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diff --git a/CMakeLists.txt b/CMakeLists.txt
index f9a0519..19fb43d 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,124 +1,126 @@
PROJECT(meandmyshadow)
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/")
#Option if the game should be compiled with hardware acceleration.
option (HARDWARE_ACCELERATION "Use openGL as rendering backend" ON)
option (DEBUG_MODE "Compile the game with debug mode enabled" OFF)
#Find the required libraries.
Find_Package(SDL REQUIRED)
Find_Package(SDL_ttf REQUIRED)
Find_Package(SDL_image REQUIRED)
Find_Package(SDL_mixer REQUIRED)
Find_Package(SDL_gfx REQUIRED)
Find_Package(CURL REQUIRED)
Find_Package(LibArchive REQUIRED)
Find_Package(OpenSSL REQUIRED)
#Use openGL only when compiling with HARDWARE_ACCELERATION.
if(HARDWARE_ACCELERATION)
Find_Package(OpenGL REQUIRED)
endif(HARDWARE_ACCELERATION)
#Add the include dirs of the libraries.
INCLUDE_DIRECTORIES(${SDL_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${SDLIMAGE_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${SDLMIXER_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${SDLTTF_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${SDLGFX_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${CURL_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${LibArchive_INCLUDE_DIR})
INCLUDE_DIRECTORIES(${OPENSSL_INCLUDE_DIR})
#Use openGL only when compiling with HARDWARE_ACCELERATION.
if(HARDWARE_ACCELERATION)
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR})
endif(HARDWARE_ACCELERATION)
if ( NOT SDL_FOUND )
message(FATAL_ERROR "SDL not found !")
endif ( NOT SDL_FOUND )
if ( NOT SDLTTF_FOUND )
message(FATAL_ERROR "SDL_ttf not found !")
endif ( NOT SDLTTF_FOUND )
if ( NOT SDLMIXER_FOUND )
message(FATAL_ERROR "SDL_mixer not found !")
endif ( NOT SDLMIXER_FOUND )
if ( NOT SDLGFX_FOUND )
message(FATAL_ERROR "SDL_gfx not found !")
endif ( NOT SDLGFX_FOUND )
if ( NOT CURL_FOUND )
message(FATAL_ERROR "CURL not found !")
endif ( NOT CURL_FOUND )
if ( NOT LibArchive_FOUND )
message(FATAL_ERROR "LIBARCHIVE not found !")
endif ( NOT LibArchive_FOUND )
if ( NOT OPENSSL_FOUND )
message(FATAL_ERROR "OpenSSL not found !")
endif ( NOT OPENSSL_FOUND )
if ( HARDWARE_ACCELERATION AND NOT OPENGL_FOUND )
message(FATAL_ERROR "OpenGL not found !")
endif ( HARDWARE_ACCELERATION AND NOT OPENGL_FOUND )
#Parse the configure file.
configure_file (
"${PROJECT_SOURCE_DIR}/src/config.h.in"
"${PROJECT_BINARY_DIR}/config.h"
)
set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR})
set(SRC_DIR ${PROJECT_SOURCE_DIR}/src)
include_directories(
${PROJECT_BINARY_DIR}
${SDL_INCLUDE_DIR}
${SDLTTF_INCLUDE_DIR}
${SDLMIXER_INCLUDE_DIR}
${SDLIMAGE_INCLUDE_DIR}
${SDLGFX_INCLUDE_DIR}
${OPENSSL_INCLUDE_DIR}
${OPENGL_INCLUDE_DIR}
)
SET(CMAKE_CXX_FLAGS "-Wall -g")
+file(GLOB tinygettext ${SRC_DIR}/libs/tinygettext/*.cpp)
+
# Déclaration de l'exécutable
file(GLOB Sources ${SRC_DIR}/*.cpp)
-add_executable(meandmyshadow ${Sources})
+add_executable(meandmyshadow ${Sources} ${tinygettext})
target_link_libraries(
meandmyshadow
${SDL_LIBRARY}
${SDLTTF_LIBRARY}
${SDLIMAGE_LIBRARY}
${SDLMIXER_LIBRARY}
${SDLGFX_LIBRARY}
${CURL_LIBRARY}
${LibArchive_LIBRARY}
${OPENSSL_LIBRARIES}
${CRYPTO_LIBRARY}
${OPENGL_LIBRARY}
)
# Path options
set(BINDIR "bin" CACHE STRING "Where to install binaries")
set(DATAROOTDIR "${CMAKE_INSTALL_PREFIX}/share" CACHE STRING "Sets the root of data directories to a non-default location")
set(ICONDIR "${DATAROOTDIR}/icons" CACHE STRING "Sets the icon directory for desktop entry to a non-default location.")
set(DESKTOPDIR "${DATAROOTDIR}/applications" CACHE STRING "Sets the desktop file directory for desktop entry to a non-default location.")
# install locations
install(DIRECTORY ${PROJECT_SOURCE_DIR}/data DESTINATION ${DATAROOTDIR}/meandmyshadow/)
install(TARGETS meandmyshadow RUNTIME DESTINATION ${BINDIR})
if("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
install(FILES meandmyshadow.desktop DESTINATION ${DESKTOPDIR})
install(FILES icons/16x16/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/16x16/apps/)
install(FILES icons/32x32/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/32x32/apps/)
install(FILES icons/48x48/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/48x48/apps/)
install(FILES icons/64x64/meandmyshadow.png DESTINATION ${ICONDIR}/hicolor/64x64/apps/)
endif("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
diff --git a/src/Addons.cpp b/src/Addons.cpp
index 03048f6..cdc7bd3 100644
--- a/src/Addons.cpp
+++ b/src/Addons.cpp
@@ -1,592 +1,592 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#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_RenderText_Blended(fontTitle,"Addons",black);
+ title=TTF_RenderText_Blended(fontTitle,_("Addons"),black);
FILE* addon=fopen((getUserPath(USER_CACHE)+"addons").c_str(),"wb");
action=NONE;
addons=NULL;
//Create the gui.
GUIObject* obj;
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);
- obj=new GUIObject(90,96,200,32,GUIObjectLabel,"Unable to initialze addon menu:");
+ obj=new GUIObject(90,96,200,32,GUIObjectLabel,_("Unable to initialze 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=new GUIObject(90,550,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
return;
}
//Downloaded the addons file now we can create the GUI.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
- obj=new GUIObject(90,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,"Levels");
+ obj=new GUIObject(90,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,_("Levels"));
obj->name="cmdLvls";
obj->eventCallback=this;
underlineX=obj->left;
underlineW=obj->width;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100+(SCREEN_WIDTH-200)/3,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,"Level Packs");
+ obj=new GUIObject(100+(SCREEN_WIDTH-200)/3,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,_("Level Packs"));
obj->name="cmdLvlpacks";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,"Themes");
+ obj=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,_("Themes"));
obj->name="cmdThemes";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Create the list for the addons.
//By default levels will be selected.
list=new GUIListBox(90,140,SCREEN_WIDTH-180,SCREEN_HEIGHT-200);
list->item=addonsToList("levels");
list->name="lstAddons";
list->eventCallback=this;
GUIObjectRoot->childControls.push_back(list);
type="levels";
//And the buttons at the bottom of the screen.
- obj=new GUIObject(90,SCREEN_HEIGHT-50,200,32,GUIObjectButton,"Back");
+ obj=new GUIObject(90,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- actionButton=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,"Install");
+ actionButton=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Install"));
actionButton->name="cmdInstall";
actionButton->eventCallback=this;
GUIObjectRoot->childControls.push_back(actionButton);
- updateButton=new GUIObject(100+(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,"Update");
+ updateButton=new GUIObject(100+(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Update"));
updateButton->name="cmdUpdate";
updateButton->enabled=false;
updateButton->visible=false;
updateButton->eventCallback=this;
GUIObjectRoot->childControls.push_back(updateButton);
}
Addons::~Addons(){
delete addons;
//Free the title surface.
SDL_FreeSurface(title);
//If the GUIObjectRoot exist delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
bool Addons::getAddonsList(FILE* file){
//First we download the file.
if(downloadFile("http://meandmyshadow.sourceforge.net/game/addons03",file)==false){
error="ERROR: unable to download addons file!";
cerr<<error<<endl;
return false;
}
fclose(file);
//Load the downloaded file.
ifstream addonFile;
addonFile.open((getUserPath(USER_CACHE)+"addons").c_str());
if(addonFile==false) {
error="ERROR: unable to load addon_list file!";
cerr<<error<<endl;
return false;
}
//Parse the addonsfile.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(addonFile,&obj,true)){
error="ERROR: Invalid file format of addons file!";
cerr<<error<<endl;
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) {
error="ERROR: Unable to create the installed_addons file.";
cerr<<error<<endl;
return false;
}
}
//And parse the installed_addons file.
TreeStorageNode obj1;
{
POASerializer objSerializer;
if(!objSerializer.readNode(iaddonFile,&obj1,true)){
error="ERROR: Invalid file format of the installed_addons!";
cerr<<error<<endl;
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)/2,16,title,screen,NULL);
//Draw line below selected item
SDL_Rect r;
r.x=underlineX;
r.y=124;
r.w=underlineW;
r.h=2;
SDL_FillRect(screen,&r,0x000000);
}
void Addons::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
if(name=="cmdLvlpacks"){
list->item=addonsToList("levelpacks");
list->value=0;
type="levelpacks";
underlineX=obj->left;
underlineW=obj->width;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="cmdLvls"){
list->item=addonsToList("levels");
list->value=0;
type="levels";
underlineX=obj->left;
underlineW=obj->width;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="cmdThemes"){
list->item=addonsToList("themes");
list->value=0;
type="themes";
underlineX=obj->left;
underlineW=obj->width;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="lstAddons"){
//Get the addon struct that belongs to it.
