attribute.
if(v.size()>=2 && !v[0].empty()){
oneTimeAnimationLength=atoi(v[0].c_str());
nextState=v[1];
}
}
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="object"){
ThemeObject *obj1=new ThemeObject();
if(!obj1->loadFromNode(obj,themePath)){
delete obj1;
return false;
}
themeObjects.push_back(obj1);
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeCharacter::loadFromNode(TreeStorageNode* objNode,string themePath){
destroy();
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
//Check if the subnode is an characterState.
if(obj->name=="characterState" && !obj->value.empty()){
string& s=obj->value[0];
map<string,ThemeCharacterState*>::iterator it=characterStates.find(s);
if(it==characterStates.end()) characterStates[s]=new ThemeCharacterState;
if(!characterStates[s]->loadFromNode(obj,themePath)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeCharacterState::loadFromNode(TreeStorageNode* objNode,string themePath){
destroy();
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
//Check if there are enough values for the oneTimeAnimation attribute.
if(v.size()>=2 && !v[0].empty()){
oneTimeAnimationLength=atoi(v[0].c_str());
nextState=v[1];
}
}
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="object"){
ThemeObject *obj1=new ThemeObject();
if(!obj1->loadFromNode(obj,themePath)){
delete obj1;
return false;
}
themeObjects.push_back(obj1);
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeObject::loadFromNode(TreeStorageNode* objNode,string themePath){
destroy();
//Retrieve the animation attribute.
{
vector<string> &v=objNode->attributes["animation"];
if(v.size()>=2){
animationLength=atoi(v[0].c_str());
animationLoopPoint=atoi(v[1].c_str());
}
}
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
if(v.size()>=2){
animationLength=atoi(v[0].c_str());
animationLoopPoint=atoi(v[1].c_str())|0x80000000;
}
}
//Retrieve the invisibleAtRunTime attribute.
{
vector<string> &v=objNode->attributes["invisibleAtRunTime"];
if(!v.empty() && !v[0].empty()){
invisibleAtRunTime=atoi(v[0].c_str())?true:false;
}
}
//Retrieve the invisibleAtDesignTime attribute.
{
vector<string> &v=objNode->attributes["invisibleAtDesignTime"];
if(!v.empty() && !v[0].empty()){
invisibleAtDesignTime=atoi(v[0].c_str())?true:false;
}
}
//Loop the subnodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="picture" || obj->name=="pictureAnimation"){
if(!picture.loadFromNode(obj,themePath)){
return false;
}
}else if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath)){
return false;
}
}else if(obj->name=="optionalPicture" && obj->value.size()>=6){
ThemePicture *objPic=new ThemePicture();
double f=atof(obj->value[5].c_str());
if(!objPic->loadFromNode(obj,themePath)){
delete objPic;
return false;
}
optionalPicture.push_back(pair<double,ThemePicture*>(f,objPic));
}else if(obj->name=="offset" || obj->name=="offsetAnimation"){
if(!offset.loadFromNode(obj)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemePicture::loadFromNode(TreeStorageNode* objNode,string themePath){
destroy();
//Check if the node has enough values.
if(!objNode->value.empty()){
//Load teh picture.
picture=loadImage(themePath+objNode->value[0]);
if(picture==NULL) return false;
//Check if it's an animation.
if(objNode->name=="pictureAnimation"){
if(!offset.loadFromNode(objNode)) return false;
return true;
}else if(objNode->value.size()>=5){
typeOffsetPoint r={atoi(objNode->value[1].c_str()),
atoi(objNode->value[2].c_str()),
atoi(objNode->value[3].c_str()),
atoi(objNode->value[4].c_str()),0,0};
offset.offsetData.push_back(r);
offset.length=0;
return true;
}
}
//Done and nothing went wrong so return true.
return false;
}
bool ThemeOffsetData::loadFromNode(TreeStorageNode* objNode){
destroy();
//Check what kind of offset it is.
if(objNode->name=="pictureAnimation"){
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode* obj=objNode->subNodes[i];
if(obj->name=="point" && obj->value.size()>=4){
typeOffsetPoint r={atoi(obj->value[0].c_str()),
atoi(obj->value[1].c_str()),
atoi(obj->value[2].c_str()),
atoi(obj->value[3].c_str()),1,1};
if(obj->value.size()>=5) r.frameCount=atoi(obj->value[4].c_str());
if(obj->value.size()>=6) r.frameDisplayTime=atoi(obj->value[5].c_str());
offsetData.push_back(r);
length+=r.frameCount*r.frameDisplayTime;
}
}
return true;
}else if(objNode->name=="offsetAnimation"){
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode* obj=objNode->subNodes[i];
if(obj->name=="point" && obj->value.size()>=2){
typeOffsetPoint r={atoi(obj->value[0].c_str()),
atoi(obj->value[1].c_str()),0,0,1,1};
if(obj->value.size()>=3) r.frameCount=atoi(obj->value[2].c_str());
if(obj->value.size()>=4) r.frameDisplayTime=atoi(obj->value[3].c_str());
offsetData.push_back(r);
length+=r.frameCount*r.frameDisplayTime;
}
}
return true;
}else if(objNode->name=="offset" && objNode->value.size()>=2){
typeOffsetPoint r={atoi(objNode->value[0].c_str()),
atoi(objNode->value[1].c_str()),0,0,0,0};
offsetData.push_back(r);
length=0;
return true;
}
//Done and nothing went wrong so return true.
return false;
}
void ThemeObjectInstance::draw(SDL_Surface *dest,int x,int y,SDL_Rect *clipRect){
//Get the picture.
SDL_Surface *src=picture->picture;
if(src==NULL) return;
int ex=0,ey=0,xx=0,yy=0,ww=0,hh=0;
int animationNew=animation&0x7FFFFFFF;
{
vector<typeOffsetPoint> &v=picture->offset.offsetData;
if(picture->offset.length==0 || animationNew<v[0].frameDisplayTime){
xx=v[0].x;
yy=v[0].y;
ww=v[0].w;
hh=v[0].h;
}else if(animationNew>=picture->offset.length){
int i=v.size()-1;
xx=v[i].x;
yy=v[i].y;
ww=v[i].w;
hh=v[i].h;
}else{
int t=animationNew-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
xx=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
yy=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ww=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
hh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//Get the offset.
{
vector<typeOffsetPoint> &v=parent->offset.offsetData;
if(v.empty()){
ex=0;
ey=0;
}else if(parent->offset.length==0 || animationNew<v[0].frameDisplayTime){
ex=v[0].x;
ey=v[0].y;
}else if(animationNew>=parent->offset.length){
int i=v.size()-1;
ex=v[i].x;
ey=v[i].y;
}else{
int t=animationNew-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
ex=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ey=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//And finally draw the ThemeObjectInstance.
if(clipRect){
int d;
d=clipRect->x-ex;
if(d>0){
ex+=d;
xx+=d;
ww-=d;
}
d=clipRect->y-ey;
if(d>0){
ey+=d;
yy+=d;
hh-=d;
}
if(ww>clipRect->w) ww=clipRect->w;
if(hh>clipRect->h) hh=clipRect->h;
}
if(ww>0&&hh>0){
SDL_Rect r1={xx,yy,ww,hh};
SDL_Rect r2={x+ex,y+ey,0,0};
SDL_BlitSurface(src,&r1,dest,&r2);
}
}
void ThemeObjectInstance::updateAnimation(){
//First get the animation length.
int m;
m=parent->animationLength;
//If it's higher than 0 then we have an animation.
if(m>0 && animation>=0){
//Increase the animation frame.
animation++;
//Check if the animation is beyond the length, if so set it to the looppoint.
if(animation>=m)
animation=parent->animationLoopPoint;
}
}
void ThemeBlockInstance::updateAnimation(){
//Make sure the currentState isn't null.
if(currentState!=NULL){
//Call the updateAnimation method of the currentState.
currentState->updateAnimation();
//Get the length of the animation.
int m=currentState->parent->oneTimeAnimationLength;
//If it's higher than 0 then we have an animation.
