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diff --git a/CMakeLists.txt b/CMakeLists.txt
index 92b84f7..18c1154 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,141 +1,149 @@
Project (meandmyshadow)
-CMake_Minimum_Required (VERSION 2.8)
+CMake_Minimum_Required (VERSION 3.1)
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" OFF)
Set (HARDWARE_ACCELERATION OFF)
Option (DEBUG_MODE "Compile the game with debug mode enabled" OFF)
#Find the required libraries.
Find_Package (SDL2 REQUIRED)
Find_Package (SDL2_image REQUIRED)
Find_Package (SDL2_ttf REQUIRED)
Find_Package (SDL2_mixer REQUIRED)
Find_Package (CURL REQUIRED)
Find_Package (LibArchive REQUIRED)
Find_Package (Lua REQUIRED)
if("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
#Find xlib for limiting window.
Include (FindX11)
if (HARDWARE_ACCELERATION AND NOT OPENGL_FOUND)
message (FATAL_ERROR "OpenGL library could not be found!")
elseif (NOT HARDWARE_ACCELERATION AND NOT X11_FOUND)
message (FATAL_ERROR "X11 library could not be found!")
endif (HARDWARE_ACCELERATION AND NOT OPENGL_FOUND)
endif ()
if (NOT SDL2_FOUND)
message (FATAL_ERROR "SDL2 library could not be found!")
endif (NOT SDL2_FOUND)
if (NOT SDL2_IMAGE_FOUND)
message (FATAL_ERROR "SDL2_image library could not be found!")
endif (NOT SDL2_IMAGE_FOUND)
if (NOT SDL2_TTF_FOUND)
message (FATAL_ERROR "SDL2_ttf library could not be found!")
endif (NOT SDL2_TTF_FOUND)
if (NOT SDL2_MIXER_FOUND)
message (FATAL_ERROR "SDL2_mixer library could not be found!")
endif (NOT SDL2_MIXER_FOUND)
if (NOT CURL_FOUND)
message(FATAL_ERROR "CURL library could not be found!")
endif (NOT CURL_FOUND)
if (NOT LibArchive_FOUND)
message (FATAL_ERROR "LibArchive library could not be found!")
endif (NOT LibArchive_FOUND)
if (NOT LUA_FOUND)
message (FATAL_ERROR "Lua library could not be found!")
endif (NOT LUA_FOUND)
##Although Lua is found it could be the wrong version.
##Try to find the header file and extract the Lua version, if we don't find the header file carry on.
#if (LUA_INCLUDE_DIR AND EXISTS "${LUA_INCLUDE_DIR}/lua.h")
# #Open the file and extract the version define lines.
# file (STRINGS "${LUA_INCLUDE_DIR}/lua.h" lua_version_str REGEX "^#define[ \t]+LUA_VERSION_M(AJ|IN)OR[ \t]")
# #Extract only the numbers from the files.
# string (REGEX MATCHALL "[0-9]" LUA_VERSION_STRING "${lua_version_str}")
# string (COMPARE EQUAL "${LUA_VERSION_STRING}" "5;2" LUA_VERSION_MATCH)
# if (NOT LUA_VERSION_MATCH)
# message (FATAL_ERROR "Incorrect Lua version ${LUA_VERSION_STRING}, expected 5.2!")
# endif (NOT LUA_VERSION_MATCH)
# #Finally unset the unneeded variables.
# unset (lua_version_str)
# unset (LUA_VERSION_STRING)
# unset (LUA_VERSION_MATCH)
#endif()
if (LUA_VERSION_STRING VERSION_LESS "5.2")
message (FATAL_ERROR "Lua version too old ${LUA_VERSION_STRING}, expected at least 5.2!")
endif ()
#Parse the configure file.
Configure_File (
"${PROJECT_SOURCE_DIR}/src/config.h.in"
"${PROJECT_BINARY_DIR}/config.h"
)
+if(WIN32)
+ add_definitions(-DHAVE_SDL)
+ include_directories(${PROJECT_SOURCE_DIR}/src/libs/dirent)
+endif(WIN32)
+
#Add the include directories of the (found) libraries.
Include_Directories(
${PROJECT_BINARY_DIR}
${X11_X11_INCLUDE_PATH}
${OPENGL_gl_INCLUDE_DIR}
${SDL2_INCLUDE_DIR}
${SDL2_IMAGE_INCLUDE_DIR}
${SDL2_TTF_INCLUDE_DIR}
${SDL2_MIXER_INCLUDE_DIR}
${CURL_INCLUDE_DIR}
${LibArchive_INCLUDE_DIR}
${LUA_INCLUDE_DIR}
${PROJECT_SOURCE_DIR}/src/libs
)
#Set the output path and the source path.
Set (EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR})
Set (SRC_DIR ${PROJECT_SOURCE_DIR}/src)
#List the source files.
File (GLOB SOURCES ${SRC_DIR}/*.cpp)
File (GLOB TINYGETTEXT ${SRC_DIR}/libs/tinygettext/*.cpp)
File (GLOB FINDLOCALE ${SRC_DIR}/libs/findlocale/*.cpp)
Add_Executable (meandmyshadow ${SOURCES} ${TINYGETTEXT} ${FINDLOCALE})
+set_property(TARGET meandmyshadow PROPERTY CXX_STANDARD 11)
+
Target_Link_Libraries (
meandmyshadow
${OPENGL_gl_LIBRARY}
${X11_X11_LIB}
- ${SDL2_LIBRARY}
- ${SDL2_IMAGE_LIBRARY}
- ${SDL2_TTF_LIBRARY}
- ${SDL2_MIXER_LIBRARY}
+ ${SDL2_LIBRARY}
+ ${SDL2_IMAGE_LIBRARY}
+ ${SDL2_TTF_LIBRARY}
+ ${SDL2_MIXER_LIBRARY}
+ ${SDL2MAIN_LIBRARY}
${CURL_LIBRARY}
${LibArchive_LIBRARY}
${LUA_LIBRARIES}
)
#Path options
Set (BINDIR "bin" CACHE STRING "Where to install binaries")
Set (DATAROOTDIR "${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 (FILES AUTHORS 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/AchievementList.h b/src/AchievementList.h
index aeacfd6..28a1159 100644
--- a/src/AchievementList.h
+++ b/src/AchievementList.h
@@ -1,104 +1,105 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
// NOTE: This is an internal file for all avaliable achievements.
// Don't include it in other files!
// Format: {id, name, file, pos, description, [type]}
// id: Identifier of achievement. Should not change once the new achievement is added,
// otherwise the old statistics will be lost.
// name: Name of achievement. Translatable.
// file: The icon file. NULL for no icon.
// pos: Specifies which part of the icon will be displayed (left, top, width, height).
// description: Description of achievement. Translatable. Can be multi-line text.
// type [optional]: Specifies the display type of achievement.
// ACHIEVEMENT_HIDDEN [default]: Show "Unknown achievement" when unfinished.
// ACHIEVEMENT_TITLE: Only show icon and title when unfinished.
// ACHIEVEMENT_ALL: Always show icon, title and description.
// ACHIEVEMENT_PROGRESS: Show icon, title and description and a progress bar.
// StatisticsManager::getAchievementProgress() function should return the progress (between 0 and 1).
+// NOTE: WARNING: All arguments should now be specified, as surface being nullptr is being relied upon.
AchievementInfo achievementList[]={
- {"newbie",__("Newbie"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Complete a level."),ACHIEVEMENT_ALL},
- {"experienced",__("Experienced player"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Complete 50 levels."),ACHIEVEMENT_PROGRESS},
- {"goodjob",__("Good job!"),"gfx/medals.png",{60,0,30,30},__("Receive a gold medal."),ACHIEVEMENT_ALL},
- {"expert",__("Expert"),"gfx/medals.png",{60,0,30,30},__("Earn 50 gold medal."),ACHIEVEMENT_PROGRESS},
+ {"newbie",__("Newbie"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Complete a level."),ACHIEVEMENT_ALL,nullptr},
+ {"experienced",__("Experienced player"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Complete 50 levels."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"goodjob",__("Good job!"),"gfx/medals.png",{60,0,30,30},__("Receive a gold medal."),ACHIEVEMENT_ALL,nullptr},
+ {"expert",__("Expert"),"gfx/medals.png",{60,0,30,30},__("Earn 50 gold medal."),ACHIEVEMENT_PROGRESS,nullptr},
- {"tutorial",__("Graduate"),"gfx/medals.png",{60,0,30,30},__("Complete the tutorial level pack."),ACHIEVEMENT_PROGRESS},
- {"tutorialGold",__("Outstanding graduate"),"gfx/medals.png",{60,0,30,30},__("Complete the tutorial level pack with gold for all levels."),ACHIEVEMENT_PROGRESS},
+ {"tutorial",__("Graduate"),"gfx/medals.png",{60,0,30,30},__("Complete the tutorial level pack."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"tutorialGold",__("Outstanding graduate"),"gfx/medals.png",{60,0,30,30},__("Complete the tutorial level pack with gold for all levels."),ACHIEVEMENT_PROGRESS,nullptr},
- {"addicted",__("Hooked"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Play Me and My Shadow for more than 2 hours.")},
- {"loyalFan",__("Loyal fan of Me and My Shadow"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Play Me and My Shadow for more than 24 hours.")},
+ {"addicted",__("Hooked"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Play Me and My Shadow for more than 2 hours."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"loyalFan",__("Loyal fan of Me and My Shadow"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Play Me and My Shadow for more than 24 hours."),ACHIEVEMENT_HIDDEN,nullptr},
- {"constructor",__("Constructor"),"gfx/gui.png",{112,16,16,16},__("Use the level editor for more than 2 hours.")},
- {"constructor2",__("The creator"),"gfx/gui.png",{112,16,16,16},__("Use the level editor for more than 24 hours.")},
+ {"constructor",__("Constructor"),"gfx/gui.png",{112,16,16,16},__("Use the level editor for more than 2 hours."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"constructor2",__("The creator"),"gfx/gui.png",{112,16,16,16},__("Use the level editor for more than 24 hours."),ACHIEVEMENT_HIDDEN,nullptr},
- {"create1",__("Look, cute level!"),"gfx/gui.png",{112,16,16,16},__("Create a level for the first time."),ACHIEVEMENT_ALL},
- {"create50",__("The level museum"),"gfx/gui.png",{112,16,16,16},__("Create 50 levels."),ACHIEVEMENT_PROGRESS},
+ {"create1",__("Look, cute level!"),"gfx/gui.png",{112,16,16,16},__("Create a level for the first time."),ACHIEVEMENT_ALL,nullptr},
+ {"create50",__("The level museum"),"gfx/gui.png",{112,16,16,16},__("Create 50 levels."),ACHIEVEMENT_PROGRESS,nullptr},
- {"frog",__("Frog"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Jump 1000 times."),ACHIEVEMENT_PROGRESS},
+ {"frog",__("Frog"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Jump 1000 times."),ACHIEVEMENT_PROGRESS,nullptr},
- {"travel100",__("Wanderer"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 100 meters."),ACHIEVEMENT_PROGRESS},
- {"travel1k",__("Runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 1 kilometer."),ACHIEVEMENT_PROGRESS},
- {"travel10k",__("Long distance runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 10 kilometers."),ACHIEVEMENT_PROGRESS},
- {"travel42k",__("Marathon runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 42,195 meters."),ACHIEVEMENT_PROGRESS},
+ {"travel100",__("Wanderer"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 100 meters."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"travel1k",__("Runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 1 kilometer."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"travel10k",__("Long distance runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 10 kilometers."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"travel42k",__("Marathon runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 42,195 meters."),ACHIEVEMENT_PROGRESS,nullptr},
- {"die1",__("Be careful!"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die for the first time."),ACHIEVEMENT_ALL},
- {"die50",__("It doesn't matter..."),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 50 times.")},
- {"die1000",__("Expert of trial and error"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 1000 times.")},
+ {"die1",__("Be careful!"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die for the first time."),ACHIEVEMENT_ALL,nullptr},
+ {"die50",__("It doesn't matter..."),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 50 times."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"die1000",__("Expert of trial and error"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 1000 times."),ACHIEVEMENT_HIDDEN,nullptr},
- {"squash1",__("Keep an eye for moving blocks!"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get squashed for the first time.")},
- {"squash50",__("Potato masher"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get squashed 50 times.")},
+ {"squash1",__("Keep an eye for moving blocks!"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get squashed for the first time."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"squash50",__("Potato masher"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get squashed 50 times."),ACHIEVEMENT_HIDDEN,nullptr},
- {"doubleKill",__("Double kill"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get both the player and the shadow dead.")},
+ {"doubleKill",__("Double kill"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get both the player and the shadow dead."),ACHIEVEMENT_HIDDEN,nullptr},
- {"die5in5",__("Bad luck"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 5 times in under 5 seconds.")},
- {"die10in5",__("This level is too dangerous"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 10 times in under 5 seconds.")},
+ {"die5in5",__("Bad luck"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 5 times in under 5 seconds."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"die10in5",__("This level is too dangerous"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 10 times in under 5 seconds."),ACHIEVEMENT_HIDDEN,nullptr},
- {"forget",__("You forgot your friend"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Finish the level with the player or the shadow dead.")},
- {"jit",__("Just in time"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Reach the exit with the player and the shadow simultaneously.")},
+ {"forget",__("You forgot your friend"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Finish the level with the player or the shadow dead."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"jit",__("Just in time"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Reach the exit with the player and the shadow simultaneously."),ACHIEVEMENT_HIDDEN,nullptr},
- {"record100",__("Recorder"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Record 100 times."),ACHIEVEMENT_PROGRESS},
- {"record1k",__("Shadowmaster"),"themes/Cloudscape/characters/shadow.png",{0,0,23,40},__("Record 1000 times."),ACHIEVEMENT_PROGRESS},
+ {"record100",__("Recorder"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Record 100 times."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"record1k",__("Shadowmaster"),"themes/Cloudscape/characters/shadow.png",{0,0,23,40},__("Record 1000 times."),ACHIEVEMENT_PROGRESS,nullptr},
- {"switch100",__("Switch puller"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Pull the switch 100 times."),ACHIEVEMENT_PROGRESS},
- {"switch1k",__("The switch is broken!"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Pull the switch 1000 times.")},
+ {"switch100",__("Switch puller"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Pull the switch 100 times."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"switch1k",__("The switch is broken!"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Pull the switch 1000 times."),ACHIEVEMENT_HIDDEN,nullptr},
- {"swap100",__("Swapper"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap 100 times."),ACHIEVEMENT_PROGRESS},
- {"swap1k",__("Player to shadow to player to shadow..."),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap 1000 times.")},
+ {"swap100",__("Swapper"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap 100 times."),ACHIEVEMENT_PROGRESS,nullptr},
+ {"swap1k",__("Player to shadow to player to shadow..."),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap 1000 times."),ACHIEVEMENT_HIDDEN,nullptr},
- {"save1k",__("Play it save"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Save 1000 times.")},
- {"load1k",__("This game is too hard"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Load the game 1000 times.")},
+ {"save1k",__("Play it save"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Save 1000 times."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"load1k",__("This game is too hard"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Load the game 1000 times."),ACHIEVEMENT_HIDDEN,nullptr},
- {"panicSave",__("Panic save"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Save twice in 1 second.")},
- {"panicLoad",__("Panic load"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Load twice in 1 second.")},
+ {"panicSave",__("Panic save"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Save twice in 1 second."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"panicLoad",__("Panic load"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Load twice in 1 second."),ACHIEVEMENT_HIDDEN,nullptr},
- {"loadAndDie",__("Bad saving position"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Load the game and die within 1 second.")},
- {"loadAndDie100",__("This level is too hard"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Load the same save and die 100 times.")},
+ {"loadAndDie",__("Bad saving position"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Load the game and die within 1 second."),ACHIEVEMENT_HIDDEN,nullptr},
+ {"loadAndDie100",__("This level is too hard"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Load the same save and die 100 times."),ACHIEVEMENT_HIDDEN,nullptr},
- {"quickswap",__("Quick swap"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap twice in under a second.")},
+ {"quickswap",__("Quick swap"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap twice in under a second."),ACHIEVEMENT_HIDDEN,nullptr},
//ripped from Achievements Unlocked
- {"horizontal",__("Horizontal confusion"),"gfx/emotions.png",{0,0,23,40},__("Press left and right simultaneously.")},
+ {"horizontal",__("Horizontal confusion"),"gfx/emotions.png",{0,0,23,40},__("Press left and right simultaneously."),ACHIEVEMENT_HIDDEN,nullptr},
- {"programmer",__("Programmer"),"gfx/gui.png",{112,16,16,16},__("Play the development version of Me and My Shadow."),ACHIEVEMENT_TITLE},
+ {"programmer",__("Programmer"),"gfx/gui.png",{112,16,16,16},__("Play the development version of Me and My Shadow."),ACHIEVEMENT_TITLE,nullptr},
//end of achievements
{}
};
diff --git a/src/Addons.h b/src/Addons.h
index 6a9089b..fee701b 100644
--- a/src/Addons.h
+++ b/src/Addons.h
@@ -1,159 +1,160 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ADDONS_H
#define ADDONS_H
#include "GameState.h"
#include "GameObjects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "Render.h"
+#include <array>
#include <vector>
#include <string>
//The addons menu.
class Addons: public GameState,public GUIEventCallback{
private:
//The minimum addon version that is supported.
static const int MIN_VERSION=2;
//The maximum addon version that is supported.
static const int MAX_VERSION=2;
//An addon entry.
struct Addon{
//The name of the addon.
string name;
//The type of addon. (Level, Levelpack, Theme)
string type;
//The link to the addon file.
string file;
//The name of the author.
string author;
//The description of the addon.
string description;
//Icon for the addon.
SharedTexture icon;
//Screenshot for the addon.
SharedTexture screenshot;
//The latest version of the addon.
int version;
//The version that the user has installed, if installed.
int installedVersion;
//Boolean if the addon is installed.
bool installed;
//Boolean if the addon is upToDate. (installedVersion==version)
bool upToDate;
//Map that contains the content of the addon.
//NOTE: This is only filled if the addon is installed.
std::vector<std::pair<std::string,std::string> > content;
//Array that holds the name of the addons it's dependent on.
//NOTE: This is only filled if the addon is installed.
std::vector<std::pair<std::string,std::string> > dependencies;
};
//The title.
TexturePtr title;
//Placeholder icons for addons in case they don't provide custom icons.
std::array<SharedTexture, 3> addonIcon;
//Placeholder screenshot for addons in case they don't provide one.
SharedTexture screenshot;
//Map containing a vector of Addons for each addon category.
std::vector<Addon> addons;
//File pointing to the addon file in the userpath.
FILE* addon;
//String that should contain the error when something fails.
string error;
//The type of addon that is currently selected.
string type;
//Pointer to the addon that is selected.
Addon* selected;
//The list used for the selecting of the category.
GUISingleLineListBox* categoryList;
//The list used for listing the addons.
GUIListBox* list;
public:
//Constructor.
Addons(SDL_Renderer& renderer, ImageManager& imageManager);
//Destructor.
~Addons();
//Method that will create the GUI.
void createGUI(SDL_Renderer &renderer, ImageManager &imageManager);
//Method that loads that downloads the addons list.
//file: Pointer to the file to download the list to.
//Returns: True if the file is downloaded successfuly.
bool getAddonsList(FILE* file, SDL_Renderer& renderer, ImageManager& imageManager);
//
void fillAddonList(TreeStorageNode &objAddons,TreeStorageNode &objInstalledAddons,SDL_Renderer& renderer, ImageManager& imageManager);
//Put all the addons of a given type in a vector.
//type: The type the addons must be.
//Returns: Vector containing the addons.
void addonsToList(const string &type, SDL_Renderer &renderer, ImageManager &);
//Method that will save the installed addons to the installed_addons file.
//Returns: True if the file is saved successfuly.
bool saveInstalledAddons();
//Method for loading a cached image and downloading if it isn't cached.
//url: The url to the image.
//md5sum: The md5sum used for caching.
//Returns: Shared pointer to the loaded image.
SharedTexture loadCachedImage(const char* url,const char* md5sum, SDL_Renderer& renderer, ImageManager& imageManager);
//Method that will open a GUIOverlay with the an overview of the selected addon.
void showAddon(ImageManager& imageManager,SDL_Renderer& renderer);
//Inherited from GameState.
void handleEvents(ImageManager&, SDL_Renderer&) override;
void logic(ImageManager&, SDL_Renderer&) override;
void render(ImageManager&, SDL_Renderer& renderer) override;
void resize(ImageManager &imageManager, SDL_Renderer& renderer) override;
//Method used for GUI event handling.
//name: The name of the callback.
//obj: Pointer to the GUIObject that caused the event.
//eventType: The type of event: click, change, etc..
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType);
//This method will remove the addon based on the content vector.
//NOTE It doesn't check if the addon is installed or not.
//addon: The addon to remove.
void removeAddon(ImageManager& imageManager,SDL_Renderer &renderer, Addon* addon);
//This method will install the addon by downloading,extracting and reading.
//NOTE It doesn't check if the addon is installed or not.
//addon: The addon to install.
void installAddon(ImageManager& imageManager, SDL_Renderer &renderer, Addon* addon);
};
#endif
diff --git a/src/FileManager.cpp b/src/FileManager.cpp
index 5415d01..7dd2050 100644
--- a/src/FileManager.cpp
+++ b/src/FileManager.cpp
@@ -1,828 +1,833 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <iostream>
#include <string>
#include <vector>
+#include "config.h"
#include "FileManager.h"
#include "Functions.h"
#ifdef __APPLE__
#include "archive.h"
#include "archive_entry.h"
#else
#include <archive.h>
#include <archive_entry.h>
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#include <shlwapi.h>
#include <direct.h>
#pragma comment(lib,"shlwapi.lib")
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
+
//Included for the downloadFile method.
#include <curl/curl.h>
//Under Windows there's just one userpath.
#ifdef WIN32
string userPath,dataPath,appPath,exeName;
#else
//But on other platforms we make a difference between the userPath (config files) and the userDataPath (data files).
//Finally there's the path for cache data userCachePath.
string userPath,userDataPath,userCachePath,dataPath,appPath,exeName;
#endif
bool configurePaths() {
//Get the appPath and the exeName.
{
char s[4096];
int i,m;
#ifdef WIN32
m=GetModuleFileNameA(NULL,s,sizeof(s));
#elif defined(ANDROID)
//FIXME: Oops. There are no any executable files in Android.
strcpy(s,"./meandmyshadow");
m=strlen(s);
#else
m=readlink("/proc/self/exe",s,sizeof(s));
#endif
s[m]=0;
- for(i=m-1;i>=0;i--){
+ for(i=m-1;i>=0&&i<4096;i--){
if(s[i]=='/'||s[i]=='\\'){
s[i]=0;
break;
}
}
appPath=s;
exeName=s+i+1;
}
//TODO: Check if the userpath is empty before setting userPath???
//Check if the userPath is empty.
if(getUserPath().empty()){
#ifdef WIN32
//Get the userPath.
char s[1024];
SHGetSpecialFolderPathA(NULL,s,CSIDL_PERSONAL,1);
userPath=s;
userPath+="\\My Games\\meandmyshadow\\";
#elif defined(ANDROID)
//FIXME: These paths are relative to SDL Android data path.
userPath="./";
userDataPath="./";
userCachePath="./";
#else
//Temp variable that is used to prevent NULL assignement.
char* env;
//First get the $XDG_CONFIG_HOME env var.
env=getenv("XDG_CONFIG_HOME");
//If it's null set userPath to $HOME/.config/.
if(env!=NULL){
userPath=env;
}else{
userPath=getenv("HOME");
userPath+="/.config";
}
//And add meandmyshadow to it.
userPath+="/meandmyshadow/";
//Now get the $XDG_DATA_HOME env var.
env=getenv("XDG_DATA_HOME");
//If it's null set userDataPath to $HOME/.local/share.
if(env!=NULL){
userDataPath=env;
}else{
userDataPath=getenv("HOME");
userDataPath+="/.local/share";
}
//And add meandmyshadow to it.
userDataPath+="/meandmyshadow/";
//Now get the $XDG_CACHE_HOME env var.
env=getenv("XDG_CACHE_HOME");
//If it's null set userCachePath to $HOME/.cache.
if(env!=NULL){
userCachePath=env;
}else{
userCachePath=getenv("HOME");
userCachePath+="/.cache";
}
//And add meandmyshadow to it.
userCachePath+="/meandmyshadow/";
//Set env null.
env=NULL;
#endif
//Print the userPath.
cout<<"User preferences will be fetched from: "<<userPath<<endl;
#ifndef WIN32
//In case of a non-Windows computer show the user data path.
cout<<"User data will be fetched from: "<<userDataPath<<endl;
#endif
}
#ifdef WIN32
//Create the userPath folder and other subfolders.
createDirectory(userPath.c_str());
createDirectory((userPath+"levels").c_str());
createDirectory((userPath+"levelpacks").c_str());
createDirectory((userPath+"themes").c_str());
createDirectory((userPath+"music").c_str());
//The progress folder and subfolders.
createDirectory((userPath+"progress").c_str());
createDirectory((userPath+"progress\\main").c_str());
createDirectory((userPath+"progress\\addon").c_str());
createDirectory((userPath+"progress\\custom").c_str());
createDirectory((userPath+"tmp").c_str());
createDirectory((userPath+"images").c_str());
//The records folder for recordings.
createDirectory((userPath+"records").c_str());
createDirectory((userPath+"records\\autosave").c_str());
//And the custom folder inside the userpath.
createDirectory((userPath+"custom").c_str());
createDirectory((userPath+"custom\\levels").c_str());
createDirectory((userPath+"custom\\levelpacks").c_str());
#else
//Create the userPath.
createDirectory(userPath.c_str());
createDirectory(userDataPath.c_str());
createDirectory(userCachePath.c_str());
//Also create other folders in the userpath.
createDirectory((userDataPath+"/levels").c_str());
createDirectory((userDataPath+"/levelpacks").c_str());
createDirectory((userDataPath+"/themes").c_str());
createDirectory((userDataPath+"/music").c_str());
//The progress folder and subfolders.
createDirectory((userDataPath+"/progress").c_str());
createDirectory((userDataPath+"/progress/main").c_str());
createDirectory((userDataPath+"/progress/addon").c_str());
createDirectory((userDataPath+"/progress/custom").c_str());
createDirectory((userCachePath+"/tmp").c_str());
createDirectory((userCachePath+"/images").c_str());
//The records folder for recordings.
createDirectory((userDataPath+"/records").c_str());
createDirectory((userDataPath+"/records/autosave").c_str());
//And the custom folder inside the userpath.
createDirectory((userDataPath+"/custom").c_str());
createDirectory((userDataPath+"/custom/levels").c_str());
createDirectory((userDataPath+"/custom/levelpacks").c_str());
#endif
//Get the dataPath by trying multiple relative locations.
{
FILE *f;
string s;
while(true){
//try existing one
if(!dataPath.empty()){
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
}
//try "./"
dataPath="./data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try "../"
dataPath="../data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try App.Path
dataPath=getAppPath()+"/data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try App.Path+"/../"
dataPath=getAppPath()+"/../data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try DATA_PATH
#ifdef DATA_PATH
dataPath=DATA_PATH;
+ std::cout << "trying: " << dataPath << std::endl;
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
#endif
#ifdef __APPLE__
extern std::string get_data_path();
dataPath = get_data_path();
dataPath=get_data_path();
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
#endif
+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error! Faild to find game data!",
+ "The game data files could not be found!", NULL);
//error: can't find file
return false;
}
//Print the dataPath.
cout<<"Data files will be fetched from: "<<dataPath<<endl;
}
return true;
}
std::vector<std::string> enumAllFiles(std::string path,const char* extension,bool containsPath){
vector<string> v;
#ifdef WIN32
string s1;
WIN32_FIND_DATAA f;
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="\\";
}
s1=path;
if(extension!=NULL && *extension){
s1+="*.";
s1+=extension;
}else{
s1+="*";
}
HANDLE h=FindFirstFileA(s1.c_str(),&f);
if(h==NULL||h==INVALID_HANDLE_VALUE) return v;
do{
if(!(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)){
if(containsPath){
v.push_back(path+f.cFileName);
}else{
v.push_back(f.cFileName);
}
}
}while(FindNextFileA(h,&f));
FindClose(h);
return v;
#else
int len=0;
if(extension!=NULL && *extension) len=strlen(extension);
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="/";
}
DIR *pDir;
struct dirent *pDirent;
pDir=opendir(path.c_str());
if(pDir==NULL) return v;
while((pDirent=readdir(pDir))!=NULL){
if(pDirent->d_name[0]=='.'){
if(pDirent->d_name[1]==0||
(pDirent->d_name[1]=='.'&&pDirent->d_name[2]==0)) continue;
}
string s1=path+pDirent->d_name;
struct stat S_stat;
lstat(s1.c_str(),&S_stat);
if(!S_ISDIR(S_stat.st_mode)){
if(len>0){
if((int)s1.size()<len+1) continue;
if(s1[s1.size()-len-1]!='.') continue;
if(strcasecmp(&s1[s1.size()-len],extension)) continue;
}
if(containsPath){
v.push_back(s1);
}else{
v.push_back(string(pDirent->d_name));
}
}
}
closedir(pDir);
return v;
#endif
}
std::vector<std::string> enumAllDirs(std::string path,bool containsPath){
vector<string> v;
#ifdef WIN32
string s1;
WIN32_FIND_DATAA f;
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="\\";
}
s1=path+"*";
HANDLE h=FindFirstFileA(s1.c_str(),&f);
if(h==NULL||h==INVALID_HANDLE_VALUE) return v;
do{
// skip '.' and '..' and hidden folders
if(f.cFileName[0]=='.'){
/*if(f.cFileName[1]==0||
(f.cFileName[1]=='.'&&f.cFileName[2]==0))*/ continue;
}
if(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY){
if(containsPath){
v.push_back(path+f.cFileName);
}else{
v.push_back(f.cFileName);
}
}
}while(FindNextFileA(h,&f));
FindClose(h);
return v;
#else
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="/";
}
DIR *pDir;
struct dirent *pDirent;
pDir=opendir(path.c_str());
if(pDir==NULL) return v;
while((pDirent=readdir(pDir))!=NULL){
if(pDirent->d_name[0]=='.'){
if(pDirent->d_name[1]==0||
(pDirent->d_name[1]=='.'&&pDirent->d_name[2]==0)) continue;
}
string s1=path+pDirent->d_name;
struct stat S_stat;
lstat(s1.c_str(),&S_stat);
if(S_ISDIR(S_stat.st_mode)){
//Skip hidden folders.
s1=string(pDirent->d_name);
if(s1.find('.')==0) continue;
//Add result to vector.
if(containsPath){
v.push_back(path+pDirent->d_name);
}else{
v.push_back(s1);
}
}
}
closedir(pDir);
return v;
#endif
}
std::string processFileName(const std::string& s){
string prefix=dataPath;
//FIXME: Do we still need those last three?