Addon *addon=NULL;
if(list->item.size()>0) {
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:");
+ 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:");
+ 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:");
+ 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();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
- msgBox("ERROR: Unable to download addon!",MsgBoxOKOnly,"ERROR:");
+ 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();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
- msgBox("ERROR: Unable to download addon!",MsgBoxOKOnly,"ERROR:");
+ 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:");
+ 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();
}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();
}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";
+ actionButton->caption=_("Uninstall");
action = UNINSTALL;
}else{
//The addon isn't installed so we can only install it.
actionButton->enabled=true;
- actionButton->caption="Install";
+ actionButton->caption=_("Install");
action = INSTALL;
}
}
diff --git a/src/Functions.cpp b/src/Functions.cpp
index 83133f4..5b0d1b7 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1066 +1,1069 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#include <stdio.h>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "Objects.h"
#include "Player.h"
#include "GameObjects.h"
#include "Levels.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
+#include "libs/tinyformat/tinyformat.h"
+
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#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
//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;
//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(screen,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(screen,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(screen,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(screen,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(screen,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(screen,x,y,0,0,0,160);
pixelRGBA(screen,x,y+h-1,0,0,0,160);
pixelRGBA(screen,x+w-1,y,0,0,0,160);
pixelRGBA(screen,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(screen,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(screen,x+1,y+1,0,0,0,50);
pixelRGBA(screen,x+1,y+h-2,0,0,0,50);
pixelRGBA(screen,x+w-2,y+1,0,0,0,50);
pixelRGBA(screen,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 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;
}
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
//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;
//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;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0xFF000000);
//Create a texture.
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{
Uint32 flags=SDL_HWSURFACE | SDL_DOUBLEBUF;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Set the the window caption.
SDL_WM_SetCaption(("Me and my shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
//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;
}
bool loadFiles(){
//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 fonts.
fontTitle=TTF_OpenFont((getDataPath()+"font/knewave.ttf").c_str(),55);
fontGUI=TTF_OpenFont((getDataPath()+"font/knewave.ttf").c_str(),32);
fontText=TTF_OpenFont((getDataPath()+"font/Blokletters-Viltstift.ttf").c_str(),16);
if(fontTitle==NULL || fontGUI==NULL || fontText==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Load the menu background.
menuBackground=loadImage(getDataPath()+"gfx/menu/background.png");
if(menuBackground==NULL){
printf("ERROR: Unable to load menu background.\n");
return false;
}
//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(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Always return true?
return true;
}
bool saveSettings(){
settings->save();
//Always return true?
return true;
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
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);
glTexCoord2f(0,0); glVertex3f(0,0,0);
glTexCoord2f(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2f(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2f(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();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontText);
TTF_Quit();
//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:
levels.clear();
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(){
//SetCamera only works in the Level editor.
if(stateID==STATE_LEVEL_EDITOR){
//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={155,550,510,50};
if(checkCollision(mouse,toolbar))
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;
}
}
}
bool 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 false;
}
//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 false;
}
//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=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("Version: '%s'\n\n",version.c_str());
}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 false;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return false;
}
}
//If everything went well we can return true.
return true;
}
//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;
//We keep a pointer to the original GUIObjectRoot for later.
GUIObject* tmp=GUIObjectRoot;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObjectRoot=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;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
x=(600-x)/2;
//Add a GUIObjectLabel with the sentence.
GUIObjectRoot->childControls.push_back(new GUIObject(x,y,584,25,GUIObjectLabel,lps));
//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.
GUIObjectRoot->top=(SCREEN_HEIGHT-y)/2;
GUIObjectRoot->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;
+ 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;
+ 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;
+ 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;
+ 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;
+ button[0]=_("Retry");value[0]=MsgBoxRetry;
+ button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
- button[0]="OK";value[0]=MsgBoxOK;
+ button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Calculate the x location (centered).
int x=302-count*50;
//Reduce y so that the buttons fit inside the frame.
y-=40;
//Loop to add the buttons.
for(int i=0;i<count;i++,x+=100){
obj=new GUIObject(x,y,96,36,GUIObjectButton,button[i].c_str(),value[i]);
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)){
GUIObjectHandleEvents(true);
//Also check for the return, escape or backspace button.
//escape = KEYUP.
//backspace and return = KEYDOWN.
if(count==1 && ((event.type==SDL_KEYUP && 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're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
//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){}
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.
- if(msgBox(s+" already exists.\nDo you want to overwrite it?",MsgBoxYesNo,"Overwrite Prompt")!=MsgBoxYes){
+ /// 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("Can't open file "+s+".",MsgBoxOKOnly,"Error");
+ 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("Can't open file "+s+".",MsgBoxOKOnly,"Error");
+ msgBox(tfm::format(_("Can't open file %d."),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;
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
//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.size()>0?60:20;
//Create the frame.
- GUIObjectRoot=new GUIObject(100,100-base_y/2,600,400+base_y,GUIObjectFrame,title?title:(isSave?"Save File":"Load File"));
+ GUIObjectRoot=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.size()>0){
- GUIObjectRoot->childControls.push_back(new GUIObject(8,40,184,36,GUIObjectLabel,"Search In"));
+ GUIObjectRoot->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;
GUIObjectRoot->childControls.push_back(obj1);
}
//Add the FileName label and textfield.
- GUIObjectRoot->childControls.push_back(new GUIObject(8,20+base_y,184,36,GUIObjectLabel,"File Name"));
+ GUIObjectRoot->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());
GUIObjectRoot->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;
GUIObjectRoot->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=new GUIObject(200,360+base_y,192,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(400,360+base_y,192,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(400,360+base_y,192,36,GUIObjectButton,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//The while loop ended meaning we can restore the previous GUI.
GUIObjectRoot=tmp;
//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/Game.cpp b/src/Game.cpp
index 283fe29..76dff0a 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1151 +1,1144 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#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 <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",
};
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){
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//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();
}
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;
//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];
}
levelObjects.push_back( new Block ( box.x, box.y, objectType, this) );
levelObjects.back()->setEditorData(obj);
}
}
//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.
- stringstream s;
- if(levels.getLevelCount()>1){
- s<<"Level "<<(levels.getCurrentLevel()+1)<<" ";
+ //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,editorData["name"]);
}
- s<<editorData["name"];
SDL_Color fg={0,0,0,0};
SDL_Color bg={255,255,255,0};
- bmTips[0]=TTF_RenderText_Shaded(fontText,s.str().c_str(),fg,bg);
+ bmTips[0]=TTF_RenderText_Shaded(fontText,s.c_str(),fg,bg);
if(bmTips[0])
SDL_SetAlpha(bmTips[0],SDL_SRCALPHA,160);
}
//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)){
//Check if it isn't a replay.
if(!player.isPlayFromRecord()){
//Set reset true.
isReset=true;
}else if(interlevel){
//We can also reset during the inter level screen.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
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(){
//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){
//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.
player.show();
shadow.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
applySurface(0,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.
const char* s=NULL;
switch(gameTipIndex){
case TYPE_CHECKPOINT:
s="Press DOWN key to save the game.";
break;
case TYPE_SWAP:
s="Press DOWN key to swap the position of player and shadow.";
break;
case TYPE_SWITCH:
s="Press DOWN key to activate the switch.";
break;
case TYPE_PORTAL:
s="Press DOWN key to teleport.";
break;
}
//If we have a string then it's a supported GameObject type.
if(s!=NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[gameTipIndex]=TTF_RenderText_Shaded(fontText,s,fg,bg);
SDL_SetAlpha(bmTips[gameTipIndex],SDL_SRCALPHA,160);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
applySurface(0,0,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){
//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){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[3]=TTF_RenderText_Shaded(fontText,
"Press R to restart current level or press F3 to load the game.",
fg,bg);
SDL_SetAlpha(bmTips[3],SDL_SRCALPHA,160);
}
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},bg={255,255,255,0};
bmTips[2]=TTF_RenderText_Shaded(fontText,
"Press R to restart current level.",
fg,bg);
SDL_SetAlpha(bmTips[2],SDL_SRCALPHA,160);
}
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_RenderText_Shaded(fontText,
- "Your shadow has died.",
+ _("Your shadow has died."),
fg,bg);
SDL_SetAlpha(bmTips[1],SDL_SRCALPHA,160);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
}
//Draw the tip.
if(bm!=NULL)
applySurface(0,0,bm,screen,NULL);
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
- char c[32];
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
- sprintf(c,"%d recordings",recordings);
- bm=TTF_RenderText_Shaded(fontText,c,fg,bg);
+ bm=TTF_RenderText_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_RenderText_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;
- SDL_Surface* bm=TTF_RenderText_Blended(fontGUI,"You've finished:",black);
+ SDL_Surface* bm=TTF_RenderText_Blended(fontGUI,_("You've finished:"),black);
//Recreate the level string.
- stringstream s;
- if(levels.getLevelCount()>0){
- s<<"Level "<<(levels.getCurrentLevel()+1)<<" ";
+ string s;
+ if (levels.getLevelCount()>0){
+ s=tfm::format(_("Level %d %s"),levels.getCurrentLevel()+1,levelName);
}
- s<<levelName;
- SDL_Surface* bm2=TTF_RenderText_Blended(fontText,s.str().c_str(),black);
+ SDL_Surface* bm2=TTF_RenderText_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;
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+370,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::vector<char> string_data((dynamic_cast<Block*>(player.objNotificationBlock))->message.begin(), (dynamic_cast<Block*>(player.objNotificationBlock))->message.end());
string_data.push_back('\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);
x=(SCREEN_WIDTH-200-x)/2;
//Color the text will be: black.
SDL_Color black={0,0,0,0};
lines.push_back(TTF_RenderText_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;
}
}
drawGUIBox(100,SCREEN_HEIGHT-y-25,SCREEN_WIDTH-200,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::replayPlay(){
interlevel=true;
//cout<<"Game::replayPlay()"<<endl;
//Fix the bug that press "r" to restart a level just before finishing it
//will cause inter-level popup appeares and the game restarts.
//Now when the game is about to finish, we don't allow to restart.
isReset=false;
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-570)/2,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;
//Create the labels with the time and best time.
- char s1[64];
- sprintf(s1,"Time: %-.2fs",time/40.0f);
- GUIObject* obj=new GUIObject(20,10,150,36,GUIObjectLabel,s1);
+ GUIObject* obj=new GUIObject(20,10,150,36,GUIObjectLabel,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
- sprintf(s1,"Best time: %-.2fs",bestTime/40.0f);
- obj=new GUIObject(20,34,150,36,GUIObjectLabel,s1);
+ obj=new GUIObject(20,34,150,36,GUIObjectLabel,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
if(targetTime>=0){
- sprintf(s1,"Target time: %-.2fs",targetTime/40.0f);
- obj=new GUIObject(20,58,150,36,GUIObjectLabel,s1);
+ obj=new GUIObject(20,58,150,36,GUIObjectLabel,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
}
//Now the ones for the recordings.