//Also check if it's past the lenght, meaning done.
if(m>0 && currentState->animation>=m){
//Now we can change the state to the nextState.
changeState(currentState->parent->nextState);
}
}
}
void ThemeCharacterInstance::updateAnimation(){
//Make sure the currentState isn't null.
if(currentState!=NULL){
//Call the updateAnimation method of the currentState.
currentState->updateAnimation();
//Get the length of the animation.
int m=currentState->parent->oneTimeAnimationLength;
//If it's higher than 0 then we have an animation.
//Also check if it's past the lenght, meaning done.
if(m>0 && currentState->animation>=m){
//Now we can change the state to the nextState.
changeState(currentState->parent->nextState);
}
}
}
void ThemeBlock::createInstance(ThemeBlockInstance* obj){
//Make sure the given ThemeBlockInstance is ready.
obj->blockStates.clear();
obj->currentState=NULL;
//Loop through the blockstates.
for(map<string,ThemeBlockState*>::iterator it=blockStates.begin();it!=blockStates.end();++it){
//Get the themeBlockStateInstance of the given ThemeBlockInstance.
ThemeBlockStateInstance &obj1=obj->blockStates[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Get the vector with themeObjects.
vector<ThemeObject*> &v=it->second->themeObjects;
//Loop through them.
for(unsigned int i=0;i<v.size();i++){
//Create an instance for every one.
ThemeObjectInstance p;
//Set the parent.
p.parent=v[i];
//Choose the picture.
if(stateID==STATE_LEVEL_EDITOR){
if(p.parent->invisibleAtDesignTime)
continue;
if(p.parent->editorPicture.picture!=NULL)
p.picture=&p.parent->editorPicture;
}else{
if(p.parent->invisibleAtRunTime)
continue;
}
//Get the number of optional Pictures.
int m=p.parent->optionalPicture.size();
//If p.picture is null, not an editor picture, and there are optional pictures then give one random.
if(p.picture==NULL && m>0){
double f=0.0,f1=1.0/256.0;
for(int j=0;j<8;j++){
f+=f1*(double)(rand()&0xff);
f1*=(1.0/256.0);
}
for(int j=0;j<m;j++){
f-=p.parent->optionalPicture[j].first;
if(f<0.0){
p.picture=p.parent->optionalPicture[j].second;
break;
}
}
}
//If random turned out to give nothing then give the non optional picture.
if(p.picture==NULL && p.parent->picture.picture!=NULL)
p.picture=&p.parent->picture;
//If the picture isn't null then can we give it to the ThemeBlockStateInstance.
if(p.picture!=NULL)
obj1.objects.push_back(p);
}
}
//Change the state to the default one.
//FIXME: Is that needed?
obj->changeState("default");
}
void ThemeCharacter::createInstance(ThemeCharacterInstance* obj){
//Make sure the given ThemeCharacterInstance is ready.
obj->characterStates.clear();
obj->currentState=NULL;
//Loop through the characterstates.
for(map<string,ThemeCharacterState*>::iterator it=characterStates.begin();it!=characterStates.end();++it){
//Get the themeCharacterStateInstance of the given ThemeCharacterInstance.
ThemeCharacterStateInstance &obj1=obj->characterStates[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Get the vector with themeObjects.
vector<ThemeObject*> &v=it->second->themeObjects;
//Loop through them.
for(unsigned int i=0;i<v.size();i++){
//Create an instance for every one.
ThemeObjectInstance p;
//Set the parent.
p.parent=v[i];
//Make sure it isn't invisible at runtime.
if(p.parent->invisibleAtRunTime)
continue;
//Get the number of optional Pictures.
int m=p.parent->optionalPicture.size();
//If p.picture is null, not an editor picture, and there are optional pictures then give one random.
if(p.picture==NULL && m>0){
double f=0.0,f1=1.0/256.0;
for(int j=0;j<8;j++){
f+=f1*(double)(rand()&0xff);
f1*=(1.0/256.0);
}
for(int j=0;j<m;j++){
f-=p.parent->optionalPicture[j].first;
if(f<0.0){
p.picture=p.parent->optionalPicture[j].second;
break;
}
}
}
//If random turned out to give nothing then give the non optional picture.
if(p.picture==NULL && p.parent->picture.picture!=NULL)
p.picture=&p.parent->picture;
//If the picture isn't null then can we give it to the ThemeCharacterStateInstance.
if(p.picture!=NULL)
obj1.objects.push_back(p);
}
}
//Set it to the standing right state.
obj->changeState("standright");
}
void ThemePicture::draw(SDL_Surface *dest,int x,int y,int animation,SDL_Rect *clipRect){
//Get the Picture.
if(picture==NULL) return;
int ex=0,ey=0,xx,yy,ww,hh;
{
vector<typeOffsetPoint> &v=offset.offsetData;
if(offset.length==0 || animation<v[0].frameDisplayTime){
xx=v[0].x;
yy=v[0].y;
ww=v[0].w;
hh=v[0].h;
}else if(animation>=offset.length){
int i=v.size()-1;
xx=v[i].x;
yy=v[i].y;
ww=v[i].w;
hh=v[i].h;
}else{
int t=animation-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
xx=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
yy=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ww=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
hh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//Draw the Picture.
if(clipRect){
int d;
d=clipRect->x-ex;
if(d>0){
ex+=d;
xx+=d;
ww-=d;
}
d=clipRect->y-ey;
if(d>0){
ey+=d;
yy+=d;
hh-=d;
}
if(ww>clipRect->w) ww=clipRect->w;
if(hh>clipRect->h) hh=clipRect->h;
}
if(ww>0&&hh>0){
SDL_Rect r1={xx,yy,ww,hh};
SDL_Rect r2={x+ex,y+ey,0,0};
SDL_BlitSurface(picture,&r1,dest,&r2);
}
}
//This method will scale the background picture (if needed and configured) to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void ThemeBackgroundPicture::scaleToScreen(){
//Only scale if needed.
if(scale){
//Free the surface of the scaled picture, if scaled.
if(picture!=cachedPicture)
SDL_FreeSurface(picture);
//Set src and destSize back to the initial cached value.
srcSize=cachedSrcSize;
destSize=cachedDestSize;
//Scale the image.
//Calculate the x and y factors.
double xFactor=double(SCREEN_WIDTH)/double(100);
double yFactor=double(SCREEN_HEIGHT)/double(100);
//The default scaling method is chosen (destSize in precentages).
destSize.x*=xFactor;
destSize.w*=xFactor;
destSize.y*=yFactor;
destSize.h*=yFactor;
//Now update the image.
xFactor=(double(destSize.w)/double(srcSize.w));
yFactor=(double(destSize.h)/double(srcSize.h));
if(xFactor!=1 || yFactor!=1){
picture=zoomSurface(cachedPicture,xFactor,yFactor,0);
//Also update the source size.
srcSize.x*=xFactor;
srcSize.y*=yFactor;
srcSize.w*=xFactor;
srcSize.h*=yFactor;
}else{
//We don't need to scale the image
picture=cachedPicture;
}
}
}
void ThemeBackgroundPicture::draw(SDL_Surface *dest){
//Check if the picture is visible.
if(!(picture&&srcSize.w>0&&srcSize.h>0&&destSize.w>0&&destSize.h>0))
return;
//Calculate the draw area.
int sx=(int)((float)destSize.x+currentX-cameraX*(float)camera.x+0.5f);
int sy=(int)((float)destSize.y+currentY-cameraY*(float)camera.y+0.5f);
int ex,ey;
//Include repeating.
if(repeatX){
sx%=destSize.w;
if(sx>0) sx-=destSize.w;
ex=SCREEN_WIDTH;
}else{
if(sx<=-(int)destSize.w || sx>=SCREEN_WIDTH) return;
ex=sx+1;
}
if(repeatY){
sy%=destSize.h;
if(sy>0) sy-=destSize.h;
ey=SCREEN_HEIGHT;
}else{
if(sy<=-(int)destSize.h || sy>=SCREEN_HEIGHT) return;
ey=sy+1;
}
//And finally draw the ThemeBackgroundPicture.
for(int x=sx;x<ex;x+=destSize.w){
for(int y=sy;y<ey;y+=destSize.h){
SDL_Rect r={x,y,0,0};
SDL_BlitSurface(picture,&srcSize,dest,&r);
}
}
}
bool ThemeBackgroundPicture::loadFromNode(TreeStorageNode* objNode,string themePath){
//Load the picture.
picture=loadImage(themePath+objNode->value[0]);
//Store pointer to the cached picture.
cachedPicture=picture;
if(picture==NULL) return false;
//Retrieve the source size.