//REMARK: maybe 'return prefix+s;' is not needed (?)
// it causes some bugs such as can't save level progress
if(s.compare(0,6,"%DATA%")==0){
if(s.size()>6 && (s[6]=='/' || s[6]=='\\')){
return dataPath+s.substr(7);
}else{
return dataPath+s.substr(6);
}
}else if(s.compare(0,6,"%USER%")==0){
if(s.size()>6 && (s[6]=='/' || s[6]=='\\')){
return getUserPath(USER_DATA)+s.substr(7);
}else{
return getUserPath(USER_DATA)+s.substr(6);
}
}else if(s.compare(0,9,"%LVLPACK%")==0){
if(s.size()>9 && (s[9]=='/' || s[9]=='\\')){
return prefix+"levelpacks/"+s.substr(10);
}else{
return prefix+"levelpacks/"+s.substr(9);
}
}else if(s.compare(0,5,"%LVL%")==0){
if(s.size()>5 && (s[5]=='/' || s[5]=='\\')){
return prefix+"levels/"+s.substr(6);
}else{
return prefix+"levels/"+s.substr(5);
}
}else if(s.compare(0,8,"%THEMES%")==0){
if(s.size()>8 && (s[8]=='/' || s[8]=='\\')){
return prefix+"themes/"+s.substr(9);
}else{
return prefix+"themes/"+s.substr(8);
}
}else if(s.size()>0 && (s[0]=='/' || s[0]=='\\')){
return s;
#ifdef WIN32
// Another fix for Windows :(
}else if(s.size()>1 && (s[1]==':')){
return s;
#endif
}else{
#if defined(ANDROID)
//REMARK: maybe 'return prefix+s;' is not needed (?)
// it causes some bugs such as can't save level progress in Android.
return s;
#else
return prefix+s;
#endif
}
}
std::string compressFileName(const std::string& s){
//FIXME: Do we need the other ones from processFileName?
//Check if the data path is at the start.
size_t pos=s.find(getDataPath());
if(pos!=string::npos){
pos+=getDataPath().size();
return "%DATA%/"+s.substr(pos);
}
pos=s.find(getUserPath(USER_DATA));
if(pos!=string::npos){
pos+=getUserPath(USER_DATA).size();
return "%USER%/"+s.substr(pos);
}
return s;
}
std::string fileNameFromPath(const std::string &path, const bool webURL){
std::string filename;
size_t pos;
#ifdef WIN32
// NOTE: '/' in string should be '/' not '\/',
// we don't need to escape it
if(webURL){
pos = path.find_last_of("/");
}else{
// NOTE: sometimes path separator in Windows can be '/',
// so we must check botn '\' and '/'
pos = path.find_last_of("\\/");
}
#else
// NOTE: '/' in string should be '/' not '\/',
// we don't need to escape it
pos = path.find_last_of("/");
#endif
if(pos != std::string::npos)
filename.assign(path.begin() + pos + 1, path.end());
else
filename=path;
return filename;
}
std::string pathFromFileName(const std::string &filename){
std::string path;
// NOTE: '/' in string should be '/' not '\/',
// we don't need to escape it
#ifdef WIN32
// NOTE: sometimes path separator in Windows can be '/',
// so we must check botn '\' and '/'
size_t pos = filename.find_last_of("\\/");
#else
size_t pos = filename.find_last_of("/");
#endif
if(pos != std::string::npos)
path.assign(filename.begin(), filename.begin() + pos +1);
else
path=filename;
return path;
}
bool downloadFile(const string &path, const string &destination) {
string filename=fileNameFromPath(path,true);
FILE* file = fopen((destination+filename).c_str(), "wb");
bool status=downloadFile(path,file);
fclose(file);
//And return the status.
return status;
}
bool downloadFile(const string &path, FILE* destination) {
CURL* curl=curl_easy_init();
// proxy test (test only)
string internetProxy = getSettings()->getValue("internet-proxy");
size_t pos = internetProxy.find_first_of(":");
if(pos!=string::npos){
curl_easy_setopt(curl,CURLOPT_PROXYPORT,atoi(internetProxy.substr(pos+1).c_str()));
internetProxy = internetProxy.substr(0,pos);
curl_easy_setopt(curl,CURLOPT_PROXY,internetProxy.c_str());
}
curl_easy_setopt(curl,CURLOPT_URL,path.c_str());
curl_easy_setopt(curl,CURLOPT_WRITEFUNCTION,writeData);
curl_easy_setopt(curl,CURLOPT_WRITEDATA,destination);
CURLcode res = curl_easy_perform(curl);
curl_easy_cleanup(curl);
return (res==0);
}
size_t writeData(void *ptr, size_t size, size_t nmemb, void *stream){
return fwrite(ptr, size, nmemb, (FILE *)stream);
}
bool extractFile(const string &fileName, const string &destination) {
//Create the archive we're going to extract.
archive* file;
//Create the destination we're going to extract to.
archive* dest;
file=archive_read_new();
dest=archive_write_disk_new();
archive_write_disk_set_options(dest, ARCHIVE_EXTRACT_TIME);
archive_read_support_format_zip(file);
//Now read the archive.
if(archive_read_open_filename(file,fileName.c_str(),10240)) {
cerr<<"ERROR: An error occurred while reading archive "+fileName<<endl;
return false;
}
//Now write every entry to disk.
int status;
archive_entry* entry=NULL;
while(true) {
status=archive_read_next_header(file,&entry);
if(status==ARCHIVE_EOF){
break;
}
if(status!=ARCHIVE_OK){
cerr<<"ERROR: An error occurred while reading archive "+fileName<<endl;
return false;
}
archive_entry_copy_pathname(entry,(destination+archive_entry_pathname(entry)).c_str());
status=archive_write_header(dest,entry);
if(status!=ARCHIVE_OK){
cerr<<"ERROR: An error occurred while extracting archive "+fileName<<endl;
return false;
}else{
copyData(file, dest);
status=archive_write_finish_entry(dest);
if(status!=ARCHIVE_OK){
cerr<<"ERROR: An error occurred while extracting archive "+fileName<<endl;
return false;
}
}
}
//Finally close the archive.
archive_read_close(file);
archive_read_free(file);
return true;
}
bool dirExists(const char* dir){
#ifdef __linux__
struct stat sb;
if(stat(dir,&sb) == 0 && S_ISDIR(sb.st_mode)){
return true;
}
return false;
#elif defined(WIN32)
DWORD attr=GetFileAttributesA(dir);
if(attr==INVALID_FILE_ATTRIBUTES) return false;
return (attr & FILE_ATTRIBUTE_DIRECTORY)!=0;
#else
#error dirExists is not implemented for this system! Add the code for your system here.
#endif
}
bool createDirectory(const char* path){
#ifdef WIN32
char s0[1024],s[1024];
GetCurrentDirectoryA(sizeof(s0),s0);
PathCombineA(s,s0,path);
for(unsigned int i=0;i<sizeof(s);i++){
if(s[i]=='\0') break;
else if(s[i]=='/') s[i]='\\';
}
//printf("createDirectory:%s\n",s);
return SHCreateDirectoryExA(NULL,s,NULL)!=0;
#else
return mkdir(path,0777)==0;
#endif
}
bool removeDirectory(const char *path){
#ifdef WIN32
WIN32_FIND_DATAA f;
HANDLE h = FindFirstFileA((string(path)+"\\*").c_str(),&f);
#else
//Open the directory that needs to be removed.
DIR* d=opendir(path);
#endif
//Get the path length
size_t path_len = strlen(path);
//Boolean if the directory is emptied.
//True: succes False: failure
//Default is true because if the directory is empty it will never enter the while loop, but we still have success.
bool r = true;
#ifdef WIN32
if(h!=NULL && h!=INVALID_HANDLE_VALUE) {
#else
//Check if the directory exists.
if(d) {
//Pointer to an entry of the directory.
struct dirent* p;
#endif
#ifdef WIN32
do{
#else
//Loop the entries of the directory that needs to be removed as long as there's no error.
while(r && (p=readdir(d))) {
#endif
/* Skip the names "." and ".." as we don't want to recurse on them. */
#ifdef WIN32
if (!strcmp(f.cFileName, ".") || !strcmp(f.cFileName, "..")) {
#else
if (!strcmp(p->d_name, ".") || !strcmp(p->d_name, "..")) {
#endif
//The filename is . or .. so we continue to the next entry.
continue;
} else {
//r2 tells if the entry is deleted.
//True: succes False: failure
//Default is false.
bool r2 = false;
char* buf;
size_t len;
#ifdef WIN32
//Get the length of the path + the directory entry name.
len = path_len + strlen(f.cFileName) + 2;
#else
//Get the length of the path + the directory entry name.
len = path_len + strlen(p->d_name) + 2;
#endif
buf = (char*) malloc(len);
if(buf) {
#ifdef WIN32
_snprintf(buf, len, "%s\\%s", path, f.cFileName);
if(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY){
r2 = removeDirectory(buf);
}else{
r2 = unlink(buf)==0;
}
#else
struct stat statbuf;
snprintf(buf, len, "%s/%s", path, p->d_name);
if(!stat(buf, &statbuf)){
//Check if the entry is a directory or a file.
if (S_ISDIR(statbuf.st_mode)){
//We call ourself(removeDirectory) recursively.
//We return true on success.
r2 = removeDirectory(buf);
}else{
//unlink() returns zero on succes so we set r2 to the unlink(buf)==0.
r2 = unlink(buf)==0;
}
}
#endif
//Free the buf.
free(buf);
}
//We set r to r2 since r2 contains the status of the latest deletion.
r = r2;
}
#ifdef WIN32
}while(r && FindNextFileA(h,&f));
FindClose(h);
#else
}
//Close the directory.
closedir(d);
#endif
}
//The while loop has ended, meaning we (tried) cleared the directory.
//If r is true, meaning no errors we can delete the directory.
if(r){
//The return value of rmdir is 0 when it succeeded.
r = rmdir(path)==0;
}
//Return the status.
return r;
}
bool renameDirectory(const char* oldPath,const char* newPath){
return rename(oldPath,newPath)==0;
}
void copyData(archive* file, archive* dest) {
int status;
const void* buff;
size_t size;
#if ARCHIVE_VERSION_NUMBER < 3000000
off_t offset;
#else
int64_t offset;
#endif
while(true) {
status=archive_read_data_block(file, &buff, &size, &offset);
if(status==ARCHIVE_EOF){
return;
}
if(status!=ARCHIVE_OK){
cerr<<"ERROR: An error occurred while writing data to disk."<<endl;
return;
}
status=archive_write_data_block(dest, buff, size, offset);
if(status!=ARCHIVE_OK) {
cerr<<"ERROR: An error occurred while writing data to disk."<<endl;
return;
}
}
}
bool copyFile(const char* source,const char* dest){
//Open the source file.
ifstream fin(source,fstream::binary);
if(!fin)
return false;
//Open the dest file.
ofstream fout(dest,fstream::trunc|fstream::binary);
if(!fout)
return false;
//Copy.
fout<<fin.rdbuf();
return true;
}
bool removeFile(const char* file){
return remove(file)==0;
}
bool fileExists(const char* file){
#ifdef WIN32
bool ret=false;
HANDLE h=CreateFileA(file,0,FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,NULL,OPEN_EXISTING,0,NULL);
if(h!=INVALID_HANDLE_VALUE){
ret=true;
CloseHandle(h);
}
return ret;
#else
return (access(file,F_OK)==0);
#endif
}
bool createFile(const char* file){
//Open the file with write permission.
FILE* f=fopen(file,"wb");
//Check if there are no problems.
if(f){
//Close the file.
fclose(f);
return true;
}else{
return false;
}
}
diff --git a/src/Functions.cpp b/src/Functions.cpp
index 1975037..b48c8ff 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1749 +1,1749 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <math.h>
#include <locale.h>
#include <algorithm>
#include <SDL.h>
#include <SDL_mixer.h>
#include <SDL_syswm.h>
#include <SDL_ttf.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "LevelPack.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "InputManager.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include "ScriptExecutor.h"
#include "LevelPackManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Cursors.h"
#include "ScriptAPI.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
#include "libs/tinygettext/log.hpp"
#include "libs/findlocale/findlocale.h"
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
//fix some Windows header bug
#ifndef GL_BGR
#define GL_BGR GL_BGR_EXT
#endif
#ifndef GL_BGRA
#define GL_BGRA GL_BGRA_EXT
#endif
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Workaround for the resizing below 800x600 for X systems.
#if defined(__linux__) && !defined(ANDROID)
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#define __X11_INCLUDED__
#endif
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Initialise the soundManager.
//The SoundManager is used to keep track of the sfx in the game.
SoundManager soundManager;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager levelPackManager;
//The scriptExecutor used for executing scripts.
ScriptExecutor scriptExecutor;
//Map containing changed settings using command line arguments.
map<string,string> tmpSettings;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=nullptr;
SDL_Renderer* sdlRenderer=nullptr;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
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_Renderer& renderer,Uint32 color){
//NOTE: We let SDL_gfx render it.
SDL_SetRenderDrawColor(&renderer,color >> 24,color >> 16,color >> 8,255);
//rectangleRGBA(&renderer,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
const SDL_Rect r{x,y,w,h};
SDL_RenderDrawRect(&renderer,&r);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Renderer& renderer,Uint32 color){
SDL_Renderer* rd = &renderer;
//FIXME, this may get the wrong color on system with different endianness.
//Fill content's background color from function parameter
SDL_SetRenderDrawColor(rd,color >> 24,color >> 16,color >> 8,color >> 0);
{
const SDL_Rect r{x+1,y+1,w-2,h-2};
SDL_RenderFillRect(rd, &r);
}
SDL_SetRenderDrawColor(rd,0,0,0,255);
//Draw first black borders around content and leave 1 pixel in every corner
SDL_RenderDrawLine(rd,x+1,y,x+w-2,y);
SDL_RenderDrawLine(rd,x+1,y+h-1,x+w-2,y+h-1);
SDL_RenderDrawLine(rd,x,y+1,x,y+h-2);
SDL_RenderDrawLine(rd,x+w-1,y+1,x+w-1,y+h-2);
//Fill the corners with transperent color to create anti-aliased borders
SDL_SetRenderDrawColor(rd,0,0,0,160);
SDL_RenderDrawPoint(rd,x,y);
SDL_RenderDrawPoint(rd,x,y+h-1);
SDL_RenderDrawPoint(rd,x+w-1,y);
SDL_RenderDrawPoint(rd,x+w-1,y+h-1);
//Draw second lighter border around content
SDL_SetRenderDrawColor(rd,0,0,0,64);
{
const SDL_Rect r{x+1,y+1,w-2,h-2};
SDL_RenderDrawRect(rd,&r);
}
SDL_SetRenderDrawColor(rd,0,0,0,50);
//Create anti-aliasing in corners of second border
SDL_RenderDrawPoint(rd,x+1,y+1);
SDL_RenderDrawPoint(rd,x+1,y+h-2);
SDL_RenderDrawPoint(rd,x+w-2,y+1);
SDL_RenderDrawPoint(rd,x+w-2,y+h-2);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Renderer& renderer,Uint32 color){
SDL_SetRenderDrawColor(&renderer,color >> 24,color >> 16,color >> 8,255);
//NOTE: We let SDL_gfx render it.
//lineRGBA(&renderer,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
SDL_RenderDrawLine(&renderer,x1,y1,x2,y2);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Renderer& renderer,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,renderer,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),renderer,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),renderer,color);
}
}
ScreenData creationFailed() {
- return ScreenData();
+ return ScreenData{ nullptr };
}
ScreenData createScreen(){
//Check if we are going fullscreen.
if(settings->getBoolValue("fullscreen"))
pickFullscreenResolution();
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Delete the old screen.
//Warning: only if previous mode is OpenGL mode.
//NOTE: The previous mode can't switch during runtime.
if(screen){
SDL_FreeSurface(screen);
screen=NULL;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0);
//Create a texture.
glDeleteTextures(1,&screenTexture);
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
fprintf(stderr,"FATAL ERROR: Unable to use hardware acceleration (compiled without).\n");
return creationFailed();
#endif
}else{
//Set the flags.
// Uint32 flags=SCREEN_FLAGS;
//Flags are not used in SDL2.
Uint32 flags = 0;
//#if !defined(ANDROID)
// flags |= SDL_DOUBLEBUF;
//#endif
if(settings->getBoolValue("fullscreen"))
flags|=SDL_WINDOW_FULLSCREEN; //TODO with SDL2 we can also do SDL_WINDOW_FULLSCREEN_DESKTOP
else if(settings->getBoolValue("resizable"))
flags|=SDL_WINDOW_RESIZABLE;
//Create the window and renderer if they don't exist and check if there weren't any errors.
if (!sdlWindow && !sdlRenderer) {
// screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
SDL_CreateWindowAndRenderer(SCREEN_WIDTH, SCREEN_HEIGHT, flags, &sdlWindow, &sdlRenderer);
if(!sdlWindow || !sdlRenderer){
std::cerr << "FATAL ERROR: SDL_CreateWindowAndRenderer failed.\nError: " << SDL_GetError() << std::endl;
return creationFailed();
}
SDL_SetRenderDrawBlendMode(sdlRenderer, SDL_BlendMode::SDL_BLENDMODE_BLEND);
// White background so we see the menu on failure.
SDL_SetRenderDrawColor(sdlRenderer, 255, 255, 255, 255);
}
}
//Now configure the newly created window (if windowed).
if(settings->getBoolValue("fullscreen")==false)
configureWindow();
//Set the the window caption.
SDL_SetWindowTitle(sdlWindow, ("Me and My Shadow "+version).c_str());
//FIXME Seems to be obsolete
// SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return ScreenData{sdlRenderer};
}
//Workaround for the resizing below 800x600 for Windows.
#ifdef WIN32
static WNDPROC m_OldWindowProc=NULL;
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){
if(msg==WM_GETMINMAXINFO){
if(m_OldWindowProc){
CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
DefWindowProc(hwnd,msg,wParam,lParam);
}
RECT r={0,0,800,600};
AdjustWindowRect(&r,GetWindowLong(hwnd,GWL_STYLE),FALSE);
MINMAXINFO *info=(MINMAXINFO*)lParam;
info->ptMinTrackSize.x=r.right-r.left;
info->ptMinTrackSize.y=r.bottom-r.top;
return 0;
}else{
if(m_OldWindowProc){
return CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
return DefWindowProc(hwnd,msg,wParam,lParam);
}
}
}
#endif
vector<_res> getResolutionList(){
//Vector that will hold the resolutions to choose from.
vector<_res> resolutionList;
//Enumerate available resolutions using SDL_ListModes()
//NOTE: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
// SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SCREEN_FLAGS|SDL_ANYFORMAT);
//NOTe - currently only using the first display (0)
int numDisplayModes = SDL_GetNumDisplayModes(0);
if(numDisplayModes < 1){
cerr<<"ERROR: Can't enumerate available screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
//Fill the resolutionList.
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
//Fill the resolutionList.
for(int i=0;i < numDisplayModes; ++i){
SDL_DisplayMode mode;
int error = SDL_GetDisplayMode(0, i, &mode);
if(error < 0) {
//We failed to get a display mode. Should we crash here?
std::cerr << "ERROR: Failed to get display mode " << i << " " << std::endl;
}
//Check if the resolution is higher than the minimum (800x600).
if(mode.w >= 800 && mode.h >= 600){
_res res={mode.w, mode.h};
resolutionList.push_back(res);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse(resolutionList.begin(),resolutionList.end());
}
}
//Return the resolution list.
return resolutionList;
}
void pickFullscreenResolution(){
//Get the resolution list.
vector<_res> resolutionList=getResolutionList();
//The resolution that will hold the final result, we start with the minimum (800x600).
_res closestMatch={800,600};
int width=atoi(getSettings()->getValue("width").c_str());
//int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for(int i=0;i<(int)resolutionList.size();i++){
//The delta between the closestMatch and the resolution from the list.
int dM=(closestMatch.w-resolutionList[i].w);
//The delta between the target width and the resolution from the list.
int dT=(width-resolutionList[i].w);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if((dM)<(dT)){
closestMatch.w=resolutionList[i].w;
closestMatch.h=resolutionList[i].h;
}
}
//Now set the resolution to the closest match.
char s[64];
sprintf(s,"%d",closestMatch.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",closestMatch.h);
getSettings()->setValue("height",s);
}
#ifdef __X11_INCLUDED__
int handleXError(Display* disp,XErrorEvent* event){
//NOTE: This is UNTESTED code, there are still some things that should be tested/changed.
//NOTE: It checks against hardcoded opcodes, this should be based on included defines from the xf86vid headers instead.
//NOTE: This code assumes Xlib is in use, just like the resize restriction code for Linux.
//Print out the error message as normal.
char output[256];
XGetErrorText(disp,event->error_code,output,256);
cerr<<output<<endl;
//Check if the game is fullscreen.
if(getSettings()->getBoolValue("fullscreen")){
//Check for the exact error we want to handle differently.
if(event->error_code==BadValue && event->minor_code==10/*X_XF86VidModeSwitchToMode*/){
//The cause of this problem has likely something to do with fullscreen mode, so fallback to windowed.
cerr<<"ERROR: Xlib error code "<<event->error_code<<", request code "<<event->request_code<<"."<<endl;
cerr<<"ERROR: Falling back to windowed mode!"<<endl;
getSettings()->setValue("fullscreen","false");
createScreen();
return 0;
}
}
//Do the normal Xlib behaviour.
exit(1);
return 0;
}
#endif
void configureWindow(){
//We only need to configure the window if it's resizable.
if(!getSettings()->getBoolValue("resizable"))
return;
//Retrieve the WM info from SDL containing the window handle.
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(sdlWindow, &wmInfo);
#ifdef __X11_INCLUDED__
//We assume that a linux system running meandmyshadow is also running an Xorg server.
if(wmInfo.subsystem==SDL_SYSWM_X11){
//Create the size hints to give to the window.
XSizeHints* sizeHints;
if(!(sizeHints=XAllocSizeHints())){
std::cerr<<"ERROR: Unable to allocate memory for XSizeHints."<<endl;
return;
}
//Configure the size hint.
sizeHints->flags=PMinSize;
sizeHints->min_width=800;
sizeHints->min_height=600;
//Set the normal hints of the window.
//TODO: Lock func no longer exists in SDL2, is using
//XLockDisplay is correct?
//(void)wmInfo.info.x11.lock_func;
XLockDisplay(wmInfo.info.x11.display);
XSetWMNormalHints(wmInfo.info.x11.display,wmInfo.info.x11.window,sizeHints);
XUnlockDisplay(wmInfo.info.x11.display);
//(void)wmInfo.info.x11.unlock_func;
//Free size hint structure
XFree(sizeHints);
}else{
//No X11 so an unsupported window manager.
std::cerr<<"WARNING: Untested windowing system!"<<endl;
}
#elif defined(WIN32)
//We overwrite the window proc of SDL
- WNDPROC wndproc=(WNDPROC)GetWindowLong(wmInfo.win.window,GWL_WNDPROC);
+ WNDPROC wndproc=(WNDPROC)GetWindowLong(wmInfo.info.win.window,GWL_WNDPROC);
if(wndproc!=NULL && wndproc!=(WNDPROC)WindowProc){
m_OldWindowProc=wndproc;
- SetWindowLong(wmInfo.win.window,GWL_WNDPROC,(LONG)(WNDPROC)WindowProc);
+ SetWindowLong(wmInfo.info.win.window,GWL_WNDPROC,(LONG)(WNDPROC)WindowProc);
}
#endif
}
void onVideoResize(ImageManager& imageManager, SDL_Renderer &renderer){
//Check if the resize event isn't malformed.
if(event.window.data1<=0 || event.window.data2<=0)
return;
//Check the size limit.
//TODO: SDL2 porting note: This may break on systems non-X11 or Windows systems as the window size won't be limited
//there.
if(event.window.data1<800)
event.window.data1=800;
if(event.window.data2<600)
event.window.data2=600;
//Check if it really resizes.
if(SCREEN_WIDTH==event.window.data1 && SCREEN_HEIGHT==event.window.data2)
return;
char s[32];
//Set the new width and height.
snprintf(s,32,"%d",event.window.data1);
getSettings()->setValue("width",s);
snprintf(s,32,"%d",event.window.data2);
getSettings()->setValue("height",s);
//FIXME: THIS doesn't work properly.
//Do resizing.
if(!createScreen())
return;
//Tell the theme to resize.
if(!loadTheme(imageManager,renderer,""))
return;
//And let the currentState update it's GUI to the new resolution.
currentState->resize(imageManager, renderer);
}
ScreenData init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
std::cerr << "FATAL ERROR: SDL_Init failed\nError: " << SDL_GetError() << std::endl;
return creationFailed();
}
//Initialze SDL_mixer (audio).
//Note for SDL2 port: Changed frequency from 22050 to 44100.
//22050 caused some sound artifacts on my system, and I'm not sure
//why one would use it in this day and age anyhow.
//unless it's for compatability with some legacy system.
if(Mix_OpenAudio(44100,MIX_DEFAULT_FORMAT,2,512)==-1){
std::cerr << "FATAL ERROR: Mix_OpenAudio failed\nError: " << Mix_GetError() << std::endl;
return creationFailed();
}
//Set the volume.
Mix_Volume(-1,atoi(settings->getValue("sound").c_str()));
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
std::cerr << "FATAL ERROR: TTF_Init failed\nError: " << TTF_GetError() << std::endl;
return creationFailed();
}
#ifdef __X11_INCLUDED__
//Before creating the screen set the XErrorHandler in case of X11.
XSetErrorHandler(handleXError);
#endif
//Create the screen.
ScreenData screenData(createScreen());
if(!screenData) {
return creationFailed();
}
//Load key config. Then initialize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->set_charset("UTF-8");
//Check if user have defined own language. If not, find it out for the player using findlocale
string lang=getSettings()->getValue("lang");
if(lang.length()>0){
printf("Locale set by user to %s\n",lang.c_str());
language=lang;
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
language=locale->lang;
if(locale->country!=NULL){
language+=string("_")+string(locale->country);
}
if(locale->variant!=NULL){
language+=string("@")+string(locale->variant);
}
FL_FreeLocale(&locale);
}
//Now set the language in the dictionaryManager.
dictionaryManager->set_language(tinygettext::Language::from_name(language));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext::Log::set_log_info_callback(NULL);
//Set time format to the user-preference of the system.
setlocale(LC_TIME,"");
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Structure that holds the event type/name pair.
struct EventTypeName{
int type;
const char* name;
};
//Create the types of game object event types.
{
const EventTypeName types[]={
{GameObjectEvent_PlayerWalkOn,"playerWalkOn"},
{GameObjectEvent_PlayerIsOn,"playerIsOn"},
{GameObjectEvent_PlayerLeave,"playerLeave"},
{GameObjectEvent_OnCreate,"onCreate"},
{GameObjectEvent_OnEnterFrame,"onEnterFrame"},
{GameObjectEvent_OnToggle,"onToggle"},
{GameObjectEvent_OnSwitchOn,"onSwitchOn"},
{GameObjectEvent_OnSwitchOff,"onSwitchOff"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::gameObjectEventNameMap[types[i].name]=types[i].type;
Game::gameObjectEventTypeMap[types[i].type]=types[i].name;
}
}
//Create the types of level event types.
{
const EventTypeName types[]={
{LevelEvent_OnCreate,"onCreate"},
{LevelEvent_OnSave,"onSave"},
{LevelEvent_OnLoad,"onLoad"},
{LevelEvent_OnReset,"onReset"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::levelEventNameMap[types[i].name]=types[i].type;
Game::levelEventTypeMap[types[i].type]=types[i].name;
}
}
//Nothing went wrong so we return true.
return screenData;
}
static TTF_Font* loadFont(const char* name,int size){
TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
if(tmpFont){
return tmpFont;
}else{
#if defined(ANDROID)
//Android has built-in DroidSansFallback.ttf. (?)
return TTF_OpenFont("/system/fonts/DroidSansFallback.ttf",size);
#else
return TTF_OpenFont((getDataPath()+"font/DroidSansFallback.ttf").c_str(),size);
#endif
}
}
bool loadFonts(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if(fontTitle)
TTF_CloseFont(fontTitle);
if(fontGUI)
TTF_CloseFont(fontGUI);
if(fontGUISmall)
TTF_CloseFont(fontGUISmall);
if(fontText)
TTF_CloseFont(fontText);
if(fontMono)
TTF_CloseFont(fontMono);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle=loadFont(_("knewave"),55);
fontGUI=loadFont(_("knewave"),32);
fontGUISmall=loadFont(_("knewave"),24);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText=loadFont(_("Blokletters-Viltstift"),16);
fontMono=loadFont("VeraMono",12);
if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL || fontMono==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Nothing went wrong so return true.
return true;
}
//Generate small arrows used for some GUI widgets.
static void generateArrows(SDL_Renderer& renderer){
TTF_Font* fontArrow=loadFont(_("knewave"),18);
arrowLeft1=textureFromText(renderer,*fontArrow,"<",themeTextColor);
arrowRight1=textureFromText(renderer,*fontArrow,">",themeTextColor);
arrowLeft2=textureFromText(renderer,*fontArrow,"<",themeTextColorDialog);
arrowRight2=textureFromText(renderer,*fontArrow,">",themeTextColorDialog);
TTF_CloseFont(fontArrow);
}
bool loadTheme(ImageManager& imageManager,SDL_Renderer& renderer,std::string name){
//Load default fallback theme if it isn't loaded yet
if(objThemes.themeCount()==0){
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme", imageManager, renderer)==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
}
//Resize background or load specific theme
bool success=true;
if(name==""||name.empty()){
objThemes.scaleToScreen();
}else{
string theme=processFileName(name);
if(objThemes.appendThemeFromFile(theme+"/theme.mnmstheme", imageManager, renderer)==NULL){
printf("ERROR: Can't load theme %s\n",theme.c_str());
success=false;
}
}
generateArrows(renderer);
//Everything went fine so return true.
return success;
}
static SDL_Cursor* loadCursor(const char* image[]){
int i,row,col;
//The array that holds the data (0=white 1=black)
Uint8 data[4*32];
//The array that holds the alpha mask (0=transparent 1=visible)
Uint8 mask[4*32];
//The coordinates of the hotspot of the cursor.
int hotspotX, hotspotY;
i=-1;
//Loop through the rows and columns.