- sprintf(s1,"Recordings: %d",recordings);
- obj=new GUIObject(210,10,150,36,GUIObjectLabel,s1);
+ obj=new GUIObject(210,10,150,36,GUIObjectLabel,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
- sprintf(s1,"Best recordings: %d",bestRecordings);
- obj=new GUIObject(210,34,150,36,GUIObjectLabel,s1);
+ obj=new GUIObject(210,34,150,36,GUIObjectLabel,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
if(targetRecordings>=0){
- sprintf(s1,"Target recordings: %d",targetRecordings);
- obj=new GUIObject(210,58,150,36,GUIObjectLabel,s1);
+ obj=new GUIObject(210,58,150,36,GUIObjectLabel,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
}
//The medal that is earned.
- sprintf(s1,"You earned the %s medal",(medal>1)?(medal==3)?"GOLD":"SILVER":"BRONZE");
- obj=new GUIObject(48,92,150,36,GUIObjectLabel,s1);
+ string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
+ obj=new GUIObject(48,92,150,36,GUIObjectLabel,s1.c_str());
//Center it horizontally.
int width;
- TTF_SizeText(fontText,s1,&width,NULL);
+ TTF_SizeText(fontText,s1.c_str(),&width,NULL);
obj->width=width;
obj->left=(416-width)/2;
GUIObjectRoot->childControls.push_back(obj);
//Create the three buttons, Menu, Restart, Next.
- obj=new GUIObject(420,10,128,36,GUIObjectButton,"Menu");
+ obj=new GUIObject(420,10,128,36,GUIObjectButton,_("Menu"));
obj->name="cmdMenu";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(409,50,150,36,GUIObjectButton,"Restart");
+ obj=new GUIObject(409,50,150,36,GUIObjectButton,_("Restart"));
obj->name="cmdRestart";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(420,90,128,36,GUIObjectButton,"Next");
+ obj=new GUIObject(420,90,128,36,GUIObjectButton,_("Next"));
obj->name="cmdNext";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
//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);
//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){
- msgBox("Game replay is done.",MsgBoxOKOnly,"Game Replay");
+ 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::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 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 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);
//Reset the stats.
time=0;
recordings=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);
//Also set interlevel to false.
interlevel=false;
}
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(levels.congratulationText,MsgBoxOKOnly,"Congratulations");
+ msgBox(levels.congratulationText,MsgBoxOKOnly,_("Congratulations"));
}else{
- msgBox("You have finished the levelpack!",MsgBoxOKOnly,"Congratulations");
+ 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/Globals.cpp b/src/Globals.cpp
index 91c0f81..3de93bd 100644
--- a/src/Globals.cpp
+++ b/src/Globals.cpp
@@ -1,61 +1,65 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#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;
+//gettext
+tinygettext::DictionaryManager* dictionary_manager = 0;
+
//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) 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/InputManager.cpp b/src/InputManager.cpp
index 39c8121..887be72 100644
--- a/src/InputManager.cpp
+++ b/src/InputManager.cpp
@@ -1,442 +1,442 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#include "InputManager.h"
#include "Globals.h"
#include "Settings.h"
#include "Functions.h"
#include "GUIObject.h"
#include "GUIListBox.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"
};
//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","Previous block type"
};
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);
}
}
/*else if(name=="cmdEscape"){
//set a key to Escape
//simply call onKeyDown().
onKeyDown(SDLK_ESCAPE);
}*/
}
}
};
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(){
//Save the old GUI.
GUIObject* tmp=GUIObjectRoot;
//Create the new GUI.
- GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-400)/2,600,400,GUIObjectFrame,"Config Keys");
+ GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-400)/2,600,400,GUIObjectFrame,_("Config Keys"));
GUIObject* obj;
- obj=new GUIObject(20,36,560,36,GUIObjectLabel,"Select an item and press a key to config it.");
+ obj=new GUIObject(20,36,560,36,GUIObjectLabel,_("Select an item and press a key to config it."));
GUIObjectRoot->childControls.push_back(obj);
//The list box.
GUIListBox *listBox=new GUIListBox(20,116,560,220);
//Event handler.
InputDialogHandler handler(listBox,this);
GUIObjectRoot->childControls.push_back(listBox);
//another box to select key type
GUISingleLineListBox *listBox0=new GUISingleLineListBox(120,72,360,36);
listBox0->name="lstType";
- listBox0->item.push_back("Primary key");
- listBox0->item.push_back("Alternative key");
+ listBox0->item.push_back(_("Primary key"));
+ listBox0->item.push_back(_("Alternative key"));
listBox0->value=0;
listBox0->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(listBox0);
//two buttons
- obj=new GUIObject(20,360,360,36,GUIObjectButton,"Unset the key");
+ obj=new GUIObject(20,360,360,36,GUIObjectButton,_("Unset the key"));
obj->name="cmdUnset";
obj->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(obj);
/*
obj=new GUIObject(20,360,360,36,GUIObjectButton,"Set to ESCAPE key");
obj->name="cmdEscape";
obj->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(obj);
*/
- obj=new GUIObject(460,360,120,36,GUIObjectButton,"OK");
+ obj=new GUIObject(460,360,120,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)){
//check if some key is down.
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);
}
}
//now process GUI events.
GUIObjectHandleEvents(true);
}
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//Restore the old GUI.
GUIObjectRoot=tmp;
}
//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)";
+ 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/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 7fe27cf..c6104a4 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,702 +1,705 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#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 <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"){
+LevelEditSelect::LevelEditSelect():LevelSelect(_("Map Editor")){
//The levelpack name text field.
levelpackName=new GUIObject(280,104,240,32,GUIObjectTextBox);
levelpackName->eventCallback=this;
levelpackName->visible=false;
GUIObjectRoot->childControls.push_back(levelpackName);
//Create the six buttons at the bottom of the screen.
- GUIObject* obj=new GUIObject(20,SCREEN_HEIGHT-120,260,32,GUIObjectButton,"New Levelpack");
+ GUIObject* obj=new GUIObject(20,SCREEN_HEIGHT-120,260,32,GUIObjectButton,_("New Levelpack"));
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- propertiesPack=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-120,280,32,GUIObjectButton,"Pack Properties");
+ propertiesPack=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-120,280,32,GUIObjectButton,_("Pack Properties"));
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->childControls.push_back(propertiesPack);
- removePack=new GUIObject(SCREEN_WIDTH-260,SCREEN_HEIGHT-120,240,32,GUIObjectButton,"Remove Pack");
+ removePack=new GUIObject(SCREEN_WIDTH-260,SCREEN_HEIGHT-120,240,32,GUIObjectButton,_("Remove Pack"));
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->childControls.push_back(removePack);
- move=new GUIObject(20,SCREEN_HEIGHT-60,240,32,GUIObjectButton,"Move Map");
+ move=new GUIObject(20,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Move Map"));
move->name="cmdMoveMap";
move->eventCallback=this;
move->enabled=false;
GUIObjectRoot->childControls.push_back(move);
- remove=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-60,240,32,GUIObjectButton,"Remove Map");
+ remove=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Remove Map"));
remove->name="cmdRmMap";
remove->eventCallback=this;
remove->enabled=false;
GUIObjectRoot->childControls.push_back(remove);
- edit=new GUIObject(SCREEN_WIDTH-280,SCREEN_HEIGHT-60,240,32,GUIObjectButton,"Edit Map");
+ edit=new GUIObject(SCREEN_WIDTH-280,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Edit Map"));
edit->name="cmdEdit";
edit->eventCallback=this;
edit->enabled=false;
GUIObjectRoot->childControls.push_back(edit);
//Set the levelEditGUIObjectRoot.
levelEditGUIObjectRoot=GUIObjectRoot;
//NOTE: We are changing the available list of levelpacks to prevent editing the main/addons levelpacks.
listPacks();
//show level list
refresh();
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::listPacks(){
levelpackLocations.clear();
levelpacks->item.clear();
levelpacks->value=0;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
v.push_back("Levels");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"custom/levelpacks/"+*i;
//Check if we can find the lastlevelpack.
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
packName=*i;
}
}
levelpacks->item=v;
//And call changePack since we changed the levelpack.
changePack();
}
void LevelEditSelect::changePack(){
packName=levelpacks->item[levelpacks->value];
if(packName=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
levels.levelpackPath="";
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[packName]+"/levels.lst")){
- msgBox("Can't load level pack:\n"+packName,MsgBoxOKOnly,"Error");
+ msgBox(tfm::format(_("Can't load level pack:\n%s"),packName),MsgBoxOKOnly,"Error");
}
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
void LevelEditSelect::packProperties(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
- GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-320)/2,600,320,GUIObjectFrame,"Properties");
+ GUIObjectRoot=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:");
+ obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,80,480,36,GUIObjectTextBox,packName.c_str());
obj->name="LvlpackName";
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(40,120,240,36,GUIObjectLabel,"Description:");
+ obj=new GUIObject(40,120,240,36,GUIObjectLabel,_("Description:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,150,480,36,GUIObjectTextBox,levels.levelpackDescription.c_str());
obj->name="LvlpackDescription";
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(40,190,240,36,GUIObjectLabel,"Congratulation text:");
+ obj=new GUIObject(40,190,240,36,GUIObjectLabel,_("Congratulation text:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,220,480,36,GUIObjectTextBox,levels.congratulationText.c_str());
obj->name="LvlpackCongratulation";
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100,320-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,320-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,320-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,320-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::addLevel(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
- GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Add level");
+ GUIObjectRoot=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:");
+ obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("File name:"));
GUIObjectRoot->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";
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgAddOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgAddCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
- GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Move level");
+ GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Move level"));
GUIObject* obj;
- obj=new GUIObject(40,80,240,36,GUIObjectLabel,"Level: ");
+ obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("Level: "));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,"1");
- obj->name="MoveLevel";
+ obj->name=_("MoveLevel");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(40,120,240,36);
obj->name="lstPlacement";
vector<string> v;
- v.push_back("Before");
- v.push_back("After");
- v.push_back("Swap");
+ v.push_back(_("Before"));
+ v.push_back(_("After"));
+ v.push_back(_("Swap"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
obj->value=0;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgMoveOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgMoveCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::refresh(){
int m=levels.getLevelCount();
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%10)*64+80,(n/10)*64+184,0,0};
numbers[n].init(n,box);
}
SDL_Rect box={(m%10)*64+80,(m/10)*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+9)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width,height;
TTF_SizeText(fontText,levels.levelpackDescription.c_str(),&width,&height);
levelpackDescription->left=(800-width)/2;
}
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::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_RenderText_Blended(fontText,"Add level",fg);
+ name=TTF_RenderText_Blended(fontText,_("Add level"),fg);
}else{
//Render the name of the level.
name=TTF_RenderText_Blended(fontText,levels.getLevelName(number).c_str(),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"){
//Set the name of the levelpack.
packName=((GUISingleLineListBox*)obj)->item[obj->value];
//Check if it matches the Levels levelpack.
if(((GUISingleLineListBox*)obj)->item[obj->value]=="Levels"){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
getSettings()->setValue("lastlevelpack","Levels");
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh();
return;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the edit button.
if(name=="cmdNewLvlpack"){
//Clear the current pack.
packName.clear();
levels.clear();
//Create a new pack.
packProperties();
}else if(name=="cmdLvlpackProp"){
//Show the pack properties.
packProperties();
}else if(name=="cmdRmLvlpack"){
//Show an "are you sure" message.
