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diff --git a/AUTHORS b/AUTHORS
index 2a91273..cc01a13 100644
--- a/AUTHORS
+++ b/AUTHORS
@@ -1,43 +1,45 @@
Active developers
acme_pjz
Edward Lii
MCMic
odamite
Tedium (Cloudscape theme)
Former developers
Luka Horvat
O. Bahri Gordebak
Contributors
AapoRantalainen
ctdabomb (Testing, levelmaking)
davy
emarshall85
hasufell
Sauer2
worldcitizen
Ports/Packaging
AapoRantalainen - Maemo port
acme_pjz - Windows version
amdmi3 - FreeBSD port
Artur_J - AmigaOS port
Edward Lii - linux binary, openSUSE packaging
+ hasufell - gentoo packaging
kirpken - Web port
Knitter - MacOS X port
mcobit - Pandora port
+ MCMic - Arch Linux packaging
odamite - Ubuntu packaging, Windows installer
Translators
acme_pjz - Simplified Chinese
BioHazardX - Italian
KroArtem - Russian
ming.yan2 - Traditional Chinese
odamite - Finnish
Tedium - Dutch
Wuzzy (with help of Sauer2) - German
For an up to date list and contact information see:
http://meandmyshadow.sourceforge.net/wiki/index.php/Authors
diff --git a/data/Credits.txt b/data/Credits.txt
index 90e3146..153823b 100644
--- a/data/Credits.txt
+++ b/data/Credits.txt
@@ -1,123 +1,121 @@
The following list contains the data files in Me and My Shadow.
It should contain all files with their correct attribution and license information.
If something is missing please contact the developers.
font/
- Blokletters-Viltstift.ttf
Name: Blokletters Viltstift
License: CC BY-SA 2.5 <http://creativecommons.org/licenses/by-sa/2.5/>
Attribution: http://lefly.vepar.nl/
- knewave.ttf
- License: Open Font License <http://scripts.sil.org/cms/scripts/page.php?item_id=OFL_web>
- Attribution: _by [Tyler Finck](http://www.sursly.com)_
+ License: Open Font License <http://scripts.sil.org/OFL>
+ Attribution: Tyler Finck (http://www.sursly.com)
- DroidSansFallback.ttf
License: Apache License <http://www.apache.org/licenses/LICENSE-2.0>
Source: http://www.droidfonts.com
gfx/menu/
- background.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
Note: Part of the Cloudscape theme
- moving.png
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
- selection.png
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
- title.png
- License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
- Attribution: Me and My Shadow <http://meandmyshadow.sf.net>
+ License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
- toolbar.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
- Attribution: Tedium
- Attribution: Me and My Shadow <http://meandmyshadow.sf.net>
+ Attribution: odamite, Tedium
gfx/
- actions.png
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
- gui.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Me and My Shadow <http://meandmyshadow.sf.net>
- level.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
Note: Part of the Cloudscape theme
- levellocked.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
Note: Part of the Cloudscape theme
- medals.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
- playbutton.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
- recordings.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
- time.png
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Tedium
levelpacks/
Note that the translations inside the levelpacks are all licensed under the GNU GPLv3.
For the copyright notice(s) of the individual translations see the relevant .po file's header.
- classic/
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
- default/
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
- tutorial/
License: GPLv3 <http://www.gnu.org/licenses/gpl>
Copyright: 2011 Luka Horvat
Copyright: 2011-2012 Me and My Shadow
Note: Levels originally made by Luka Horvat and extended and updated by Me and My Shadow.
levels/
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
Note: All single levels distributed with Me and My Shadow are public domain.
locale/
For the copyright notice(s) of the translations see the header of the relevant .po file.
- messages.pot
License: GPLv3 <http://www.gnu.org/licenses/gpl>
Copyright: 2012 Me and My Shadow <http://meandmyshadow.sf.net>
music/
See the header of the .music files for the license and attribution of the music files.
sfx/
- checkpoint.wav
License: GNU GPL <http://www.gnu.org/licenses/gpl>
Copyright: XMoto <http://xmoto.tuxfamily.org>
- swap.wav
Name: Ambient Pulse Noise
License: CC BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>
Attribution: Gobusto
Source: http://opengameart.org/content/ambient-pulse-noise
- toggle.wav
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
Source: http://www.opengameart.org/content/hit-sounds
- error.wav
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
Source: http://opengameart.org/content/skweaks
Note: converted to .wav
- collect.wav
License: CC BY 3.0 <http://creativecommons.org/licenses/by/3.0/>
Attribution: odamite
- hit.wav
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
Note: Made with sfxr <http://www.drpetter.se/project_sfxr.html>
- jump.wav
License: CC0 <http://creativecommons.org/publicdomain/zero/1.0/>
Note: Made with sfxr <http://www.drpetter.se/project_sfxr.html>
themes/
- See the individual themes for their license(s).