//NOTE: We assume a cursor size of 32x32.
for(row=0;row<32;++row){
for(col=0; col<32;++col){
if(col % 8) {
data[i]<<=1;
mask[i]<<=1;
}else{
++i;
data[i]=mask[i]=0;
}
switch(image[4+row][col]){
case '+':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
default:
break;
}
}
}
//Get the hotspot x and y locations from the last line of the cursor.
sscanf(image[4+row],"%d,%d",&hotspotX,&hotspotY);
return SDL_CreateCursor(data,mask,32,32,hotspotX,hotspotY);
}
bool loadFiles(ImageManager& imageManager, SDL_Renderer& renderer){
//Load the fonts.
if(!loadFonts())
return false;
//Show a loading screen
{
int w = 0,h = 0;
SDL_GetRendererOutputSize(&renderer, &w, &h);
SDL_Color fg={255,255,255,0};
TexturePtr loadingTexture = textureFromText(renderer, *fontTitle, _("Loading..."),fg);
SDL_Rect loadingRect = rectFromTexture(*loadingTexture);
loadingRect.x = (w-loadingRect.w)/2;
loadingRect.y = (h-loadingRect.h)/2;
SDL_RenderCopy(sdlRenderer, loadingTexture.get(), NULL, &loadingRect);
SDL_RenderPresent(sdlRenderer);
SDL_RenderClear(sdlRenderer);
}
musicManager.destroy();
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Load all the music lists from the data and user data path.
{
vector<string> musicLists=enumAllFiles((getDataPath()+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
musicLists=enumAllFiles((getUserPath(USER_DATA)+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
}
//Set the list to the configured one.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Check if music is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Load the sound effects
soundManager.loadSound((getDataPath()+"sfx/jump.wav").c_str(),"jump");
soundManager.loadSound((getDataPath()+"sfx/hit.wav").c_str(),"hit");
soundManager.loadSound((getDataPath()+"sfx/checkpoint.wav").c_str(),"checkpoint");
soundManager.loadSound((getDataPath()+"sfx/swap.wav").c_str(),"swap");
soundManager.loadSound((getDataPath()+"sfx/toggle.wav").c_str(),"toggle");
soundManager.loadSound((getDataPath()+"sfx/error.wav").c_str(),"error");
soundManager.loadSound((getDataPath()+"sfx/collect.wav").c_str(),"collect");
soundManager.loadSound((getDataPath()+"sfx/achievement.ogg").c_str(),"achievement");
//Load the cursor images from the Cursor.h file.
cursors[CURSOR_POINTER]=loadCursor(pointer);
cursors[CURSOR_CARROT]=loadCursor(ibeam);
cursors[CURSOR_DRAG]=loadCursor(closedhand);
cursors[CURSOR_SIZE_HOR]=loadCursor(size_hor);
cursors[CURSOR_SIZE_VER]=loadCursor(size_ver);
cursors[CURSOR_SIZE_FDIAG]=loadCursor(size_fdiag);
cursors[CURSOR_SIZE_BDIAG]=loadCursor(size_bdiag);
cursors[CURSOR_REMOVE]=loadCursor(remove_cursor);
//Set the default cursor right now.
SDL_SetCursor(cursors[CURSOR_POINTER]);
levelPackManager.destroy();
//Now sum up all the levelpacks.
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getDataPath()+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"custom/levelpacks/"+*i);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack* levelsPack=new LevelPack;
levelsPack->levelpackName="Levels";
levelsPack->levelpackPath="Levels/";
//NOTE: Set the type of 'levels' to main so it won't be added to the custom packs, even though it contains non-main levels.
levelsPack->type=COLLECTION;
LevelPack* customLevelsPack=new LevelPack;
customLevelsPack->levelpackName="Custom Levels";
customLevelsPack->levelpackPath="Custom Levels/";
customLevelsPack->type=COLLECTION;
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}
//List the custom levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
customLevelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
customLevelsPack->setLocked(customLevelsPack->getLevelCount()-1);
}
//Add them to the manager.
levelPackManager.addLevelPack(levelsPack);
levelPackManager.addLevelPack(customLevelsPack);
//Load statistics
statsMgr.loadPicture(renderer, imageManager);
statsMgr.registerAchievements(imageManager);
statsMgr.loadFile(getUserPath(USER_CONFIG)+"statistics");
//Do something ugly and slow
statsMgr.reloadCompletedLevelsAndAchievements();
statsMgr.reloadOtherAchievements();
//Load the theme, both menu and default.
//NOTE: Loading theme may fail and returning false would stop everything, default theme will be used instead.
if (!loadTheme(imageManager,renderer,getSettings()->getValue("theme"))){
getSettings()->setValue("theme","%DATA%/themes/Cloudscape");
saveSettings();
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Now apply settings changed through command line arguments, if any.
map<string,string>::iterator it;
for(it=tmpSettings.begin();it!=tmpSettings.end();++it){
settings->setValue(it->first,it->second);
}
tmpSettings.clear();
//Always return true?
return true;
}
bool saveSettings(){
return settings->save();
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
SoundManager* getSoundManager(){
return &soundManager;
}
LevelPackManager* getLevelPackManager(){
return &levelPackManager;
}
ScriptExecutor* getScriptExecutor(){
return &scriptExecutor;
}
void flipScreen(SDL_Renderer& renderer){
// Render the data from the back buffer.
SDL_RenderPresent(&renderer);
}
void clean(){
//Save statistics
statsMgr.saveFile(getUserPath(USER_CONFIG)+"statistics");
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Delete dictionaryManager.
delete dictionaryManager;
//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;
}
//These calls to destroy makes sure stuff is
//deleted before SDL is uninitialised (as these managers are stack allocated
//globals.)
//Destroy the musicManager.
musicManager.destroy();
//Destroy all sounds
soundManager.destroy();
//Destroy the cursors.
for(int i=0;i<CURSOR_MAX;i++){
SDL_FreeCursor(cursors[i]);
cursors[i]=NULL;
}
//Destroy the levelPackManager.
levelPackManager.destroy();
levels=NULL;
//Close all joysticks.
inputMgr.closeAllJoysticks();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontGUISmall);
TTF_CloseFont(fontText);
TTF_CloseFont(fontMono);
TTF_Quit();
//Remove the temp surface.
SDL_DestroyRenderer(sdlRenderer);
SDL_DestroyWindow(sdlWindow);
arrowLeft1.reset(nullptr);
arrowLeft2.reset(nullptr);
arrowRight1.reset(nullptr);
arrowRight2.reset(nullptr);
//Stop audio.and quit
Mix_CloseAudio();
//SDL2 porting note. Not sure why this was only done on apple.
//#ifndef __APPLE__
Mix_Quit();
//#endif
//And finally quit SDL.
SDL_Quit();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(ImageManager& imageManager, SDL_Renderer& renderer){
//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=NULL;
Game* game=new Game(renderer, imageManager);
currentState=game;
//Check if we should load record file or a level.
if(!Game::recordFile.empty()){
game->loadRecord(imageManager,renderer,Game::recordFile.c_str());
Game::recordFile.clear();
}else{
game->loadLevel(imageManager,renderer,levels->getLevelFile());
levels->saveLevelProgress();
}
}
break;
case STATE_MENU:
currentState=new Menu(imageManager, renderer);
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect(imageManager, renderer);
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect(imageManager, renderer);
break;
case STATE_LEVEL_EDITOR:
{
currentState=NULL;
LevelEditor* levelEditor=new LevelEditor(renderer, imageManager);
currentState=levelEditor;
//Load the selected level.
levelEditor->loadLevel(imageManager,renderer,levels->getLevelFile());
}
break;
case STATE_OPTIONS:
currentState=new Options(imageManager, renderer);
break;
case STATE_ADDONS:
currentState=new Addons(renderer, imageManager);
break;
case STATE_CREDITS:
currentState=new Credits(imageManager,renderer);
break;
case STATE_STATISTICS:
currentState=new StatisticsScreen(imageManager,renderer);
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, if fading is enabled.
int fade=0;
if(settings->getBoolValue("fading"))
fade=255;
while(fade>0){
// FIXME: Disabled for now
fade-=17;
if(fade<0)
fade=0;
dimScreen(renderer, static_cast<Uint8>(255-fade));
flipScreen(renderer);
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
void channelFinishedHook(int channel){
soundManager.channelFinished(channel);
}
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;
}
int parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-f" || argument=="-fullscreen" || argument=="--fullscreen"){
tmpSettings["fullscreen"]="1";
}else if(argument=="-w" || argument=="-windowed" || argument=="--windowed"){
tmpSettings["fullscreen"]="0";
}else if(argument=="-mv" || argument=="-music" || argument=="--music"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set the music volume.
tmpSettings["music"]=argv[i];
}else if(argument=="-sv" || argument=="-sound" || argument=="--sound"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set sound volume.
tmpSettings["sound"]=argv[i];
}else if(argument=="-set" || argument=="--set"){
//We need a second and a third argument so we increase i.
i+=2;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//And set the setting.
tmpSettings[argv[i-1]]=argv[i];
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("%s\n",version.c_str());
return 0;
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return -1;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return -1;
}
}
//If everything went well we can return true.
return 1;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, 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(ImageManager& imageManager,SDL_Renderer& renderer, string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject* root=new GUIFrame(imageManager,renderer,(SCREEN_WIDTH-600)/2,200,600,200,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Add a GUIObjectLabel with the sentence.
root->addChild(new GUILabel(imageManager,renderer,0,y,root->width,25,lps,0,true,true,GUIGravityCenter));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
root->top=(SCREEN_HEIGHT-y)/2;
root->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y-=40;
double places[3]={0.0};
if(count==1){
places[0]=0.5;
}else if(count==2){
places[0]=0.4;
places[1]=0.6;
}else if(count==3){
places[0]=0.3;
places[1]=0.5;
places[2]=0.7;
}
//Loop to add the buttons.
for(int i=0;i<count;i++){
obj=new GUIButton(imageManager,renderer,root->width*places[i],y,-1,36,button[i].c_str(),value[i],true,true,GUIGravityCenter);
obj->eventCallback=&objHandler;
root->addChild(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay* overlay=new GUIOverlay(renderer,root);
overlay->enterLoop(imageManager,renderer, true);
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer,std::string name,GUIObject* obj,int /*eventType*/) override {
//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(imageManager,renderer);
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(imageManager,renderer, 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(imageManager,renderer);
//The file can't be opened so tell the user.
msgBox(imageManager,renderer, 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(imageManager,renderer);
//Unable to open file so tell the user.
msgBox(imageManager,renderer, tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
//SDL2 port note: Commented this out since it was unused.
/*
bool fileDialog(ImageManager& imageManager,SDL_Renderer& renderer, string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIFrame(100,100-base_y/2,600,400+base_y,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->addChild(new GUILabel(8,40,184,36,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->addItems(pathNames);
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
}
//Add the FileName label and textfield.
root->addChild(new GUILabel(8,20+base_y,184,36,_("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 GUITextBox(160,20+base_y,432,36,s.c_str());
root->addChild(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIButton(200,360+base_y,192,36,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->addChild(obj);
obj=new GUIButton(400,360+base_y,192,36,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->addChild(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(renderer,root);
overlay->enterLoop(imageManager,renderer);
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
*/
diff --git a/src/Functions.h b/src/Functions.h
index e2f4ac8..7ecdedd 100644
--- a/src/Functions.h
+++ b/src/Functions.h
@@ -1,274 +1,274 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef FUNCTIONS_H
#define FUNCTIONS_H
#include "Settings.h"
#include "Globals.h"
#include <SDL.h>
#include <string>
#include <vector>
class MusicManager;
class SoundManager;
//gettext function
//message: The message to translate.
//Returns: The translated string or the original string if there is not translation available.
#define _(message) (dictionaryManager!=NULL?dictionaryManager->get_dictionary().translate(message).c_str():std::string(message).c_str())
//gettext function
//NOTE: "_C" is conflict to some Android macros so we change its name.
//dictionaryManager: Pointer to the dictionaryManager to use for the translation.
//message: The message to translate.
//Returns: The translated string or the original string if there is not translation available.
#define _CC(dictionaryManager, message) ((dictionaryManager)!=NULL?(dictionaryManager)->get_dictionary().translate(message).c_str():std::string(message).c_str())
//dummy function for xgettext
//message: The message to translate.
//Returns: message parameter
#define __(message) (message)
class ImageManager;
-class SDL_Texture;
+struct SDL_Texture;
class LevelPackManager;
class ScriptExecutor;
//Method for drawing an SDL_Surface onto another.
//x: The x location to draw the source on the desination.
//y: The y location to draw the source on the desination.
//source: The SDL_Surface to draw.
//dest: The SDL_Surface to draw on.
//clip: Rectangle which part of the source should be drawn.
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip);
//Method used to draw an rectangle.
//x: The top left x location of the rectangle.
//y: The top left y location of the rectangle.
//w: The width of the rectangle,
//h: The height of the rectangle.
//dest: The SDL_Surface to draw on.
//color: The color of the rectangle border to draw.
void drawRect(int x, int y, int w, int h, SDL_Renderer &renderer, Uint32 color=0);
//Method used to draw filled boxes with an anti-alliased border.
//Mostly used for GUI components.
//x: The top left x location of the box.
//y: The top left y location of the box.
//w: The width of the box,
//h: The height of the box.
//renderer: The SDL_Renderer to render on..
//color: The color of the rectangle background to draw.
void drawGUIBox(int x,int y,int w,int h,SDL_Renderer& renderer,Uint32 color);
//Method used to draw a line.
//x1: The x location of the start point.
//y1: The y location of the start point.
//x2: The x location of the end point.
//y2: The y location of the end point.
//dest: The SDL_Surface to draw on.
//color: The color of the line to draw.
void drawLine(int x1,int y1,int x2,int y2,SDL_Renderer &renderer,Uint32 color=0);
//Method used to draw a line with some arrows on it.
//x1: The x location of the start point.
//y1: The y location of the start point.
//x2: The x location of the end point.
//y2: The y location of the end point.
//dest: The SDL_Surface to draw on.
//color: The color of the line to draw.
//spacing: The spacing between arrows.
//offset: Offset of first arrow relative to the start point.
//xize, ysize: The size of arrow.
void drawLineWithArrow(int x1, int y1, int x2, int y2, SDL_Renderer &renderer, Uint32 color=0, int spacing=16, int offset=0, int xsize=5, int ysize=5);
//Method that will load the fonts needed for the game.
//NOTE: It's separate from loadFiles(), since it might get called separatly from the code when changing the language.
bool loadFonts();
//Method that will load the default theme again.
//name: name of the theme to load or empty for scaling background
//NOTE: It's separate from loadFiles(), since it might get called separatly from the code when changing resolution.
bool loadTheme(ImageManager& imageManager, SDL_Renderer& renderer, std::string name);
struct ScreenData{
- SDL_Renderer* renderer=nullptr;
+ SDL_Renderer* renderer;
explicit operator bool() const {
return renderer!=nullptr;
}
};
//This method will attempt to create the screen/window.
//NOTE: It's separate from init(), since it might get called separatly from the code when changing resolution.
ScreenData createScreen();
//A very simple structure for resolutions.
struct _res{
int w,h;
};
//Method for retrieving a list of resolutions.
std::vector<_res> getResolutionList();
//Method that is called when a fullscreen window is created.
//It will choose the resolution that is closest to the configured one.
void pickFullscreenResolution();
//This method is used to configure the window that is created by createScreen.
//NOTE: It will do it in a WM specific way, so if the wm is unkown it will do nothing.
void configureWindow();
//Call this method when receive SDL_VIDEORESIZE event.
void onVideoResize(ImageManager &imageManager, SDL_Renderer& renderer);
//Initialises the game. This is done almost at the beginning of the program.
//It initialises: SDL, SDL_Mixer, SDL_ttf, the screen and the block types.
//Returns: True if everything goes well.
ScreenData init();
//Loads some important files, like the background music and the default theme.
//Returns: True if everything goes well.
bool loadFiles(ImageManager &imageManager, SDL_Renderer &renderer);
//This method will load the settings from the settings file.
//Returns: False if there's an error while loading.
bool loadSettings();
//This method will save the settings to the settings file.
//Returns: False if there's an error while saving.
bool saveSettings();
//Method used to get a pointer to the settings object.
//Returns: A pointer to the settings object.
Settings* getSettings();
//Method used to get a pointer to the MusicManager object.
//Returns: A pointer to the MusicManager object.
MusicManager* getMusicManager();
//Method used to get a pointer to the SoundManager object.
//Returns: A pointer to the SoundManager object.
SoundManager* getSoundManager();
//Method used to get a pointer to the LevelPackManager object.
//Returns: A pointer to the LevelPackManager object.
LevelPackManager* getLevelPackManager();
//Method used to get a pointer to the ScriptExecutor object.
//Returns: A pointer to the ScriptExecutor object.
ScriptExecutor* getScriptExecutor();
//Method that will, depending on the rendering backend, draw the screen surface to the screen.
void flipScreen(SDL_Renderer& renderer);
//Method used to clean up before quiting meandmyshadow.
void clean();
//Sets what the nextState will be.
//newstate: Integer containing the id of the newstate.
void setNextState(int newstate);
//Method that will perform the state change.
//It will fade out and in.
void changeState(ImageManager &imageManager, SDL_Renderer &renderer);
//This method is called when music is stopped.
//NOTE: This method is outside the MusicManager because it can't be called otherwise by SDL_Mixer.
//Do not call this method anywhere in the code!
void musicStoppedHook();
//This method is called when a sfx finished playing.
//NOTE: This method is outside the SoundManager because it can't be called otherwise by SDL_Mixer.
//Do not call this method anywhere in the code!
//channel: The number of the channel that is finished.
void channelFinishedHook(int channel);
//Checks collision between two SDL_Rects.
//a: The first rectangle.
//b: The second rectangle.
//Returns: True if the two rectangles collide.
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b);
//Parse the commandline arguments.
//argc: Integer containing the number of aruguments there are.
//argv: The arguments.
//Returns: -1 if something goes wrong while parsing,
// 0 if version is shown,
// 1 if everything is alright
int parseArguments(int argc, char** argv);
//From http://en.wikipedia.org/wiki/Clamping_(graphics)
//x: The value to clamp.
//min: The minimum x can be.
//max: The maximum x can be.
//Returns: Integer containing the clamped value.
int inline clamp(int x,int min,int max){
return (x>max)?max:(x<min)?min:x;
}
//Enumeration containing the different messagebox button combinations.
enum msgBoxButtons{
//Only one button with the text OK.
MsgBoxOKOnly=0,
//Two buttons, one saying OK, the other Cancel.
MsgBoxOKCancel=1,
//Three buttons, Abort, Retry, Ignore.
MsgBoxAbortRetryIgnore=2,
//Three buttons, Yes, No or Cancel.
MsgBoxYesNoCancel=3,
//Two buttons, one saying Yes, the other No.
MsgBoxYesNo=4,
//Two buttons, one saying Retry, the other Cancel.
MsgBoxRetryCancel=5,
};
//Enumeration containing the different result that can be retrieved from a messagebox.
//It represents the button that has been pressed.
enum msgBoxResult{
//The OK button.
MsgBoxOK=1,
//The cancel button.
MsgBoxCancel=2,
//The abort button.
MsgBoxAbort=3,
//The retry button.
MsgBoxRetry=4,
//The ignore button.
MsgBoxIgnore=5,
//The yes button.
MsgBoxYes=6,
//The no button.
MsgBoxNo=7,
};
//Method that prompts the user with a notification and/or question.
//prompt: The message the user is prompted with.
//buttons: Which buttons the messagebox should have.
//title: The title of the message box.
//Returns: A msgBoxResult which button has been pressed.
msgBoxResult msgBox(ImageManager& imageManager,SDL_Renderer& renderer, std::string prompt,msgBoxButtons buttons,const std::string& title);
//This method will show a file dialog in which the user can select a file.
//NOTE: It doesn't support entering folders.
//fileName: String that will contain the result, it can also be used to already chose the file.
//title: The title of the fileDialog window.
//extension: The extension the files must have, leave empty for all files.
//path: The path to list the files of.
//isSave: If the dialog is for saving files, and not loading.
//verifyFile: Boolean if the selected should be verified.
//files: Boolean if the fileDialog should display files, if not it will display directories.
//bool fileDialog(ImageManager& imageManager, SDL_Renderer& renderer, std::string& fileName, const char* title=NULL, const char* extension=NULL, const char* path=NULL, bool isSave=false, bool verifyFile=false, bool files=true);
#endif
diff --git a/src/GUIObject.cpp b/src/GUIObject.cpp
index fed8d02..87a8870 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,938 +1,939 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Functions.h"
#include "GUIObject.h"
+#include <algorithm>
#include <iostream>
#include <list>
#include <SDL_ttf.h>
#include "Render.h"
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
void GUIObjectHandleEvents(ImageManager& imageManager, SDL_Renderer& renderer, bool kill){
//NOTE: This was already not doing anything so commenting it for now.
/*
//Check if user resizes the window.
if(event.type==SDL_VIDEORESIZE){
//onVideoResize();
//Don't let other objects process this event (?)
return;
}*/
//Make sure that GUIObjectRoot isn't null.
if(GUIObjectRoot)
GUIObjectRoot->handleEvents(renderer);
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(imageManager,renderer,e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::~GUIObject(){
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
bool GUIObject::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIObject::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(renderer,x,y,draw);
}
}
void GUIObject::refreshCache(bool enabled) {
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//TODO: Only change alpha if only enabled changes.
//Free the cache.
cacheTex.reset(nullptr);
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget
if(autoWidth)
width=-1;
}
}
//////////////GUIButton///////////////////////////////////////////////////////////////////
bool GUIButton::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the widget.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIButton::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
refreshCache(enabled);
//Get the text and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Update cache if needed.
if(!cacheTex){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
if(!smallFont) {
cacheTex = textureFromText(renderer, *fontGUI, lp, color);
} else {
cacheTex = textureFromText(renderer, *fontGUISmall, lp, color);
}
//Make the widget transparent if it's disabled.
if(!enabled) {
SDL_SetTextureAlphaMod(cacheTex.get(), 128);
}
//Calculate proper size for the widget.
if(width<=0){
width=textureWidth(*cacheTex)+50;
if(gravity==GUIGravityCenter){
gravityX=int(width/2);
}else if(gravity==GUIGravityRight){
gravityX=width;
}else{
gravityX=0;
}
}
}
if(draw){
//Center the text both vertically as horizontally.
const SDL_Rect size = rectFromTexture(*cacheTex);
const int drawX=x-gravityX+(width-size.w)/2;
const int drawY=y+(height-size.h)/2-GUI_FONT_RAISE;
//Check if the arrows don't fall of.
if(size.w+32<=width){
if(state==1){
if(inDialog){
applyTexture(x-gravityX+(width-size.w)/2+4+size.w+5,y+2,*arrowLeft2,renderer);
applyTexture(x-gravityX+(width-size.w)/2-25,y+2,*arrowRight2,renderer);
}else{
applyTexture(x-gravityX+(width-size.w)/2+4+size.w+5,y+2,*arrowLeft1,renderer);
applyTexture(x-gravityX+(width-size.w)/2-25,y+2,*arrowRight1,renderer);
}
}else if(state==2){
if(inDialog){
applyTexture(x-gravityX+(width-size.w)/2+4+size.w,y+2,*arrowLeft2,renderer);
applyTexture(x-gravityX+(width-size.w)/2-20,y+2,*arrowRight2,renderer);
}else{
applyTexture(x-gravityX+(width-size.w)/2+4+size.w,y+2,*arrowLeft1,renderer);
applyTexture(x-gravityX+(width-size.w)/2-20,y+2,arrowRight1,renderer);
}
}
}
//Draw the text.
applyTexture(drawX, drawY, *cacheTex, renderer);
}
}
}
//////////////GUICheckBox///////////////////////////////////////////////////////////////////
bool GUICheckBox::handleEvents(SDL_Renderer&,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the widget.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value=value?0:1;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
return b;
}
void GUICheckBox::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
refreshCache(enabled);
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//Update the cache if needed.
if(!cacheTex){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
cacheTex=textureFromText(renderer,*fontText,lp,color);
}
if(draw){
//Calculate the location, center it vertically.
const int drawX=x;
const int drawY=y+(height - textureHeight(*cacheTex))/2;
//Draw the text
applyTexture(drawX, drawY, *cacheTex, renderer);
}
}
if(draw){
//Draw the check (or not).
//value*16 determines where in the gui textures we draw from.
//if(value==1||value==2)
// r1.x=value*16;
const SDL_Rect srcRect={value*16,0,16,16};
const SDL_Rect dstRect={x+width-20, y+(height-16)/2, 16, 16};
//Get the right image depending on the state of the object.
SDL_RenderCopy(&renderer, bmGuiTex.get(), &srcRect, &dstRect);
}
}
//////////////GUILabel///////////////////////////////////////////////////////////////////
bool GUILabel::handleEvents(SDL_Renderer&,int ,int ,bool ,bool ,bool processed){
return processed;
}
void GUILabel::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
refreshCache(enabled);
//Get the absolute x and y location.
x+=left;
y+=top;
//Rectangle the size of the widget.
SDL_Rect r;
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Update cache if needed.
if(!cacheTex){
SDL_Color color;
if(inDialog)
color=themeTextColorDialog;
else
color=themeTextColor;
cacheTex=textureFromText(renderer, *fontText, lp, color);
if(width<=0)
width=textureWidth(*cacheTex);
}
//Align the text properly and draw it.
if(draw){
const SDL_Rect size = rectFromTexture(*cacheTex);
if(gravity==GUIGravityCenter)
gravityX=(width-size.w)/2;
else if(gravity==GUIGravityRight)
gravityX=width-size.w;
else
gravityX=0;
r.y=y+(height - size.h)/2;
r.x+=gravityX;
applyTexture(r.x, r.y, cacheTex, renderer);
}
}
}
//////////////GUITextBox///////////////////////////////////////////////////////////////////
void GUITextBox::backspaceChar(){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
if(highlightStart==highlightEnd&&highlightStart>0){
int advance;
TTF_GlyphMetrics(fontText,caption[highlightEnd-1],NULL,NULL,NULL,NULL,&advance);
highlightEndX=highlightStartX=highlightEndX-advance;
highlightEnd=highlightStart=highlightEnd-1;
caption.erase((size_t)highlightEnd,1);
}else if(highlightStart<highlightEnd){
caption.erase(highlightStart,highlightEnd-highlightStart);
highlightEnd=highlightStart;
highlightEndX=highlightStartX;
}else{
caption.erase(highlightEnd,highlightStart-highlightEnd);
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}
void GUITextBox::deleteChar(){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
if(highlightStart==highlightEnd){
caption.erase((size_t)highlightEnd,1);
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}else if(highlightStart<highlightEnd){
caption.erase(highlightStart,highlightEnd-highlightStart);
highlightEnd=highlightStart;
highlightEndX=highlightStartX;
}else{
caption.erase(highlightEnd,highlightStart-highlightEnd);
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}
void GUITextBox::moveCarrotLeft(){
if(highlightEnd>0){
highlightEnd--;
int advance;
TTF_GlyphMetrics(fontText,caption.at(highlightEnd),NULL,NULL,NULL,NULL,&advance);
if(SDL_GetModState() & KMOD_SHIFT){
highlightEndX-=advance;
}else{
highlightStart=highlightEnd;
highlightStartX=highlightEndX=highlightEndX-advance;
}
}else{
if((SDL_GetModState() & KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
}
tick=15;
}
void GUITextBox::moveCarrotRight(){
if(highlightEnd<caption.length()){
int advance;
TTF_GlyphMetrics(fontText,caption.at(highlightEnd),NULL,NULL,NULL,NULL,&advance);
if(SDL_GetModState() & KMOD_SHIFT){
highlightEndX+=advance;
highlightEnd++;
}else{
highlightStartX=highlightEndX=highlightEndX+advance;
highlightEnd=highlightStart=highlightEnd+1;
}
}else{
if((SDL_GetModState() & KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
}
tick=15;
}
bool GUITextBox::handleEvents(SDL_Renderer&,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
SDL_Keycode key=event.key.keysym.sym;
//Check if the key is supported.
if(key>=32&&key<=126){
if(highlightStart==highlightEnd){
caption.insert((size_t)highlightStart,1,static_cast<char>(key));
highlightStart++;
highlightEnd=highlightStart;
}else if(highlightStart<highlightEnd){
caption.erase(highlightStart,highlightEnd-highlightStart);
caption.insert((size_t)highlightStart,1,static_cast<char>(key));
highlightStart++;
highlightEnd=highlightStart;
highlightEndX=highlightStartX;
}else{
caption.erase(highlightEnd,highlightStart-highlightEnd);
caption.insert((size_t)highlightEnd,1,static_cast<char>(key));
highlightEnd++;
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
int advance;
TTF_GlyphMetrics(fontText,static_cast<char>(key),NULL,NULL,NULL,NULL,&advance);
highlightStartX=highlightEndX=highlightStartX+advance;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//Set the key values correctly.
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
backspaceChar();
}else if(event.key.keysym.sym==SDLK_DELETE){
//Set the key values correctly.
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar();
}else if(event.key.keysym.sym==SDLK_RIGHT){
//Set the key values correctly.
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
//Move directly to prevent a lag.
moveCarrotRight();
}else if(event.key.keysym.sym==SDLK_LEFT){
//Set the key values correctly.
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
//Move directly to prevent a lag.
moveCarrotLeft();
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the widget.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Also update the cursor type.
currentCursor=CURSOR_CARROT;
//Move carrot and highlightning according to mouse input.
int clickX=i-x-2;
int finalPos=0;
int finalX=0;
if(cacheTex&&!caption.empty()){
finalPos=caption.length();
for(unsigned int i=0;i<caption.length();i++){
int advance;
TTF_GlyphMetrics(fontText,caption[i],NULL,NULL,NULL,NULL,&advance);
finalX+=advance;
if(clickX<finalX-advance/2){
finalPos=i;
finalX-=advance;
break;
}
}
}
if(event.type==SDL_MOUSEBUTTONUP){
state=2;
highlightEnd=finalPos;
highlightEndX=finalX;
}else if(event.type==SDL_MOUSEBUTTONDOWN){
state=2;
highlightStart=highlightEnd=finalPos;
highlightStartX=highlightEndX=finalX;
}else if(event.type==SDL_MOUSEMOTION&&(k&SDL_BUTTON(1))){
state=2;
highlightEnd=finalPos;
highlightEndX=finalX;
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
return b;
}
void GUITextBox::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
refreshCache(enabled);
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_BACKSPACE:
backspaceChar();
break;
case SDLK_DELETE:
deleteChar();
break;
case SDLK_LEFT:
moveCarrotLeft();
break;
case SDLK_RIGHT:
moveCarrotRight();
break;
}
}
}
if(draw){
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,renderer,color);
}
//Rectangle used for drawing.