- if(msgBox("Are you sure?",MsgBoxYesNo,"Remove prompt")==MsgBoxYes){
+ if(msgBox(_("Are you sure?"),MsgBoxYesNo,_("Remove prompt"))==MsgBoxYes){
//Remove the directory.
if(!removeDirectory(levelpackLocations[packName].c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levelpackLocations[packName]<<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);
}
//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!="Levels"){
if(!removeFile((levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels.removeLevel(selectedNumber->getNumber());
levels.saveLevels(levelpackLocations[packName]+"/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 "<<(levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
changePack();
}
//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;
}
//Also change the levelpack location.
map<string,string>::iterator it;
it=levelpackLocations.find(packName);
if(it!=levelpackLocations.end()){
levelpackLocations.erase(it);
}
//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;
}
//Also add the levelpack location
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}else{
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;
}
//Also add the levelpack location.
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}
//And set the new name.
packName=GUIObjectRoot->childControls[i]->caption;
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");
+ 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=(levelpackLocations[packName]+"/"+tmp_caption);
if(packName=="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!="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");
+ 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!="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/LevelEditor.cpp b/src/LevelEditor.cpp
index 4e9e274..02bed05 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,2703 +1,2704 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Levels.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.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;
/////////////////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={170,555,460,50};
toolbarRect=tmp;
//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,800,600,32,0x000000FF,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);
//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;
camera.x=0;
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);
//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){
+ 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);
}
}
}
//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){
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){
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.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
//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("Level \""+fileNameFromPath(levelFile)+"\" saved",MsgBoxOKOnly,"Saved");
+ msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
- msgBox("Level \""+levelName+"\" saved",MsgBoxOKOnly,"Saved");
+ 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;
}
- GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-300)/2,600,300,GUIObjectFrame,"Level settings");
+ GUIObjectRoot=new GUIObject(100,(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:");
+ obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(40,100,240,36,GUIObjectLabel,"Theme:");
+ obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Theme:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
secondObjectProperty=obj;
GUIObjectRoot->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):");
+ obj=new GUIObject(40,150,240,36,GUIObjectLabel,_("Target time (s):"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(290,150,260,36,GUIObjectTextBox,c);
levelTimeProperty=obj;
GUIObjectRoot->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:");
+ obj=new GUIObject(40,200,240,36,GUIObjectLabel,_("Target recordings:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(290,200,260,36,GUIObjectTextBox,c);
levelRecordingsProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
}
//Ok and cancel buttons.
- obj=new GUIObject(100,300-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,300-44,150,36,GUIObjectButton,_("OK"));
obj->name="lvlSettingsOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,300-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,300-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="lvlSettingsCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
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()){
return;
}
//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))));
}
}
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..
- char s1[64];
+ string s1;
bool path=false;
if(!movingBlocks[obj].empty()){
- sprintf(s1,"Defined");
+ s1=_("Defined");
path=true;
}else{
- sprintf(s1,"None");
+ s1=_("None");
}
//Now create the GUI.
string s;
switch(obj->type){
case TYPE_MOVING_BLOCK:
- s="Moving block";
+ s=_("Moving block");
break;
case TYPE_MOVING_SHADOW_BLOCK:
- s="Moving shadow block";
+ s=_("Moving shadow block");
break;
case TYPE_MOVING_SPIKES:
- s="Moving spikes";
+ s=_("Moving spikes");
break;
}
GUIObjectRoot=new GUIObject(100,(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=new GUIObject(70,50,280,36,GUIObjectCheckBox,_("Enabled"),(objMap[2].second!="1"));
obj->name="cfgMovingBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(70,80,280,36,GUIObjectCheckBox,"Loop",(objMap[3].second!="0"));
+ obj=new GUIObject(70,80,280,36,GUIObjectCheckBox,_("Loop"),(objMap[3].second!="0"));
obj->name="cfgMovingBlockLoop";
obj->eventCallback=this;
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(70,110,280,36,GUIObjectLabel,"Path");
+ obj=new GUIObject(70,110,280,36,GUIObjectLabel,_("Path"));
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(330,110,280,36,GUIObjectLabel,s1);
+ obj=new GUIObject(330,110,280,36,GUIObjectLabel,s1.c_str());
GUIObjectRoot->childControls.push_back(obj);
if(path){
obj=new GUIObject(400,110,36,36,GUIObjectButton,"x");
obj->name="cfgMovingBlockClrPath";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}else{
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(400,115,36,36,GUIObjectButton,"+");
obj->name="cfgMovingBlockMakePath";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgMovingBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
//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.
- GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-250)/2,600,250,GUIObjectFrame,"Notification block");
+ GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-250)/2,600,250,GUIObjectFrame,_("Notification block"));
GUIObject* obj;
- obj=new GUIObject(40,50,240,36,GUIObjectLabel,"Enter message here:");
+ obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Enter message here:"));
GUIObjectRoot->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;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100,250-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,250-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgNotificationBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,250-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,250-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
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";
+ s=_("Shadow Conveyor belt");
}else{
- s="Conveyor belt";
+ s=_("Conveyor belt");
}
GUIObjectRoot=new GUIObject(100,(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=new GUIObject(40,60,220,36,GUIObjectCheckBox,_("Enabled"),(objMap[1].second!="1"));
obj->name="cfgConveyorBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(40,100,240,36,GUIObjectLabel,"Enter speed here:");
+ obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Enter speed here:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(240,100,320,36,GUIObjectTextBox,objMap[2].second.c_str());
//Set the textField.
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgConveyorBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
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.
- char s1[64];
+ string s1;
bool target=false;
if(!triggers[obj].empty()){
- sprintf(s1,"Defined");
+ s1=_("Defined");
target=true;
}else{
- sprintf(s1,"None");
+ s1=_("None");
}
//Now create the GUI.
- GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Portal");
+ GUIObjectRoot=new GUIObject(100,(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=new GUIObject(70,60,310,36,GUIObjectCheckBox,_("Activate on touch"),(objMap[1].second=="1"));
obj->name="cfgPortalAutomatic";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(70,100,240,36,GUIObjectLabel,"Targets:");
+ obj=new GUIObject(70,100,240,36,GUIObjectLabel,_("Targets:"));
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(360,100,100,36,GUIObjectLabel,s1);
+ obj=new GUIObject(360,100,100,36,GUIObjectLabel,s1.c_str());
GUIObjectRoot->childControls.push_back(obj);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(460,105,36,36,GUIObjectButton,"+");
obj->name="cfgPortalLink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Check if there are targets defined.
if(target){
obj=new GUIObject(500,100,36,36,GUIObjectButton,"x");
obj->name="cfgPortalUnlink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgPortalOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
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.
- char s1[64];
+ string s1;
bool targets=false;
if(!triggers[obj].empty()){
- sprintf(s1,"%d Defined",(int)triggers[obj].size());
+ s1=tfm::format("%d Defined",(int)triggers[obj].size());
targets=true;
}else{
- sprintf(s1,"None");
+ s1=_("None");
}
//Now create the GUI.
string s;
if(obj->type==TYPE_BUTTON){
- s="Button";
+ s=_("Button");
}else{
- s="Switch";
+ s=_("Switch");
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
- obj=new GUIObject(70,60,240,36,GUIObjectLabel,"Behaviour:");
+ obj=new GUIObject(70,60,240,36,GUIObjectLabel,_("Behaviour:"));
GUIObjectRoot->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");
+ 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;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(70,100,240,36,GUIObjectLabel,"Targets:");
+ obj=new GUIObject(70,100,240,36,GUIObjectLabel,_("Targets:"));
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(250,100,100,36,GUIObjectLabel,s1);
+ obj=new GUIObject(250,100,100,36,GUIObjectLabel,s1.c_str());
GUIObjectRoot->childControls.push_back(obj);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(350,105,36,36,GUIObjectButton,"+");
obj->name="cfgTriggerLink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Check if there are targets defined.
if(targets){
obj=new GUIObject(390,100,36,36,GUIObjectButton,"x");
obj->name="cfgTriggerUnlink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgTriggerOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
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.
- GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,"Fragile");
+ GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Fragile"));
GUIObject* obj;
- obj=new GUIObject(70,60,240,36,GUIObjectLabel,"State:");
+ obj=new GUIObject(70,60,240,36,GUIObjectLabel,_("State:"));
GUIObjectRoot->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");
+ 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;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(100,200-44,150,36,GUIObjectButton,"OK");
+ obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgFragileOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(350,200-44,150,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::addObject(GameObject* obj){
//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;
//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.
setCamera();
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//Get the mouse location.
int x,y;
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={180+(t*40)+(t*10),555,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
//Check if there's a mouse click.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
if(t<NUMBER_TOOLS){
tool=(Tools)t;
}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("Level \""+fileNameFromPath(levelFile)+"\" saved",MsgBoxOKOnly,"Saved");
+ msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
- msgBox("Level \""+levelName+"\" saved",MsgBoxOKOnly,"Saved");
+ 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=600;
SDL_FillRect(placement,&r,0);
}
if(camera.x>LEVEL_WIDTH-800){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=800-(LEVEL_WIDTH-camera.x);
r.h=600;
SDL_FillRect(placement,&r,0);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=800;
r.h=0-camera.y;
SDL_FillRect(placement,&r,0);
}
if(camera.y>LEVEL_HEIGHT-600){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=800;
r.h=600-(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();
//On top of all render the toolbar.
applySurface(170,550,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_RenderText_Blended(fontText,"Select",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Select"),fg);
break;
case 1:
- tip=TTF_RenderText_Blended(fontText,"Add",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Add"),fg);
break;
case 2:
- tip=TTF_RenderText_Blended(fontText,"Delete",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Delete"),fg);
break;
case 3:
- tip=TTF_RenderText_Blended(fontText,"Configure",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Configure"),fg);
break;
case 4:
- tip=TTF_RenderText_Blended(fontText,"Play",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Play"),fg);
break;
case 6:
- tip=TTF_RenderText_Blended(fontText,"Level settings",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Level settings"),fg);
break;
case 7:
- tip=TTF_RenderText_Blended(fontText,"Save level",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Save level"),fg);
break;
case 8:
- tip=TTF_RenderText_Blended(fontText,"Back to menu",fg);
+ tip=TTF_RenderText_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={180+(tooltip*40)+(tooltip*10),555,40,40};
r.y=550-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(180+(tool*40)+(tool*10),554,42,42,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){
SDL_Rect r={620,0,180,30};
SDL_FillRect(screen,&r,0);
//Shrink the rectangle by one pixel and fill with white leaving an one pixel border.
r.x+=1;
r.w-=2;
r.h-=1;
SDL_FillRect(screen,&r,0xFFFFFF);
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Color white={255,255,255,255};
- char s[64];
- sprintf(s,"%d",movingSpeed);
- SDL_Surface* bm=TTF_RenderText_Shaded(fontText,("Movespeed: "+string(s)).c_str(),black,white);
+ SDL_Surface* bm=TTF_RenderText_Shaded(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black,white);
r.x+=2;
r.y+=2;
//Draw the text and free the surface.
SDL_BlitSurface(bm,NULL,screen,&r);
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);
}
}
//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
};
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index e4004c6..0772aa8 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,428 +1,427 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#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;
static string bestTimeFilePath,bestRecordingFilePath;
-LevelPlaySelect::LevelPlaySelect():LevelSelect("Select Level"){
+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");
- play=new GUIObject(SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,GUIObjectButton,"Play");
+ play=new GUIObject(SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Play"));
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
GUIObjectRoot->childControls.push_back(play);
//show level list
refresh();
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
recordingsIcon=NULL;
timeIcon=NULL;
}
void LevelPlaySelect::refresh(){
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="Time: - / -";
- levelMedal3="Recordings: - / -";
+ levelDescription=_("Choose a level");
+ levelMedal2=string(_("Time:"))+" - / -";
+ levelMedal3=string(_("Recordings:"))+" - / -";
bestTimeFilePath.clear();
- bestRecordingFilePath.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%10)*64+80,(n/10)*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+9)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width;
TTF_SizeText(fontText,levels.levelpackDescription.c_str(),&width,NULL);
levelpackDescription->width=width;
levelpackDescription->left=(SCREEN_WIDTH-width)/2;
}
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={380,470,372,32};
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={380,502,372,32};
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
+ //Show best time and recordings TODO: don't include text and value in same string!
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';
- levelMedal2=string("Time: ")+s;
+ levelMedal2=string(_("Time:"))+" "+s;
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
- levelMedal3=string("Recordings: ")+s;
+ levelMedal3=string(_("Recordings:"))+" "+s;
}else{
- levelMedal2="Time: - / -";
- levelMedal3="Recordings: - / -";
+ levelMedal2=string(_("Time:"))+" - / -";
+ levelMedal3=string(_("Recordings:"))+" - / -";
}
//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*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+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_RenderText_Blended(fontText,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={380,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(720,SCREEN_HEIGHT-130,playButtonImage,screen,&r);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={380,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(720,SCREEN_HEIGHT-98,playButtonImage,screen,&r);
}
}
}
if(!levelMedal2.empty()){
//Draw the icon.
applySurface(395,SCREEN_HEIGHT-130+3,timeIcon,screen,NULL);
//Now draw the text.
bm=TTF_RenderText_Blended(fontText,levelMedal2.c_str(),fg);
applySurface(420,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal3.empty()){
//Draw the icon.
applySurface(395,SCREEN_HEIGHT-98+(6)/2,recordingsIcon,screen,NULL);
//Now draw the text.
bm=TTF_RenderText_Blended(fontText,levelMedal3.c_str(),fg);
applySurface(420,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_RenderText_Blended(fontText,levels.getLevelName(number).c_str(),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_RenderText_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_RenderText_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::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/LevelSelect.cpp b/src/LevelSelect.cpp
index 592dca1..25b570f 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,383 +1,386 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#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_RenderText_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_RenderText_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+((TTF_FontAscent(fontGUI)+TTF_FontDescent(fontGUI))/2)-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){
//clear the selected level
selectedNumber=NULL;
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderText_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-64,184,16,242,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->childControls.push_back(levelScrollBar);
//level pack description
levelpackDescription=new GUIObject(60,140,800,32,GUIObjectLabel);
GUIObjectRoot->childControls.push_back(levelpackDescription);
levelpacks=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getDataPath()+"levelpacks/"+*i;
}
vector<string> v2=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"levelpacks/"+*i;
}
vector<string> v3=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v3.begin(); i!=v3.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"custom/levelpacks/"+*i;
}
v.insert(v.end(),v2.begin(),v2.end());
v.insert(v.end(),v3.begin(),v3.end());
//Now we add a special levelpack that will contain the levels not in a levelpack.
v.push_back("Levels");
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";
//Check if this is the special Levels levelpack.
if(levelpackName=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//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){
levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
}else{
//This isn't so load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[levelpackName]+"/levels.lst")){
- msgBox("Can't load level pack:\n"+levelpackName,MsgBoxOKOnly,"Error");
+ msgBox(tfm::format(_("Can't load level pack:\n%s"),levelpackName),MsgBoxOKOnly,_("Error"));
}
}
//Load the progress.
levels.loadProgress(s1);
//And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->childControls.push_back(levelpacks);
- obj=new GUIObject(20,20,100,32,GUIObjectButton,"Back");
+ obj=new GUIObject(20,20,100,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
//Free the rendered title surface.
SDL_FreeSurface(title);
}
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 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*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*10; 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);
}
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*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+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,screen,NULL);
//Loop through the level blocks and draw them.
for(int n=dy*10;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::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
string s;
if(name=="cmdLvlPack"){
s=levelpackLocations[((GUISingleLineListBox*)obj)->item[obj->value]];
getSettings()->setValue("lastlevelpack",((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/"+((GUISingleLineListBox*)obj)->item[obj->value]+".progress";
//Check if this is the special Levels levelpack.
if(((GUISingleLineListBox*)obj)->item[obj->value]=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//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){
levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
}else{
//This isn't so load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[((GUISingleLineListBox*)obj)->item[obj->value]]+"/levels.lst")){
- msgBox("Can't load level pack:\n"+((GUISingleLineListBox*)obj)->item[obj->value],MsgBoxOKOnly,"Error");
+ msgBox(tfm::format("Can't load level pack:\n%s",((GUISingleLineListBox*)obj)->item[obj->value]),MsgBoxOKOnly,"Error");
}
}
//Load the progress file.
levels.loadProgress(s1);
//And refresh the numbers.
refresh();
}
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index 1ae2858..a3c0b9e 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,418 +1,418 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#include "Functions.h"
#include "GameState.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIListBox.h"
#include "InputManager.h"
#include <iostream>
#include <algorithm>
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_RenderText_Blended(fontTitle,"Play",black);
- entries[1]=TTF_RenderText_Blended(fontTitle,"Options",black);
- entries[2]=TTF_RenderText_Blended(fontTitle,"Map Editor",black);
- entries[3]=TTF_RenderText_Blended(fontTitle,"Addons",black);
- entries[4]=TTF_RenderText_Blended(fontTitle,"Exit",black);
+ entries[0]=TTF_RenderText_Blended(fontTitle,_("Play"),black);
+ entries[1]=TTF_RenderText_Blended(fontTitle,_("Options"),black);
+ entries[2]=TTF_RenderText_Blended(fontTitle,_("Map Editor"),black);
+ entries[3]=TTF_RenderText_Blended(fontTitle,_("Addons"),black);
+ entries[4]=TTF_RenderText_Blended(fontTitle,_("Exit"),black);
entries[5]=TTF_RenderText_Blended(fontTitle,">",black);
entries[6]=TTF_RenderText_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) ||
(event.type==SDL_KEYUP && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_KP_ENTER))){
//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");
+ 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);
}
}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some varables for the options.
static bool sound,music,fullscreen,leveltheme,internet;
static string themeName;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
Options::Options(){
//Render the title.