{
vector<string> &v=objNode->attributes["srcSize"];
if(v.size()>=4){
srcSize.x=atoi(v[0].c_str());
srcSize.y=atoi(v[1].c_str());
srcSize.w=atoi(v[2].c_str());
srcSize.h=atoi(v[3].c_str());
}else{
srcSize.x=0;
srcSize.y=0;
srcSize.w=picture->w;
srcSize.h=picture->h;
}
//Cache the sourcesize.
cachedSrcSize=srcSize;
}
//Retrieve the destination size.
{
vector<string> &v=objNode->attributes["destSize"];
if(v.size()>=4){
destSize.x=atoi(v[0].c_str());
destSize.y=atoi(v[1].c_str());
destSize.w=atoi(v[2].c_str());
destSize.h=atoi(v[3].c_str());
}else{
destSize.x=0;
destSize.y=0;
destSize.w=100;
destSize.h=100;
}
//Cache the destsize.
cachedDestSize=destSize;
}
//Retrieve if we should scale to screen.
{
//Get scaleToScreen.
vector<string> &v=objNode->attributes["scaleToScreen"];
//Boolean if the image should be scaled, default is true.
scale=true;
if(v.size()>=1){
scale=atoi(v[0].c_str());
}
//Now scaleToScreen.
//NOTE: We don't check if scaleToScreen is true or false since that is done in scaleToScreen();
scaleToScreen();
}
//Retrieve if it should be repeated.
{
vector<string> &v=objNode->attributes["repeat"];
if(v.size()>=2){
repeatX=atoi(v[0].c_str())?true:false;
repeatY=atoi(v[1].c_str())?true:false;
}else{
repeatX=true;
repeatY=true;
}
}
//Retrieve the speed.
{
vector<string> &v=objNode->attributes["speed"];
if(v.size()>=2){
speedX=atof(v[0].c_str());
speedY=atof(v[1].c_str());
}else{
speedX=0.0f;
speedY=0.0f;
}
}
//Retrieve the camera speed.
{
vector<string> &v=objNode->attributes["cameraSpeed"];
if(v.size()>=2){
cameraX=atof(v[0].c_str());
cameraY=atof(v[1].c_str());
}else{
cameraX=0.0f;
cameraY=0.0f;
}
}
//Done and nothing went wrong so return true.
return true;
}
diff --git a/src/ThemeManager.h b/src/ThemeManager.h
index 617af37..20428e2 100644
--- a/src/ThemeManager.h
+++ b/src/ThemeManager.h
@@ -1,1109 +1,1109 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 THEMEMANAGER_H
#define THEMEMANAGER_H
#include "Globals.h"
#include "TreeStorageNode.h"
#include <SDL/SDL_rotozoom.h>
#include <string.h>
#include <math.h>
#include <string>
#include <vector>
#include <utility>
#include <iostream>
using namespace std;
//Structure containing offset data for one frame.
struct typeOffsetPoint{
//The location (x,y) and size (w,h).
int x,y,w,h;
//The frame to which this offset applies.
int frameCount;
//The number of frames this offset is shown.
int frameDisplayTime;
};
//We already need the classes so declare them here.
class ThemeOffsetData;
class ThemePicture;
class ThemeObject;
class ThemeBlockState;
class ThemeBlock;
class ThemeCharacterState;
class ThemeCharacter;
//Instance class of a ThemeObject, this is used by the other Instance classes.
class ThemeObjectInstance{
public:
//Pointer to the picture.
ThemePicture* picture;
//Pointer to the parent the object an instance os is.
ThemeObject* parent;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeObjectInstance():picture(NULL),parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeObject.
//dest: The destination surface to draw the ThemeObject on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
void draw(SDL_Surface* dest,int x,int y,SDL_Rect* clipRect=NULL);
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved animation should be deleted.
void resetAnimation(bool save){
animation=0;
if(save){
savedAnimation=0;
}
}
//Method that will save the animation.
void saveAnimation(){
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
animation=savedAnimation;
}
};
//Instance class of a ThemeBlockState, this is used by the ThemeBlockInstance.
class ThemeBlockStateInstance{
public:
//Pointer to the parent the state an instance of is.
ThemeBlockState *parent;
//Vector containing the ThemeObjectInstances.
vector<ThemeObjectInstance> objects;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeBlockStateInstance():parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeBlockState.
//dest: The destination surface to draw the ThemeBlockState on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
void draw(SDL_Surface *dest,int x,int y,SDL_Rect *clipRect=NULL){
for(unsigned int i=0;i<objects.size();i++){
objects[i].draw(dest,x,y,clipRect);
}
}
//Method that will update the animation.
void updateAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].updateAnimation();
}
animation++;
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<objects.size();i++){
objects[i].resetAnimation(save);
}
animation=0;
if(save){
savedAnimation=0;
}
}
//Method that will save the animation.
void saveAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].saveAnimation();
}
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].loadAnimation();
}
animation=savedAnimation;
}
};
//Instance of a ThemeBlock, this is used by blocks in the game to prevent changing the theme in game.
//It also allows animation to run independently.
class ThemeBlockInstance{
public:
//Pointer to the current state.
ThemeBlockStateInstance* currentState;
//The name of the current state.
string currentStateName;
//Map containing the blockStates.
map<string,ThemeBlockStateInstance> blockStates;
//String containing the name of the saved state.
string savedStateName;
public:
//Constructor.
ThemeBlockInstance():currentState(NULL){}
//Method used to draw the ThemeBlock.
//dest: The destination surface to draw the ThemeBlock on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool draw(SDL_Surface *dest,int x,int y,SDL_Rect *clipRect=NULL){
if(currentState!=NULL){
currentState->draw(dest,x,y,clipRect);
return true;
}
return false;
}
//Method that will draw a specific state.
//s: The name of the state to draw.
//dest: The destination surface to draw the ThemeBlock on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool drawState(const string& s,SDL_Surface *dest,int x,int y,SDL_Rect *clipRect=NULL){
map<string,ThemeBlockStateInstance>::iterator it=blockStates.find(s);
if(it!=blockStates.end()){
it->second.draw(dest,x,y,clipRect);
return true;
}
return false;
}
//Method that will change the current state.
//s: The name of the state to change to.
//reset: Boolean if the animation should reset.
//Returns: True if it succeeds (exists).
bool changeState(const string& s,bool reset=true){
//Get the new state.
map<string,ThemeBlockStateInstance>::iterator it=blockStates.find(s);
//Check if it exists.
if(it!=blockStates.end()){
//Set the state.
currentState=&(it->second);
currentStateName=it->first;
//FIXME: Is it needed to set the savedStateName here?
if(savedStateName.empty())
savedStateName=currentStateName;
//If reset then reset the animation.
if(reset)
currentState->resetAnimation(true);
return true;
}
//It doesn't so return false.
return false;
}
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.resetAnimation(save);
}
if(save){
savedStateName.clear();
}
}
//Method that will save the animation.
void saveAnimation(){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.saveAnimation();
}
savedStateName=currentStateName;
}
//Method that will restore a saved animation.
void loadAnimation(){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.loadAnimation();
}
changeState(savedStateName,false);
}
};
//Instance class of a ThemeCharacterState, this is used by the ThemeCharacterInstance.
class ThemeCharacterStateInstance{
public:
//Pointer to the parent the state an instance of is.
ThemeCharacterState* parent;
//Vector containing the ThemeObjectInstances.
vector<ThemeObjectInstance> objects;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeCharacterStateInstance():parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeCharacterState.
//dest: The destination surface to draw the ThemeCharacterState on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
void draw(SDL_Surface *dest,int x,int y,SDL_Rect *clipRect=NULL){
for(unsigned int i=0;i<objects.size();i++){
objects[i].draw(dest,x,y,clipRect);
}
}
//Method that will update the animation.
void updateAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].updateAnimation();
}
animation++;
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<objects.size();i++){
objects[i].resetAnimation(save);
}
animation=0;
if(save)
savedAnimation=0;
}
//Method that will save the animation.
void saveAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].saveAnimation();
}
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].loadAnimation();
}
animation=savedAnimation;
}
};
//Instance of a ThemeCharacter.
class ThemeCharacterInstance{
public:
//Pointer to the current state.