SDL_Rect r{0,0,0,0};
//Get the text and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
if(!cacheTex) {
//Draw the black text.
SDL_Color black={0,0,0,0};
cacheTex=textureFromText(renderer,*fontText,lp,black);
}
if(draw){
//Only draw the carrot and highlight when focus.
if(state==2){
//Place the highlighted area.
r.x=x+4;
r.y=y+3;
r.h=height-6;
if(highlightStart<highlightEnd){
r.x+=highlightStartX;
r.w=highlightEndX-highlightStartX;
}else{
r.x+=highlightEndX;
r.w=highlightStartX-highlightEndX;
}
//Draw the area.
//SDL_FillRect(screen,&r,SDL_MapRGB(screen->format,128,128,128));
SDL_SetRenderDrawColor(&renderer, 128,128,128,255);
SDL_RenderFillRect(&renderer, &r);
//Ticking carrot.
if(tick<16){
//Show carrot: 15->0.
r.x=x+highlightEndX+2;
r.y=y+3;
r.h=height-6;
r.w=2;
//SDL_FillRect(screen,&r,SDL_MapRGB(screen->format,0,0,0));
SDL_SetRenderDrawColor(&renderer,0,0,0,255);
SDL_RenderFillRect(&renderer, &r);
//Reset: 32 or count down.
if(tick<=0)
tick=32;
else
tick--;
}else{
//Hide carrot: 32->16.
tick--;
}
}
//Calculate the location, center it vertically.
SDL_Rect dstRect=rectFromTexture(*cacheTex);
dstRect.x=x+4;
dstRect.y=y+(height-dstRect.h)/2;
dstRect.w=std::min(width-2, dstRect.w);
//Draw the text.
const SDL_Rect srcRect={0,0,width-2,25};
SDL_RenderCopy(&renderer, cacheTex.get(), &srcRect, &dstRect);
}
}else{
//Only draw the carrot when focus.
if(state==2&&draw){
r.x=x+4;
r.y=y+4;
r.w=2;
r.h=height-8;
SDL_SetRenderDrawColor(&renderer, 0,0,0,0);
SDL_RenderFillRect(&renderer, &r);
}
}
}
//////////////GUIFrame///////////////////////////////////////////////////////////////////
bool GUIFrame::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIFrame::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing this widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//Free the cache.
cacheTex.reset(nullptr);
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget.
if(autoWidth)
width=-1;
}
//Draw fill and borders.
if(draw){
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,renderer,color);
}
//Get the title text and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Update cache if needed.
if(!cacheTex) {
cacheTex = textureFromText(renderer, *fontGUI, lp, themeTextColorDialog);
}
//Draw the text.
if(draw) {
applyTexture(x+(width-textureWidth(*cacheTex))/2, y+6-GUI_FONT_RAISE, *cacheTex, renderer);
}
}
//We now need to draw all the children.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(renderer,x,y,draw);
}
}
//////////////GUIImage///////////////////////////////////////////////////////////////////
GUIImage::~GUIImage(){
}
bool GUIImage::handleEvents(SDL_Renderer&,int ,int ,bool ,bool ,bool processed){
return processed;
}
void GUIImage::fitToImage(){
const SDL_Rect imageSize = rectFromTexture(*image);
//Increase or decrease the width and height to fully show the image.
if(clip.w!=0) {
width=clip.w;
} else {
width=imageSize.w;
}
if(clip.h!=0) {
height=clip.h;
} else {
height=imageSize.h;
}
}
void GUIImage::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
//Also make sure the image isn't null.
if(!visible || !image)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Create a clip rectangle.
SDL_Rect r{clip};
//The width and height are capped by the GUIImage itself.
if(r.w>width || r.w==0) {
r.w=width;
}
if(r.h>height || r.h==0) {
r.h=height;
}
const SDL_Rect dstRect{x,y,r.w,r.h};
SDL_RenderCopy(&renderer, image.get(), &r, &dstRect);
}
diff --git a/src/GUIObject.h b/src/GUIObject.h
index 14454a9..06c610c 100644
--- a/src/GUIObject.h
+++ b/src/GUIObject.h
@@ -1,397 +1,397 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GUIOBJECT_H
#define GUIOBJECT_H
#include "FileManager.h"
#include "ImageManager.h"
#include "Render.h"
#include <string>
#include <vector>
#include <list>
//Widget gravity properties
const int GUIGravityLeft=0;
const int GUIGravityCenter=1;
const int GUIGravityRight=2;
//The event id's.
//A click event used for e.g. buttons.
const int GUIEventClick=0;
//A change event used for e.g. textboxes.
const int GUIEventChange=1;
-class SDL_Renderer;
+struct SDL_Renderer;
class GUIObject;
//Class that is used as event callback.
class GUIEventCallback{
public:
//This method is called when an event is fired.
//name: The name of the event.
//obj: Pointer to the GUIObject which caused this event.
//eventType: The type of event as defined above.
virtual void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType)=0;
};
//Class containing the
class GUIObject{
public:
//The relative x location of the GUIObject.
int left;
//The relative y location of the GUIObject.
int top;
//The width of the GUIObject.
int width;
//The height of the GUIObject.
int height;
//The type of the GUIObject.
int type;
//The value of the GUIObject.
//It depends on the type of GUIObject what it means.
int value;
//The name of the GUIObject.
std::string name;
//The caption of the GUIObject.
//It depends on the type of GUIObject what it is.
std::string caption;
//Boolean if the GUIObject is enabled.
bool enabled;
//Boolean if the GUIObject is visible.
bool visible;
//Vector containing the children of the GUIObject.
std::vector<GUIObject*> childControls;
//Event callback used to invoke events.
GUIEventCallback* eventCallback;
//Widget's gravity to centering
int gravity;
int gravityX;
bool autoWidth;
//Is the parent widget a dialog?
bool inDialog;
protected:
//The state of the GUIObject.
//It depends on the type of GUIObject where it's used for.
int state;
//Texture containing different gui images.
SharedTexture bmGuiTex;
//Surface that can be used to cache rendered text.
TexturePtr cacheTex;
//String containing the old caption to detect if it changed.
std::string cachedCaption;
//Boolean containing the previous enabled state.
bool cachedEnabled;
public:
//Constructor.
//left: The relative x location of the GUIObject.
//top: The relative y location of the GUIObject.
//witdh: The width of the GUIObject.
//height: The height of the GUIObject.
//caption: The text on the GUIObject.
//value: The value of the GUIObject.
//enabled: Boolean if the GUIObject is enabled or not.
//visible: Boolean if the GUIObject is visisble or not.
//gravity: The way the GUIObject needs to be aligned.
GUIObject(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
left(left),top(top),width(width),height(height),
gravity(gravity),value(value),
enabled(enabled),visible(visible),
eventCallback(NULL),state(0),
cachedEnabled(enabled),gravityX(0)
{
//Make sure that caption isn't NULL before setting it.
if(caption){
GUIObject::caption=caption;
//And set the cached caption.
cachedCaption=caption;
}
if(width<=0)
autoWidth=true;
else
autoWidth=false;
inDialog=false;
//Load the gui images.
bmGuiTex=imageManager.loadTexture(getDataPath()+"gfx/gui.png", renderer);
}
//Destructor.
virtual ~GUIObject();
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&renderer, int x=0, int y=0, bool enabled=true, bool visible=true, bool processed=false);
//Method that will render the GUIObject.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Draw widget or just update it without drawing
virtual void render(SDL_Renderer& renderer, int x=0,int y=0,bool draw=true);
void addChild(GUIObject* obj){
//Add widget add a child
childControls.push_back(obj);
//Copy inDialog boolean from parent.
obj->inDialog=inDialog;
}
//Method for getting a child from a GUIObject.
//NOTE: This method doesn't search recursively.
//name: The name of the child to return.
//Returns: Pointer to the requested child, NULL otherwise.
GUIObject* getChild(std::string name){
//Look for a child with the name.
for(unsigned int i=0;i<childControls.size();i++)
if(childControls[i]->name==name)
return childControls[i];
//Not found so return NULL.
return NULL;
}
//Check if the caption or status has changed, or if the width is <0 and
//recreate the cached texture if so.
void refreshCache(bool enabled);
};
//Method used to handle the GUIEvents from the GUIEventQueue.
//kill: Boolean if an SDL_QUIT event may kill the GUIObjectRoot.
void GUIObjectHandleEvents(ImageManager &imageManager, SDL_Renderer &renderer, bool kill=false);
//A structure containing the needed variables to call an event.
struct GUIEvent{
//Event callback used to invoke the event.
GUIEventCallback* eventCallback;
//The name of the event.
std::string name;
//Pointer to the object which invoked the event.
GUIObject* obj;
//The type of event.
int eventType;
};
//List used to queue the gui events.
extern std::list<GUIEvent> GUIEventQueue;
class GUIButton:public GUIObject{
public:
GUIButton(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
GUIObject(imageManager,renderer,left,top,width,height,caption,value,enabled,visible,gravity),
smallFont(false){ }
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&renderer, int x=0, int y=0, bool enabled=true, bool visible=true, bool processed=false);
//Method that will render the GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Whether displey the widget or not.
virtual void render(SDL_Renderer& renderer, int x=0,int y=0,bool draw=true);
//Boolean if small font is used.
bool smallFont;
};
class GUICheckBox:public GUIObject{
public:
GUICheckBox(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
GUIObject(imageManager,renderer,left,top,width,height,caption,value,enabled,visible,gravity){}
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&,int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false);
//Method that will render the GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Whether displey the widget or not.
virtual void render(SDL_Renderer &renderer, int x=0, int y=0, bool draw=true);
};
class GUILabel:public GUIObject{
public:
GUILabel(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
GUIObject(imageManager,renderer,left,top,width,height,caption,value,enabled,visible,gravity){}
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&,int =0, int =0, bool =true, bool =true, bool processed=false);
//Method that will render the GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Whether displey the widget or not.
virtual void render(SDL_Renderer &renderer, int x=0, int y=0, bool draw=true);
};
class GUITextBox:public GUIObject{
public:
GUITextBox(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
GUIObject(imageManager,renderer,left,top,width,height,caption,value,enabled,visible,gravity),
highlightStart(0),highlightEnd(0),tick(15),key(-1),keyHoldTime(0),keyTime(0){}
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&,int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false);
//Method that will render the GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Whether displey the widget or not.
virtual void render(SDL_Renderer& renderer, int x=0,int y=0,bool draw=true);
private:
//Text highlights.
int highlightStart;
int highlightEnd;
int highlightStartX;
int highlightEndX;
//Carrot ticking.
int tick;
//Integer containing the key that is holded.
int key;
//Integer containing the time the key is pressed.
int keyHoldTime;
//The time it takes to invoke the key action again.
int keyTime;
//Functions for modifying the text.
void backspaceChar();
void deleteChar();
//Functions for moving the carrot.
void moveCarrotLeft();
void moveCarrotRight();
};
class GUIFrame:public GUIObject{
public:
GUIFrame(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true,int gravity=0):
GUIObject(imageManager,renderer,left,top,width,height,caption,value,enabled,visible,gravity){
inDialog=true;
}
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&renderer, int x=0, int y=0, bool enabled=true, bool visible=true, bool processed=false);
//Method that will render the GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Whether displey the widget or not.
virtual void render(SDL_Renderer &renderer, int x=0, int y=0, bool draw=true);
};
//A GUIObject that holds an shared_ptr to a Texture for rendering.
class GUIImage:public GUIObject{
public:
GUIImage(ImageManager& imageManager, SDL_Renderer& renderer,int left=0,int top=0,int width=0,int height=0,
SharedTexture image=nullptr,SDL_Rect clip=SDL_Rect(),
bool enabled=true,bool visible=true):
GUIObject(imageManager,renderer,left,top,width,height,NULL,0,enabled,visible,0),
image(image),clip(clip){ }
//Destructor.
~GUIImage();
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(SDL_Renderer&,int =0, int =0, bool =true, bool =true, bool processed=false);
//Method that will render the GUIScrollBar.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
//draw: Whether display the widget or not.
virtual void render(SDL_Renderer &renderer, int x=0, int y=0, bool draw=true);
//Method that will change the dimensions of the GUIImage so that the full image is shown.
//OR in case of a clip rect that the selected section of the image is shown.
void fitToImage();
//Method for setting the image of the widget.
//image: SharedTexture containing the image.
void setImage(SharedTexture texture){
image=texture;
}
//Method for setting the clip rectangle for the GUIImager.
//rect: The new clip rectangle.
void setClipRect(SDL_Rect rect){
clip=rect;
}
private:
//Pointer to the SDL_Texture to draw.
//MAY BE NULL!!
SharedTexture image;
//Optional rectangle for defining the section of the texture that should be drawn.
//NOTE: This doesn't have to correspond with the dimensions of the GUIObject.
SDL_Rect clip;
};
#endif
diff --git a/src/GUISpinBox.cpp b/src/GUISpinBox.cpp
index 62dd888..e243c07 100644
--- a/src/GUISpinBox.cpp
+++ b/src/GUISpinBox.cpp
@@ -1,393 +1,394 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Functions.h"
#include "GUISpinBox.h"
+#include <algorithm>
#include <SDL_ttf.h>
bool GUISpinBox::handleEvents(SDL_Renderer&,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//Reset "key" to stop contant update of "number" in render().
//If the mouse is still on the button, the "key" will be reassigned later.
key=-1;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
SDL_Keycode key=event.key.keysym.sym;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the text after the carrot.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_DELETE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
value=clamp(value+1,0,caption.length());
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
}else if(event.key.keysym.sym==SDLK_LEFT){
value=clamp(value-1,0,caption.length());
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Also update the cursor type.
if(i<x+width-16)
currentCursor=CURSOR_CARROT;
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//Handle buttons.
if(i>x+width-16){
if(j<y+17){
//Set the key values correct.
this->key=SDLK_UP;
keyHoldTime=0;
keyTime=5;
//Update once to prevent a lag.
updateValue(true);
}else{
//Set the key values correct.
this->key=SDLK_DOWN;
keyHoldTime=0;
keyTime=5;
//Update once to prevent a lag.
updateValue(false);
}
}else{
//Move caret to the place clicked
int click=i-x;
if(!cacheTex){
value=0;
}else if(click>textureWidth(*cacheTex)){
value=caption.length();
}else{
unsigned int wid=0;
for(unsigned int i=0;i<caption.length();i++){
int advance;
TTF_GlyphMetrics(fontText,caption[i],NULL,NULL,NULL,NULL,&advance);
wid+=advance;
if(click<(int)wid-(int)advance/2){
value=i;
break;
}
}
}
}
}
//Allow mouse wheel to change value.
if(event.type==SDL_MOUSEWHEEL){
if(event.wheel.y > 0){
updateValue(true);
}else if(event.wheel.y < 0){
updateValue(false);
}
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
update();
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
update();
}
}
}
return b;
}
void GUISpinBox::render(SDL_Renderer &renderer, int x, int y, bool draw){
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_UP:
{
updateValue(true);
break;
}
case SDLK_DOWN:
{
updateValue(false);
break;
}
case SDLK_BACKSPACE:
{
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
break;
}
case SDLK_DELETE:
{
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
break;
}
case SDLK_LEFT:
{
value=clamp(value-1,0,caption.length());
break;
}
case SDLK_RIGHT:
{
value=clamp(value+1,0,caption.length());
break;
}
}
}
}
//There's no need drawing when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//Free the cache.
cacheTex.reset(nullptr);
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget
if(autoWidth)
width=-1;
}
if(draw){
//Default background opacity.
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw a background box.
const Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,renderer,color);
SDL_Rect srcRect={80,0,16,16};
//Draw arrow buttons.
SDL_Rect dstRect = {x+width-18, y+1, srcRect.w, srcRect.h};
SDL_RenderCopy(&renderer, bmGuiTex.get(), &srcRect, &dstRect);
srcRect.x=96;
dstRect.y+=16;
SDL_RenderCopy(&renderer, bmGuiTex.get(), &srcRect, &dstRect);
}
if(!caption.empty()){
//Update graphic cache if empty.
if(!cacheTex){
SDL_Color black={0,0,0,255};
cacheTex=textureFromText(renderer,*fontText,caption.c_str(),black);
}
//Cache the render color
Uint8 r,g,b,a;
SDL_GetRenderDrawColor(&renderer, &r,&g,&b,&a);
//Set it to black for drawing the caret.
SDL_SetRenderDrawColor(&renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
if(draw){
const SDL_Rect srcRect={0,0,width-2,25};
SDL_Rect dstRect = rectFromTexture(x+2,
y+(height-textureHeight(*cacheTex))/2,
*cacheTex);
dstRect.w = std::min(dstRect.w, width - 4);
SDL_RenderCopy(&renderer, cacheTex.get(), &srcRect, &dstRect);
//Only draw the caret when focus.
if(state==2){
SDL_Rect caretRect{x, y+4, 2, height-8};
int advance;
for(int n=0;n<value;n++){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
caretRect.x+=advance;
}
//Make sure that the carrot is inside the textbox.
if(caretRect.x<x+width) {
//Draw a box representing the caret.
SDL_RenderFillRect(&renderer, &caretRect);
}
}
}else{
//Only draw the caret when focus.
if(state==2&&draw){
const SDL_Rect caretRect{x+4, y+4, 2, height-8};
SDL_RenderFillRect(&renderer, &caretRect);
}
}
//Reset the render color.
SDL_SetRenderDrawColor(&renderer, r, g, b, a);
}
}
void GUISpinBox::update(){
//Read number from the caption string.
float number=(float)atof(caption.c_str());
//Stay in the limits.
if(number>limitMax){
number=limitMax;
}else if(number<limitMin){
number=limitMin;
}
//Write the number to the caption string.
char str[32];
sprintf(str,format,number);
caption=str;
}
void GUISpinBox::updateValue(bool positive){
//Read number from the caption string.
float number=(float)atof(caption.c_str());
//Apply change.
if(positive)
number+=change;
else
number-=change;
//Stay in the limits.
if(number>limitMax){
number=limitMax;
}else if(number<limitMin){
number=limitMin;
}
//Write the number to the caption string.
char str[32];
sprintf(str,format,number);
caption=str;
}
diff --git a/src/GUITextArea.cpp b/src/GUITextArea.cpp
index 2cbe804..ce88f6c 100644
--- a/src/GUITextArea.cpp
+++ b/src/GUITextArea.cpp
@@ -1,870 +1,871 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Functions.h"
#include "GUITextArea.h"
#include <cmath>
+#include <algorithm>
#include <ctype.h>
#include <SDL_ttf.h>
using namespace std;
GUITextArea::GUITextArea(ImageManager& imageManager, SDL_Renderer& renderer,int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(imageManager,renderer,left,top,width,height,NULL,-1,enabled,visible),editable(true){
key=-1;
keyHoldTime=keyTime=0;
//Set some default values.
state=0;
setFont(fontText);
highlightLineStart=highlightLineEnd=0;
highlightStartX=highlightEndX=0;
highlightStart=highlightEnd=0;
//Add empty text.
lines.push_back("");
linesCache.push_back(nullptr);
//Create scrollbar widget.
scrollBar=new GUIScrollBar(imageManager,renderer,width-16,0,16,height,1,0,0,0);
childControls.push_back(scrollBar);
scrollBarH=new GUIScrollBar(imageManager,renderer,0,height-16,width-16,16,0,0,0,0,100,500,true,false);
childControls.push_back(scrollBarH);
}
void GUITextArea::setFont(TTF_Font* font){
//NOTE: This fuction shouldn't be called after adding items, so no need to update the whole cache.
widgetFont=font;
fontHeight=TTF_FontHeight(font)+1;
}
bool GUITextArea::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Update the vertical scrollbar.
b=b||scrollBar->handleEvents(renderer,x,y,enabled,visible,b);
if(!editable)
highlightLineStart=scrollBar->value;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b && editable){
//Get the keycode.
SDL_Keycode key=event.key.keysym.sym;
//Check if the key is supported.
if(key>=32&&key<=126){
removeHighlight(renderer);
string* str=&lines.at(highlightLineStart);
str->insert((size_t)highlightEnd,1,static_cast<char>(key));
highlightEnd++;
highlightStart=highlightEnd;
int advance;
TTF_GlyphMetrics(widgetFont,static_cast<char>(key),NULL,NULL,NULL,NULL,&advance);
highlightStartX=highlightEndX=highlightStartX+advance;
//Update cache.
linesCache.at(highlightLineStart) =
textureFromText(renderer, *widgetFont, str->c_str(), BLACK);
//Update view if needed.
adjustView();
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//Set the key values correct.
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
backspaceChar(renderer);
}else if(event.key.keysym.sym==SDLK_DELETE){
//Set the key values correct.
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar(renderer);
}else if(event.key.keysym.sym==SDLK_RETURN){
removeHighlight(renderer);
//Split the current line and update.
string str2=lines.at(highlightLineEnd).substr(highlightStart);
lines.at(highlightLineStart)=lines.at(highlightLineStart).substr(0,highlightStart);
linesCache.at(highlightLineStart) =
textureFromText(renderer,*widgetFont,lines.at(highlightLineStart).c_str(),BLACK);
//Calculate indentation.
int indent=0;
for (int i=0; i<lines.at(highlightLineStart).length(); i++){
if (isspace(lines.at(highlightLineStart)[i]))
indent++;
else
break;
}
str2.insert(0,indent,' ');
//Add the rest in a new line.
highlightLineStart++;
highlightStart=indent;
highlightEnd=highlightStart;
highlightLineEnd++;
highlightStartX=0;
for(int i=0; i<indent; i++){
int advance;
TTF_GlyphMetrics(widgetFont,str2.at(i),NULL,NULL,NULL,NULL,&advance);
highlightStartX+=advance;
}
highlightEndX=highlightStartX;
lines.insert(lines.begin()+highlightLineStart,str2);
auto tex = textureFromText(renderer,*widgetFont,str2.c_str(),BLACK);
linesCache.insert(linesCache.begin()+highlightLineStart,std::move(tex));
adjustView();
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_TAB){
removeHighlight(renderer);
//Add a tabulator or here just 2 spaces to the string.
std::string& str=lines.at(highlightLineStart);
str.insert((size_t)highlightStart,2,char(' '));
int advance;
TTF_GlyphMetrics(widgetFont,' ',NULL,NULL,NULL,NULL,&advance);
highlightStart+=2;
highlightStartX=advance*2;
highlightEnd=highlightStart;
highlightEndX=highlightStartX;
//Update cache.
linesCache.at(highlightLineStart) = textureFromText(renderer,*widgetFont,str.c_str(),BLACK);
adjustView();
}else if(event.key.keysym.sym==SDLK_RIGHT){
//Set the key values correct.
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotRight();
}else if(event.key.keysym.sym==SDLK_LEFT){
//Set the key values correct.
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotLeft();
}else if(event.key.keysym.sym==SDLK_DOWN){
//Set the key values correct.
this->key=SDLK_DOWN;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotDown();
}else if(event.key.keysym.sym==SDLK_UP){
//Set the key values correct.
this->key=SDLK_UP;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
moveCarrotUp();
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for mouse wheel scrolling.
//Scroll horizontally if mouse is over the horizontal scrollbar.
//Otherwise scroll vertically.
if(j>=y+height-16&&scrollBarH->visible){
if(event.type==SDL_MOUSEWHEEL && event.wheel.y < 0){
scrollBarH->value+=20;
if(scrollBarH->value>scrollBarH->maxValue)
scrollBarH->value=scrollBarH->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.wheel.y > 0){
scrollBarH->value-=20;
if(scrollBarH->value<0)
scrollBarH->value=0;
}
}else{
if(event.type==SDL_MOUSEWHEEL && event.wheel.y < 0){
scrollBar->value++;
if(scrollBar->value>scrollBar->maxValue)
scrollBar->value=scrollBar->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.wheel.y > 0){
scrollBar->value--;
if(scrollBar->value<0)
scrollBar->value=0;
}
}
//When mouse is not over the scrollbar.
if(i<x+width-16&&j<(scrollBarH->visible?y+height-16:y+height)&&editable){
//Update the cursor type.
currentCursor=CURSOR_CARROT;
//Move carrot to the place clicked.
int mouseLine=clamp((int)floor(float(j-y)/float(fontHeight))+scrollBar->value,0,lines.size()-1);
string* str=&lines.at(mouseLine);
value=str->length();
int clickX=i-x+scrollBarH->value;
int finalX=0;
int finalPos=str->length();
for(unsigned int i=0;i<str->length();i++){
int advance;
TTF_GlyphMetrics(widgetFont,str->at(i),NULL,NULL,NULL,NULL,&advance);
finalX+=advance;
if(clickX<finalX-advance/2){
finalPos=i;
finalX-=advance;
break;
}
}
//if(k&SDL_BUTTON(1)){
if(event.type==SDL_MOUSEBUTTONUP){
state=2;
highlightEnd=finalPos;
highlightEndX=finalX;
highlightLineEnd=mouseLine;
}else if(event.type==SDL_MOUSEBUTTONDOWN){
state=2;
highlightStart=highlightEnd=finalPos;
highlightStartX=highlightEndX=finalX;
highlightLineStart=mouseLine;
}else if(event.type==SDL_MOUSEMOTION&&(k&SDL_BUTTON(1))){
state=2;
highlightEnd=finalPos;
highlightEndX=finalX;
highlightLineEnd=mouseLine;
}
//}
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUITextArea::removeHighlight(SDL_Renderer& renderer){
if (highlightLineStart==highlightLineEnd) {
int start=highlightStart, end=highlightEnd, startx=highlightStartX;
if(highlightStart>highlightEnd){
start=highlightEnd;
end=highlightStart;
startx=highlightEndX;
}
std::string& str=lines.at(highlightLineStart);
str.erase(start,end-start);
highlightStart=highlightEnd=start;
highlightStartX=highlightEndX=startx;
// Update cache.
linesCache.at(highlightLineStart) = textureFromText(renderer,*widgetFont,str.c_str(),BLACK);
}else{
int startLine=highlightLineStart, endLine=highlightLineEnd,
start=highlightStart, end=highlightEnd, startx=highlightStartX;
if(startLine>endLine){
startLine=highlightLineEnd;
endLine=highlightLineStart;
start=highlightEnd;
end=highlightStart;
startx=highlightEndX;
}
string *str=&lines.at(startLine);
str->erase(start,str->length()-start);
if(endLine-startLine>=2){
for(int i=startLine+1; i < endLine; i++){
lines.erase(lines.begin()+i);
linesCache.erase(linesCache.begin()+i);
endLine--;
i--;
}
}
string *str2=&lines.at(endLine);
str2->erase(0, end);
str->append(*str2);
lines.erase(lines.begin()+endLine);
linesCache.erase(linesCache.begin()+endLine);
highlightLineStart=highlightLineEnd=startLine;
highlightStart=highlightEnd=start;
highlightStartX=highlightEndX=startx;
// Update cache.
linesCache.at(startLine) = textureFromText(renderer,*widgetFont,str->c_str(),BLACK);
}
adjustView();
}
void GUITextArea::deleteChar(SDL_Renderer& renderer){
if (highlightLineStart==highlightLineEnd && highlightStart==highlightEnd){
highlightEnd++;
if(highlightEnd>lines.at(highlightLineEnd).length()){
if(highlightLineEnd==lines.size()-1){
highlightEnd--;
}else{
highlightLineEnd++;
highlightEnd=0;
}
}
}
removeHighlight(renderer);
//If there is an event callback.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::backspaceChar(SDL_Renderer& renderer){
if(highlightLineStart==highlightLineEnd && highlightStart==highlightEnd){
highlightStart--;
if(highlightStart<0){
if(highlightLineStart==0){
highlightStart=0;
}else{
highlightLineStart--;
highlightStart=lines.at(highlightLineStart).length();
highlightStartX=0;
TexturePtr& t = linesCache.at(highlightLineEnd);
if(t) highlightStartX=textureWidth(*t);
highlightEndX=highlightStartX;
}
}else{
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(highlightLineStart).at(highlightStart),NULL,NULL,NULL,NULL,&advance);
highlightStartX-=advance;
highlightEndX=highlightStartX;
}
}
removeHighlight(renderer);
//If there is an event callback.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::moveCarrotRight(){
highlightEnd++;
if (highlightEnd>lines.at(highlightLineEnd).length()){
if (highlightLineEnd==lines.size()-1){
highlightEnd--;
}else{
highlightEnd=0;
highlightEndX=0;
highlightLineEnd++;
}
}else{
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(highlightLineEnd).at(highlightEnd-1),NULL,NULL,NULL,NULL,&advance);
highlightEndX+=advance;
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightLineStart=highlightLineEnd;
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
adjustView();
}
void GUITextArea::moveCarrotLeft(){
highlightEnd--;
if (highlightEnd<0){
if (highlightLineEnd==0){
highlightEnd++;
}else{
highlightLineEnd--;
highlightEnd=lines.at(highlightLineEnd).length();
highlightEndX=0;
TexturePtr& t = linesCache.at(highlightLineEnd);
if(t) highlightEndX=textureWidth(*t);
}
}else{
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(highlightLineEnd).at(highlightEnd),NULL,NULL,NULL,NULL,&advance);
highlightEndX-=advance;
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightLineStart=highlightLineEnd;
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
adjustView();
}
void GUITextArea::moveCarrotUp(){
if(highlightLineEnd==0){
highlightEnd=0;
highlightEndX=0;
}else{
highlightLineEnd--;
const std::string& str=lines.at(highlightLineEnd);
//Find out closest match.
int xPos=0;
size_t i;
for(i=0;i<str.length();i++){
int advance;
TTF_GlyphMetrics(widgetFont,str.at(i),NULL,NULL,NULL,NULL,&advance);
xPos+=advance;
if(highlightEndX<xPos-advance/2){
highlightEnd=i;
highlightEndX=xPos-advance;
break;
}
}
if(i==str.length()){
highlightEnd=str.length();
highlightEndX=0;
TexturePtr& t = linesCache.at(highlightLineEnd);
if(t) highlightEndX=textureWidth(*t);
}
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
highlightLineStart=highlightLineEnd;
}
adjustView();
}
void GUITextArea::moveCarrotDown(){
if(highlightLineEnd==lines.size()-1){
highlightEnd=lines.at(highlightLineEnd).length();
highlightEndX=0;
TexturePtr& t = linesCache.at(highlightLineEnd);
if(t) highlightEndX=textureWidth(*t);
}else{
highlightLineEnd++;
string* str=&lines.at(highlightLineEnd);
//Find out closest match.
int xPos=0;
size_t i;
for(i=0;i<str->length();i++){
int advance;
TTF_GlyphMetrics(widgetFont,str->at(i),NULL,NULL,NULL,NULL,&advance);
xPos+=advance;
if(highlightEndX<xPos-advance/2){
highlightEnd=i;
highlightEndX=xPos-advance;
break;
}
}
if(i==str->length()){
highlightEnd=str->length();
highlightEndX=0;
TexturePtr& t = linesCache.at(highlightLineEnd);
if(t) highlightEndX=textureWidth(*t);
}
}
if((SDL_GetModState()&KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
highlightLineStart=highlightLineEnd;
}
adjustView();
}
void GUITextArea::adjustView(){
//Adjust view to current line.
if(fontHeight*(highlightLineEnd-scrollBar->value)+4>height-4)
scrollBar->value=highlightLineEnd-3;
else if(highlightLineEnd-scrollBar->value<0)
scrollBar->value=highlightLineEnd;
//Find out the lenght of the longest line.
int maxWidth=0;
for(const TexturePtr& tex: linesCache){
if(tex) {
const int texWidth = textureWidth(*tex.get());
if(texWidth>width-16&&texWidth>maxWidth)
maxWidth=texWidth;
}
}
//We need the horizontal scrollbar if any line is too long.
if(maxWidth>0){
scrollBar->height=height-16;
scrollBarH->visible=true;
scrollBarH->maxValue=maxWidth-width+24;
}else{
scrollBar->height=height;
scrollBarH->visible=false;
scrollBarH->value=0;
scrollBarH->maxValue=0;
}
//Adjust the horizontal view.
int carrotX=0;
for(int n=0;n<highlightEnd;n++){
int advance;
TTF_GlyphMetrics(widgetFont,lines.at(highlightLineEnd).at(n),NULL,NULL,NULL,NULL,&advance);
carrotX+=advance;
}
if(carrotX>width-24)
scrollBarH->value=scrollBarH->maxValue;
else
scrollBarH->value=0;
//Update vertical scrollbar.
int rh=height-(scrollBarH->visible?16:0);
int m=lines.size(),n=(int)floor((float)rh/(float)fontHeight);
if(m>n){
scrollBar->maxValue=m-n;
scrollBar->smallChange=1;
scrollBar->largeChange=n;
}else{
scrollBar->value=0;
scrollBar->maxValue=0;
}
}
void GUITextArea::drawHighlight(SDL_Renderer& renderer, int x,int y,SDL_Rect r,SDL_Color color){
if(r.x<x) {
int tmp_w = r.w - x + r.x;
if(tmp_w<0) return;
r.w = tmp_w;
r.x = left;
}
if(r.x+r.w > x+width){
int tmp_w=width-r.x+x;
if(tmp_w<=0) return;
r.w=tmp_w;
}
if(r.y<y){
int tmp_h=r.h - y + r.y;
if(tmp_h<=0) return;
r.h=tmp_h;
}
if(r.y+r.h > y+height){
int tmp_h=height-r.y+y;
if(tmp_h<=0) return;
r.h=tmp_h;
}
SDL_SetRenderDrawColor(&renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(&renderer, &r);
}
void GUITextArea::render(SDL_Renderer& renderer, int x,int y,bool draw){
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_BACKSPACE:
backspaceChar(renderer);
break;
case SDLK_DELETE:
deleteChar(renderer);
break;
case SDLK_LEFT:
moveCarrotLeft();
break;
case SDLK_RIGHT:
moveCarrotRight();
break;
case SDLK_UP:
moveCarrotUp();
break;
case SDLK_DOWN:
moveCarrotDown();
break;
}
}
}
//There's no need drawing the GUIObject when it's invisible.
if(!visible||!draw)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
{
//Draw the box.
const Uint32 color=0xFFFFFFFF;
drawGUIBox(x,y,width,height,renderer,color);
}
//Place the highlighted area.