SDL_Color black={0,0,0};
- title=TTF_RenderText_Blended(fontTitle,"Settings",black);
+ title=TTF_RenderText_Blended(fontTitle,_("Settings"),black);
//Set some default settings.
music=getSettings()->getBoolValue("music");
sound=getSettings()->getBoolValue("sound");
fullscreen=getSettings()->getBoolValue("fullscreen");
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;
//Variables for positioning
int x = (SCREEN_WIDTH-540)/2;
//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,150,240,36,GUIObjectCheckBox,"Music",music?1:0);
+ GUIObject *obj=new GUIObject(x,150,240,36,GUIObjectCheckBox,_("Music"),music?1:0);
obj->name="chkMusic";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(x,190,240,36,GUIObjectCheckBox,"Sound",sound?1:0);
+ obj=new GUIObject(x,190,240,36,GUIObjectCheckBox,_("Sound"),sound?1:0);
obj->name="chkSound";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(x,230,240,36,GUIObjectCheckBox,"Fullscreen",fullscreen?1:0);
+ obj=new GUIObject(x,230,240,36,GUIObjectCheckBox,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(x,270,240,36,GUIObjectLabel,"Theme:");
+ obj=new GUIObject(x,270,240,36,GUIObjectLabel,_("Theme:"));
obj->name="theme";
GUIObjectRoot->childControls.push_back(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(x+220,270,300,36);
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,310,240,36,GUIObjectCheckBox,"Level themes",leveltheme?1:0);
+ obj=new GUIObject(x,310,240,36,GUIObjectCheckBox,_("Level themes"),leveltheme?1:0);
obj->name="chkLeveltheme";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(x,350,240,36,GUIObjectCheckBox,"Internet",internet?1:0);
+ obj=new GUIObject(x,350,240,36,GUIObjectCheckBox,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: proxy settings
- obj=new GUIObject(x,390,240,36,GUIObjectLabel,"Internet proxy");
+ obj=new GUIObject(x,390,240,36,GUIObjectLabel,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x+220,390,300,36,GUIObjectTextBox,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: key settings
- obj=new GUIObject((SCREEN_WIDTH-240)/2-150,SCREEN_HEIGHT-120,240,36,GUIObjectButton,"Config Keys");
+ obj=new GUIObject((SCREEN_WIDTH-240)/2-150,SCREEN_HEIGHT-120,240,36,GUIObjectButton,_("Config Keys"));
obj->name="cmdKeys";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Reset progress settings.
- obj=new GUIObject((SCREEN_WIDTH-260)/2+150,SCREEN_HEIGHT-120,260,36,GUIObjectButton,"Clear Progress");
+ obj=new GUIObject((SCREEN_WIDTH-260)/2+150,SCREEN_HEIGHT-120,260,36,GUIObjectButton,_("Clear Progress"));
obj->name="cmdReset";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject((SCREEN_WIDTH-284)/2-150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,"Cancel");
+ obj=new GUIObject((SCREEN_WIDTH-284)/2-150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,_("Cancel"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject((SCREEN_WIDTH-284)/2+150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,"Save Changes");
+ obj=new GUIObject((SCREEN_WIDTH-284)/2+150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,_("Save Changes"));
obj->name="cmdSave";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And free the title image.
SDL_FreeSurface(title);
}
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.
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
getSettings()->setValue("sound",sound?"1":"0");
getSettings()->setValue("music",music?"1":"0");
getMusicManager()->setEnabled(music);
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);
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return show a restart message, if needed.
if(restartFlag)
- msgBox("Restart needed before the changes have effect.",MsgBoxOKOnly,"Restart needed");
+ msgBox(_("Restart needed before the changes have effect."),MsgBoxOKOnly,_("Restart needed"));
//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){
+ 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=="chkMusic"){
music=obj->value?true:false;
}else if(name=="chkSound"){
sound=obj->value?true:false;
}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();
}
}
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);
}
}
//Nothing to do here.
void Options::logic(){}
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,screen,NULL);
//NOTE: The rendering of the GUI is done in Main.
}
diff --git a/src/libs/tinyformat/tinyformat.h b/src/libs/tinyformat/tinyformat.h
new file mode 100644
index 0000000..4405366
--- /dev/null
+++ b/src/libs/tinyformat/tinyformat.h
@@ -0,0 +1,891 @@
+// tinyformat.h
+// Copyright (C) 2011, Chris Foster [chris42f (at) gmail (d0t) com]
+//
+// Boost Software License - Version 1.0
+//
+// Permission is hereby granted, free of charge, to any person or organization
+// obtaining a copy of the software and accompanying documentation covered by
+// this license (the "Software") to use, reproduce, display, distribute,
+// execute, and transmit the Software, and to prepare derivative works of the
+// Software, and to permit third-parties to whom the Software is furnished to
+// do so, all subject to the following:
+//
+// The copyright notices in the Software and this entire statement, including
+// the above license grant, this restriction and the following disclaimer,
+// must be included in all copies of the Software, in whole or in part, and
+// all derivative works of the Software, unless such copies or derivative
+// works are solely in the form of machine-executable object code generated by
+// a source language processor.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
+// SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
+// FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
+// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+// DEALINGS IN THE SOFTWARE.
+
+//------------------------------------------------------------------------------
+// Tinyformat: A minimal type safe printf-replacement library for C++
+//
+// This library aims to support 95% of casual C++ string formatting needs with
+// a single lightweight header file. Anything you can do with this library
+// can also be done with the standard C++ streams, but probably with
+// considerably more typing :)
+//
+// Design goals:
+//
+// * Simplicity and minimalism. A single header file to include and distribute
+// with your own projects.
+// * Type safety and extensibility for user defined types.
+// * Parse standard C99 format strings, and support most features.
+// * Support as many commonly used ``printf()`` features as practical without
+// compromising on simplicity.
+//
+//
+// Example usage
+// -------------
+//
+// To print the date, we might have
+//
+// std::string weekday = "Wednesday";
+// const char* month = "July";
+// long day = 27;
+// int hour = 14;
+// int min = 44;
+//
+// tfm::format(std::cout, "%s, %s %d, %.2d:%.2d\n",
+// weekday, month, day, hour, min);
+//
+// (The types here are intentionally odd to emphasize the type safety of the
+// interface.) The same thing could be achieved using either of the two
+// convenience functions. One returns a std::string:
+//
+// std::string date = tfm::format("%s, %s %d, %.2d:%.2d\n",
+// weekday, month, day, hour, min);
+// std::cout << date;
+//
+// The other prints to the std::cout stream:
+//
+// tfm::printf("%s, %s %d, %.2d:%.2d\n", weekday, month, day, hour, min);
+//
+//
+// Brief outline of functionality
+// ------------------------------
+//
+// (For full docs, see the accompanying README)
+//
+//
+// Interface functions:
+//
+// template<typename T1, typename T2, ...>
+// void format(std::ostream& stream, const char* formatString,
+// const T1& value1, const T2& value1, ...)
+//
+// template<typename T1, typename T2, ...>
+// std::string format(const char* formatString,
+// const T1& value1, const T2& value1, ...)
+//
+// template<typename T1, typename T2, ...>
+// void printf(const char* formatString,
+// const T1& value1, const T2& value1, ...)
+//
+//
+// Error handling: Define TINYFORMAT_ERROR to customize the error handling,
+// otherwise calls assert() on error.
+//
+// User defined types: Overload formatValue() or formatValueBasic() to
+// customize printing of user defined types. Uses operator<< by default.
+//
+// Wrapping tfm::format inside a user defined format function: See the macros
+// TINYFORMAT_WRAP_FORMAT and TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS.
+
+
+
+#ifndef TINYFORMAT_H_INCLUDED
+#define TINYFORMAT_H_INCLUDED
+
+#include <cassert>
+#include <iostream>
+#include <sstream>
+
+namespace tinyformat {}
+//------------------------------------------------------------------------------
+// Config section. Customize to your liking!
+
+// Namespace alias to encourage brevity
+namespace tfm = tinyformat;
+
+// Error handling; calls assert() by default.
+// #define TINYFORMAT_ERROR(reasonString) your_error_handler(reasonString)
+
+// Define for C++0x variadic templates which make the code shorter & more
+// general. If you don't define this, C++0x support is autodetected below.
+// #define TINYFORMAT_USE_VARIADIC_TEMPLATES
+
+
+//------------------------------------------------------------------------------
+// Implementation details.
+#ifndef TINYFORMAT_ERROR
+# define TINYFORMAT_ERROR(reason) assert(0 && reason)
+#endif
+
+#if !defined(TINYFORMAT_USE_VARIADIC_TEMPLATES) && !defined(TINYFORMAT_NO_VARIADIC_TEMPLATES)
+# ifdef __GXX_EXPERIMENTAL_CXX0X__
+# define TINYFORMAT_USE_VARIADIC_TEMPLATES
+# endif
+#endif
+
+#ifdef __GNUC__
+# define TINYFORMAT_NOINLINE __attribute__((noinline))
+#elif defined(_MSC_VER)
+# define TINYFORMAT_NOINLINE __declspec(noinline)
+#else
+# define TINYFORMAT_NOINLINE
+#endif
+
+
+namespace tinyformat {
+
+//------------------------------------------------------------------------------
+namespace detail {
+
+// Parse and return an integer from the string c, as atoi()
+// On return, c is set to one past the end of the integer.
+inline int parseIntAndAdvance(const char*& c)
+{
+ int i = 0;
+ for(;*c >= '0' && *c <= '9'; ++c)
+ i = 10*i + (*c - '0');
+ return i;
+}
+
+
+// Flags for features not representable with standard stream state
+enum ExtraFormatFlags
+{
+ Flag_TruncateToPrecision = 1<<0, // truncate length to stream precision()
+ Flag_SpacePadPositive = 1<<1, // pad positive values with spaces
+};
+
+
+// Parse the format string and set the stream state accordingly.
+//
+// The format mini-language recognized here is meant to be the one from C99,
+// with the form "%[flags][width][.precision][length]type".
+//
+// The return value is a bitwise combination of values from the
+// ExtraFormatFlags enum, containing formatting options which can't be natively
+// represented using the ostream state.
+inline unsigned int streamStateFromFormat(std::ostream& out,
+ const char* fmtStart,
+ const char* fmtEnd)
+{
+ // Reset stream state to defaults.
+ out.width(0);
+ out.precision(6);
+ out.fill(' ');
+ // Reset most flags; ignore irrelevant unitbuf & skipws.
+ out.unsetf(std::ios::adjustfield | std::ios::basefield |
+ std::ios::floatfield | std::ios::showbase | std::ios::boolalpha |
+ std::ios::showpoint | std::ios::showpos | std::ios::uppercase);
+ unsigned int extraFlags = 0;
+ bool precisionSet = false;
+ bool widthSet = false;
+ const char* c = fmtStart;
+ // 1) Parse flags
+ for(;; ++c)
+ {
+ switch(*c)
+ {
+ case '#':
+ out.setf(std::ios::showpoint | std::ios::showbase);
+ continue;
+ case '0':
+ // overridden by left alignment ('-' flag)
+ if(!(out.flags() & std::ios::left))
+ {
+ // Use internal padding so that numeric values are
+ // formatted correctly, eg -00010 rather than 000-10
+ out.fill('0');
+ out.setf(std::ios::internal, std::ios::adjustfield);
+ }
+ continue;
+ case '-':
+ out.fill(' ');
+ out.setf(std::ios::left, std::ios::adjustfield);
+ continue;
+ case ' ':
+ // overridden by show positive sign, '+' flag.