\ No newline at end of file
+ See the individual themes for their license(s).
diff --git a/data/gfx/gui.png b/data/gfx/gui.png
index 389f244..b760827 100644
Binary files a/data/gfx/gui.png and b/data/gfx/gui.png differ
diff --git a/src/GUIScrollBar.cpp b/src/GUIScrollBar.cpp
index d39adc1..0b1f144 100644
--- a/src/GUIScrollBar.cpp
+++ b/src/GUIScrollBar.cpp
@@ -1,390 +1,390 @@
/*
* 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(1,x+left,y+top,x+left+16,y+top+height,80,16);
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);
+ renderScrollBarButton(5,x+left+width-16,y+top,x+left+width,y+top+height,96,16);
}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);
+ renderScrollBarButton(1,x+left,y+top,x+1+f,y+top+height,80,16);
+ renderScrollBarButton(5,x+f,y+top,x+left+width,y+top+height,96,16);
}
}
//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/TitleMenu.cpp b/src/TitleMenu.cpp
index af9f2e6..ca446e9 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,828 +1,854 @@
/*
* 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 <SDL/SDL_gfxBlitFunc.h>
#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,_("Credits"),black);
entries[5]=TTF_RenderUTF8_Blended(fontTitle,_("Quit"),black);
entries[6]=TTF_RenderUTF8_Blended(fontTitle,">",black);
entries[7]=TTF_RenderUTF8_Blended(fontTitle,"<",black);
}
Menu::~Menu(){
//We need to free the five text surfaceses.
for(unsigned int i=0;i<8;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>=250&&x<SCREEN_WIDTH-250&&y>=(SCREEN_HEIGHT-250)/2&&y<(SCREEN_HEIGHT-250)/2+340){
+ if(x>=250&&x<SCREEN_WIDTH-250&&y>=(SCREEN_HEIGHT-250)/2&&y<(SCREEN_HEIGHT-250)/2+380){
highlight=(y-((SCREEN_HEIGHT-250)/2-64))/64;
}
}
//Down/Up -arrows move highlight
if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
highlight++;
if(highlight>=7)
highlight=6;
}
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:
//Show credits
setNextState(STATE_CREDITS);
break;
case 6:
//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<6;i++){
applySurface((SCREEN_WIDTH-entries[i]->w)/2,(SCREEN_HEIGHT-250)/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[6]->w;
int y=(SCREEN_HEIGHT-250)/2-64+64*highlight+(64-entries[6]->h)/2;
applySurface(x,y,entries[6],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-250)/2-64+64*highlight+(64-entries[7]->h)/2;
applySurface(x,y,entries[7],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();
}
/////////////////////////CREDITS_MENU//////////////////////////////////
Credits::Credits(){
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,_("Credits"),black);
//Vector that will hold every line of the credits.
vector<string> credits;
//Open the AUTHORS file and read every line.
{
ifstream fin((getDataPath()+"/../AUTHORS").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the AUTHORS file."<<endl;
credits.push_back("ERROR: Unable to open the AUTHORS file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
}
}
//Enter a new line between the two files.
credits.push_back("");
//Open the Credits.text file and read every line.
{
ifstream fin((getDataPath()+"/Credits.txt").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the Credits.txt file."<<endl;
credits.push_back("ERROR: Unable to open the Credits.txt file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
//NOTE: Some sections point to other credits files.
if(line=="music/") {
vector<string> musicCredits=getMusicManager()->createCredits();
credits.insert(credits.end(),musicCredits.begin(),musicCredits.end());
}
}
}
//Now determine the number of lines and calculate the height of the resulting credits surface.
int lines=credits.size();
int fontHeight=TTF_FontLineSkip(fontText);
+ int maxW=0;
- creditsText=SDL_CreateRGBSurface(SDL_SWSURFACE,SCREEN_WIDTH,lines*fontHeight,32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
+ //Find out the width of the longest line
+ for(int i=0;i<lines;i++){
+ if(credits[i][0]!='\0'){
+ int w;
+ TTF_SizeUTF8(fontText,credits[i].c_str(),&w,NULL);
+
+ if(w>maxW)
+ maxW=w;
+ }
+ }
+
+ //Finally create the surface and draw every line of text there
+ creditsText=SDL_CreateRGBSurface(SDL_SWSURFACE,maxW,lines*fontHeight,32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
for(int i=0;i<lines;i++){
if(credits[i][0]!='\0'){
SDL_Surface* lineSurf=TTF_RenderUTF8_Blended(fontText,credits[i].c_str(),black);
SDL_SetAlpha(lineSurf,0,0xFF);
SDL_SetAlpha(creditsText,SDL_SRCALPHA,SDL_ALPHA_TRANSPARENT);
applySurface(0,fontHeight*i,lineSurf,creditsText,NULL);
SDL_FreeSurface(lineSurf);
}
}
//Create GUI
createGUI();
}
Credits::~Credits(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Free images
SDL_FreeSurface(title);
SDL_FreeSurface(creditsText);
}
void Credits::createGUI(){
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,GUIObjectNone);
+ //Create back button.