SDL_Rect r;
const SDL_Color color{128,128,128,255};
if(highlightLineStart==highlightLineEnd){
r.x=x-scrollBarH->value;
r.y=y+((highlightLineStart-scrollBar->value)*fontHeight);
r.h=fontHeight;
if(highlightStart<highlightEnd){
r.x+=highlightStartX;
r.w=highlightEndX-highlightStartX;
}else{
r.x+=highlightEndX;
r.w=highlightStartX-highlightEndX;
}
drawHighlight(renderer, x,y,r,color);
}else if(highlightLineStart<highlightLineEnd){
int lnc=highlightLineEnd-highlightLineStart;
for(int i=0;i<=lnc;i++){
r.x=x-scrollBarH->value;
r.y=y+((i+highlightLineStart-scrollBar->value)*fontHeight);
r.w=width+scrollBarH->maxValue;
r.h=fontHeight;
if(i==0){
r.x+=highlightStartX;
r.w-=highlightStartX;
}else if(i==lnc){
r.w=highlightEndX;
}
if(lines.at(i+highlightLineStart).empty()){
r.w=fontHeight/4;
}
drawHighlight(renderer,x,y,r,color);
}
}else{
int lnc=highlightLineStart-highlightLineEnd;
for(int i=0;i<=lnc;i++){
r.x=x-scrollBarH->value;
r.y=y+((i+highlightLineEnd-scrollBar->value)*fontHeight);
r.w=width+scrollBarH->maxValue;
r.h=fontHeight;
if(i==0){
r.x+=highlightEndX;
r.w-=highlightEndX;
}else if(i==lnc){
r.w=highlightStartX;
}
if(lines.at(i+highlightLineEnd).empty()){
r.w=fontHeight/4;
}
drawHighlight(renderer,x,y,r,color);
}
}
//Draw text.
int lineY=0;
for(auto it = linesCache.begin()+scrollBar->value;it!=linesCache.end();++it){
if(*it){
if(lineY<height){
SDL_Rect r={scrollBarH->value,0,width-17,textureHeight(*it->get())};
int over=-height+lineY+fontHeight;
if(over>0) r.h-=over;
const SDL_Rect dstRect={x+1,y+1+lineY,std::min(r.w, textureWidth(*(*it))),r.h};
SDL_RenderCopy(&renderer,it->get(),&r,&dstRect);
}else{
break;
}
}
lineY+=fontHeight;
}
//Only draw the carrot when focus.
if(state==2&&editable){
r.x=x-scrollBarH->value+highlightEndX;
r.y=y+4+fontHeight*(highlightLineEnd-scrollBar->value);
r.w=2;
r.h=fontHeight-4;
//Make sure that the carrot is inside the textbox.
if((r.y<y+height-4)&&(r.y>y)&&(r.x>x-1)&&(r.x<x+width-16)){
drawHighlight(renderer,x,y,r,SDL_Color{0,0,0,127});
}
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(renderer,x,y,draw);
}
}
void GUITextArea::setString(SDL_Renderer& renderer, std::string input){
//Clear previous content if any.
//Delete every line.
lines.clear();
linesCache.clear();
size_t linePos=0,lineLen=0;
//Loop through the input string.
for(size_t i=0;i<input.length();++i){
//Check when we come in end of a line.
if(input.at(i)=='\n'){
//Check if the line is empty.
if(lineLen==0){
lines.push_back("");
linesCache.push_back(nullptr);
}else{
//Read the whole line.
string line=input.substr(linePos,lineLen);
lines.push_back(line);
//Render and cache text.
linesCache.push_back(
textureFromText(renderer,*widgetFont,line.c_str(),BLACK));
}
//Skip '\n' in end of the line.
linePos=i+1;
lineLen=0;
}else{
lineLen++;
}
}
//The string might not end with a newline.
//That's why we're going to add end rest of the string as one line.
string line=input.substr(linePos);
lines.push_back(line);
//bm=TTF_RenderUTF8_Blended(widgetFont,line.c_str(),black);
TexturePtr tex = textureFromText(renderer,*widgetFont,line.c_str(),BLACK);
linesCache.push_back(std::move(tex));
adjustView();
}
void GUITextArea::setStringArray(SDL_Renderer& renderer, std::vector<std::string> input){
//Free cached images.
linesCache.clear();
//Copy values.
lines=input;
for(const std::string& s: lines) {
linesCache.push_back(textureFromText(renderer,*widgetFont,s.c_str(),BLACK));
}
adjustView();
}
string GUITextArea::getString(){
string tmp;
for(vector<string>::iterator it=lines.begin();it!=lines.end();++it){
//Append a newline only if not the first line.
if(it!=lines.begin())
tmp.append(1,'\n');
//Append the line.
tmp.append(*it);
}
return tmp;
}
void GUITextArea::resize(){
scrollBar->left=width-16;
scrollBar->height=height;
if(scrollBarH->visible)
scrollBar->height-=16;
scrollBarH->top=height-16;
scrollBarH->width=width-16;
adjustView();
}
diff --git a/src/GameState.h b/src/GameState.h
index b3f9b6e..4fc1f83 100644
--- a/src/GameState.h
+++ b/src/GameState.h
@@ -1,45 +1,45 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAMESTATE_H
#define GAMESTATE_H
-class SDL_Renderer;
+struct SDL_Renderer;
class ImageManager;
class GameState{
public:
//Destructor.
virtual ~GameState(){}
//In this method all the key and mouse events should be handled.
//NOTE: The GUIEvents won't be handled here.
virtual void handleEvents(ImageManager& imageManager, SDL_Renderer& renderer)=0;
//All the logic that needs to be done should go in this method.
virtual void logic(ImageManager& imageManager, SDL_Renderer& renderer)=0;
//This method handles all the rendering.
virtual void render(ImageManager& imageManager,SDL_Renderer& renderer)=0;
//Method that will be called when the screen size has been changed in runtime.
virtual void resize(ImageManager& imageManager, SDL_Renderer& renderer)=0;
};
#endif
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index e0f258f..3e6e2a9 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,3532 +1,3533 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Block.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "LevelPack.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIWindow.h"
#include "GUISpinBox.h"
#include "MusicManager.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
-#include <stdlib.h>
#include <stdio.h>
#include <sstream>
#ifdef WIN32
+//Avoid issues with std::max
+#define NOMINMAX
#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 <SDL_ttf.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
//Array containing translateble block names
static const char* blockNames[TYPE_MAX]={
__("Block"),__("Player Start"),__("Shadow Start"),
__("Exit"),__("Shadow Block"),__("Spikes"),
__("Checkpoint"),__("Swap"),__("Fragile"),
__("Moving Block"),__("Moving Shadow Block"),__("Moving Spikes"),
__("Teleporter"),__("Button"),__("Switch"),
__("Conveyor Belt"),__("Shadow Conveyor Belt"),__("Notification Block"),__("Collectable"),__("Pushable")
};
static const std::array<const char*,static_cast<size_t>(ToolTips::TooltipMax)> tooltipNames={
"Select","Add","Delete","Play","","Level settings","Save level","Back to menu","Configure"
};
//Array indicates if block is linkable
static const bool isLinkable[TYPE_MAX]={
false,false,false,
false,false,false,
false,false,false,
true,true,true,
true,true,true,
false,false,false,false
};
/////////////////LevelEditorActionsPopup/////////////////
class LevelEditorActionsPopup:private GUIEventCallback{
private:
//The parent object.
LevelEditor* parent;
//The position and size of window.
SDL_Rect rect;
//Array containing the actions in this popup.
GUIListBox* actions;
//GUI image.
SDL_Surface* bmGUI;
//Pointer to the object the actions apply to.
GameObject* target;
//The behaviour names.
vector<string> behaviour;
//The fragile block states.
vector<string> states;
public:
SDL_Rect getRect(){
return rect;
}
void dismiss(){
//Remove the actionsPopup from the parent.
if(parent!=NULL && parent->actionsPopup==this){
parent->actionsPopup=NULL;
}
//And delete ourself.
delete this;
}
SharedTexture createItem(SDL_Renderer& renderer,const char* caption,int icon){
//FIXME: Add some sort of caching?
//We draw using surfaces and convert to a texture in the end for now.
SDL_Color fg={0,0,0};
SurfacePtr tip(TTF_RenderUTF8_Blended(fontText,caption,fg));
SDL_SetSurfaceAlphaMod(tip.get(), 0xFF);
//Create the surface, we add 16px to the width for an icon,
//plus 8px for the border to make it looks better.
SurfacePtr item(SDL_CreateRGBSurface(SDL_SWSURFACE,tip->w+16+8,24,32,RMASK,GMASK,BMASK,AMASK));
SDL_Rect itemRect={0,0,item->w,item->h};
SDL_FillRect(item.get(),&itemRect,0x00FFFFFF);
//Not sure why there is this extra highlight.
itemRect.y=3;
itemRect.h=16;
SDL_FillRect(item.get(),&itemRect,0xFFFFFFFF);
//Draw the text on the item surface.
applySurface(16+8,0,tip.get(),item.get(),NULL);
//Check if we should draw an icon.
if(icon>0){
//Draw the check (or not).
SDL_Rect r={0,0,16,16};
r.x=((icon-1)%8)*16;
r.y=((icon-1)/8)*16;
applySurface(4,3,bmGUI,item.get(),&r);
}
//Update the height.
rect.h+=24;
//Check if we should update the width., 8px extra on the width is for four pixels spacing on either side.
if(item->w+8>rect.w) {
rect.w=item->w+8;
}
return textureFromSurface(renderer, std::move(item));
}
void updateItem(SDL_Renderer& renderer,int index,const char* action,const char* caption,int icon=0){
auto item=createItem(renderer,caption,icon);
actions->updateItem(renderer, index,action,item);
}
void addItem(SDL_Renderer& renderer,const char* action,const char* caption,int icon=0){
auto item=createItem(renderer,caption,icon);
actions->addItem(renderer,action,item);
}
LevelEditorActionsPopup(ImageManager& imageManager,SDL_Renderer& renderer,LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
//NOTE: The size gets set in the addItem method, height is already four to prevent a scrollbar.
rect.w=0;
rect.h=4;
//Load the gui images.
bmGUI=imageManager.loadImage(getDataPath()+"gfx/gui.png");
//Create the behaviour vector.
behaviour.push_back(_("On"));
behaviour.push_back(_("Off"));
behaviour.push_back(_("Toggle"));
//Create the states list.
states.push_back(_("Complete"));
states.push_back(_("One step"));
states.push_back(_("Two steps"));
states.push_back(_("Gone"));
//TODO: The width should be based on the longest option.
//Create default actions.
//NOTE: Width and height are determined later on when the options are rendered.
actions=new GUIListBox(imageManager,renderer,0,0,0,0);
actions->eventCallback=this;
//Check if it's a block or not.
if(target!=NULL)
addBlockItems(renderer);
else
addLevelItems(renderer);
//Now set the size of the GUIListBox.
actions->width=rect.w;
actions->height=rect.h;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void addBlockItems(SDL_Renderer& renderer){
//Get the type of the target.
int type=target->type;
//Check if the block is selected or not.
std::vector<GameObject*>::iterator it;
it=find(parent->selection.begin(),parent->selection.end(),target);
if(it!=parent->selection.end())
addItem(renderer,"Deselect",_("Deselect"));
else
addItem(renderer,"Select",_("Select"));
addItem(renderer,"Delete",_("Delete"),8);
//Determine what to do depending on the type.
if(isLinkable[type]){
//Check if it's a moving block type or trigger.
if(type==TYPE_BUTTON || type==TYPE_SWITCH || type==TYPE_PORTAL){
addItem(renderer,"Link",_("Link"),8*3);
addItem(renderer,"Remove Links",_("Remove Links"));
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
addItem(renderer,"Automatic",_("Automatic"),(target->getEditorProperty("automatic")=="1")?2:1);
}else{
//Get the current behaviour.
int currentBehaviour=2;
if(target->getEditorProperty("behaviour")=="on"){
currentBehaviour=0;
}else if(target->getEditorProperty("behaviour")=="off"){
currentBehaviour=1;
}
addItem(renderer,"Behaviour",behaviour[currentBehaviour].c_str());
}
}else{
addItem(renderer,"Path",_("Path"));
addItem(renderer,"Remove Path",_("Remove Path"));
//FIXME: We use hardcoded indeces, if the order changes we have a problem.
addItem(renderer,"Activated",_("Activated"),(target->getEditorProperty("activated")=="1")?2:1);
addItem(renderer,"Looping",_("Looping"),(target->getEditorProperty("loop")=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
addItem(renderer,"Activated",_("Activated"),(target->getEditorProperty("activated")=="1")?2:1);
addItem(renderer,"Speed",_("Speed"));
}
//Check if it's a fragile block.
if(type==TYPE_FRAGILE){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
addItem(renderer,"State",states[currentState].c_str());
}
//Check if it's a notification block.
if(type==TYPE_NOTIFICATION_BLOCK)
addItem(renderer,"Message",_("Message"));
//Finally add scripting to the bottom.
addItem(renderer,"Scripting",_("Scripting"),8*2+1);
}
void addLevelItems(SDL_Renderer& renderer){
addItem(renderer,"LevelSettings",_("Settings"),8*2);
addItem(renderer,"LevelScripting",_("Scripting"),8*2+1);
}
virtual ~LevelEditorActionsPopup(){
//bmGui is freed by imageManager.
if(actions)
delete actions;
}
void render(SDL_Renderer& renderer){
//Draw the actions.
actions->render(renderer,rect.x,rect.y);
}
void handleEvents(SDL_Renderer& renderer){
//Check if a mouse is pressed outside the popup.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
if(event.type==SDL_MOUSEBUTTONDOWN && !checkCollision(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(renderer,rect.x,rect.y);
}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//NOTE: There should only be one GUIObject, so we know what event is fired.
//Get the selected entry.
std::string action=actions->item[actions->value];
if(action=="Select"){
//Add the target to the selection.
parent->selection.push_back(target);
dismiss();
return;
}else if(action=="Deselect"){
//Check if the block is in the selection.
std::vector<GameObject*>::iterator it;
it=find(parent->selection.begin(),parent->selection.end(),target);
if(it!=parent->selection.end()){
//Remove the object from the selection.
parent->selection.erase(it);
}
dismiss();
return;
}else if(action=="Delete"){
parent->removeObject(target);
dismiss();
return;
}else if(action=="Link"){
parent->linking=true;
parent->linkingTrigger=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Links"){
//Remove all the
std::map<Block*,vector<GameObject*> >::iterator it;
it=parent->triggers.find(dynamic_cast<Block*>(target));
if(it!=parent->triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//In case of a portal remove its destination field.
if(target->type==TYPE_PORTAL){
target->setEditorProperty("destination","");
}else{
//We give the trigger a new id to prevent activating unlinked targets.
char s[64];
sprintf(s,"%u",parent->currentId);
parent->currentId++;
target->setEditorProperty("id",s);
}
dismiss();
return;
}else if(action=="Path"){
parent->moving=true;
parent->movingBlock=dynamic_cast<Block*>(target);
parent->tool=LevelEditor::SELECT;
dismiss();
return;
}else if(action=="Remove Path"){
//Set the number of moving positions to zero.
target->setEditorProperty("MovingPosCount","0");
std::map<Block*,vector<MovingPosition> >::iterator it;
it=parent->movingBlocks.find(dynamic_cast<Block*>(target));
if(it!=parent->movingBlocks.end()){
(*it).second.clear();
}
dismiss();
return;
}else if(action=="Message"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
root->name="notificationBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,50,240,36,_("Enter message here:"));
root->addChild(obj);
GUITextArea* textarea=new GUITextArea(imageManager,renderer,50,90,500,100);
//Set the name of the text area, which is used to identify the object later on.
textarea->name="message";
string tmp=target->getEditorProperty("message");
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
textarea->setString(renderer, tmp);
root->addChild(textarea);
obj=new GUIButton(imageManager,renderer,root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgNotificationBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Activated"){
//Get the previous state.
bool enabled=(target->getEditorProperty("activated")=="1");
//Switch the state.
enabled=!enabled;
target->setEditorProperty("activated",enabled?"1":"0");
updateItem(renderer,actions->value,"Enabled",_("Enabled"),enabled?2:1);
actions->value=-1;
return;
}else if(action=="Looping"){
//Get the previous state.
bool loop=(target->getEditorProperty("loop")=="1");
//Switch the state.
loop=!loop;
target->setEditorProperty("loop",loop?"1":"0");
updateItem(renderer,actions->value,"Looping",_("Looping"),loop?2:1);
actions->value=-1;
return;
}else if(action=="Automatic"){
//Get the previous state.
bool automatic=(target->getEditorProperty("automatic")=="1");
//Switch the state.
automatic=!automatic;
target->setEditorProperty("automatic",automatic?"1":"0");
updateItem(renderer,actions->value,"Automatic",_("Automatic"),automatic?2:1);
actions->value=-1;
return;
}else if(action=="Behaviour"){
//Get the current behaviour.
int currentBehaviour=2;
string behave=target->getEditorProperty("behaviour");
if(behave=="on"){
currentBehaviour=0;
}else if(behave=="off"){
currentBehaviour=1;
}
//Increase the behaviour.
currentBehaviour++;
if(currentBehaviour>2)
currentBehaviour=0;
//Update the data of the block.
target->setEditorProperty("behaviour",behaviour[currentBehaviour]);
//And update the item.
updateItem(renderer,actions->value,"Behaviour",behaviour[currentBehaviour].c_str());
actions->value=-1;
return;
}else if(action=="State"){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
//Increase the state.
currentState++;
if(currentState>3)
currentState=0;
//Update the data of the block.
char s[64];
sprintf(s,"%d",currentState);
target->setEditorProperty("state",s);
//And update the item.
updateItem(renderer,actions->value,"State",states[currentState].c_str());
actions->value=-1;
return;
}else if(action=="Speed"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
root->name="conveyorBlockWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,100,240,36,_("Enter speed here:"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(imageManager,renderer,240,100,320,36);
//Set the name of the text area, which is used to identify the object later on.
obj2->name="speed";
obj2->caption=target->getEditorProperty("speed");
obj2->update();
root->addChild(obj2);
obj=new GUIButton(imageManager,renderer,root->width*0.3,250-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgConveyorBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,250-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Scripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Scripting"));
root->name="scriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,50,60,240,36,_("Id:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,100,60,240,36,dynamic_cast<Block*>(target)->id.c_str());
obj->name="id";
root->addChild(obj);
GUISingleLineListBox* list=new GUISingleLineListBox(imageManager,renderer,50,100,500,36);
std::map<std::string,int>::iterator it;
for(it=Game::gameObjectEventNameMap.begin();it!=Game::gameObjectEventNameMap.end();++it)
list->addItem(it->first);
list->name="cfgScriptingEventType";
list->value=0;
list->eventCallback=root;
root->addChild(list);
//Add a text area for each event type.
Block* block=dynamic_cast<Block*>(target);
for(unsigned int i=0;i<list->item.size();i++){
GUITextArea* text=new GUITextArea(imageManager,renderer,50,140,500,300);
text->name=list->item[i].first;
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
map<int,string>::iterator it=block->scripts.find(Game::gameObjectEventNameMap[list->item[i].first]);
if(it!=block->scripts.end())
text->setString(renderer, it->second);
root->addChild(text);
}
obj=new GUIButton(imageManager,renderer,root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelSettings"){
//Open the levelSettings window.
parent->levelSettings(imageManager,renderer);
//And dismiss this popup.
dismiss();
return;
}else if(action=="LevelScripting"){
//Create the GUI.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-500)/2,600,500,true,true,_("Level Scripting"));
root->name="levelScriptingWindow";
root->eventCallback=parent;
GUIObject* obj;
GUISingleLineListBox* list=new GUISingleLineListBox(imageManager,renderer,50,60,500,36);
std::map<std::string,int>::iterator it;
for(it=Game::levelEventNameMap.begin();it!=Game::levelEventNameMap.end();++it)
list->addItem(it->first);
list->name="cfgLevelScriptingEventType";
list->value=0;
list->eventCallback=root;
root->addChild(list);
//Add a text area for each event type.
for(unsigned int i=0;i<list->item.size();i++){
GUITextArea* text=new GUITextArea(imageManager,renderer,50,100,500,340);
text->name=list->item[i].first;
text->setFont(fontMono);
//Only set the first one visible and enabled.
text->visible=(i==0);
text->enabled=(i==0);
map<int,string>::iterator it=parent->scripts.find(Game::levelEventNameMap[list->item[i].first]);
if(it!=parent->scripts.end())
text->setString(renderer, it->second);
root->addChild(text);
}
obj=new GUIButton(imageManager,renderer,root->width*0.3,500-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgLevelScriptingOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,500-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}
}
};
/////////////////LevelEditorSelectionPopup/////////////////
class LevelEditorSelectionPopup{
private:
//The parent object.
LevelEditor* parent;
//The position of window.
SDL_Rect rect;
//GUI image.
SharedTexture bmGUI;
//The selection
std::vector<GameObject*> selection;
//The scrollbar.
GUIScrollBar* scrollBar;
//Highlighted object.
GameObject* highlightedObj;
//Highlighted button index. 0=none 1=select/deselect 2=delete 3=configure
int highlightedBtn;
public:
int startRow,showedRow;
//If selection is dirty
bool dirty;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return rect.w;
}
int height(){
return rect.h;
}
void updateScrollBar(ImageManager& imageManager, SDL_Renderer& renderer){
int m=selection.size()-showedRow;
if(m>0){
if(startRow<0) startRow=0;
else if(startRow>m) startRow=m;
if(scrollBar==NULL){
scrollBar=new GUIScrollBar(imageManager,renderer,0,0,16,rect.h-16,ScrollBarVertical,startRow,0,m,1,showedRow);
}
scrollBar->visible=true;
scrollBar->maxValue=m;
scrollBar->value=startRow;
}else{
startRow=0;
if(scrollBar){
scrollBar->visible=false;
scrollBar->value=0;
}
}
}
void updateSelection(ImageManager& imageManager, SDL_Renderer& renderer){
if(parent!=NULL){
std::vector<Block*>& v=parent->levelObjects;
for(int i=selection.size()-1;i>=0;i--){
if(find(v.begin(),v.end(),selection[i])==v.end()){
selection.erase(selection.begin()+i);
}
}
updateScrollBar(imageManager,renderer);
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, ImageManager& imageManager, SDL_Renderer& renderer, std::vector<GameObject*>& selection, int x=0, int y=0){
this->parent=parent;
this->selection=selection;
dirty=false;
scrollBar=NULL;
highlightedObj=NULL;
highlightedBtn=0;
//calc window size
startRow=0;
showedRow=selection.size();
int m=SCREEN_HEIGHT/64-1;
if(showedRow>m) showedRow=m;
rect.w=320;
rect.h=showedRow*64+16;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
updateScrollBar(imageManager,renderer);
//Load the gui images.
bmGUI=imageManager.loadTexture(getDataPath()+"gfx/gui.png",renderer);
}
virtual ~LevelEditorSelectionPopup(){
if(scrollBar)
delete scrollBar;
}
void move(int x,int y){
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void render(ImageManager& imageManager, SDL_Renderer& renderer){
//Check dirty
if(dirty){
updateSelection(imageManager,renderer);
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,renderer,0xFFFFFFFFU);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//the tool tip of item
SDL_Rect tooltipRect;
//string tooltip;
if(scrollBar && scrollBar->visible){
startRow=scrollBar->value;
}
highlightedObj=NULL;
highlightedBtn=0;
ToolTips toolTip = ToolTips::TooltipMax;
//draw avaliable item
for(int i=0;i<showedRow;i++){
int j=startRow+i;
if(j>=(int)selection.size()) break;
SDL_Rect r={rect.x+8,rect.y+i*64+8,rect.w-16,64};
if(scrollBar && scrollBar->visible) r.w-=24;
//check highlight
if(checkCollision(mouse,r)){
highlightedObj=selection[j];
//0xCCCCCC
SDL_SetRenderDrawColor(&renderer,0x00,0xCC,0xCC,0xCC);
SDL_RenderFillRect(&renderer,&r);
}
int type=selection[j]->type;
//draw tile picture
ThemeBlock* obj=objThemes.getBlock(type);
if(obj){
//obj->editorPicture.draw(screen,r.x+7,r.y+7);
obj->editorPicture.draw(renderer,r.x+7,r.y+7);
}
if(parent!=NULL){
//draw name
TexturePtr& tex=parent->typeTextTextures.at(type);
if(tex) {
applyTexture(r.x+64,r.y+(64-textureHeight(tex))/2,tex,renderer);
}
//draw selected
{
std::vector<GameObject*> &v=parent->selection;
bool isSelected=find(v.begin(),v.end(),selection[j])!=v.end();
SDL_Rect r1={isSelected?16:0,0,16,16};
SDL_Rect r2={r.x+r.w-72,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Select");
highlightedBtn=1;
toolTip=ToolTips::Select;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Delete");
highlightedBtn=2;
toolTip=ToolTips::Delete;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,renderer,0x999999FFU);
tooltipRect=r2;
//tooltip=_("Configure");
toolTip=ToolTips::Configure;
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
r2.w=r1.w;
r2.h=r1.h;
SDL_RenderCopy(&renderer, bmGUI.get(),&r1,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(renderer,rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(parent && int(toolTip) < parent->tooltipTextures.size()){
//Tool specific text.
TexturePtr& tip=parent->tooltipTextures.at(size_t(toolTip));
//Draw only if there's a tooltip available
if(tip){
const auto tipSize = rectFromTexture(tip);
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tipSize.h>SCREEN_HEIGHT-20)
tooltipRect.y-=tipSize.h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tipSize.w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tipSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tipSize.w+4,tipSize.h+4,renderer,color);
//Draw tooltip's text
applyTexture(tooltipRect.x,tooltipRect.y,tip,renderer);
}
}
}
void handleEvents(ImageManager& imageManager,SDL_Renderer& renderer){
//Check dirty
if(dirty){
updateSelection(imageManager,renderer);
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(renderer,rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!checkCollision(mouse,rect)){
dismiss();
return;
}
//Check if item is clicked
if(highlightedObj!=NULL && highlightedBtn>0 && parent!=NULL){
std::vector<Block*>& v=parent->levelObjects;
if(find(v.begin(),v.end(),highlightedObj)!=v.end()){
switch(highlightedBtn){
case 1:
{
std::vector<GameObject*>& v2=parent->selection;
std::vector<GameObject*>::iterator it=find(v2.begin(),v2.end(),highlightedObj);
if(it==v2.end()){
v2.push_back(highlightedObj);
}else{
v2.erase(it);
}
}
break;
case 2:
parent->removeObject(highlightedObj);
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
else if(event.type == SDL_MOUSEWHEEL) {
//check mousewheel
if(event.wheel.y < 0){
startRow-=2;
updateScrollBar(imageManager,renderer);
return;
} else {
startRow+=2;
updateScrollBar(imageManager,renderer);
return;
}
}
}
};
/////////////////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(SDL_Renderer& renderer, ImageManager& imageManager):Game(renderer, imageManager){
//Get the target time and recordings.
levelTime=levels->getLevel()->targetTime;
levelRecordings=levels->getLevel()->targetRecordings;
//This will set some default settings.
reset();
//Create the GUI root.