+ if(!(out.flags() & std::ios::showpos))
+ extraFlags |= Flag_SpacePadPositive;
+ continue;
+ case '+':
+ out.setf(std::ios::showpos);
+ extraFlags &= ~Flag_SpacePadPositive;
+ continue;
+ }
+ break;
+ }
+ // 2) Parse width
+ if(*c >= '0' && *c <= '9')
+ {
+ widthSet = true;
+ out.width(parseIntAndAdvance(c));
+ }
+ if(*c == '*')
+ TINYFORMAT_ERROR("tinyformat: variable field widths not supported");
+ // 3) Parse precision
+ if(*c == '.')
+ {
+ ++c;
+ if(*c == '*')
+ TINYFORMAT_ERROR("tinyformat: variable precision not supported");
+ int precision = 0;
+ if(*c >= '0' && *c <= '9')
+ precision = parseIntAndAdvance(c);
+ else if(*c == '-') // negative precisions ignored, treated as zero.
+ parseIntAndAdvance(++c);
+ out.precision(precision);
+ precisionSet = true;
+ }
+ // 4) Ignore any C99 length modifier
+ while(*c == 'l' || *c == 'h' || *c == 'L' ||
+ *c == 'j' || *c == 'z' || *c == 't')
+ ++c;
+ // 5) We're up to the conversion specifier character.
+ char type = 's';
+ if(c < fmtEnd)
+ type = *c;
+ // Set stream flags based on conversion specifier (thanks to the
+ // boost::format class for forging the way here).
+ bool intConversion = false;
+ switch(type)
+ {
+ case 'u': case 'd': case 'i':
+ out.setf(std::ios::dec, std::ios::basefield);
+ intConversion = true;
+ break;
+ case 'o':
+ out.setf(std::ios::oct, std::ios::basefield);
+ intConversion = true;
+ break;
+ case 'X':
+ out.setf(std::ios::uppercase);
+ case 'x': case 'p':
+ out.setf(std::ios::hex, std::ios::basefield);
+ intConversion = true;
+ break;
+ case 'E':
+ out.setf(std::ios::uppercase);
+ case 'e':
+ out.setf(std::ios::scientific, std::ios::floatfield);
+ out.setf(std::ios::dec, std::ios::basefield);
+ break;
+ case 'F':
+ out.setf(std::ios::uppercase);
+ case 'f':
+ out.setf(std::ios::fixed, std::ios::floatfield);
+ break;
+ case 'G':
+ out.setf(std::ios::uppercase);
+ case 'g':
+ out.setf(std::ios::dec, std::ios::basefield);
+ // As in boost::format, let stream decide float format.
+ out.flags(out.flags() & ~std::ios::floatfield);
+ break;
+ case 'a': case 'A':
+ break; // C99 hexadecimal floating point?? punt!
+ case 'c':
+ // Handled as special case inside formatValue()
+ break;
+ case 's':
+ if(precisionSet)
+ extraFlags |= Flag_TruncateToPrecision;
+ // Make %s print booleans as "true" and "false"
+ out.setf(std::ios::boolalpha);
+ break;
+ case 'n':
+ // Not supported - will cause problems!
+ TINYFORMAT_ERROR("tinyformat: %n conversion spec not supported");
+ break;
+ }
+ if(intConversion && precisionSet && !widthSet)
+ {
+ // "precision" for integers gives the minimum number of digits (to be
+ // padded with zeros on the left). This isn't really supported by the
+ // iostreams, but we can approximately simulate it with the width if
+ // the width isn't otherwise used.
+ out.width(out.precision());
+ out.setf(std::ios::internal, std::ios::adjustfield);
+ out.fill('0');
+ }
+ // we shouldn't be past the end, though we may equal it if the input
+ // format was broken and ended with '\0'.
+ assert(c <= fmtEnd);
+ return extraFlags;
+}
+
+
+// Print literal part of format string and return next format spec position.
+//
+// Skips over any occurrences of '%%', printing a literal '%' to the output.
+// The position of the first non-'%' character of the next format spec is
+// returned, or the end of string.
+inline const char* printFormatStringLiteral(std::ostream& out, const char* fmt)
+{
+ const char* c = fmt;
+ for(; *c != '\0'; ++c)
+ {
+ if(*c == '%')
+ {
+ out.write(fmt, static_cast<std::streamsize>(c - fmt));
+ fmt = ++c;
+ if(*c != '%')
+ return c;
+ // for '%%' the required '%' will be tacked onto the next section.
+ }
+ }
+ out.write(fmt, static_cast<std::streamsize>(c - fmt));
+ return c;
+}
+
+
+// Skip to end of format spec & return it. fmt is expected to point to the
+// character after the '%' in the spec.
+inline const char* findFormatSpecEnd(const char* fmt)
+{
+ // Advance to end of format specifier.
+ const char* c = fmt;
+ if(*c == '\0')
+ TINYFORMAT_ERROR("tinyformat: Not enough conversion specifiers in format string");
+ for(; *c != '\0'; ++c)
+ {
+ // For compatibility with C, argument length modifiers don't terminate
+ // the format
+ if(*c == 'l' || *c == 'h' || *c == 'L' ||
+ *c == 'j' || *c == 'z' || *c == 't')
+ continue;
+ // ... but for generality any other upper or lower case letter does
+ if((*c >= 'A' && *c <= 'Z') || (*c >= 'a' && *c <= 'z'))
+ return c+1;
+ }
+ TINYFORMAT_ERROR("tinyformat: Conversion spec incorrectly terminated by end of string");
+ return c;
+}
+
+
+// Test whether type T1 is convertible to type T2
+template <typename T1, typename T2>
+struct is_convertible
+{
+ private:
+ // two types of different size
+ struct fail { char dummy[2]; };
+ struct succeed { char dummy; };
+ // Try to convert a T1 to a T2 by plugging into tryConvert
+ static fail tryConvert(...);
+ static succeed tryConvert(const T2&);
+ static const T1& makeT1();
+ public:
+# ifdef _MSC_VER
+ // Disable spurious loss of precision warning in tryConvert(makeT1())
+# pragma warning(push)
+# pragma warning(disable:4244)
+# endif
+ // Standard trick: the (...) version of tryConvert will be chosen from
+ // the overload set only if the version taking a T2 doesn't match.
+ // Then we compare the sizes of the return types to check which
+ // function matched. Very neat, in a disgusting kind of way :)
+ static const bool value =
+ sizeof(tryConvert(makeT1())) == sizeof(succeed);
+# ifdef _MSC_VER
+# pragma warning(pop)
+# endif
+};
+
+
+// Format the value by casting to type fmtT. This default implementation
+// should never be called.
+template<typename T, typename fmtT, bool convertible>
+struct formatValueAsType
+{
+ static void invoke(std::ostream& out, const T& value) { assert(0); }
+};
+// Specialized version for types that can actually be converted to fmtT, as
+// indicated by the "convertible" template parameter.
+template<typename T, typename fmtT>
+struct formatValueAsType<T,fmtT,true>
+{
+ static void invoke(std::ostream& out, const T& value)
+ { out << static_cast<fmtT>(value); }
+};
+
+
+// Format at most truncLen characters of a C string to the given stream.
+// Return true if formatting proceeded (generic version always returns false)
+template<typename T>
+inline bool formatCStringTruncate(std::ostream& out, const T& value,
+ std::streamsize truncLen)
+{
+ return false;
+}
+#define TINYFORMAT_DEFINE_FORMAT_C_STRING_TRUNCATE(type) \
+inline bool formatCStringTruncate(std::ostream& out, type* value, \
+ std::streamsize truncLen) \
+{ \
+ std::streamsize len = 0; \
+ while(len < truncLen && value[len] != 0) \
+ ++len; \
+ out.write(value, len); \
+ return true; \
+}
+// Overload for const char* and char*. Could overload for signed & unsigned
+// char too, but these are technically unneeded for printf compatibility.
+TINYFORMAT_DEFINE_FORMAT_C_STRING_TRUNCATE(const char)
+TINYFORMAT_DEFINE_FORMAT_C_STRING_TRUNCATE(char)
+#undef TINYFORMAT_DEFINE_FORMAT_C_STRING_TRUNCATE
+
+} // namespace detail
+
+
+//------------------------------------------------------------------------------
+// Variable formatting functions. May be overridden for user-defined types if
+// desired.
+
+
+// Format a value into a stream. Called from format() for all types by default.
+//
+// Users may override this for their own types. When this function is called,
+// the stream flags will have been modified according to the format string.
+// The format specification is provided in the range [fmtBegin, fmtEnd).
+//
+// By default, formatValue() uses the usual stream insertion operator
+// operator<< to format the type T, with special cases for the %c and %p
+// conversions.
+template<typename T>
+inline void formatValue(std::ostream& out, const char* fmtBegin,
+ const char* fmtEnd, const T& value)
+{
+ // The mess here is to support the %c and %p conversions: if these
+ // conversions are active we try to convert the type to a char or const
+ // void* respectively and format that instead of the value itself. For the
+ // %p conversion it's important to avoid dereferencing the pointer, which
+ // could otherwise lead to a crash when printing a dangling (const char*).
+ const bool canConvertToChar = detail::is_convertible<T,char>::value;
+ const bool canConvertToVoidPtr = detail::is_convertible<T, const void*>::value;
+ if(canConvertToChar && *(fmtEnd-1) == 'c')
+ detail::formatValueAsType<T, char, canConvertToChar>::invoke(out, value);
+ else if(canConvertToVoidPtr && *(fmtEnd-1) == 'p')
+ detail::formatValueAsType<T, const void*, canConvertToVoidPtr>::invoke(out, value);
+ else
+ out << value;
+}
+
+
+// Overloaded version for char types to support printing as an integer
+#define TINYFORMAT_DEFINE_FORMATVALUE_CHAR(charType) \
+inline void formatValue(std::ostream& out, const char* fmtBegin, \
+ const char* fmtEnd, charType value) \
+{ \
+ switch(*(fmtEnd-1)) \
+ { \
+ case 'u': case 'd': case 'i': case 'o': case 'X': case 'x': \
+ out << static_cast<int>(value); break; \
+ default: \
+ out << value; break; \
+ } \
+}
+// per 3.9.1: char, signed char and unsigned char are all distinct types
+TINYFORMAT_DEFINE_FORMATVALUE_CHAR(char)
+TINYFORMAT_DEFINE_FORMATVALUE_CHAR(signed char)
+TINYFORMAT_DEFINE_FORMATVALUE_CHAR(unsigned char)
+#undef TINYFORMAT_DEFINE_FORMATVALUE_CHAR
+
+
+// Format a value into a stream, called for all types by format()
+//
+// Users should override this function for their own types if they intend to
+// completely customize the formatting, and don't want tinyformat to attempt
+// to set the stream flags based on the format specifier string.