ThemeCharacterStateInstance* currentState;
//The name of the current state.
string currentStateName;
//Map containing the ThemeCharacterStates.
map<string,ThemeCharacterStateInstance> characterStates;
//String containing the name of the saved state.
string savedStateName;
public:
//Constructor.
ThemeCharacterInstance():currentState(NULL){}
//Method used to draw the ThemeCharacter.
//dest: The destination surface to draw the ThemeCharacter on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool draw(SDL_Surface *dest,int x,int y,SDL_Rect *clipRect=NULL){
if(currentState!=NULL){
currentState->draw(dest,x,y,clipRect);
return true;
}
return false;
}
//Method that will draw a specific state.
//s: The name of the state to draw.
//dest: The destination surface to draw the ThemeCharacter on.
//x: The x location on the dest surface.
//y: The y location on the dest surface.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool drawState(const string& s,SDL_Surface *dest,int x,int y,SDL_Rect *clipRect=NULL){
map<string,ThemeCharacterStateInstance>::iterator it=characterStates.find(s);
if(it!=characterStates.end()){
it->second.draw(dest,x,y,clipRect);
return true;
}
return false;
}
//Method that will change the current state.
//s: The name of the state to change to.
//reset: Boolean if the animation should reset.
//Returns: True if it succeeds (exists).
bool changeState(const string& s,bool reset=true){
//Get the new state.
map<string,ThemeCharacterStateInstance>::iterator it=characterStates.find(s);
//Check if it exists.
if(it!=characterStates.end()){
//Set the state.
currentState=&(it->second);
currentStateName=it->first;
//FIXME: Is it needed to set the savedStateName here?
if(savedStateName.empty())
savedStateName=currentStateName;
//If reset then reset the animation.
if(reset)
currentState->resetAnimation(true);
return true;
}
//It doesn't so return false.
return false;
}
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(map<string,ThemeCharacterStateInstance>::iterator it=characterStates.begin();it!=characterStates.end();++it){
it->second.resetAnimation(save);
}
if(save)
savedStateName.clear();
}
//Method that will save the animation.
void saveAnimation(){
for(map<string,ThemeCharacterStateInstance>::iterator it=characterStates.begin();it!=characterStates.end();++it){
it->second.saveAnimation();
}
savedStateName=currentStateName;
}
//Method that will restore a saved animation.
void loadAnimation(){
for(map<string,ThemeCharacterStateInstance>::iterator it=characterStates.begin();it!=characterStates.end();++it){
it->second.loadAnimation();
}
changeState(savedStateName,false);
}
};
//Class containing the offset data.
class ThemeOffsetData{
public:
//Vector containing the offsetDatas.
vector<typeOffsetPoint> offsetData;
//The length of the "animation" in frames.
int length;
public:
//Constructor.
ThemeOffsetData():length(0){}
//Destructor.
~ThemeOffsetData(){}
//Method used to destroy the offsetData.
void destroy(){
//Set length to zero.
length=0;
//And clear the offsetData vector.
offsetData.clear();
}
//Method that will load the offsetData from a node.
//objNode: Pointer to the TreeStorageNode to read the data from.
//Returns: True if it succeeds without errors.
bool loadFromNode(TreeStorageNode* objNode);
};
//This is the lowest level of the theme system.
//It's a picture with offset data.
class ThemePicture{
public:
//The SDL_Surface containing the picture.
SDL_Surface* picture;
//Offset data for the picture.
ThemeOffsetData offset;
public:
//Constructor.
ThemePicture():picture(NULL){}
//Destructor.
~ThemePicture(){}
//Method used to destroy the picture.
void destroy(){
//FIXME: Shouldn't the image be freed? (ImageManager)
picture=NULL;
//Destroy the offset data.
offset.destroy();
}
bool loadFromNode(TreeStorageNode* objNode, string themePath);
//Method that will draw the ThemePicture.
//dest: The destination surface.
//x: The x location on the dest to draw the picture.
//y: The y location on the dest to draw the picture.
//animation: The frame of the animation to draw.
//clipRect: Rectangle to clip the picture.
void draw(SDL_Surface* dest,int x,int y,int animation=0,SDL_Rect* clipRect=NULL);
};
//The ThemeObject class is used to contain a basic theme element.
//Contains the picture, animation information, etc...
class ThemeObject{
public:
//Integer containing the length of the animation.
int animationLength;
//Integer containing the frame from where the animation is going to loop.
int animationLoopPoint;
//Boolean if the animation is invisible at run time (Game state).
bool invisibleAtRunTime;
//Boolean if the animation is invisible at design time (Level editor).
bool invisibleAtDesignTime;
//Picture of the ThemeObject.
ThemePicture picture;
//Picture of the ThemeObject shown when in the level editor.
ThemePicture editorPicture;
//Vector containing optionalPicture for the ThemeObject.
vector<pair<double,ThemePicture*> > optionalPicture;
//ThemeOffsetData for the ThemeObject.
ThemeOffsetData offset;
public:
//Constructor.
ThemeObject():animationLength(0),animationLoopPoint(0),invisibleAtRunTime(false),invisibleAtDesignTime(false){}
//Destructor.
~ThemeObject(){
//Loop through the optionalPicture and delete them.
for(unsigned int i=0;i<optionalPicture.size();i++){
delete optionalPicture[i].second;
}
}
//Method that will destroy the ThemeObject.
void destroy(){
//Loop through the optionalPicture and delete them.
for(unsigned int i=0;i<optionalPicture.size();i++){
delete optionalPicture[i].second;
}
optionalPicture.clear();
animationLength=0;
animationLoopPoint=0;
invisibleAtRunTime=false;
invisibleAtDesignTime=false;
picture.destroy();
editorPicture.destroy();
offset.destroy();
}
//Method that will load a ThemeObject from a node.
//objNode: The TreeStorageNode to read the object from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath);
};
//Class containing a single state of a themed block.
class ThemeBlockState{
public:
//The length in frames of the oneTimeAnimation.
int oneTimeAnimationLength;
//String containing the name of the next state.
string nextState;
//Vector containing the themeObjects that make up this state.
vector<ThemeObject*> themeObjects;
public:
//Constructor.
ThemeBlockState():oneTimeAnimationLength(0){}
//Destructor.
~ThemeBlockState(){
//Loop through the ThemeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
}
//Method that will destroy the ThemeBlockState.
void destroy(){
//Loop through the ThemeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
//Clear the themeObjects vector.
themeObjects.clear();
//Set the length to 0.
oneTimeAnimationLength=0;
//Clear the nextState string.
nextState.clear();
}
//Method that will load a ThemeBlockState from a node.
//objNode: The TreeStorageNode to read the state from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath);
};
//Class containing the needed things for a themed block.
class ThemeBlock{
public:
//Picture that is shown only in the level editor.
ThemePicture editorPicture;
//Map containing ThemeBlockStates for the different states of a block.
map<string,ThemeBlockState*> blockStates;
public:
//Constructor.
ThemeBlock(){}
//Destructor/
~ThemeBlock(){
//Loop through the ThemeBlockStates and delete them,
for(map<string,ThemeBlockState*>::iterator i=blockStates.begin();i!=blockStates.end();++i){
delete i->second;
}
}
//Method that will destroy the ThemeBlock.
void destroy(){
//Loop through the ThemeBlockStates and delete them,
for(map<string,ThemeBlockState*>::iterator i=blockStates.begin();i!=blockStates.end();++i){
delete i->second;
}
//Clear the blockStates map.
blockStates.clear();
editorPicture.destroy();
}
//Method that will load a ThemeBlock from a node.
//objNode: The TreeStorageNode to load the ThemeBlock from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath);
//Method that will create a ThemeBlockInstance.
//obj: Pointer that will be filled with the instance.
void createInstance(ThemeBlockInstance* obj);
};
//Class containing one state of a ThemeCharacter
class ThemeCharacterState{
public:
//The length in frames of the oneTimeAnimation.
int oneTimeAnimationLength;
//String containing the name of the next id.
string nextState;
//Vector with the themeObjects in the character state.
vector<ThemeObject*> themeObjects;
public:
//Constructor.