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=imageManager.loadTexture(getDataPath()+"gfx/menu/toolbar.png",renderer);
toolbarRect={(SCREEN_WIDTH-410)/2,SCREEN_HEIGHT-50,410,50};
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=imageManager.loadTexture(getDataPath()+"gfx/menu/selection.png",renderer);
//Load the movingMark.
movingMark=imageManager.loadTexture(getDataPath()+"gfx/menu/moving.png",renderer);
//Load the gui images.
bmGUI=imageManager.loadTexture(getDataPath()+"gfx/gui.png",renderer);
toolboxText=textureFromText(renderer,*fontText,_("Toolbox"),SDL_Color{0,0,0,0});
for(auto i = 0;i < typeTextTextures.size();++i) {
typeTextTextures[i] =
textureFromText(renderer,
*fontText,
_(blockNames[i]),
BLACK);
}
for(auto i = 0;i < tooltipTextures.size();++i) {
if(i != size_t(ToolTips::NoTooltip)) {
tooltipTextures[i] =
textureFromText(renderer,
*fontText,
_(tooltipNames[i]),
BLACK);
}
}
//Count the level editing time.
statsMgr.startLevelEdit();
}
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();
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Delete the popup
if(selectionPopup){
delete selectionPopup;
selectionPopup=NULL;
}
//Delete the popup
if(actionsPopup){
delete actionsPopup;
actionsPopup=NULL;
}
//Reset the camera.
camera.x=0;
camera.y=0;
//Count the level editing time.
statsMgr.endLevelEdit();
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
toolboxVisible=false;
toolboxRect.x=-1;
toolboxRect.y=-1;
toolboxRect.w=0;
toolboxRect.h=0;
toolboxIndex=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
cameraXvel=0;
cameraYvel=0;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setLocation(player.fx,player.fy);
shadow.setLocation(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
//Delete any gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Clear the GUIWindow object map.
objectWindows.clear();
}
void LevelEditor::loadLevelFromNode(ImageManager& imageManager, SDL_Renderer& renderer,TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(imageManager,renderer,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());
}
//NOTE: We set the camera here since we know the dimensions of the level.
if(LEVEL_WIDTH<SCREEN_WIDTH)
camera.x=-(SCREEN_WIDTH-LEVEL_WIDTH)/2;
else
camera.x=0;
if(LEVEL_HEIGHT<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/2;
else
camera.y=0;
//The level is loaded, so call postLoad.
postLoad();
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The dimensions of the level.
int maxX=0;
int maxY=0;
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty()){
node.attributes["name"].push_back(levelName);
//Update the level name in the levelpack.
levels->getLevel()->name=levelName;
}
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
//Update the target time the levelpack.
levels->getLevel()->targetTime=levelTime;
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
//Update the target recordings the levelpack.
levels->getLevel()->targetRecordings=levelRecordings;
}
}
//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.
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 and size in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
sprintf(s,"%d",box.w);
obj1->value.push_back(s);
sprintf(s,"%d",box.h);
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);
}
}
//Loop through the scripts and add them to the storage node of the game object.
map<int,string>::iterator it;
Block* object=(dynamic_cast<Block*>(levelObjects[o]));
for(it=object->scripts.begin();it!=object->scripts.end();++it){
//Make sure the script isn't an empty string.
if(it->second.empty())
continue;
TreeStorageNode* script=new TreeStorageNode;
obj1->subNodes.push_back(script);
script->name="script";
script->value.push_back(gameObjectEventTypeMap[it->first]);
script->attributes["script"].push_back(it->second);
}
}
}
//Loop through the level scripts and save them.
map<int,string>::iterator it;
for(it=scripts.begin();it!=scripts.end();++it){
//Make sure the script isn't an empty string.
if(it->second.empty())
continue;
TreeStorageNode* script=new TreeStorageNode;
node.subNodes.push_back(script);
script->name="script";
script->value.push_back(levelEventTypeMap[it->first]);
script->attributes["script"].push_back(it->second);
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//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(imageManager,renderer);
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
playMode=false;
GUIObjectRoot->visible=true;
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(imageManager,renderer,_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
//No need for handling other events, so return.
return;
}
}
//Check if we should redirect the event to the actions popup
if(actionsPopup!=NULL){
actionsPopup->handleEvents(renderer);
return;
}
//Check if we should redirect the event to selection popup
if(selectionPopup!=NULL){
if(event.type==SDL_MOUSEBUTTONDOWN
|| event.type==SDL_MOUSEBUTTONUP
|| event.type==SDL_MOUSEMOTION)
{
selectionPopup->handleEvents(imageManager,renderer);
return;
}
}
//TODO: Don't handle any Events when GUIWindows process them.
{
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
SDL_Rect box={0,0,0,0};
box.x=GUIObjectRoot->childControls[i]->left;
box.y=GUIObjectRoot->childControls[i]->top;
box.w=GUIObjectRoot->childControls[i]->width;
box.h=GUIObjectRoot->childControls[i]->height;
if(checkCollision(mouse,box))
return;
}
}
//Check if toolbar is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && tooltip>=0){
int t=tooltip;
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){
enterPlayMode();
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings(imageManager,renderer);
}
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(imageManager,renderer,tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(imageManager,renderer,tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
return;
}
//Check if tool box is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && toolboxRect.w>0){
if(toolboxVisible){
if(event.button.y<64){
//Check if we need to hide it
if(event.button.x>=SCREEN_WIDTH-24 && event.button.x<SCREEN_WIDTH && event.button.y<20){
toolboxVisible=false;
return;
}
//Check if a block is clicked.
if(event.button.x>=24 && event.button.x<SCREEN_WIDTH-24){
int m=(SCREEN_WIDTH-48)/64;
int i=(event.button.x-24)/64;
if(i<m && i+toolboxIndex<EDITOR_ORDER_MAX){
currentType=i+toolboxIndex;
}
}
//TODO: Move left and move right button.
return;
}
}else if(event.button.x>=toolboxRect.x && event.button.x<toolboxRect.x+toolboxRect.w
&& event.button.y>=toolboxRect.y && event.button.y<toolboxRect.y+toolboxRect.h)
{
toolboxVisible=true;
return;
}
}
//Check if shift is pressed.
pressedShift=inputMgr.isKeyDown(INPUTMGR_SHIFT);
//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(this,0,0,50,50,atoi(clipboard[o]["type"].c_str()));
block->setBaseLocation(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())){
//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);
}
}
}
//Update cursor.
if(dragging){
if(tool==REMOVE)
currentCursor=CURSOR_REMOVE;
else
currentCursor=CURSOR_DRAG;
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEWHEEL && event.wheel.y > 0) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
switch(tool){
case ADD:
//Check if mouse is in tool box.
if(toolboxVisible && toolboxRect.w>0){
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64){
toolboxIndex-=2;
if(toolboxIndex<0) toolboxIndex=0;
break;
}
}
//Only change the current type when using the add tool.
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
if(pressedShift)
camera.x-=200;
else camera.y-=200;
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEWHEEL && event.wheel.y < 0) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
switch(tool){
case ADD:
//Check if mouse is in tool box.
if(toolboxVisible && toolboxRect.w>0){
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64){
int m=EDITOR_ORDER_MAX-(SCREEN_WIDTH-48)/64;
toolboxIndex+=2;
if(toolboxIndex>m) toolboxIndex=m;
if(toolboxIndex<0) toolboxIndex=0;
break;
}
}
//Only change the current type when using the add tool.
currentType--;
if(currentType<0){
currentType=EDITOR_ORDER_MAX-1;
}
break;
case SELECT:
//When configuring moving blocks.
if(moving){
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
break;
}
//Fall through.
default:
//When in other mode, just scrolling the map
if(pressedShift) camera.x+=200;
else camera.y+=200;
break;
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
enterPlayMode();
}
//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;
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(!checkCollision(mouse,toolbarRect) && !checkCollision(mouse,toolboxRect)){
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){
std::vector<GameObject*> clickObjects;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
clickObjects.push_back(levelObjects[o]);
}
}
//Check if there are multiple objects above eachother or just one.
if(clickObjects.size()==1){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//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(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(imageManager,renderer,clickObjects[0],isSelected);
}
}else if(clickObjects.size()>=1){
//There are more than one object under the mouse
//SDL2 port (never managed to trigger this without changing the parameters.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//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());
//Only show the selection popup when right clicking.
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
//Remove the selection popup if there's one.
if(selectionPopup!=NULL)
delete selectionPopup;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
selectionPopup=new LevelEditorSelectionPopup(this,imageManager,renderer,clickObjects,x,y);
}
}
}
//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==SELECT*/){
//Stop linking.
if(linking){
linking=false;
linkingTrigger=NULL;
//NOTE: We shouldn't be able to be linking AND moving so return to prevent actions popup.
return;
}
//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,"%u",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;
return;
}
//No return so far so call onRightClickVoid.
onRightClickVoid(imageManager,renderer,mouse.x,mouse.y);
}
}
}
}
//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(imageManager,renderer);
}
//NOTE: Do we even need Ctrl+n?
//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();
// //NOTE: We don't have anything to load from so we create an empty TreeStorageNode.
// Game::loadLevelFromNode(new TreeStorageNode,"");
// //Hide selection popup (if any)
// if(selectionPopup!=NULL){
// delete selectionPopup;
// selectionPopup=NULL;
// }
//}
//Check if we should save the level (Ctrl+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(imageManager,renderer,tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(imageManager,renderer,tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::enterPlayMode(){
//Check if we are already in play mode.
if(playMode) return;
//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,"%u",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;
}
//Change mode.
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
//Compile and run script.
//NOTE: The scriptExecutor should have been reset because we called Game::reset() before.
compileScript();
}
void LevelEditor::levelSettings(ImageManager& imageManager,SDL_Renderer& renderer){
//It isn't so open a popup asking for a name.
GUIWindow* root=new GUIWindow(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-300)/2,600,300,true,true,_("Level settings"));
root->name="lvlSettingsWindow";
root->eventCallback=this;
GUIObject* obj;
//Create the two textboxes with a label.
obj=new GUILabel(imageManager,renderer,40,50,240,36,_("Name:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,140,50,410,36,levelName.c_str());
obj->name="name";
root->addChild(obj);
obj=new GUILabel(imageManager,renderer,40,100,240,36,_("Theme:"));
root->addChild(obj);
obj=new GUITextBox(imageManager,renderer,140,100,410,36,levelTheme.c_str());
obj->name="theme";
root->addChild(obj);
//target time and recordings.
{
obj=new GUILabel(imageManager,renderer,40,150,240,36,_("Target time (s):"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(imageManager,renderer,290,150,260,36);
obj2->name="time";
ostringstream ss;
ss << levelTime/40.0f;
obj2->caption=ss.str();
obj2->update();
obj2->limitMin=0.0f;
obj2->change=0.1f;
root->addChild(obj2);
obj=new GUILabel(imageManager,renderer,40,200,240,36,_("Target recordings:"));
root->addChild(obj);
obj2=new GUISpinBox(imageManager,renderer,290,200,260,36);
ostringstream ss2;
ss2 << levelRecordings;
obj2->caption=ss2.str();
obj2->limitMin=0.0f;
obj2->format="%1.0f";
obj2->name="recordings";
obj2->update();
root->addChild(obj2);
}
//Ok and cancel buttons.
obj=new GUIButton(imageManager,renderer,root->width*0.3,300-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.7,300-44,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsCancel";
obj->eventCallback=root;
root->addChild(obj);
GUIObjectRoot->addChild(root);
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Check for the highest id.
unsigned int id=atoi(levelObjects[o]->getEditorProperty("id").c_str());
if(id>=currentId)
currentId=id+1;
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
break;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Get the editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//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;
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::setCamera(const SDL_Rect* r,int count){
//SetCamera only works in the Level editor and when mouse is inside window.
if(stateID==STATE_LEVEL_EDITOR&&(SDL_GetMouseFocus() == sdlWindow)){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//Don't continue here if mouse is inside one of the boxes given as parameter.
for(int i=0;i<count;i++){
if(checkCollision(mouse,r[i]))
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 tool box is visible and we need to calc screen size correctly.
int y0=50;
if(toolboxVisible && toolboxRect.w>0) y0+=64;
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if(y<y0){
//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;
}
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
case SELECT:
{
//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.
char s[64];
sprintf(s,"%d",atoi(obj->getEditorProperty("id").c_str()));
linkingTrigger->setEditorProperty("destination",s);
}else{
//Give the object the same id as the trigger.
char s[64];
sprintf(s,"%d",atoi(linkingTrigger->getEditorProperty("id").c_str()));
obj->setEditorProperty("id",s);
}
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
return;
}
}
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(ImageManager& imageManager,SDL_Renderer& renderer,GameObject* obj,bool){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,this,obj,x,y);
return;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
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(this,x,y,50,50,editorTileOrder[currentType]));
break;
}
case SELECT:
{
//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::onRightClickVoid(ImageManager& imageManager,SDL_Renderer& renderer,int,int){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(imageManager,renderer,this,NULL,x,y);
return;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//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};
currentCursor=CURSOR_REMOVE;
//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:
{
//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){
//NOTE: Function isn't used anymore.
}
void LevelEditor::addObject(GameObject* obj){
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE) {
totalCollectables++;
}
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
Block* block=dynamic_cast<Block*>(obj);
//Make sure it's a block.
if(!block)
return;
levelObjects.push_back(block);
//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[block]=linked;
//Give it it's own id.
char s[64];
sprintf(s,"%u",currentId);
currentId++;
block->setEditorProperty("id",s);
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[block]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
block->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[block].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,"%u",currentId);
currentId++;
editorData["id"]=s;
block->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setBaseLocation(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;
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.setLocation(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setLocation(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+(obj->getBox().w-player.getBox().w)/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+(obj->getBox().w-shadow.getBox().h)/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<Block*,vector<GameObject*> >::iterator mapIt;
//Make sure we don't access the removed object through
//moving/linking.
if(obj==movingBlock){
movingBlock=nullptr;
}
if(obj==linkingTrigger){
linkingTrigger=nullptr;
}
moving=false;
linking=false;
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE){
totalCollectables--;
}
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(dynamic_cast<Block*>(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<Block*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(dynamic_cast<Block*>(obj));
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Check if the block isn't being configured with a window one way or another.
std::map<GUIObject*,GameObject*>::iterator confIt;
for(confIt=objectWindows.begin();confIt!=objectWindows.end();++confIt){
if((*confIt).second==obj){
destroyWindow((*confIt).first);
}
}
//Now we remove the object from the levelObjects.
{
std::vector<Block*>::iterator it;
it=find(levelObjects.begin(),levelObjects.end(),dynamic_cast<Block*>(obj));
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
}
delete obj;
obj=NULL;
//Set dirty of selection popup
if(selectionPopup!=NULL) selectionPopup->dirty=true;
}
void LevelEditor::GUIEventCallback_OnEvent(ImageManager&, SDL_Renderer&, std::string name,GUIObject* obj,int eventType){
//Check if one of the windows is closed.
if(eventType==GUIEventClick && (name=="lvlSettingsWindow" || name=="notificationBlockWindow" || name=="conveyorBlockWindow" || name=="scriptingWindow" || name=="levelScriptingWindow")){
destroyWindow(obj);
return;
}
//TODO: Add resize code for each GUIWindow.
if(name=="lvlSettingsWindow"){
return;
}
if(name=="notificationBlockWindow"){
return;
}
if(name=="conveyorBlockWindow"){
return;
}
if(name=="scriptingWindow"){
return;
}
if(name=="levelScriptingWindow"){
return;
}
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the message textbox from the GUIWindow.
GUITextArea* message=(GUITextArea*)obj->getChild("message");
if(message){
//Set the message of the notification block.
configuredObject->setEditorProperty("message",message->getString());
}
}
}
//Conveyor belt block configure events.
if(name=="cfgConveyorBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the speed textbox from the GUIWindow.
GUISpinBox* speed=(GUISpinBox*)obj->getChild("speed");
if(speed){
//Set the speed of the conveyor belt.
configuredObject->setEditorProperty("speed",speed->caption);
}
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
GUIObject* object=obj->getChild("name");
if(object)
levelName=object->caption;
object=obj->getChild("theme");
if(object)
levelTheme=object->caption;
//target time and recordings.
GUISpinBox* object2=(GUISpinBox*)obj->getChild("time");
if(object2){
float number=atof(object2->caption.c_str());
if(number<=0){
levelTime=-1;
}else{
levelTime=int(number*40.0+0.5);
}
}
object2=(GUISpinBox*)obj->getChild("recordings");
if(object){
float number=atof(object2->caption.c_str());
if(number<=0){
levelRecordings=-1;
}else{
levelRecordings=int(number);
}
}
}
//Level scripting window events.
if(name=="cfgLevelScriptingEventType"){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgLevelScriptingEventType");
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
GUIObject* script=obj->getChild(list->item[i].first);
if(script){
script->visible=(script->name==list->item[list->value].first);
script->enabled=(script->name==list->item[list->value].first);
}
}
}
return;
}
if(name=="cfgLevelScriptingOK"){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgLevelScriptingEventType");
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
//Get the GUITextArea.
GUITextArea* script=dynamic_cast<GUITextArea*>(obj->getChild(list->item[i].first));
if(script){
//Set the script for the target block.
string str=script->getString();
if(str.empty())
scripts.erase(levelEventNameMap[script->name]);
else
scripts[levelEventNameMap[script->name]]=str;
}
}
}
}
//Scripting window events.
if(name=="cfgScriptingEventType"){
//TODO: Save any unsaved scripts? (Or keep track of all scripts and save upon cfgScriptingOK?)
//Get the configuredObject.
Block* configuredObject=dynamic_cast<Block*>(objectWindows[obj]);
if(configuredObject){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgScriptingEventType");
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
GUIObject* script=obj->getChild(list->item[i].first);
if(script){
script->visible=script->enabled=(script->name==list->item[list->value].first);
}
}
}
}
return;
}
if(name=="cfgScriptingOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the script textbox from the GUIWindow.
GUISingleLineListBox* list=(GUISingleLineListBox*)obj->getChild("cfgScriptingEventType");
GUIObject* id=obj->getChild("id");
Block* block=dynamic_cast<Block*>(configuredObject);
if(block){
if(list){
//Loop through the scripts.
for(unsigned int i=0;i<list->item.size();i++){
//Get the GUITextArea.
GUITextArea* script=dynamic_cast<GUITextArea*>(obj->getChild(list->item[i].first));
if(script){
//Set the script for the target block.
string str=script->getString();
if(str.empty())
block->scripts.erase(gameObjectEventNameMap[script->name]);
else
block->scripts[gameObjectEventNameMap[script->name]]=str;
}
}
}
if(id){
//Set the new id for the target block.
//TODO: Check for trigger links etc...
(dynamic_cast<Block*>(configuredObject))->id=id->caption;
}
}
}
}
//NOTE: We assume every event came from a window so remove it.
destroyWindow(obj);
}
void LevelEditor::destroyWindow(GUIObject* window){
//Make sure the given pointer isn't null.
if(!window)
return;
//Remove the window from the GUIObject root.
if(GUIObjectRoot){
vector<GUIObject*>::iterator it;
it=find(GUIObjectRoot->childControls.begin(),GUIObjectRoot->childControls.end(),window);
if(it!=GUIObjectRoot->childControls.end()){
GUIObjectRoot->childControls.erase(it);
}
}
//Also remove the window from the objectWindows map.
map<GUIObject*,GameObject*>::iterator it;
it=objectWindows.find(window);
if(it!=objectWindows.end()){
objectWindows.erase(it);
}
//And delete the GUIWindow.
delete window;
}
////////////////LOGIC////////////////////
void LevelEditor::logic(ImageManager& imageManager, SDL_Renderer& renderer){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic(imageManager,renderer);
}else{
//In case of a selection or actions popup prevent the camera from moving.
if(selectionPopup || actionsPopup)
return;
//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.
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
{
//Check if the mouse isn't above a GUIObject (window).
bool inside=false;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
SDL_Rect box={0,0,0,0};
box.x=GUIObjectRoot->childControls[i]->left;
box.y=GUIObjectRoot->childControls[i]->top;
box.w=GUIObjectRoot->childControls[i]->width;
box.h=GUIObjectRoot->childControls[i]->height;
if(checkCollision(mouse,box))
inside=true;
}
if(!inside){
SDL_Rect r[3]={toolbarRect,toolboxRect};
int m=2;
//TODO: Also call onCameraMove when moving using the mouse.
setCamera(r,m);
}
}
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//We loop through the number of tools + the number of buttons.
for(int t=0; t<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-410)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(ImageManager& imageManager,SDL_Renderer& renderer){
//Always let the game render the game.
Game::render(imageManager,renderer);
//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;
drawGUIBox(r.x,r.y,r.w,r.h,renderer,0xFFFFFF33);
//Draw the selectionMarks.
applyTexture(r.x,r.y,selectionMark,renderer);
applyTexture(r.x+r.w-5,r.y,selectionMark,renderer);
applyTexture(r.x,r.y+r.h-5,selectionMark,renderer);
applyTexture(r.x+r.w-5,r.y+r.h-5,selectionMark,renderer);
}
//Set the color for the borders.
SDL_SetRenderDrawColor(&renderer,themeTextColor.r,themeTextColor.g,themeTextColor.b,115);
int leftWidth=0;
int rightWidth=0;
//Draw the dark areas marking the outside of the level.
SDL_Rect r{0,0,0,0};
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
leftWidth=r.w;
r.h=SCREEN_HEIGHT;
SDL_RenderFillRect(&renderer, &r);
}
if(camera.y<0){
//Draw the top.
r.x=leftWidth;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_RenderFillRect(&renderer, &r);
} else {
r.h=0;
}
if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=std::max(r.y+r.h,0);
r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
rightWidth=r.w;
r.h=SCREEN_HEIGHT;
SDL_RenderFillRect(&renderer, &r);
}
if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
//Draw the bottom.
r.x=leftWidth;
r.y=LEVEL_HEIGHT-camera.y;
r.w=SCREEN_WIDTH-rightWidth-leftWidth;
r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
SDL_RenderFillRect(&renderer, &r);
}
//Check if we should draw on stuff.
showConfigure(renderer);
if(selectionDrag){
showSelectionDrag(renderer);
}else{
if(tool==ADD){
showCurrentObject(renderer);
}
}
//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};
//Find a block where the mouse is hovering on.
for(unsigned int o=0; o<levelObjects.size(); o++){
SDL_Rect rect=levelObjects[o]->getBox();
if(checkCollision(rect,mouse)==true){
if(tool==REMOVE){
drawGUIBox(rect.x-camera.x,rect.y-camera.y,rect.w,rect.h,renderer,0xFF000055);
currentCursor=CURSOR_REMOVE;
}else{
drawGUIBox(rect.x-camera.x,rect.y-camera.y,rect.w,rect.h,renderer,0xFFFFFF33);
}
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,renderer);
//Render the hud layer.
renderHUD(renderer);
//Render selection popup (if any).
if(selectionPopup!=NULL){
if(linking || moving){
//If we switch to linking mode then delete it
//FIXME: Logic in the render method.
delete selectionPopup;
selectionPopup=NULL;
}else{
selectionPopup->render(imageManager,renderer);
}
}
//Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render(renderer);
}
}
}
void LevelEditor::renderHUD(SDL_Renderer& renderer){
//If moving show the moving speed in the top right corner.
if(moving){
if(movementSpeedTexture.needsUpdate(movingSpeed)) {
//Calculate width of text "Movespeed: 100" to keep the same position with every value
if (movingSpeedWidth==-1){
int w;
TTF_SizeUTF8(fontText,tfm::format(_("Movespeed: %s"),100).c_str(),&w,NULL);
movingSpeedWidth=w+4;
}
//Now render the text.
movementSpeedTexture.update(movingSpeed,
textureFromText(renderer,
*fontText,
tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),
BLACK));
}
auto& tex = movementSpeedTexture.getTexture();
//Draw the text in the box.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,
textureHeight(tex)+6,renderer,0xFFFFFFFF);
applyTexture(SCREEN_WIDTH-movingSpeedWidth,2,tex,renderer,NULL);
}
//On top of all render the toolbar.
drawGUIBox(toolbarRect.x,toolbarRect.y,8*50+10,52,renderer,0xEDEDEDFF);
//Draw the first four options.
SDL_Rect srcRect={0,0,200,50};
SDL_Rect dstRect={toolbarRect.x+5, toolbarRect.y, srcRect.w, srcRect.h};
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
//And the last three.
srcRect.x=200;
srcRect.w=150;
dstRect.x=toolbarRect.x+255;
dstRect.w=srcRect.w;
SDL_RenderCopy(&renderer, toolbar.get(), &srcRect, &dstRect);
//Now render a tooltip.
if(tooltip>=0 && static_cast<std::size_t>(tooltip)<tooltipTextures.size()) {
TexturePtr& tex = tooltipTextures.at(tooltip);
if(tex) {
const SDL_Rect texSize = rectFromTexture(*tex.get());
SDL_Rect r={(SCREEN_WIDTH-390)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-texSize.h;
if(r.x+texSize.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-texSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,texSize.w+4,texSize.h+4,renderer,color);
applyTexture(r.x, r.y, tex, renderer);
}
}
//Render the tool box.
if(!playMode && !moving && tool==ADD && selectionPopup==NULL && actionsPopup==NULL && objectWindows.empty()){
if(toolboxVisible){
toolboxRect.x=0;
toolboxRect.y=0;
toolboxRect.w=SCREEN_WIDTH;
toolboxRect.h=64;
drawGUIBox(-2,-2,SCREEN_WIDTH+4,66,renderer,0xFFFFFF00|230);
//Draw the hide icon.
SDL_Rect r={SCREEN_WIDTH-20,2,16,16};
SDL_Rect r2={80,0,r.w,r.h};
r.x=SCREEN_WIDTH-20;
SDL_RenderCopy(&renderer, bmGUI.get(), &r2, &r);
//Calculate the maximal number of blocks can be displayed.
int m=(SCREEN_WIDTH-48)/64;
if(toolboxIndex>=EDITOR_ORDER_MAX-m){
toolboxIndex=EDITOR_ORDER_MAX-m;
}else{
//Draw an icon.
r.x=SCREEN_WIDTH-20;
r.y=24;
r2.x=96;
r2.y=16;
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
if(toolboxIndex<=0){
toolboxIndex=0;
}else{
//Draw an icon.
r.x=4;
r.y=24;
r2.x=80;
r2.y=16;
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
//Draw available blocks.
for(int i=0;i<m;i++){
if(i+toolboxIndex>=EDITOR_ORDER_MAX) break;
//Draw a rectangle around the current tool.
if(i+toolboxIndex==currentType){
drawGUIBox(i*64+24,3,64,58,renderer,0xDDDDDDFF);
}
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[i+toolboxIndex]);
if(obj){
obj->editorPicture.draw(renderer,i*64+24+7,7);
}
}
//Draw a tool tip.
int x,y;
SDL_GetMouseState(&x,&y);
if(y<64 && x>=24 && x<24+m*64){
int i=(x-24)/64;
if(i+toolboxIndex<EDITOR_ORDER_MAX){
TexturePtr& tip=typeTextTextures.at(editorTileOrder[i+toolboxIndex]);
const SDL_Rect tipSize=rectFromTexture(*tip);
SDL_Rect r={24+i*64,64,40,40};
if(r.x+tipSize.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tipSize.w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tipSize.w+4,tipSize.h+4,renderer,color);
//Draw tooltip's text
applyTexture(r.x, r.y, tip, renderer);
}
}
}else{
const SDL_Rect tbtSize = rectFromTexture(*toolboxText);
toolboxRect.x=SCREEN_WIDTH-tbtSize.w-28;
toolboxRect.y=0;
toolboxRect.w=tbtSize.w+28;
toolboxRect.h=tbtSize.h+4;
SDL_Rect r={SCREEN_WIDTH-tbtSize.w-24,2,16,16};
drawGUIBox(r.x-4,-2,tbtSize.w+32,tbtSize.h+6,renderer,0xFFFFFFFF);
//Draw "Toolbox" text.
applyTexture(r.x, r.y, toolboxText, renderer);
const SDL_Rect r2={96,0,16,16};
r.x=SCREEN_WIDTH-20;
r.w=r2.w;
r.h=r2.h;
//Draw arrow.
SDL_RenderCopy(&renderer, bmGUI.get(),&r2,&r);
}
}else{
toolboxRect.x=-1;
toolboxRect.y=-1;
toolboxRect.w=0;
toolboxRect.h=0;
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-390)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,renderer,color);
}
void LevelEditor::showCurrentObject(SDL_Renderer& renderer){
//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(renderer,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(SDL_Renderer& renderer){
//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.
const 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){
const SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(renderer,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(SDL_Renderer& renderer){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//By default use black color for arrows.
Uint32 color=0x00000000;
//Theme can change the color.
//TODO: use the actual color from the theme.
if(themeTextColor.r>128 && themeTextColor.g>128 && themeTextColor.b>128)
color=0xffffffff;
//Draw the trigger lines.
{
map<Block*,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,renderer,color,32,arrowAnimation%32);
//Also draw two selection marks.
applyTexture(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,renderer);
applyTexture(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,renderer);
}
}
}
//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,renderer,color,32,arrowAnimation%32);
}
}
//Draw the moving positions.
map<Block*,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,renderer,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,renderer);
}
}
//And draw a marker at the end.
applyTexture(x-13,y-13,movingMark,renderer);
//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,renderer,color,32,offset);
applyTexture(x+12,y+12,movingMark,renderer);
}
}
void LevelEditor::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Call the resize method of the Game.
Game::resize(imageManager, renderer);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-410)/2;
toolbarRect.y=SCREEN_HEIGHT-50;
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT,
TYPE_COLLECTABLE,
TYPE_PUSHABLE
};
diff --git a/src/ScriptExecutor.cpp b/src/ScriptExecutor.cpp
index 301dbac..0bbf1ff 100644
--- a/src/ScriptExecutor.cpp
+++ b/src/ScriptExecutor.cpp
@@ -1,134 +1,137 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ScriptExecutor.h"
#include "ScriptAPI.h"
#include <iostream>
using namespace std;
ScriptExecutor::ScriptExecutor():state(NULL){
//NOTE: If a state is going to use the scriptExecutor it is his task to reset it.