+//
+// The format specification is provided in the range [fmtBegin, fmtEnd).
+//
+// Trying to avoid inlining here greatly reduces bloat in optimized builds
+template<typename T>
+TINYFORMAT_NOINLINE
+void formatValueBasic(std::ostream& out, const char* fmtBegin,
+ const char* fmtEnd, const T& value)
+{
+ // Save stream state
+ std::streamsize width = out.width();
+ std::streamsize precision = out.precision();
+ std::ios::fmtflags flags = out.flags();
+ char fill = out.fill();
+ // Set stream state.
+ unsigned extraFlags = detail::streamStateFromFormat(out, fmtBegin, fmtEnd);
+ // Format the value into the stream.
+ if(!extraFlags)
+ formatValue(out, fmtBegin, fmtEnd, value);
+ else
+ {
+ // The following are special cases where there's no direct
+ // correspondence between stream formatting and the printf() behaviour.
+ // Instead, we simulate the behaviour crudely by formatting into a
+ // temporary string stream and munging the resulting string.
+ std::ostringstream tmpStream;
+ tmpStream.copyfmt(out);
+ if(extraFlags & detail::Flag_SpacePadPositive)
+ tmpStream.setf(std::ios::showpos);
+ // formatCStringTruncate is required for truncating conversions like
+ // "%.4s" where at most 4 characters of the c-string should be read.
+ // If we didn't include this special case, we might read off the end.
+ if(!( (extraFlags & detail::Flag_TruncateToPrecision) &&
+ detail::formatCStringTruncate(tmpStream, value, out.precision()) ))
+ {
+ // Not a truncated c-string; just format normally.
+ formatValue(tmpStream, fmtBegin, fmtEnd, value);
+ }
+ std::string result = tmpStream.str(); // allocates... yuck.
+ if(extraFlags & detail::Flag_SpacePadPositive)
+ {
+ for(size_t i = 0, iend = result.size(); i < iend; ++i)
+ if(result[i] == '+')
+ result[i] = ' ';
+ }
+ if((extraFlags & detail::Flag_TruncateToPrecision) &&
+ (int)result.size() > (int)out.precision())
+ out.write(result.c_str(), out.precision());
+ else
+ out << result;
+ }
+ // Restore stream state
+ out.width(width);
+ out.precision(precision);
+ out.flags(flags);
+ out.fill(fill);
+}
+
+
+//------------------------------------------------------------------------------
+// Format function, 0-argument case.
+inline void format(std::ostream& out, const char* fmt)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ if(*fmt != '\0')
+ TINYFORMAT_ERROR("tinyformat: Too many conversion specifiers in format string");
+}
+
+
+// Define N-argument format function.
+//
+// There's two cases here: c++0x and c++98.
+
+#ifdef TINYFORMAT_USE_VARIADIC_TEMPLATES
+
+// First, the simple definition for C++0x:
+
+// N-argument case; formats one element and calls N-1 argument case.
+template<typename T1, typename... Args>
+void format(std::ostream& out, const char* fmt, const T1& value1,
+ const Args&... args)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, value1);
+ format(out, fmtEnd, args...);
+}
+
+#else
+
+// For C++98 we don't have variadic templates so we need to generate code
+// outside the language. We could do this with some ugly macros but instead
+// let's use a short snippet of python code with the help of the excellent cog
+// code generation script ( http://nedbatchelder.com/code/cog/ )
+
+/*[[[cog
+
+maxParams = 10
+
+# prepend a comma if the string isn't empty.
+def prependComma(str):
+ return '' if str == '' else ', ' + str
+
+# Append backslashes to lines so they appear as a macro in C++
+# lineLen is the desired padding before the backslash
+def formatAsMacro(str, lineLen=75):
+ lines = str.splitlines()
+ lines = [l+' '*max(1, lineLen-len(l)) for l in lines]
+ return '\\\n'.join(lines) + '\\'
+
+# Fill out the given string template.
+def fillTemplate(template, minParams=0, formatFunc=lambda s: s):
+ for i in range(minParams,maxParams+1):
+ paramRange = range(1,i+1)
+ templateSpec = ', '.join(['typename T%d' % (j,) for j in paramRange])
+ if templateSpec == '':
+ templateSpec = 'inline'
+ else:
+ templateSpec = 'template<%s>' % (templateSpec,)
+ paramList = prependComma(', '.join(['const T%d& v%d' % (j,j)
+ for j in paramRange]))
+ argList = prependComma(', '.join(['v%d' % (j,) for j in paramRange]))
+ argListNoHead = prependComma(', '.join(['v%d' % (j,)
+ for j in paramRange[1:]]))
+ cog.outl(formatFunc(template % locals()))
+
+fillTemplate(
+'''%(templateSpec)s
+void format(std::ostream& out, const char* fmt %(paramList)s)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd %(argListNoHead)s);
+}''', minParams=1)
+
+]]]*/
+template<typename T1>
+void format(std::ostream& out, const char* fmt , const T1& v1)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd );
+}
+template<typename T1, typename T2>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2);
+}
+template<typename T1, typename T2, typename T3>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3);
+}
+template<typename T1, typename T2, typename T3, typename T4>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4);
+}
+template<typename T1, typename T2, typename T3, typename T4, typename T5>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4, v5);
+}
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4, v5, v6);
+}
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4, v5, v6, v7);
+}
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7, const T8& v8)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4, v5, v6, v7, v8);
+}
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8, typename T9>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7, const T8& v8, const T9& v9)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4, v5, v6, v7, v8, v9);
+}
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8, typename T9, typename T10>
+void format(std::ostream& out, const char* fmt , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7, const T8& v8, const T9& v9, const T10& v10)
+{
+ fmt = detail::printFormatStringLiteral(out, fmt);
+ const char* fmtEnd = detail::findFormatSpecEnd(fmt);
+ formatValueBasic(out, fmt, fmtEnd, v1);
+ format(out, fmtEnd , v2, v3, v4, v5, v6, v7, v8, v9, v10);
+}
+//[[[end]]]
+
+#endif // End C++98 variadic template emulation for format()
+
+
+//------------------------------------------------------------------------------
+// Define the macro TINYFORMAT_WRAP_FORMAT, which can be used to wrap a call
+// to tfm::format for C++98 support.
+//
+// We make this available in both C++0x and C++98 mode for convenience so that
+// users can choose not to write out the C++0x version if they're primarily
+// interested in C++98 support, but still have things work with C++0x.
+//
+// Note that TINYFORMAT_WRAP_EXTRA_ARGS cannot be a macro parameter because it
+// must expand to a comma separated list (or nothing, as here)/
+
+/*[[[cog
+cog.outl(formatAsMacro(
+'''#define TINYFORMAT_WRAP_FORMAT(returnType, funcName, bodyPrefix, streamName, bodySuffix)'''))
+
+fillTemplate(
+r'''%(templateSpec)s
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt
+ %(paramList)s)
+{
+ bodyPrefix
+ tinyformat::format(streamName, fmt %(argList)s);
+ bodySuffix
+}''', minParams=0, formatFunc=formatAsMacro)
+cog.outl()
+
+]]]*/
+#define TINYFORMAT_WRAP_FORMAT(returnType, funcName, bodyPrefix, streamName, bodySuffix) \
+inline \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ ) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt ); \
+ bodySuffix \
+} \
+template<typename T1> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1); \
+ bodySuffix \
+} \
+template<typename T1, typename T2> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4, typename T5> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4, v5); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4, v5, v6); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4, v5, v6, v7); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7, const T8& v8) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4, v5, v6, v7, v8); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8, typename T9> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7, const T8& v8, const T9& v9) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4, v5, v6, v7, v8, v9); \
+ bodySuffix \
+} \
+template<typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8, typename T9, typename T10> \
+returnType funcName(TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS const char* fmt \
+ , const T1& v1, const T2& v2, const T3& v3, const T4& v4, const T5& v5, const T6& v6, const T7& v7, const T8& v8, const T9& v9, const T10& v10) \
+{ \
+ bodyPrefix \
+ tinyformat::format(streamName, fmt , v1, v2, v3, v4, v5, v6, v7, v8, v9, v10); \
+ bodySuffix \
+} \
+
+//[[[end]]]
+
+
+//------------------------------------------------------------------------------
+// Implement convenience functions in terms of format(stream, fmt, ...).
+// Again, there's two cases.
+#ifdef TINYFORMAT_USE_VARIADIC_TEMPLATES
+
+// C++0x - the simple case
+template<typename... Args>
+std::string format(const char* fmt, const Args&... args)
+{
+ std::ostringstream oss;
+ format(oss, fmt, args...);
+ return oss.str();
+}
+
+template<typename... Args>
+void printf(const char* fmt, const Args&... args)
+{
+ format(std::cout, fmt, args...);
+}
+
+#else
+
+// C++98 - define the convenience functions using the wrapping macros
+//
+// Neither format() or printf() has extra args, so define to nothing.
+#define TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS
+// std::string format(const char* fmt, const Args&... args);
+TINYFORMAT_WRAP_FORMAT(std::string, format,
+ std::ostringstream oss;, oss,
+ return oss.str();)
+// void printf(const char* fmt, const Args&... args)
+TINYFORMAT_WRAP_FORMAT(void, printf, /*empty*/, std::cout, /*empty*/)
+#undef TINYFORMAT_WRAP_FORMAT_EXTRA_ARGS
+
+#endif
+
+} // namespace tinyformat
+
+#endif // TINYFORMAT_H_INCLUDED

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