ThemeCharacterState():oneTimeAnimationLength(0){}
//Destructor.
~ThemeCharacterState(){
//Loop through the themeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
}
//Method used to destroy the ThemeCharacterState.
void destroy(){
//Loop through the themeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
//Clear the themeObjects vector.
themeObjects.clear();
//Set oneTimeAnimation to zero.
oneTimeAnimationLength=0;
//Clear the nextState string.
nextState.clear();
}
//Method that will load the ThemeCharacterState from a node.
//objNode: The TreeStorageNode to load the state from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath);
};
//Class containing the things needed for a themed character.
class ThemeCharacter{
public:
//Map containing ThemeCharacterStates for the different states of a character.
map<string,ThemeCharacterState*> characterStates;
public:
//Constructor.
ThemeCharacter(){}
//Destructor.
~ThemeCharacter(){
//Loop through the states and delete them.
for(map<string,ThemeCharacterState*>::iterator i=characterStates.begin();i!=characterStates.end();++i){
delete i->second;
}
}
//Method that will destroy the ThemeCharacter.
void destroy(){
//Loop through the states and delete them.
for(map<string,ThemeCharacterState*>::iterator i=characterStates.begin();i!=characterStates.end();++i){
delete i->second;
}
//Clear the characterStates map.
characterStates.clear();
}
//Method that will load a ThemeCharacter from a node.
//objNode: The TreeStorageNode to load the ThemeCharacter from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath);
//Method that will create a ThemeCharacterInstance.
//obj: Pointer that will be filled with the instance.
void createInstance(ThemeCharacterInstance* obj);
};
//ThemeBackgroundPicture is a class containing the picture for the background.
class ThemeBackgroundPicture{
private:
//Pointer to the SDL_Surface cached by the ImageManager.
//This is used to rescale the theme.
SDL_Surface* cachedPicture;
//Rectangle that should be taken from the picture.
//NOTE The size is pixels of the image.
SDL_Rect cachedSrcSize;
//Rectangle with the size it will have on the destination (screen).
//NOTE The size is in pixels or in precentages (if scaleToScreen is true).
SDL_Rect cachedDestSize;
//SDL_Surface containing the picture.
//NOTE: This could point to the same surface as cachedPicture.
SDL_Surface* picture;
//Rectangle that should be taken from the picture.
//NOTE The size is pixels of the image.
SDL_Rect srcSize;
//Rectangle with the size it will have on the destination (screen).
//NOTE The size is in pixels even though the loaded value from the theme description file can be in precentages (if scaleToScreen is true).
SDL_Rect destSize;
//Boolean if the background picture should be scaled to screen.
bool scale;
//Boolean if the image should be repeated over the x-axis.
bool repeatX;
//Boolean if the image should be repeated over the y-axis.
bool repeatY;
//Float containing the speed the background picture moves along the x-axis.
float speedX;
//Float containing the speed the background picture moves along the y-axis.
float speedY;
//Float containing the horizontal speed the picture will have when moving the camera (horizontally).
float cameraX;
//Float containing the vertical speed the picture will have when moving the camera (vertically).
float cameraY;
private:
//Float with the current x position.
float currentX;
//Float with the current y position.
float currentY;
//Stored x location for when loading a state.
float savedX;
//Stored y location for when loading a state.
float savedY;
public:
//Constructor.
ThemeBackgroundPicture(){
//Set some default values.
picture=NULL;
cachedPicture=NULL;
memset(&srcSize,0,sizeof(srcSize));
memset(&destSize,0,sizeof(destSize));
memset(&cachedSrcSize,0,sizeof(cachedSrcSize));
memset(&cachedDestSize,0,sizeof(cachedDestSize));
scale=true;
repeatX=true;
repeatY=true;
speedX=0.0f;
speedY=0.0f;
cameraX=0.0f;
cameraY=0.0f;
currentX=0.0f;
currentY=0.0f;
savedX=0.0f;
savedY=0.0f;
}
//Method that will update the animation.
void updateAnimation(){
//Move the picture along the x-axis.
currentX+=speedX;
if(repeatX && destSize.w>0){
float f=(float)destSize.w;
if(currentX>f || currentX<-f) currentX-=f*floor(currentX/f);
}
//Move the picture along the y-axis.
currentY+=speedY;
if(repeatY && destSize.h>0){
float f=(float)destSize.h;
if(currentY>f || currentY<-f) currentY-=f*floor(currentY/f);
}
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
currentX=0.0f;
currentY=0.0f;
if(save){
savedX=0.0f;
savedY=0.0f;
}
}
//Method that will save the animation.
void saveAnimation(){
savedX=currentX;
savedY=currentY;
}
//Method that will load the animation.
void loadAnimation(){
currentX=savedX;
currentY=savedY;
}
//Method used to draw the ThemeBackgroundPicture.
//dest: Pointer to the SDL_Surface the picture should be drawn.
void draw(SDL_Surface *dest);
//Method used to load the ThemeBackgroundPicture from a node.
//objNode: The TreeStorageNode to load the picture from.
//themePath: The path to the theme.
bool loadFromNode(TreeStorageNode* objNode,string themePath);
//This method will scale the background picture (if needed and configured) to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void scaleToScreen();
};
//Class that forms the complete background of a theme.
//It is in fact nothing more than a vector containing multiple ThemeBackgroundPictures.
class ThemeBackground{
private:
//Vector containing the ThemeBackgroundPictures.
vector<ThemeBackgroundPicture> picture;
public:
//Method that will update the animation of all the background pictures.
void updateAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].updateAnimation();
}
}
//Method that will reset the animation of all the background pictures.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<picture.size();i++){
picture[i].resetAnimation(save);
}
}
//Method that will save the animation of all the background pictures.
void saveAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].saveAnimation();
}
}
//Method that will load the animation of all the background pictures.
void loadAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].loadAnimation();
}
}
//Method that will scale the background pictures (if set) to the current screen resolution.
void scaleToScreen(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].scaleToScreen();
}
}
//This method will draw all the background pictures.
//dest: Pointer to the SDL_Surface to draw them on.
void draw(SDL_Surface* dest){
for(unsigned int i=0;i<picture.size();i++){
picture[i].draw(dest);
}
}
//Method that will add a ThemeBackgroundPicture to the ThemeBackground.
//objNode: The treeStorageNode to read from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool addPictureFromNode(TreeStorageNode* objNode,string themePath){
picture.push_back(ThemeBackgroundPicture());
return picture.back().loadFromNode(objNode,themePath);
}
};
//The ThemeManager is actaully a whole theme, filled with ThemeBlocks, ThemeCharacter and ThemeBackground.
class ThemeManager{
private:
//The ThemeCharacter of the shadow.
ThemeCharacter* shadow;
//The ThemeCharacter of the player.
ThemeCharacter* player;
//Array containing a ThemeBlock for every block type.
ThemeBlock* objBlocks[TYPE_MAX];
//The ThemeBackground.
ThemeBackground* objBackground;
public:
//String containing the path to the string.
string themePath;
//String containing the theme name.
string themeName;
public:
//Constructor.
ThemeManager(){
//Make sure the pointers are set to NULL.
objBackground=NULL;
//Reserve enough memory for the ThemeBlocks.
memset(objBlocks,0,sizeof(objBlocks));
shadow=NULL;
player=NULL;
}
//Destructor.
~ThemeManager(){
//Delete the ThemeCharacter of the shadow.
if(shadow)
delete shadow;
//Delete the ThemeCharacter of the player.
if(player)
delete player;
//Loop through the ThemeBlocks and delete them.
for(int i=0;i<TYPE_MAX;i++){
if(objBlocks[i])
delete objBlocks[i];
}
//Delete the ThemeBackground.
if(objBackground)
delete objBackground;
}
//Method used to destroy the ThemeManager.
void destroy(){
//Delete the ThemeCharacter of the shadow.
if(shadow)
delete shadow;
//Delete the ThemeCharacter of the player.
if(player)
delete player;
//Loop through the ThemeBlocks and delete them.
for(int i=0;i<TYPE_MAX;i++){
if(objBlocks[i])
delete objBlocks[i];
}
//Delete the ThemeBackground.
if(objBackground)
delete objBackground;
//And clear the themeName.
themeName.clear();
}
//Method that will load the theme from a file.