}
ScriptExecutor::~ScriptExecutor(){
//Make sure there is a state to close.
if(state)
lua_close(state);
}
void ScriptExecutor::reset(){
//Close the lua_state, if any.
if(state)
lua_close(state);
//Create a new state.
state=luaL_newstate();
//Now load the lua libraries.
//FIXME: Only allow safe libraries/functions.
luaopen_base(state);
luaL_requiref(state,"table",luaopen_table,1);
- luaL_requiref(state,"bit32",luaopen_bit32,1);
+ //SDL2 porting note. This library seems to have been deprecated.
+ //If this is used, it's possible to compile lua 5.3 in compatability mode
+ //that includes it.
+ //luaL_requiref(state,"bit32",luaopen_bit32,1);
luaL_requiref(state,"string",luaopen_string,1);
luaL_requiref(state,"math",luaopen_math,1);
//Load our own libraries.
luaL_requiref(state,"block",luaopen_block,1);
luaL_requiref(state,"playershadow",luaopen_player,1);
luaL_requiref(state,"level",luaopen_level,1);
luaL_requiref(state,"camera",luaopen_camera,1);
luaL_requiref(state,"audio",luaopen_audio,1);
}
void ScriptExecutor::registerFunction(std::string name,lua_CFunction function){
lua_register(state,name.c_str(),function);
}
int ScriptExecutor::compileScript(std::string script){
//First make sure the stack is empty.
lua_settop(state,0);
//Compile the script.
if(luaL_loadstring(state,script.c_str())!=LUA_OK){
cerr<<"LUA ERROR: "<<lua_tostring(state,-1)<<endl;
return LUA_REFNIL;
}
//Save it to LUA_REGISTRYINDEX and return values.
return luaL_ref(state,LUA_REGISTRYINDEX);
}
int ScriptExecutor::executeScript(std::string script,Block* origin){
//First make sure the stack is empty.
lua_settop(state,0);
//Compile the script.
if(luaL_loadstring(state,script.c_str())!=LUA_OK){
cerr<<"LUA ERROR: "<<lua_tostring(state,-1)<<endl;
return 0;
}
//Now execute the script.
return executeScriptInternal(origin);
}
int ScriptExecutor::executeScript(int scriptIndex,Block* origin){
//Check if reference is empty.
if(scriptIndex==LUA_REFNIL) return 0;
//Make sure the stack is empty.
lua_settop(state,0);
//Get the function
lua_rawgeti(state,LUA_REGISTRYINDEX,scriptIndex);
//Check if it's function and run.
if(lua_isfunction(state,-1)){
return executeScriptInternal(origin);
}else{
cerr<<"LUA ERROR: Not a function"<<endl;
return 0;
}
}
int ScriptExecutor::executeScriptInternal(Block* origin){
//If the origin isn't null set it in the global scope.
if(origin){
origin->createUserData(state,"block");
lua_setglobal(state,"this");
}
//Now execute the script on the top of Lua stack.
int ret=lua_pcall(state,0,1,0);
//If we set an origin set it back to nothing.
if(origin){
lua_pushnil(state);
lua_setglobal(state,"this");
}
//Check if there's an error.
if(ret!=LUA_OK){
cerr<<"LUA ERROR: "<<lua_tostring(state,-1)<<endl;
return 0;
}
//Get the return value.
return lua_tonumber(state,-1);
}
diff --git a/src/ScriptUserData.h b/src/ScriptUserData.h
index fb3e61c..853f165 100644
--- a/src/ScriptUserData.h
+++ b/src/ScriptUserData.h
@@ -1,194 +1,196 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPTUSERDATA_H
#define SCRIPTUSERDATA_H
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
#include <string>
#ifdef _DEBUG
#include <assert.h>
#endif
+#if defined(_DEBUG) && defined(DISABLED_DEBUG_STUFF)
//Some debug functions
void scriptUserClassDebugCreate(char sig1,char sig2,char sig3,char sig4,const void* p1,const void* p2);
void scriptUserClassDebugInvalidate(char sig1,char sig2,char sig3,char sig4,const void* p1,const void* p2);
void scriptUserClassDebugUnlink(char sig1,char sig2,char sig3,char sig4,const void* p1,const void* p2);
+#endif
//A struct represents the Lua user data.
struct ScriptUserData{
char sig1,sig2,sig3,sig4;
void* data;
ScriptUserData* prev;
ScriptUserData* next;
};
//A helper class to bind C++ class to Lua user data.
template<char sig1,char sig2,char sig3,char sig4,class T>
class ScriptUserClass{
public:
ScriptUserClass():scriptUserDataHead(NULL){
}
ScriptUserClass(const ScriptUserClass& other):scriptUserDataHead(NULL){
}
ScriptUserClass& operator=(const ScriptUserClass& other){
//do nothing
}
//Create a Lua user data pointed to this object. (-0,+1,e)
//state: Lua state.
//metatableName: Metatable name.
void createUserData(lua_State* state,const char* metatableName){
//Convert this object to T.
T* obj=dynamic_cast<T*>(this);
#ifdef _DEBUG
//It should not be NULL unless there is a bug in code
assert(obj!=NULL);
#endif
//Create user data.
ScriptUserData* ud=(ScriptUserData*)lua_newuserdata(state,sizeof(ScriptUserData));
ud->sig1=sig1;
ud->sig2=sig2;
ud->sig3=sig3;
ud->sig4=sig4;
ud->data=obj;
//Add it to the linked list.
ud->next=scriptUserDataHead;
ud->prev=NULL;
if(scriptUserDataHead) scriptUserDataHead->prev=ud;
scriptUserDataHead=ud;
//Set matatable and we are done.
luaL_getmetatable(state,metatableName);
lua_setmetatable(state,-2);
-#ifdef _DEBUG
+#if defined(_DEBUG) && defined(DISABLED_DEBUG_STUFF)
scriptUserClassDebugCreate(sig1,sig2,sig3,sig4,this,ud);
#endif
}
//Destroys all Lua user data associated to this object.
void destroyUserData(){
while(scriptUserDataHead){
-#ifdef _DEBUG
+#if defined(_DEBUG) && defined(DISABLED_DEBUG_STUFF)
scriptUserClassDebugInvalidate(sig1,sig2,sig3,sig4,this,scriptUserDataHead);
#endif
scriptUserDataHead->data=NULL;
scriptUserDataHead=scriptUserDataHead->next;
}
}
//Convert a Lua user data in Lua stack to object. (-0,+0,e)
//state: Lua state.
//idx: Index.
//Returns: The object. NULL if this user data is invalid.
//NOTE: This data should be a user data.
static T* getObjectFromUserData(lua_State* state,int idx){
ScriptUserData* ud=(ScriptUserData*)lua_touserdata(state,idx);
if(ud && ud->sig1==sig1 && ud->sig2==sig2 && ud->sig3==sig3 && ud->sig4==sig4)
return reinterpret_cast<T*>(ud->data);
return NULL;
}
//Register __gc, __eq to given table. (-0,+0,e)
//state: Lua state.
//idx: Index.
static void registerMetatableFunctions(lua_State *state,int idx){
lua_pushstring(state,"__gc");
lua_pushcfunction(state,&garbageCollectorFunction);
lua_rawset(state,idx);
lua_pushstring(state,"__eq");
lua_pushcfunction(state,&checkEqualFunction);
lua_rawset(state,idx);
}
virtual ~ScriptUserClass(){
destroyUserData();
}
private:
ScriptUserData* scriptUserDataHead;
//The garbage collector (__gc) function.
static int garbageCollectorFunction(lua_State* state){
//Check if it's a user data. It can be a table (the library itself)
if(!lua_isuserdata(state,1)) return 0;
ScriptUserData* ud=(ScriptUserData*)lua_touserdata(state,1);
if(ud){
if(ud->data){
-#ifdef _DEBUG
+#if defined(_DEBUG) && defined(DISABLED_DEBUG_STUFF)
//It should be impossible unless there is a bug in code
assert(ud->sig1==sig1 && ud->sig2==sig2 && ud->sig3==sig3 && ud->sig4==sig4);
#endif
//Unlink it
if(ud->next) ud->next->prev=ud->prev;
if(ud->prev) ud->prev->next=ud->next;
else{
ScriptUserClass* owner=static_cast<ScriptUserClass*>(reinterpret_cast<T*>(ud->data));
owner->scriptUserDataHead=ud->next;
}
-#ifdef _DEBUG
+#if defined(_DEBUG) && defined(DISABLED_DEBUG_STUFF)
scriptUserClassDebugUnlink(sig1,sig2,sig3,sig4,
static_cast<ScriptUserClass*>(reinterpret_cast<T*>(ud->data)),ud);
#endif
}
ud->data=NULL;
ud->next=NULL;
ud->prev=NULL;
}
return 0;
}
//The 'operator==' (__eq) function.
static int checkEqualFunction(lua_State* state){
//Check if it's a user data. It can be a table (the library itself)
if(!lua_isuserdata(state,1) || !lua_isuserdata(state,2)) return 0;
ScriptUserData* ud1=(ScriptUserData*)lua_touserdata(state,1);
ScriptUserData* ud2=(ScriptUserData*)lua_touserdata(state,2);
if(ud1!=NULL && ud2!=NULL){
#ifdef _DEBUG
//It should be impossible unless there is a bug in code
assert(ud1->sig1==sig1 && ud1->sig2==sig2 && ud1->sig3==sig3 && ud1->sig4==sig4);
assert(ud2->sig1==sig1 && ud2->sig2==sig2 && ud2->sig3==sig3 && ud2->sig4==sig4);
#endif
lua_pushboolean(state,ud1->data==ud2->data);
return 1;
}
return 0;
}
};
#endif
diff --git a/src/StatisticsManager.h b/src/StatisticsManager.h
index 51768ea..f7974e8 100644
--- a/src/StatisticsManager.h
+++ b/src/StatisticsManager.h
@@ -1,184 +1,184 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef STATISTICSMANAGER_H
#define STATISTICSMANAGER_H
#include <SDL.h>
#include <string>
#include <vector>
#include <map>
#include <time.h>
#include "Render.h"
enum AchievementDisplayStyle{
ACHIEVEMENT_HIDDEN,
ACHIEVEMENT_TITLE,
ACHIEVEMENT_ALL,
ACHIEVEMENT_PROGRESS,
};
//internal struct for achievement info
struct AchievementInfo{
//achievement id for save to statistics file
const char* id;
//achievement name for display
const char* name;
//achievement image. NULL for no image. will be loaded at getDataPath()+imageFile
const char* imageFile;
//image offset and size.
SDL_Rect r;
//achievement description. supports multi-line text
const char* description;
//display style
AchievementDisplayStyle displayStyle;
//SDL_Surface of achievement image.
- SDL_Surface* imageSurface = nullptr;
+ SDL_Surface* imageSurface;
};
struct OwnedAchievement{
time_t achievedTime;
AchievementInfo* info;
};
class StatisticsScreen;
class StatisticsManager{
friend class StatisticsScreen;
public:
//Player and shadow traveling distance (m), 1 block = 1 meter
float playerTravelingDistance,shadowTravelingDistance;
//Player and shadow jumps
int playerJumps,shadowJumps;
//Player and shadow dies
int playerDies,shadowDies;
//Player and shadow squashed
int playerSquashed,shadowSquashed;
//Completed levels. NOTE: this is dynamically calculated, and doesn't save to file.
int completedLevels,silverLevels,goldLevels;
//Record times
int recordTimes;
//number of switched pulled
int switchTimes;
//swap times
int swapTimes;
//save and load times
int saveTimes,loadTimes;
//play time (s)
int playTime;
//level edit time (s)
int levelEditTime;
//created levels
int createdLevels;
private:
//current achievement displayed time
int achievementTime;
//some picture
SharedTexture bmDropShadow;
SDL_Surface* bmQuestionMark;
//SDL_Surface for current achievement (excluding drop shadow)
//SDL_Surface *bmAchievement;
SharedTexture bmAchievement;
//currently owned achievements
std::map<std::string,OwnedAchievement> achievements;
//queued achievements for display
std::vector<AchievementInfo*> queuedAchievements;
//currently displayed achievement
int currentAchievement;
//starting time
time_t startTime;
//level edit starting time
time_t levelEditStartTime;
//statistics for tutorial level pack
int tutorialLevels,tutorialCompleted,tutorialGold;
public:
StatisticsManager();
//clear the statistics and achievements.
void clear();
//load needed picture
void loadPicture(SDL_Renderer &renderer, ImageManager &imageManager);
//register avaliable achievements
static void registerAchievements(ImageManager& imageManager);
//load statistics file.
void loadFile(const std::string& fileName);
//save statistics file.
void saveFile(const std::string& fileName);
//add or display a new achievement.
//name: the achievement id. if can't find it in avaliable achievement, nothing happens.
//save: if true then save to currently owned achievements. if it already exists in
//currently owned achievements, nothing happens.
//if false then just added it to queue, including duplicated achievements.
void newAchievement(const std::string& id,bool save=true);
//if there are new achievements, draw it on the screen,
//otherwise do nothing.
void render(ImageManager&,SDL_Renderer& renderer);
//Call this function to update completed levels.
//NOTE: Level progress files are reloaded, so it's slow.
void reloadCompletedLevelsAndAchievements();
//Call this function to update other achievements at game startup.
void reloadOtherAchievements();
//Update level specified achievements.
//Make sure the completed level count is correct.
void updateLevelAchievements();
//Update tutorial specified achievements.
//Make sure the level progress of tutorial is correct.
void updateTutorialAchievements();
//Call when level edit is start
void startLevelEdit();
//Call when level edit is end
void endLevelEdit();
//update in-game time
void updatePlayTime();
//create a SharedTexture contains specified achievements or draw to existing surface.
//renderer: renderer to create the texture on.
//info: achievement info.
//(surface: specifies SDL_Surface to draw on. if NULL then new surface will be created.)
//NOTE: Removed this arg for sdl2 port as it was not used anyway.
//rect [in, out, optional]: specifies position and optionally width to draw on. height will be returned.
// if NULL then will be drawn on top-left corner. if surface is NULL then rect->x and rect->y are ignored.
//showTip: shows "New achievement" tip
//achievedTime: if we should show achieved time (and progress bar if AchievementInfo specifies) and when is it.
// NOTE: if showTip=true then this argument does nothing.
//return value: A texture that contains the specified achievements or NULL if any error occured.
SharedTexture createAchievementSurface(SDL_Renderer& renderer, AchievementInfo* info,SDL_Rect* rect=NULL,bool showTip=true,const time_t *achievedTime=NULL);
private:
//internal function
//flags: a bit-field value indicates which achievements we have.
void updateTutorialAchievementsInternal(int flags);
//internal function. alpha should be 1-5, 5 means fully opaque (not really)
void drawAchievement(SDL_Renderer& renderer, int alpha);
//internal function for get progress (in percent, 0-100)
float getAchievementProgress(AchievementInfo* info);
};
extern StatisticsManager statsMgr;
extern AchievementInfo achievementList[];
#endif
diff --git a/src/StatisticsScreen.cpp b/src/StatisticsScreen.cpp
index ed1f166..7698be3 100644
--- a/src/StatisticsScreen.cpp
+++ b/src/StatisticsScreen.cpp
@@ -1,350 +1,351 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <string>
#include <vector>
#include <map>
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Globals.h"
#include "Functions.h"
#include "ThemeManager.h"
#include "InputManager.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include <SDL_ttf.h>
+#include <array>
using namespace std;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void StatisticsScreen::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
}
}
//Constructor.
StatisticsScreen::StatisticsScreen(ImageManager& imageManager, SDL_Renderer& renderer){
//Update in-game time.
statsMgr.updatePlayTime();
//Render the title.
//title=TTF_RenderUTF8_Blended(fontTitle,_("Achievements and Statistics"),themeTextColor);
title = textureFromText(renderer, *fontTitle,_("Achievements and Statistics"),themeTextColor);
//Create GUI.
createGUI(imageManager, renderer);
}
//Destructor.
StatisticsScreen::~StatisticsScreen(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//we are so lazy that we just use height of the first text, ignore the others
#define DRAW_PLAYER_STATISTICS(name,var,fmt) { \
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,name,themeTextColor)); \
SurfacePtr stats = createSurface(w,surface->h); \
SDL_FillRect(stats.get(),NULL,-1); \
applySurface(4,0,surface.get(),stats.get(),NULL); \
y=surface->h; \
snprintf(formatString.data(),formatString.size(),fmt,statsMgr.player##var+statsMgr.shadow##var); \
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor)); \
applySurface(w-260-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
snprintf(formatString.data(),formatString.size(),fmt,statsMgr.player##var); \
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor)); \
applySurface(w-140-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
snprintf(formatString.data(),formatString.size(),fmt,statsMgr.shadow##var); \
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor)); \
applySurface(w-20-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
list->addItem(renderer,"",textureFromSurface(renderer, std::move(stats))); /* add it to list box */ \
}
//Add an item to the listbox, that displays "name1", and "var1" formatted with "format"
//we are so lazy that we just use height of the first text, ignore the others
template <class T1>
static void drawMiscStatistics1(SDL_Renderer& renderer, int w,GUIListBox *list,const char* name1,const T1 var1,const char* format1){
//create new surface
SurfacePtr nameSurface(TTF_RenderUTF8_Blended(fontGUISmall,name1,themeTextColor));
SurfacePtr stats=createSurface(w, nameSurface->h);
SDL_FillRect(stats.get(),NULL,-1);
applySurface(4,0,nameSurface.get(),stats.get(),NULL);
const int x=nameSurface->w+8;
const int y=nameSurface->h;
//draw value
//char s[1024];
std::array<char, 1024> s;
snprintf(s.data(),s.size(),format1,var1);
SurfacePtr formatSurface(TTF_RenderUTF8_Blended(fontText,s.data(),themeTextColor));
//NOTE: SDL2 port. Not halving the y value here as this ends up looking better.
applySurface(x,y-formatSurface->h,formatSurface.get(),stats.get(),NULL);
//add it to list box
list->addItem(renderer, "",textureFromSurface(renderer, std::move(stats)));
//over
//return stats;
}
//NOTE: Disabled this for the SDL2 port for now. It looks a bit off anyhow.
//Might want to make a more general method that draws as many "cells" as there is space.
//Draws two stats on one line if there is space.
//we are so lazy that we just use height of the first text, ignore the others
/*template <class T1,class T2>
static void drawMiscStatistics2(int w,GUIListBox *list,const char* name1,const T1 var1,const char* format1,const char* name2,const T2 var2,const char* format2){
SDL_Surface* stats=drawMiscStatistics1(w,list,name1,var1,format1);
//Check if the width is enough
if(w>=800){
//draw name
SDL_Surface* surface=TTF_RenderUTF8_Blended(fontGUISmall,name2,themeTextColor);
applySurface(w/2-8,stats->h-surface->h,surface,stats,NULL);
int x=surface->w+w/2;
SDL_FreeSurface(surface);
//draw value
char s[1024];
sprintf(s,format2,var2);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(x,(stats->h-surface->h)/2,surface,stats,NULL);
SDL_FreeSurface(surface);
}else{
//Split into two rows
drawMiscStatistics1(w,list,name2,var2,format2);
}
}*/
//Method that will create the GUI.
void StatisticsScreen::createGUI(ImageManager& imageManager, SDL_Renderer &renderer){
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
GUIObject* obj=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
//Create list box.
listBox=new GUISingleLineListBox(imageManager,renderer,(SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("Achievements"));
listBox->addItem(_("Statistics"));
listBox->value=0;
GUIObjectRoot->addChild(listBox);
//Create list box for achievements.
GUIListBox *list=new GUIListBox(imageManager,renderer,64,150,SCREEN_WIDTH-128,SCREEN_HEIGHT-150-72);
list->selectable=false;
GUIObjectRoot->addChild(list);
lists.clear();
lists.push_back(list);
for(int idx=0;achievementList[idx].id!=NULL;++idx){
time_t *lpt=NULL;
map<string,OwnedAchievement>::iterator it=statsMgr.achievements.find(achievementList[idx].id);
if(it!=statsMgr.achievements.end()){
lpt=&it->second.achievedTime;
}
SDL_Rect r;
r.x=r.y=0;
r.w=list->width-16;
auto surface= statsMgr.createAchievementSurface(renderer, &achievementList[idx],&r,false,lpt);
if(surface){
//FIXME - this is broken with SDL2 as the function now operates on a renderer, not sure how best to fix it
/* hlineRGBA(surface,0,surface->w,0,0,0,0,32);
hlineRGBA(surface,0,surface->w,surface->h-1,0,0,0,128);
hlineRGBA(surface,0,surface->w,surface->h-2,0,0,0,32);*/
list->addItem(renderer, "",surface);
}
}
//Now create list box for statistics.
list=new GUIListBox(imageManager,renderer,64,150,SCREEN_WIDTH-128,SCREEN_HEIGHT-150-72,true,false);
list->selectable=false;
GUIObjectRoot->addChild(list);
lists.push_back(list);
//Load needed pictures.
//FIXME: hard-coded image path
//TODO: Might want to consider not caching these as most other stuff use textures now.
SDL_Surface* bmPlayer=imageManager.loadImage(getDataPath()+"themes/Cloudscape/characters/player.png");
SDL_Surface* bmShadow=imageManager.loadImage(getDataPath()+"themes/Cloudscape/characters/shadow.png");
SDL_Surface* bmMedal=imageManager.loadImage(getDataPath()+"gfx/medals.png");
//Render stats.
//char s[64],s2[64];
std::array<char, 64> formatString;
SDL_Rect r;
int x,y,w=SCREEN_WIDTH-128;
SharedTexture h_bar = [&](){
//The horizontal bar.
SurfacePtr h_bar(createSurface(w,2));
Uint32 clr=SDL_MapRGB(h_bar->format,themeTextColor.r,themeTextColor.g,themeTextColor.b);
SDL_FillRect(h_bar.get(),NULL,clr);
return textureFromSurface(renderer, std::move(h_bar));
}();
//Player and shadow specific statistics
//The header.
{
SurfacePtr stats = createSurface(w, 44);
SDL_FillRect(stats.get(),NULL,-1);
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,_("Total"),themeTextColor));
applySurface(w-260-surface->w,stats->h-surface->h,surface.get(),stats.get(),NULL);
//FIXME: hard-coded player and shadow images
r.x=0;r.y=0;r.w=23;r.h=40;
applySurface(w-140-r.w,stats.get()->h-40,bmPlayer,stats.get(),&r);
applySurface(w-20-r.w,stats.get()->h-40,bmShadow,stats.get(),&r);
list->addItem(renderer, "",textureFromSurface(renderer, std::move(stats)));
}
//Each items.
{
DRAW_PLAYER_STATISTICS(_("Traveling distance (m)"),TravelingDistance,"%0.1f");
DRAW_PLAYER_STATISTICS(_("Jump times"),Jumps,"%d");
DRAW_PLAYER_STATISTICS(_("Die times"),Dies,"%d");
DRAW_PLAYER_STATISTICS(_("Squashed times"),Squashed,"%d");
}
//Game specific statistics.
list->addItem(renderer, "",h_bar);
auto drawMiscStats = [&](const char* name1,const int var1,const char* format1) {
drawMiscStatistics1(renderer, w, list, name1, var1, format1);
};
drawMiscStats(_("Recordings:"),statsMgr.recordTimes,"%d");
drawMiscStats(_("Switch pulled times:"),statsMgr.switchTimes,"%d");
drawMiscStats(_("Swap times:"),statsMgr.swapTimes,"%d");
drawMiscStats(_("Save times:"),statsMgr.saveTimes,"%d");
drawMiscStats(_("Load times:"),statsMgr.loadTimes,"%d");
//Level specific statistics
list->addItem(renderer, "",h_bar);
{
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,_("Completed levels:"),themeTextColor));
SurfacePtr stats = createSurface(w, surface->h);
SDL_FillRect(stats.get(),NULL,-1);
applySurface(4,0,surface.get(),stats.get(),NULL);
x=surface->w+8;
y=surface->h;
snprintf(formatString.data(), formatString.size(),"%d",statsMgr.completedLevels);
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor));
applySurface(x,(y-surface->h),surface.get(),stats.get(),NULL);
snprintf(formatString.data(), formatString.size(),"%d",statsMgr.completedLevels-statsMgr.goldLevels-statsMgr.silverLevels);
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor));
applySurface(w-260-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL);
r.x=0;r.y=0;r.w=30;r.h=30;
applySurface(w-260-surface->w-30,(y-30)/2,bmMedal,stats.get(),&r);
snprintf(formatString.data(), formatString.size(),"%d",statsMgr.silverLevels);
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor));
applySurface(w-140-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL);
r.x+=30;
applySurface(w-140-surface->w-30,(y-30)/2,bmMedal,stats.get(),&r);
snprintf(formatString.data(), formatString.size(),"%d",statsMgr.goldLevels);
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),themeTextColor));
applySurface(w-20-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL);
r.x+=30;
applySurface(w-20-surface->w-30,(y-30)/2,bmMedal,stats.get(),&r);
list->addItem(renderer,"",textureFromSurface(renderer, std::move(stats)));
}
//Other statistics.
list->addItem(renderer, "",h_bar);
snprintf(formatString.data(), formatString.size(),"%02d:%02d:%02d",statsMgr.playTime/3600,(statsMgr.playTime/60)%60,statsMgr.playTime%60);
drawMiscStatistics1(renderer,w,list,_("In-game time:"),formatString.data(),"%s");
snprintf(formatString.data(), formatString.size(),"%02d:%02d:%02d",statsMgr.levelEditTime/3600,(statsMgr.levelEditTime/60)%60,statsMgr.levelEditTime%60);
drawMiscStatistics1(renderer,w,list,_("Level editing time:"),formatString.data(),"%s");
drawMiscStats(_("Created levels:"),statsMgr.createdLevels,"%d");
}
//In this method all the key and mouse events should be handled.
//NOTE: The GUIEvents won't be handled here.
void StatisticsScreen::handleEvents(ImageManager&, SDL_Renderer&){
//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);
}
}
//All the logic that needs to be done should go in this method.
void StatisticsScreen::logic(ImageManager&, SDL_Renderer&){
}
//This method handles all the rendering.
void StatisticsScreen::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Draw title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//Draw statistics.
int value=listBox->value;
for(unsigned int i=0;i<lists.size();i++){
lists[i]->visible=(i==value);
}
}
//Method that will be called when the screen size has been changed in runtime.
void StatisticsScreen::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Recreate the gui to fit the new resolution.
createGUI(imageManager, renderer);
}
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index 71098fa..177c449 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,874 +1,874 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Functions.h"
#include "GameState.h"
#include "TitleMenu.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include "LevelPackManager.h"
#include "StatisticsManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include <iostream>
#include <algorithm>
#include <sstream>
#include "libs/tinygettext/tinygettext.hpp"
template<typename T>
T sat_sub(T lhs, T rhs) {
if (lhs > rhs) {
return lhs - rhs;
} else {
return 0;
}
}
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
Menu::Menu(ImageManager &imageManager, SDL_Renderer& renderer){
animation=highlight=0;
//Load the title image.
titleTexture=imageManager.loadTexture(getDataPath()+"gfx/menu/title.png",renderer);
auto tft = [&](const char* text){
return textureFromText(renderer, *fontTitle, text, themeTextColor);
};
//Now render the five entries.
entries[0]=tft(_("Play"));
entries[1]=tft(_("Options"));
entries[2]=tft(_("Map Editor"));
entries[3]=tft(_("Addons"));
entries[4]=tft(_("Quit"));
entries[5]=tft(">");
entries[6]=tft("<");
//Load the textures for the credits and statistics buttons and their tooltips.
const SDL_Color black{0,0,0,0};
creditsIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/credits.png", renderer);
creditsTooltip=textureFromText(renderer, *fontText, _("Credits"), black);
statisticsIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/statistics.png", renderer);
statisticsTooltip=textureFromText(renderer, *fontText, _("Achievements and Statistics"), black);
// Check if textures were loaded.
//TODO: Handle this better.
if(!titleTexture || !creditsIcon || !statisticsIcon) {
std::cerr << "Failed to load one or more images for the main menu, exiting. : " << SDL_GetError() << std::endl;
std::terminate();
}
}
Menu::~Menu(){
}
void Menu::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//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){
highlight=0;
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-250)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
if(highlight>5) highlight=0;
}
//Also check the icons.
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8){
if(x>=SCREEN_WIDTH-8){
//do nothing
}else if(x>=SCREEN_WIDTH-56){
highlight=7;
}else if(x>=SCREEN_WIDTH-104){
highlight=6;
}
}
}
//Down/Up -arrows move highlight
if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
highlight++;
if(highlight>7)
highlight=0;
}
if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
highlight--;
if(highlight<1)
highlight=7;
}
//Check if there's a press event.
if((event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT) ||
(inputMgr.isKeyUpEvent(INPUTMGR_SELECT))){
//We have one so check which selected/highlighted option needs to be done.
switch(highlight){
case 1:
//Enter the levelSelect state.
setNextState(STATE_LEVEL_SELECT);
break;
case 2:
//Enter the options state.
setNextState(STATE_OPTIONS);
break;
case 3:
//Enter the levelEditor, but first set the level to a default leveledit map.
levelName="";
setNextState(STATE_LEVEL_EDIT_SELECT);
break;
case 4:
//Check if internet is enabled.
if(!getSettings()->getBoolValue("internet")){
msgBox(imageManager,renderer,_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the addons state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
break;
case 6:
//Show the credits screen.
setNextState(STATE_CREDITS);
break;
case 7:
//Show the statistics screen.
setNextState(STATE_STATISTICS);
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);
}
}
void Menu::logic(ImageManager&, SDL_Renderer&){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Draw the title.