GUIObject* obj=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,GUIObjectButton,_("Back"),0,true,true,GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- scrollbar=new GUIScrollBar(SCREEN_WIDTH-64-16,128,16,SCREEN_HEIGHT-128-92,1,0,0,creditsText->h/2-(SCREEN_HEIGHT-128-92)/2);
- GUIObjectRoot->childControls.push_back(scrollbar);
+ //Create vertical scrollbar.
+ scrollbarV=new GUIScrollBar(SCREEN_WIDTH-64-16,128,16,SCREEN_HEIGHT-128-92,1,0,0,creditsText->h/8-(SCREEN_HEIGHT-128-92)/8);
+ GUIObjectRoot->childControls.push_back(scrollbarV);
+
+ //If text is too long, create horizontal scrollbar.
+ if(creditsText->w>SCREEN_WIDTH-128){
+ scrollbarH=new GUIScrollBar(64,SCREEN_HEIGHT-92,SCREEN_WIDTH-128-16,16,0,0,0,creditsText->w/8-(SCREEN_WIDTH-64-92)/8);
+ GUIObjectRoot->childControls.push_back(scrollbarH);
+ }else{
+ scrollbarH=NULL;
+ }
}
void Credits::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
- //And goto the main menu.
+ //Goto the main menu.
setNextState(STATE_MENU);
}
}
}
void Credits::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);
}
- //Check for scrolling down and up.
- if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && scrollbar){
- if(scrollbar->value<scrollbar->maxValue)
- scrollbar->value+=scrollbar->smallChange;
- if(scrollbar->value>scrollbar->maxValue)
- scrollbar->value=scrollbar->maxValue;
+ //Check for scrolling down and up with mouse scroll wheel.
+ if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && scrollbarV){
+ if(scrollbarV->value<scrollbarV->maxValue)
+ scrollbarV->value+=scrollbarV->smallChange;
+ if(scrollbarV->value>scrollbarV->maxValue)
+ scrollbarV->value=scrollbarV->maxValue;
return;
- }else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && scrollbar){
- if(scrollbar->value>0)
- scrollbar->value-=scrollbar->smallChange;
- if(scrollbar->value<0)
- scrollbar->value=0;
+ }else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && scrollbarV){
+ if(scrollbarV->value>0)
+ scrollbarV->value-=scrollbarV->smallChange;
+ if(scrollbarV->value<0)
+ scrollbarV->value=0;
return;
}
}
void Credits::logic(){
}
void Credits::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);
+ //Clip and draw text accoring to scrollbars' values.
SDL_Rect r;
- r.x = 0;
- r.y = scrollbar->value*2;
- r.w = SCREEN_WIDTH-64-16;
+ if(scrollbarH)
+ r.x = scrollbarH->value*8;
+ else
+ r.x = 0;
+ r.y = scrollbarV->value*8;
+ r.w = SCREEN_WIDTH-128-16;
r.h = SCREEN_HEIGHT-128-92;
applySurface(64,128,creditsText,screen,&r);
- //SDL_BlitSurface(creditsText,NULL,screen,&r);
//NOTE: The rendering of the GUI is done in Main.
}
void Credits::resize(){
//Recreate the gui to fit the new resolution.
createGUI();
}
diff --git a/src/TitleMenu.h b/src/TitleMenu.h
index 7d0e1ec..31c936e 100644
--- a/src/TitleMenu.h
+++ b/src/TitleMenu.h
@@ -1,146 +1,147 @@
/*
* 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[8];
//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;
};
//The Credits menu.
class Credits : public GameState, private GUIEventCallback{
private:
//The title of the credits menu.
SDL_Surface* title;
SDL_Surface* creditsText;
- //The scrollbar
- GUIScrollBar* scrollbar;
+ //The scrollbars
+ GUIScrollBar* scrollbarH;
+ GUIScrollBar* scrollbarV;
//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.
Credits();
//Destructor.
~Credits();
//Method that will create the GUI for the options menu.
void createGUI();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
};
#endif
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