//fileName: The file to load the theme from.
//Returns: True if it succeeds.
bool loadFile(const string& fileName);
//Method that will scale the theme to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void scaleToScreen(){
//We only need to scale the background.
if(objBackground)
objBackground->scaleToScreen();
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getBlock(int index){
return objBlocks[index];
}
//Get a pointer to the ThemeCharacter of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeCharacter.
ThemeCharacter* getCharacter(bool isShadow){
if(isShadow)
return shadow;
return player;
}
//Get a pointer to the ThemeBackground of the theme.
//Returns: Pointer to the ThemeBackground.
ThemeBackground* getBackground(){
return objBackground;
}
};
//Class that combines multiple ThemeManager into one stack.
//If a file is not in a certain theme it will use one of a lower theme.
class ThemeStack{
private:
//Vector containing the themes in the stack.
vector<ThemeManager*> objThemes;
public:
//Constructor.
ThemeStack(){}
//Destructor.
~ThemeStack(){
//Loop through the themes and delete them.
for(unsigned int i=0;i<objThemes.size();i++)
delete objThemes[i];
}
//Method that will destroy the ThemeStack.
void destroy(){
//Loop through the themes and delete them.
for(unsigned int i=0;i<objThemes.size();i++)
delete objThemes[i];
//Clear the vector to prevent dangling pointers.
objThemes.clear();
}
//Method that will append a theme to the stack.
//obj: The ThemeManager to add.
void appendTheme(ThemeManager* obj){
objThemes.push_back(obj);
}
//Method that will remove the last theme added to the stack.
void removeTheme(){
//Make sure that the stack isn't empty.
if(!objThemes.empty()){
delete objThemes.back();
objThemes.pop_back();
}
}
//Method that will append a theme that will be loaded from file.
//fileName: The file to load the theme from.
//Returns: Pointer to the newly added theme, NULL if failed.
ThemeManager* appendThemeFromFile(const string& fileName){
//Create a new themeManager.
ThemeManager* obj=new ThemeManager();
//Let it load from the given file.
if(!obj->loadFile(fileName)){
//Failed thus delete the theme and return null.
cerr<<"ERROR: Failed loading theme "<<fileName<<endl;
delete obj;
return NULL;
}else{
//Succeeded, add it to the stack and return it.
objThemes.push_back(obj);
return obj;
}
}
//Method that is used to let the themes scale.
void scaleToScreen(){
//Loop through the themes and call their scaleToScreen method.
for(unsigned int i=0;i<objThemes.size();i++)
objThemes[i]->scaleToScreen();
}
//Get the number of themes in the stack.
//Returns: The theme count.
int themeCount(){
return (int)objThemes.size();
}
//Operator overloading so that the themes can be accesed using the [] operator.
//i: The index.
ThemeManager* operator[](int i){
return objThemes[i];
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getBlock(int index){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the block from the theme.
ThemeBlock* obj=objThemes[i]->getBlock(index);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
//Get a pointer to the ThemeCharacter of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeCharacter.
ThemeCharacter* getCharacter(bool isShadow){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeCharacter from the theme.
ThemeCharacter* obj=objThemes[i]->getCharacter(isShadow);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
//Get a pointer to the ThemeBackground of the theme.
//Returns: Pointer to the ThemeBackground.
ThemeBackground* getBackground(){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeBackground from the theme.
ThemeBackground* obj=objThemes[i]->getBackground();
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
};
//The ThemeStack that is be used by the GameState.
extern ThemeStack objThemes;
#endif
diff --git a/src/Timer.cpp b/src/Timer.cpp
index cae0915..8b6c679 100644
--- a/src/Timer.cpp
+++ b/src/Timer.cpp
@@ -1,30 +1,31 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Timer.h"
#include <SDL/SDL.h>
void Timer::start(){
//Store the current number of ticks (start time).
ticks=SDL_GetTicks();
}
int Timer::getTicks(){
//Return the differents with the current ticks and the start time.
return (SDL_GetTicks()-ticks);
}
diff --git a/src/Timer.h b/src/Timer.h
index d0e4fd8..3cc0486 100644
--- a/src/Timer.h
+++ b/src/Timer.h
@@ -1,40 +1,41 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 TIMER_H
#define TIMER_H
//Timer class used to keep the framerate constant.
class Timer{
private:
//Integer containing the number of ticks when the Timer started.
int ticks;
public:
//Timer contruction
//Just initialize ticks
Timer():ticks(0){}
//This will start the timer.
//What it does is set ticks(the starttime) to SDL_GetTicks().
void start();
//This will return the number of ticks that have passed.
//Returns: The number of ticks since the start of the timer.
int getTicks();
};
#endif
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index 4a6ff15..0d6f641 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,655 +1,656 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 "Functions.h"
#include "GameState.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIListBox.h"
#include "InputManager.h"
#include <iostream>
#include <algorithm>
#include <sstream>
#include "libs/tinygettext/tinygettext.hpp"
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
//Integer containing the highlighted/selected menu option.
static int highlight=0;
Menu::Menu(){
highlight=0;
animation=0;
//Load the title image.
title=loadImage(getDataPath()+"gfx/menu/title.png");
//Now render the five entries.
SDL_Color black={0,0,0};
entries[0]=TTF_RenderUTF8_Blended(fontTitle,_("Play"),black);
entries[1]=TTF_RenderUTF8_Blended(fontTitle,_("Options"),black);
entries[2]=TTF_RenderUTF8_Blended(fontTitle,_("Map Editor"),black);
entries[3]=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),black);
entries[4]=TTF_RenderUTF8_Blended(fontTitle,_("Quit"),black);
entries[5]=TTF_RenderUTF8_Blended(fontTitle,">",black);
entries[6]=TTF_RenderUTF8_Blended(fontTitle,"<",black);
}
Menu::~Menu(){
//We need to free the five text surfaceses.
for(unsigned int i=0;i<7;i++)
SDL_FreeSurface(entries[i]);
}
void Menu::handleEvents(){
//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){
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-200)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
}
}
//Down/Up -arrows move highlight
if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
highlight++;
if(highlight>=6)
highlight=5;
}
if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
highlight--;
if(highlight<1)
highlight=1;
}
//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(_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the help state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
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);
}
}
//Nothing to do here
void Menu::logic(){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(){
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
applySurface((SCREEN_WIDTH-entries[i]->w)/2,(SCREEN_HEIGHT-200)/2+64*i+(64-entries[i]->h)/2,entries[i],screen,NULL);
}
//Check if an option is selected/highlighted.
if(highlight>0){
//Draw the '>' sign, which is entry 5.
int x=(SCREEN_WIDTH-entries[highlight-1]->w)/2-(25-abs(animation)/2)-entries[5]->w;
int y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[5]->h)/2;
applySurface(x,y,entries[5],screen,NULL);
//Draw the '<' sign, which is entry 6.
x=(SCREEN_WIDTH-entries[highlight-1]->w)/2+entries[highlight-1]->w+(25-abs(animation)/2);
y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[6]->h)/2;
applySurface(x,y,entries[6],screen,NULL);
}
}
void Menu::resize(){}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some varables for the options.
static bool fullscreen,leveltheme,internet;
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(){
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,_("Settings"),black);
//Load the jump sound, used for sound volume configuration.
jumpSound=Mix_LoadWAV((getDataPath()+"sfx/jump.wav").c_str());
lastJumpSound=0;
//Set some default settings.
fullscreen=getSettings()->getBoolValue("fullscreen");
languageName=getSettings()->getValue("lang");
themeName=processFileName(getSettings()->getValue("theme"));
leveltheme=getSettings()->getBoolValue("leveltheme");
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
//Set the restartFlag false.
restartFlag=false;
//Now create the gui.
createGUI();
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Free the title image.
SDL_FreeSurface(title);
//And free the jump sound.
Mix_FreeChunk(jumpSound);
}
void Options::createGUI(){
//Variables for positioning
int x = (SCREEN_WIDTH-540)/2;
int liftY=40; //TODO: This is variable for laziness of maths...
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,GUIObjectNone);
//Now we create GUIObjects for every option.
GUIObject* obj=new GUIObject(x,150-liftY,240,36,GUIObjectLabel,_("Music"));
GUIObjectRoot->childControls.push_back(obj);
musicSlider=new GUISlider(x+220,150-liftY,256,36,atoi(getSettings()->getValue("music").c_str()),0,128,15);
musicSlider->name="sldMusic";
musicSlider->eventCallback=this;
GUIObjectRoot->childControls.push_back(musicSlider);
obj=new GUIObject(x,190-liftY,240,36,GUIObjectLabel,_("Sound"));
GUIObjectRoot->childControls.push_back(obj);
soundSlider=new GUISlider(x+220,190-liftY,256,36,atoi(getSettings()->getValue("sound").c_str()),0,128,15);
soundSlider->name="sldSound";
soundSlider->eventCallback=this;
GUIObjectRoot->childControls.push_back(soundSlider);
obj=new GUIObject(x,230-liftY,240,36,GUIObjectCheckBox,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,270-liftY,240,36,GUIObjectLabel,_("Resolution"));
obj->name="lstResolution";
GUIObjectRoot->childControls.push_back(obj);
//Create list with many different resolutions
resolutions = new GUISingleLineListBox(x+220,270-liftY,300,36);
resolutions->value=-1;
//Enumerate avaliable resolutions using SDL_ListModes()
//Note: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SDL_HWSURFACE);
if(modes==NULL || ((intptr_t)modes) == -1){
cout<<"Error: Can't enumerate avaliable screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
for(unsigned int i=0;modes[i]!=NULL;i++){
//Check if the resolution is big enough
if(modes[i]->w>=800 && modes[i]->h>=600){
_res res={modes[i]->w, modes[i]->h};
resolutionList.push_back(res);
}
}
reverse(resolutionList.begin(),resolutionList.end());
}
}
//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->item.push_back(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->item.push_back(out.str());
resolutions->value=resolutions->item.size()-1;
}
lastRes=resolutions->value;
GUIObjectRoot->childControls.push_back(resolutions);
obj=new GUIObject(x,310-liftY,240,36,GUIObjectLabel,_("Language"));
obj->name="lstResolution";
GUIObjectRoot->childControls.push_back(obj);
//Create GUI list with available languages
langs = new GUISingleLineListBox(x+220,310-liftY,300,36);
langs->name="lstLanguages";
/// TRANSLATORS: as detect user's language automatically
langs->item.push_back(_("Auto-Detect"));
langValues.push_back("");
langs->item.push_back("English");
langValues.push_back("en");
//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->item.push_back(s0->get_name());
langValues.push_back(s0->str());
}
//If Auto or English are selected
if(getSettings()->getValue("lang")==""){
lastLang=0;
}else if(getSettings()->getValue("lang")=="en"){
lastLang=1;
}
langs->value=lastLang;
GUIObjectRoot->childControls.push_back(langs);
obj=new GUIObject(x,350-liftY,240,36,GUIObjectLabel,_("Theme"));
obj->name="theme";
GUIObjectRoot->childControls.push_back(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(x+220,350-liftY,300,36);
theme->name="lstTheme";
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i = v.begin(); i != v.end(); ++i){
themeLocations[*i]=getUserPath(USER_DATA)+"themes/"+*i;
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i = v2.begin(); i != v2.end(); ++i){
themeLocations[*i]=getDataPath()+"themes/"+*i;
}
v.insert(v.end(), v2.begin(), v2.end());
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<string>::iterator i = v.begin(); i != v.end(); ++i){
if(themeLocations[*i]==themeName) {
value=i-v.begin();
}
}
theme->item=v;
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("lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
GUIObjectRoot->childControls.push_back(theme);
obj=new GUIObject(x,390-liftY,240,36,GUIObjectCheckBox,_("Level themes"),leveltheme?1:0);
obj->name="chkLeveltheme";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,430-liftY,240,36,GUIObjectCheckBox,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: proxy settings
obj=new GUIObject(x,470-liftY,240,36,GUIObjectLabel,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x+220,470-liftY,300,36,GUIObjectTextBox,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: key settings
GUIObject* b1=new GUIObject(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-120,-1,36,GUIObjectButton,_("Config Keys"),0,true,true,GUIGravityCenter);
b1->name="cmdKeys";
b1->eventCallback=this;
GUIObjectRoot->childControls.push_back(b1);
//Reset progress settings.
/// TRANSLATORS: Used for button which clear any level progress like unlocked levels and highscores.
GUIObject* b2=new GUIObject(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-120,-1,36,GUIObjectButton,_("Clear Progress"),0,true,true,GUIGravityCenter);
b2->name="cmdReset";
b2->eventCallback=this;
GUIObjectRoot->childControls.push_back(b2);
b1->render(0,0,false);
b2->render(0,0,false);
if(b2->left-b2->gravityX < b1->left+b1->width-b1->gravityX){
b1->smallFont=true;
b1->width=-1;
b2->smallFont=true;
b2->width=-1;
}
b1=new GUIObject(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-60,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
b1->name="cmdBack";
b1->eventCallback=this;
GUIObjectRoot->childControls.push_back(b1);
b2=new GUIObject(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-60,-1,36,GUIObjectButton,_("Save Changes"),0,true,true,GUIGravityCenter);
b2->name="cmdSave";
b2->eventCallback=this;
GUIObjectRoot->childControls.push_back(b2);
b1->render(0,0,false);
b2->render(0,0,false);
if(b2->left-b2->gravityX < b1->left+b1->width-b1->gravityX){
b1->smallFont=true;
b1->width=-1;
b2->smallFont=true;
b2->width=-1;
}
}
static string convertInt(int i){
stringstream ss;
ss << i;
return ss.str();
}
void Options::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//TODO: Reset the key changes.
//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("leveltheme",leveltheme?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
getSettings()->setValue("lang",langValues.at(langs->value));
//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()){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
return;
}
}
if(langs->value!=lastLang){
//We set the language.
language=langValues.at(langs->value);
dictionaryManager->set_language(tinygettext::Language::from_name(langValues.at(langs->value)));
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=="cmdKeys"){
inputMgr.showConfig();
}else if(name=="cmdReset"){
if(msgBox(_("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
}
return;
}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=="chkLeveltheme"){
leveltheme=obj->value?true:false;
}else if(name=="chkInternet"){
internet=obj->value?true:false;
}else if(name=="chkProxy"){
useProxy=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Check if the theme is installed in the data path.
if(themeLocations[theme->item[theme->value]].find(getDataPath())!=string::npos){
themeName="%DATA%/themes/"+fileNameFromPath(themeLocations[theme->item[theme->value]]);
}else if(themeLocations[theme->item[theme->value]].find(getUserPath(USER_DATA))!=string::npos){
themeName="%USER%/themes/"+fileNameFromPath(themeLocations[theme->item[theme->value]]);
}else{
themeName=themeLocations[theme->item[theme->value]];
}
}
}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){
Mix_PlayChannel(-1,jumpSound,0);
lastJumpSound=15;
}
}
}
void Options::handleEvents(){
//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(){
//Increase the lastJumpSound variable if needed.
if(lastJumpSound!=0){
lastJumpSound--;
}
}
void Options::render(){
//Render the menu background image.
applySurface(0,0,menuBackground,screen,NULL);
//Now render the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
//NOTE: The rendering of the GUI is done in Main.
}
void Options::resize(){
//Recreate the gui to fit the new resolution.
createGUI();
}
diff --git a/src/TitleMenu.h b/src/TitleMenu.h
index 637bc10..e3f933c 100644
--- a/src/TitleMenu.h
+++ b/src/TitleMenu.h
@@ -1,113 +1,114 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 TITLE_MENU_H
#define TITLE_MENU_H
#include <SDL/SDL.h>
#include "GameState.h"
//Included for the Options menu.
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUISlider.h"
//The Main menu.
class Menu : public GameState{
private:
//The title of the main menu.
SDL_Surface* title;
//Array containg pointers to the five main menu entries.
//The last two are the '>' and '<' characters.
SDL_Surface* entries[7];
//Integer used for animations.
int animation;
public:
//Constructor.
Menu();
//Destructor.
~Menu();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
};
//The Options menu.
class Options : public GameState, private GUIEventCallback{
private:
//The title of the options menu.
SDL_Surface* title;
//Slider used to set the music volume
GUISlider* musicSlider;
//Slider used to set the sound volume
GUISlider* soundSlider;
//The jump sound used as reference to configure sound volume.
Mix_Chunk* jumpSound;
//Integer to keep track of the time passed since last playing the test sound.
int lastJumpSound;
//ListBox containing the themes the user can choose out.
GUISingleLineListBox* theme;
//Map containing the locations the themes are stored.
//The key is the name of the theme and the value the path.
std::map<std::string,std::string> themeLocations;
//Available languages
GUISingleLineListBox* langs;
std::vector<std::string> langValues;
//Resolution list
GUISingleLineListBox* resolutions;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
public:
//Constructor.
Options();
//Destructor.
~Options();
//Method that will create the GUI for the options menu.
void createGUI();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
};
//A very simple structure for resolutions
struct _res{
int w,h;
};
#endif
diff --git a/src/TreeStorageNode.cpp b/src/TreeStorageNode.cpp
index 90f2fbe..1a06d10 100644
--- a/src/TreeStorageNode.cpp
+++ b/src/TreeStorageNode.cpp
@@ -1,156 +1,156 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 WIN32
#include <stdint.h>
#include <unistd.h>
#endif
#include "TreeStorageNode.h"
#include "MD5.h"
#include <string.h>
using namespace std;
TreeStorageNode::~TreeStorageNode(){
//The deconstructor will just calls destroy().
destroy();
}
void TreeStorageNode::destroy(){
//Loop through the subnodes and delete them.
for(unsigned int i=0;i<subNodes.size();i++){
delete subNodes[i];
}
//Now clear some stuff.
name.clear();
value.clear();
attributes.clear();
subNodes.clear();
}
void TreeStorageNode::setName(std::string& name){
this->name=name;
}
void TreeStorageNode::getName(std::string& name){
name=this->name;
}
void TreeStorageNode::setValue(std::vector<std::string>& value){
this->value=value;
}
void TreeStorageNode::getValue(std::vector<std::string>& value){
value=this->value;
}
ITreeStorageBuilder* TreeStorageNode::newNode(){
TreeStorageNode* obj=new TreeStorageNode;
subNodes.push_back(obj);
return obj;
}
void TreeStorageNode::newAttribute(std::string& name,std::vector<std::string>& value){
//Put the attribute in the attributes map.
attributes[name]=value;
}
void* TreeStorageNode::getNextAttribute(void* pUserData,std::string& name,std::vector<std::string>& value){
if(pUserData==NULL) objAttrIterator=attributes.begin();
if(objAttrIterator!=attributes.end()){
name=objAttrIterator->first;
value=objAttrIterator->second;
++objAttrIterator;
return &objAttrIterator;
}else{
return NULL;
}
}
void* TreeStorageNode::getNextNode(void* pUserData,ITreeStorageReader*& obj){
intptr_t i=(intptr_t)pUserData;
//Check if the pointer is in range of the subNodes vector.
if(i<(int)subNodes.size()){
obj=subNodes[i];
return (void*)(i+1);
}else{
return NULL;
}
}
static void md5AppendString(Md5& md5,const string& s){
unsigned int sz=s.size();
unsigned char c[4];
c[0]=sz;
c[1]=sz>>8;
c[2]=sz>>16;
c[3]=sz>>24;
md5.update(c,4);
if(sz>0) md5.update(s.c_str(),sz);
}
static void md5AppendVector(Md5& md5,const vector<string>& v){
unsigned int sz=v.size();
unsigned char c[4];
c[0]=sz;
c[1]=sz>>8;
c[2]=sz>>16;
c[3]=sz>>24;
md5.update(c,4);
for(unsigned int i=0;i<sz;i++){
md5AppendString(md5,v[i]);
}
}
static void md5AppendMap(Md5& md5,const map<string,vector<string> >& m){
unsigned int sz=m.size();
unsigned char c[4];
c[0]=sz;
c[1]=sz>>8;
c[2]=sz>>16;
c[3]=sz>>24;
md5.update(c,4);
for(map<string,vector<string> >::const_iterator it=m.begin();it!=m.end();++it){
md5AppendString(md5,it->first);
md5AppendVector(md5,it->second);
}
}
unsigned char* TreeStorageNode::calcMD5(unsigned char* md){
unsigned char digest[16];
Md5 md5;
md5.init();
md5AppendString(md5,name);
md5AppendVector(md5,value);
md5AppendMap(md5,attributes);
for(unsigned int i=0;i<subNodes.size();i++){
TreeStorageNode *node=subNodes[i];
if(node==NULL){
memset(digest,0,16);
}else{
node->calcMD5(digest);
}
md5.update(digest,16);
}
return md5.final(md);
}
diff --git a/src/TreeStorageNode.h b/src/TreeStorageNode.h
index 2416ccf..49b0ccc 100644
--- a/src/TreeStorageNode.h
+++ b/src/TreeStorageNode.h
@@ -1,92 +1,93 @@
-/****************************************************************************
-** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
-** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
-** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
-**
-**
-** This file may be used under the terms of the GNU General Public
-** License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of
-** this file.
-**
-** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
-** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
-**
-** You should have received a copy of the GNU General Public License
-** along with this program. If not, see <http://www.gnu.org/licenses/>.
-**
-****************************************************************************/
+/*
+ * 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 TREESTORAGENODE_H
#define TREESTORAGENODE_H
#include "ITreeStorage.h"
#include <map>
#include <vector>
#include <string>
//This class is used to store data in a tree-structured way.
//Every (TreeStorage)Node has a vector with subNodes and every Node contains a hashmap with attributes.
class TreeStorageNode:public ITreeStorageBuilder,public ITreeStorageReader{
private:
//Iterator used to iterate the hashmap with attributes.
//Used by the methods getNextAttribute and getNextNode.
std::map<std::string,std::vector<std::string> >::iterator objAttrIterator;
public:
//Vector containing the subnodes of the TreeStorageNode.
std::vector<TreeStorageNode*> subNodes;
//String containing the name of the TreeStorageNode.
std::string name;
//Vector containing the value(s) of the TreeStorageNode.
std::vector<std::string> value;
//Hashmap containing the attributes of the TreeStorageNode.
std::map<std::string,std::vector<std::string> > attributes;
//Constructor.
TreeStorageNode(){}
//Destructor.
virtual ~TreeStorageNode();
//This method is used to destroy the TreeStorageNode.
//Also called when the deconstructor is called.
void destroy();
//Set the name of the TreeStorageNode.
//name: The name to give.
virtual void setName(std::string& name);
//Sets the parameter name to the name of the TreeStorageNode.
//name: The string to fill with the name;
virtual void getName(std::string& name);
//Set the value of the TreeStorageNode.
//value: The value to give.
virtual void setValue(std::vector<std::string>& value);
//Sets the parameter value to the value of the TreeStorageNode.
//value: The string to fill with the name;
virtual void getValue(std::vector<std::string>& value);
//Creates a new node in the TreeStorageNode.
//The new node will be added to the subnodes.
//Returns: a pointer to the new node.
virtual ITreeStorageBuilder* newNode();
//Creates a new attribute in the TreeStorageNode.
//The attribute will be added to the attributes map.
//name: The name for the new attribute.
//value: The value for the new attribute.
virtual void newAttribute(std::string& name,std::vector<std::string>& value);
//Method used for iterating through the attributes of the TreeStorageNode.
//pUserData: Pointer TODO???
//name: The string fill with the name of the attribute.
//value: Vector to fill with the value(s) of the attribute.
virtual void* getNextAttribute(void* pUserData,std::string& name,std::vector<std::string>& value);
//Method used for iterating through the subnodes of the TreeStorageNode.
//pUserData: Pointer TODO???
//obj: Pointer that will be pointed to the nextNode, if present.
virtual void* getNextNode(void* pUserData,ITreeStorageReader*& obj);
//Calculate the MD5 of node based on the data structure.
//places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char* calcMD5(unsigned char* md);
};
#endif

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