{
int titleWidth, titleHeight = 0;
SDL_QueryTexture(titleTexture.get(), NULL, NULL, &titleWidth, &titleHeight);
const SDL_Rect rect = SDL_Rect{(SCREEN_WIDTH-titleWidth)/2, 40, titleWidth, titleHeight};
SDL_RenderCopy(&renderer, titleTexture.get(), NULL, &rect);
}
// Position where we start drawing the menu entries from.
const int menuStartY = sat_sub(SCREEN_HEIGHT, 200) / 2;
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
SDL_Rect dstRect = rectFromTexture(0, 0, *entries[i]);
dstRect.x = sat_sub(SCREEN_WIDTH, dstRect.w) / 2;
dstRect.y = menuStartY + 64*i+(64-dstRect.h) / 2;
SDL_RenderCopy(&renderer, entries[i].get(), NULL, &dstRect);
}
//Check if an option is selected/highlighted.
if(highlight>0 && highlight<=5){
// Width of highlighted entry.
const int highlightWidth = rectFromTexture(0, 0, *entries[highlight - 1]).w;
const int leftOfHighlight = (SCREEN_WIDTH-highlightWidth)/2;
const SDL_Rect leftSize = rectFromTexture(0, 0, *entries[5]);
const int rightHeight = rectFromTexture(0, 0, *entries[6]).h;
// How much to offset the arrows to create the animation.
const int animationX = (25-abs(animation)/2);
// The common value of both arrow's y positions.
const int yCommon = menuStartY-64+64*highlight;
//Draw the '>' sign, which is entry 5.
int x=leftOfHighlight-animationX-leftSize.w;
int y=yCommon+(64-leftSize.h)/2;
applyTexture(x, y, *entries[5], renderer);
//Draw the '<' sign, which is entry 6.
x=leftOfHighlight+highlightWidth+animationX;
y=yCommon+(64-rightHeight)/2;
applyTexture(x, y, *entries[6], renderer);
}
//Check if an icon is selected/highlighted and draw tooltip
if(highlight==6 || highlight==7){
SDL_Texture* texture;
if(highlight==6) {
texture = creditsTooltip.get();
} else {
texture = statisticsTooltip.get();
}
const SDL_Rect textureSize = rectFromTexture(*texture);
drawGUIBox(-2,SCREEN_HEIGHT-textureSize.h-2,textureSize.w+4,textureSize.h+4,renderer,0xFFFFFFFF);
applyTexture(0, SCREEN_HEIGHT - textureSize.h, *texture, renderer);
}
//Draw icons.
applyTexture(SCREEN_WIDTH-96,SCREEN_HEIGHT-48,*creditsIcon,renderer);
applyTexture(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,*statisticsIcon,renderer);
}
void Menu::resize(ImageManager &, SDL_Renderer&){}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some variables for the options.
static bool fullscreen,leveltheme,internet,fade,quickrec;
static string themeName,languageName;
static int lastLang,lastRes;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
static _res currentRes;
static vector<_res> resolutionList;
Options::Options(ImageManager& imageManager,SDL_Renderer& renderer){
//Render the title.
title=textureFromText(renderer, *fontTitle, _("Settings"), themeTextColor);
//Initialize variables.
lastJumpSound=0;
clearIconHower=false;
//Load icon image and tooltip text.
clearIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/clear-progress.png",renderer);
/// TRANSLATORS: Used for button which clear any level progress like unlocked levels and highscores.
clearTooltip=textureFromText(renderer, *fontText, _("Clear Progress"), SDL_Color{0,0,0});
//Set some default settings.
fullscreen=getSettings()->getBoolValue("fullscreen");
languageName=getSettings()->getValue("lang");
themeName=processFileName(getSettings()->getValue("theme"));
leveltheme=getSettings()->getBoolValue("leveltheme");
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
fade=getSettings()->getBoolValue("fading");
quickrec=getSettings()->getBoolValue("quickrecord");
//Set the restartFlag false.
restartFlag=false;
//Now create the gui.
createGUI(imageManager,renderer);
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Options::createGUI(ImageManager& imageManager,SDL_Renderer& renderer){
//Variables for positioning
const int columnW=SCREEN_WIDTH*0.3;
const int column1X=SCREEN_WIDTH*0.15;
const int column2X=SCREEN_WIDTH*0.55;
const int lineHeight=40;
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Single line list for different tabs.
GUISingleLineListBox* listBox=new GUISingleLineListBox(imageManager,renderer,(SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("General"));
listBox->addItem(_("Controls"));
listBox->value=0;
listBox->name="lstTabs";
listBox->eventCallback=this;
GUIObjectRoot->addChild(listBox);
//Create general tab.
tabGeneral=new GUIObject(imageManager,renderer,0,150,SCREEN_WIDTH,SCREEN_HEIGHT);
GUIObjectRoot->addChild(tabGeneral);
//Now we create GUIObjects for every option.
GUIObject* obj=new GUILabel(imageManager,renderer,column1X,0,columnW,36,_("Music"));
tabGeneral->addChild(obj);
musicSlider=new GUISlider(imageManager,renderer,column2X,0,columnW,36,atoi(getSettings()->getValue("music").c_str()),0,128,15);
musicSlider->name="sldMusic";
musicSlider->eventCallback=this;
tabGeneral->addChild(musicSlider);
obj=new GUILabel(imageManager,renderer,column1X,lineHeight,columnW,36,_("Sound"));
tabGeneral->addChild(obj);
soundSlider=new GUISlider(imageManager,renderer,column2X,lineHeight,columnW,36,atoi(getSettings()->getValue("sound").c_str()),0,128,15);
soundSlider->name="sldSound";
soundSlider->eventCallback=this;
tabGeneral->addChild(soundSlider);
obj=new GUILabel(imageManager,renderer,column1X,2*lineHeight,columnW,36,_("Resolution"));
obj->name="lstResolution";
tabGeneral->addChild(obj);
//Create list with many different resolutions.
resolutions = new GUISingleLineListBox(imageManager,renderer,column2X,2*lineHeight,columnW,36);
resolutions->value=-1;
//Only get the resolution list if it hasn't been done before.
if(resolutionList.empty()){
resolutionList=getResolutionList();
}
//Get current resolution from config file. Thus it can be user defined.
currentRes.w=atoi(getSettings()->getValue("width").c_str());
currentRes.h=atoi(getSettings()->getValue("height").c_str());
for(int i=0; i<(int)resolutionList.size();i++){
//Create a string from width and height and then add it to list.
ostringstream out;
out << resolutionList[i].w << "x" << resolutionList[i].h;
resolutions->addItem(out.str());
//Check if current resolution matches, select it.
if(resolutionList[i].w==currentRes.w && resolutionList[i].h==currentRes.h){
resolutions->value=i;
}
}
//Add current resolution if it isn't already in the list.
if(resolutions->value==-1){
ostringstream out;
out << currentRes.w << "x" << currentRes.h;
resolutions->addItem(out.str());
resolutions->value=resolutions->item.size()-1;
}
lastRes=resolutions->value;
tabGeneral->addChild(resolutions);
obj=new GUILabel(imageManager,renderer,column1X,3*lineHeight,columnW,36,_("Language"));
tabGeneral->addChild(obj);
//Create GUI list with available languages.
langs = new GUISingleLineListBox(imageManager,renderer,column2X,3*lineHeight,columnW,36);
langs->name="lstLanguages";
/// TRANSLATORS: as detect user's language automatically
langs->addItem("",_("Auto-Detect"));
langs->addItem("en","English");
//Get a list of every available language.
set<tinygettext::Language> languages = dictionaryManager->get_languages();
for (set<tinygettext::Language>::iterator s0 = languages.begin(); s0 != languages.end(); ++s0){
//If language in loop is the same in config file, then select it
if(getSettings()->getValue("lang")==s0->str()){
lastLang=distance(languages.begin(),s0)+2;
}
//Add language in loop to list and listbox.
langs->addItem(s0->str(),s0->get_name());
}
//If Auto or English are selected.
if(getSettings()->getValue("lang")==""){
lastLang=0;
}else if(getSettings()->getValue("lang")=="en"){
lastLang=1;
}
langs->value=lastLang;
tabGeneral->addChild(langs);
obj=new GUILabel(imageManager,renderer,column1X,4*lineHeight,columnW,36,_("Theme"));
obj->name="theme";
tabGeneral->addChild(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(imageManager,renderer,column2X,4*lineHeight,columnW,36);
theme->name="lstTheme";
//Vector containing the theme locations and names.
vector<pair<string,string> > themes;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
string location=getUserPath(USER_DATA)+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
string location=getDataPath()+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<pair<string,string> >::iterator i=themes.begin(); i!=themes.end(); ++i){
if(i->first==themeName) {
value=i-themes.begin();
}
}
theme->addItems(themes);
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(imageManager,renderer,"lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
tabGeneral->addChild(theme);
//Proxy settings.
obj=new GUILabel(imageManager,renderer,column1X,5*lineHeight,columnW,36,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUITextBox(imageManager,renderer,column2X,5*lineHeight,columnW,36,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,6*lineHeight,columnW,36,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,7*lineHeight,columnW,36,_("Level themes"),leveltheme?1:0);
obj->name="chkLeveltheme";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column2X,6*lineHeight,columnW,36,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column2X,7*lineHeight,columnW,36,_("Fade transition"),fade?1:0);
obj->name="chkFade";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,8*lineHeight,columnW,36,_("Quick record"),quickrec?1:0);
obj->name="chkQuickRec";
obj->eventCallback=this;
tabGeneral->addChild(obj);
//Create the controls tab.
tabControls=inputMgr.showConfig(imageManager,renderer,SCREEN_HEIGHT-210);
tabControls->top=140;
tabControls->visible=false;
GUIObjectRoot->addChild(tabControls);
//Save original keys.
for(int i=0;i<INPUTMGR_MAX;i++){
tmpKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,false);
tmpAlternativeKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,true);
}
//Create buttons.
GUIObject*b1=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.3,SCREEN_HEIGHT-60,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
b1->name="cmdBack";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
GUIObject* b2=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.7,SCREEN_HEIGHT-60,-1,36,_("Save Changes"),0,true,true,GUIGravityCenter);
b2->name="cmdSave";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
}
static string convertInt(int i){
stringstream ss;
ss << i;
return ss.str();
}
void Options::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Reset the key changes.
for(int i=0;i<INPUTMGR_MAX;i++){
inputMgr.setKeyCode((InputManagerKeys)i,tmpKeys[i],false);
inputMgr.setKeyCode((InputManagerKeys)i,tmpAlternativeKeys[i],true);
}
//Reset the music volume.
getMusicManager()->setVolume(atoi(getSettings()->getValue("music").c_str()));
Mix_Volume(-1,atoi(getSettings()->getValue("sound").c_str()));
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
char s[64];
sprintf(s,"%d",soundSlider->value);
getSettings()->setValue("sound",s);
sprintf(s,"%d",musicSlider->value);
getSettings()->setValue("music",s);
getMusicManager()->setEnabled(musicSlider->value>0);
Mix_Volume(-1,soundSlider->value);
getSettings()->setValue("fullscreen",fullscreen?"1":"0");
getSettings()->setValue("leveltheme",leveltheme?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
getSettings()->setValue("fading",fade?"1":"0");
getSettings()->setValue("quickrecord",quickrec?"1":"0");
//Before loading the theme remove the previous one from the stack.
objThemes.removeTheme();
loadTheme(imageManager,renderer,themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
getSettings()->setValue("lang",langs->getName());
//Is resolution from the list or is it user defined in config file
if(resolutions->value<(int)resolutionList.size()){
getSettings()->setValue("width",convertInt(resolutionList[resolutions->value].w));
getSettings()->setValue("height",convertInt(resolutionList[resolutions->value].h));
}else{
getSettings()->setValue("width",convertInt(currentRes.w));
getSettings()->setValue("height",convertInt(currentRes.h));
}
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return check if some .
if(restartFlag || resolutions->value!=lastRes){
//The resolution changed so we need to recreate the screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width",convertInt(resolutionList[lastRes].w));
getSettings()->setValue("height",convertInt(resolutionList[lastRes].h));
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
return;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme(imageManager,renderer,"")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
return;
}
}
if(langs->value!=lastLang){
//We set the language.
language=langs->getName();
dictionaryManager->set_language(tinygettext::Language::from_name(language));
getLevelPackManager()->updateLanguage();
//And reload the font.
if(!loadFonts()){
//Loading failed so quit.
setNextState(STATE_EXIT);
return;
}
}
//Now return to the main menu.
setNextState(STATE_MENU);
}else if(name=="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;
}else if(name=="chkFade"){
fade=obj->value?true:false;
}else if(name=="chkQuickRec"){
quickrec=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Convert the themeName to contain %DATA%, etc...
themeName=compressFileName(theme->item[theme->value].first);
}
}else if(name=="txtProxy"){
internetProxy=obj->caption;
//Check if the internetProxy field is empty.
useProxy=!internetProxy.empty();
}else if(name=="sldMusic"){
getMusicManager()->setEnabled(musicSlider->value>0);
getMusicManager()->setVolume(musicSlider->value);
}else if(name=="sldSound"){
Mix_Volume(-1,soundSlider->value);
if(lastJumpSound==0){
getSoundManager()->playSound("jump");
lastJumpSound=15;
}
}
if(name=="lstTabs"){
if(obj->value==0){
tabGeneral->visible=true;
tabControls->visible=false;
}else{
tabGeneral->visible=false;
tabControls->visible=true;
}
}
}
void Options::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Check icon.
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8&&x>=SCREEN_WIDTH-56)
clearIconHower=true;
else
clearIconHower=false;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && clearIconHower){
if(msgBox(imageManager,renderer,_("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
//Reset statistics.
statsMgr.reloadCompletedLevelsAndAchievements();
}
}
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Options::logic(ImageManager&, SDL_Renderer&){
//Increase the lastJumpSound variable if needed.
if(lastJumpSound!=0){
lastJumpSound--;
}
}
void Options::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//Check if an icon is selected/highlighted and draw tooltip
if(clearIconHower){
const SDL_Rect texSize = rectFromTexture(*clearTooltip);
drawGUIBox(-2,SCREEN_HEIGHT-texSize.h-2,texSize.w+4,texSize.h+4,renderer,0xFFFFFFFF);
applyTexture(0,SCREEN_HEIGHT-texSize.h,clearTooltip,renderer);
}
//Draw icon.
applyTexture(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,*clearIcon,renderer);
//NOTE: The rendering of the GUI is done in Main.
}
void Options::resize(ImageManager& imageManager, SDL_Renderer& renderer){
//Recreate the gui to fit the new resolution.
createGUI(imageManager,renderer);
}
/////////////////////////CREDITS_MENU//////////////////////////////////
Credits::Credits(ImageManager& imageManager,SDL_Renderer& renderer){
//Render the title.
title=textureFromText(renderer, *fontTitle,_("Credits"),themeTextColor);
//Vector that will hold every line of the credits.
vector<string> credits;
//Open the AUTHORS file and read every line.
{
ifstream fin((getDataPath()+"/../AUTHORS").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the AUTHORS file."<<endl;
credits.push_back("ERROR: Unable to open the AUTHORS file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
}
}
//Enter a new line between the two files.
credits.push_back("");
//Open the Credits.text file and read every line.
{
ifstream fin((getDataPath()+"/Credits.txt").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the Credits.txt file."<<endl;
credits.push_back("ERROR: Unable to open the Credits.txt file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
//NOTE: Some sections point to other credits files.
if(line=="music/") {
vector<string> musicCredits=getMusicManager()->createCredits();
credits.insert(credits.end(),musicCredits.begin(),musicCredits.end());
}
}
}
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
backButton=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
backButton->name="cmdBack";
backButton->eventCallback=this;
GUIObjectRoot->addChild(backButton);
//Create a text area for credits.
textArea=new GUITextArea(imageManager,renderer,SCREEN_WIDTH*0.05,114,SCREEN_WIDTH*0.9,SCREEN_HEIGHT-200);
textArea->setFont(fontMono);
textArea->setStringArray(renderer, std::move(credits));
textArea->editable=false;
GUIObjectRoot->addChild(textArea);
}
Credits::~Credits(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Credits::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
}
}
void Credits::handleEvents(ImageManager&, SDL_Renderer&){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Credits::logic(ImageManager&, SDL_Renderer&){}
void Credits::render(ImageManager&,SDL_Renderer &renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//NOTE: The rendering of the GUI is done in Main.
}
void Credits::resize(ImageManager&, SDL_Renderer&){
//Resize and position widgets.
GUIObjectRoot->width=SCREEN_WIDTH;
GUIObjectRoot->height=SCREEN_HEIGHT;
- backButton->left=SCREEN_WIDTH*0.5;
+ backButton->left=SCREEN_WIDTH/2;
backButton->top=SCREEN_HEIGHT-60;
textArea->left=SCREEN_WIDTH*0.05;
textArea->width=SCREEN_WIDTH*0.9;
textArea->height=SCREEN_HEIGHT-200;
textArea->resize();
}
diff --git a/src/config.h.in b/src/config.h.in
index 94a0016..a162bd3 100644
--- a/src/config.h.in
+++ b/src/config.h.in
@@ -1,13 +1,9 @@
#ifndef CONFIG_H
#define CONFIG_H
-#if defined(WIN32)
-//#define DATA_PATH
-#else
-#define DATA_PATH "@DATAROOTDIR@/meandmyshadow/data/"
-#endif
+#define DATA_PATH R"del(@DATAROOTDIR@/meandmyshadow/data/)del"
#cmakedefine HARDWARE_ACCELERATION
#cmakedefine DEBUG_MODE
#endif
diff --git a/src/libs/dirent/dirent.h b/src/libs/dirent/dirent.h
new file mode 100644
index 0000000..2de0704
--- /dev/null
+++ b/src/libs/dirent/dirent.h
@@ -0,0 +1,917 @@
+/*
+ * Dirent interface for Microsoft Visual Studio
+ * Version 1.21
+ *
+ * Copyright (C) 2006-2012 Toni Ronkko
+ * This file is part of dirent. Dirent may be freely distributed
+ * under the MIT license. For all details and documentation, see
+ * https://github.com/tronkko/dirent
+ */
+#ifndef DIRENT_H
+#define DIRENT_H
+
+/*
+ * Define architecture flags so we don't need to include windows.h.
+ * Avoiding windows.h makes it simpler to use windows sockets in conjunction
+ * with dirent.h.
+ */
+#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && defined(_M_IX86)
+# define _X86_
+#endif
+#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && defined(_M_AMD64)
+#define _AMD64_
+#endif
+
+#include <stdio.h>
+#include <stdarg.h>
+#include <windef.h>
+#include <winbase.h>
+#include <wchar.h>
+#include <string.h>
+#include <stdlib.h>
+#include <malloc.h>
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <errno.h>
+
+/* Indicates that d_type field is available in dirent structure */
+#define _DIRENT_HAVE_D_TYPE
+
+/* Indicates that d_namlen field is available in dirent structure */
+#define _DIRENT_HAVE_D_NAMLEN
+
+/* Entries missing from MSVC 6.0 */
+#if !defined(FILE_ATTRIBUTE_DEVICE)
+# define FILE_ATTRIBUTE_DEVICE 0x40
+#endif
+
+/* File type and permission flags for stat(), general mask */
+#if !defined(S_IFMT)
+# define S_IFMT _S_IFMT
+#endif
+
+/* Directory bit */
+#if !defined(S_IFDIR)
+# define S_IFDIR _S_IFDIR
+#endif
+
+/* Character device bit */
+#if !defined(S_IFCHR)
+# define S_IFCHR _S_IFCHR
+#endif
+
+/* Pipe bit */
+#if !defined(S_IFFIFO)
+# define S_IFFIFO _S_IFFIFO
+#endif
+
+/* Regular file bit */
+#if !defined(S_IFREG)
+# define S_IFREG _S_IFREG
+#endif
+
+/* Read permission */
+#if !defined(S_IREAD)
+# define S_IREAD _S_IREAD
+#endif
+
+/* Write permission */
+#if !defined(S_IWRITE)
+# define S_IWRITE _S_IWRITE
+#endif
+
+/* Execute permission */
+#if !defined(S_IEXEC)
+# define S_IEXEC _S_IEXEC
+#endif
+
+/* Pipe */
+#if !defined(S_IFIFO)
+# define S_IFIFO _S_IFIFO
+#endif
+
+/* Block device */
+#if !defined(S_IFBLK)
+# define S_IFBLK 0
+#endif
+
+/* Link */
+#if !defined(S_IFLNK)
+# define S_IFLNK 0
+#endif
+
+/* Socket */
+#if !defined(S_IFSOCK)
+# define S_IFSOCK 0
+#endif
+
+/* Read user permission */
+#if !defined(S_IRUSR)
+# define S_IRUSR S_IREAD
+#endif
+
+/* Write user permission */
+#if !defined(S_IWUSR)
+# define S_IWUSR S_IWRITE
+#endif
+
+/* Execute user permission */
+#if !defined(S_IXUSR)
+# define S_IXUSR 0
+#endif
+
+/* Read group permission */
+#if !defined(S_IRGRP)
+# define S_IRGRP 0
+#endif
+
+/* Write group permission */
+#if !defined(S_IWGRP)
+# define S_IWGRP 0
+#endif
+
+/* Execute group permission */
+#if !defined(S_IXGRP)
+# define S_IXGRP 0
+#endif
+
+/* Read others permission */
+#if !defined(S_IROTH)
+# define S_IROTH 0
+#endif
+
+/* Write others permission */
+#if !defined(S_IWOTH)
+# define S_IWOTH 0
+#endif
+
+/* Execute others permission */
+#if !defined(S_IXOTH)
+# define S_IXOTH 0
+#endif
+
+/* Maximum length of file name */
+#if !defined(PATH_MAX)
+# define PATH_MAX MAX_PATH
+#endif
+#if !defined(FILENAME_MAX)
+# define FILENAME_MAX MAX_PATH
+#endif
+#if !defined(NAME_MAX)
+# define NAME_MAX FILENAME_MAX
+#endif
+
+/* File type flags for d_type */
+#define DT_UNKNOWN 0
+#define DT_REG S_IFREG
+#define DT_DIR S_IFDIR
+#define DT_FIFO S_IFIFO
+#define DT_SOCK S_IFSOCK
+#define DT_CHR S_IFCHR
+#define DT_BLK S_IFBLK
+#define DT_LNK S_IFLNK
+
+/* Macros for converting between st_mode and d_type */
+#define IFTODT(mode) ((mode) & S_IFMT)
+#define DTTOIF(type) (type)
+
+/*
+ * File type macros. Note that block devices, sockets and links cannot be
+ * distinguished on Windows and the macros S_ISBLK, S_ISSOCK and S_ISLNK are
+ * only defined for compatibility. These macros should always return false
+ * on Windows.
+ */
+#if !defined(S_ISFIFO)
+# define S_ISFIFO(mode) (((mode) & S_IFMT) == S_IFIFO)
+#endif
+#if !defined(S_ISDIR)
+# define S_ISDIR(mode) (((mode) & S_IFMT) == S_IFDIR)
+#endif
+#if !defined(S_ISREG)
+# define S_ISREG(mode) (((mode) & S_IFMT) == S_IFREG)
+#endif
+#if !defined(S_ISLNK)
+# define S_ISLNK(mode) (((mode) & S_IFMT) == S_IFLNK)
+#endif
+#if !defined(S_ISSOCK)
+# define S_ISSOCK(mode) (((mode) & S_IFMT) == S_IFSOCK)
+#endif
+#if !defined(S_ISCHR)
+# define S_ISCHR(mode) (((mode) & S_IFMT) == S_IFCHR)
+#endif
+#if !defined(S_ISBLK)
+# define S_ISBLK(mode) (((mode) & S_IFMT) == S_IFBLK)
+#endif
+
+/* Return the exact length of d_namlen without zero terminator */
+#define _D_EXACT_NAMLEN(p) ((p)->d_namlen)
+
+/* Return number of bytes needed to store d_namlen */
+#define _D_ALLOC_NAMLEN(p) (PATH_MAX)
+
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/* Wide-character version */
+struct _wdirent {
+ /* Always zero */
+ long d_ino;
+
+ /* Structure size */
+ unsigned short d_reclen;
+
+ /* Length of name without \0 */
+ size_t d_namlen;
+
+ /* File type */
+ int d_type;
+
+ /* File name */
+ wchar_t d_name[PATH_MAX];
+};
+typedef struct _wdirent _wdirent;
+
+struct _WDIR {
+ /* Current directory entry */
+ struct _wdirent ent;
+
+ /* Private file data */
+ WIN32_FIND_DATAW data;
+
+ /* True if data is valid */
+ int cached;
+
+ /* Win32 search handle */
+ HANDLE handle;
+
+ /* Initial directory name */
+ wchar_t *patt;
+};
+typedef struct _WDIR _WDIR;
+
+static _WDIR *_wopendir (const wchar_t *dirname);
+static struct _wdirent *_wreaddir (_WDIR *dirp);
+static int _wclosedir (_WDIR *dirp);
+static void _wrewinddir (_WDIR* dirp);
+
+
+/* For compatibility with Symbian */
+#define wdirent _wdirent
+#define WDIR _WDIR
+#define wopendir _wopendir
+#define wreaddir _wreaddir
+#define wclosedir _wclosedir
+#define wrewinddir _wrewinddir
+
+
+/* Multi-byte character versions */
+struct dirent {
+ /* Always zero */
+ long d_ino;
+
+ /* Structure size */
+ unsigned short d_reclen;
+
+ /* Length of name without \0 */
+ size_t d_namlen;
+
+ /* File type */
+ int d_type;
+
+ /* File name */
+ char d_name[PATH_MAX];
+};
+typedef struct dirent dirent;
+
+struct DIR {
+ struct dirent ent;
+ struct _WDIR *wdirp;
+};
+typedef struct DIR DIR;
+
+static DIR *opendir (const char *dirname);
+static struct dirent *readdir (DIR *dirp);
+static int closedir (DIR *dirp);
+static void rewinddir (DIR* dirp);
+
+
+/* Internal utility functions */
+static WIN32_FIND_DATAW *dirent_first (_WDIR *dirp);
+static WIN32_FIND_DATAW *dirent_next (_WDIR *dirp);
+
+static int dirent_mbstowcs_s(
+ size_t *pReturnValue,
+ wchar_t *wcstr,
+ size_t sizeInWords,
+ const char *mbstr,
+ size_t count);
+
+static int dirent_wcstombs_s(
+ size_t *pReturnValue,
+ char *mbstr,
+ size_t sizeInBytes,
+ const wchar_t *wcstr,
+ size_t count);
+
+static void dirent_set_errno (int error);
+
+/*
+ * Open directory stream DIRNAME for read and return a pointer to the
+ * internal working area that is used to retrieve individual directory
+ * entries.
+ */
+static _WDIR*
+_wopendir(
+ const wchar_t *dirname)
+{
+ _WDIR *dirp = NULL;
+ int error;
+
+ /* Must have directory name */
+ if (dirname == NULL || dirname[0] == '\0') {
+ dirent_set_errno (ENOENT);
+ return NULL;
+ }
+
+ /* Allocate new _WDIR structure */
+ dirp = (_WDIR*) malloc (sizeof (struct _WDIR));
+ if (dirp != NULL) {
+ DWORD n;
+
+ /* Reset _WDIR structure */
+ dirp->handle = INVALID_HANDLE_VALUE;
+ dirp->patt = NULL;
+ dirp->cached = 0;
+
+ /* Compute the length of full path plus zero terminator */
+ n = GetFullPathNameW (dirname, 0, NULL, NULL);
+
+ /* Allocate room for absolute directory name and search pattern */
+ dirp->patt = (wchar_t*) malloc (sizeof (wchar_t) * n + 16);
+ if (dirp->patt) {
+
+ /*
+ * Convert relative directory name to an absolute one. This
+ * allows rewinddir() to function correctly even when current
+ * working directory is changed between opendir() and rewinddir().
+ */
+ n = GetFullPathNameW (dirname, n, dirp->patt, NULL);
+ if (n > 0) {
+ wchar_t *p;
+
+ /* Append search pattern \* to the directory name */
+ p = dirp->patt + n;
+ if (dirp->patt < p) {
+ switch (p[-1]) {
+ case '\\':
+ case '/':
+ case ':':
+ /* Directory ends in path separator, e.g. c:\temp\ */
+ /*NOP*/;
+ break;
+
+ default:
+ /* Directory name doesn't end in path separator */
+ *p++ = '\\';
+ }
+ }
+ *p++ = '*';
+ *p = '\0';
+
+ /* Open directory stream and retrieve the first entry */
+ if (dirent_first (dirp)) {
+ /* Directory stream opened successfully */
+ error = 0;
+ } else {
+ /* Cannot retrieve first entry */
+ error = 1;
+ dirent_set_errno (ENOENT);
+ }
+
+ } else {
+ /* Cannot retrieve full path name */
+ dirent_set_errno (ENOENT);
+ error = 1;
+ }
+
+ } else {
+ /* Cannot allocate memory for search pattern */
+ error = 1;
+ }
+
+ } else {
+ /* Cannot allocate _WDIR structure */
+ error = 1;
+ }
+
+ /* Clean up in case of error */
+ if (error && dirp) {
+ _wclosedir (dirp);
+ dirp = NULL;
+ }
+
+ return dirp;
+}
+
+/*
+ * Read next directory entry. The directory entry is returned in dirent
+ * structure in the d_name field. Individual directory entries returned by
+ * this function include regular files, sub-directories, pseudo-directories
+ * "." and ".." as well as volume labels, hidden files and system files.
+ */
+static struct _wdirent*
+_wreaddir(
+ _WDIR *dirp)
+{
+ WIN32_FIND_DATAW *datap;
+ struct _wdirent *entp;
+
+ /* Read next directory entry */
+ datap = dirent_next (dirp);
+ if (datap) {
+ size_t n;
+ DWORD attr;
+
+ /* Pointer to directory entry to return */
+ entp = &dirp->ent;
+
+ /*
+ * Copy file name as wide-character string. If the file name is too
+ * long to fit in to the destination buffer, then truncate file name
+ * to PATH_MAX characters and zero-terminate the buffer.
+ */
+ n = 0;
+ while (n + 1 < PATH_MAX && datap->cFileName[n] != 0) {
+ entp->d_name[n] = datap->cFileName[n];
+ n++;
+ }
+ dirp->ent.d_name[n] = 0;
+
+ /* Length of file name excluding zero terminator */
+ entp->d_namlen = n;
+
+ /* File type */
+ attr = datap->dwFileAttributes;
+ if ((attr & FILE_ATTRIBUTE_DEVICE) != 0) {
+ entp->d_type = DT_CHR;
+ } else if ((attr & FILE_ATTRIBUTE_DIRECTORY) != 0) {
+ entp->d_type = DT_DIR;
+ } else {
+ entp->d_type = DT_REG;
+ }
+
+ /* Reset dummy fields */
+ entp->d_ino = 0;
+ entp->d_reclen = sizeof (struct _wdirent);
+
+ } else {
+
+ /* Last directory entry read */
+ entp = NULL;
+
+ }
+
+ return entp;
+}
+
+/*
+ * Close directory stream opened by opendir() function. This invalidates the
+ * DIR structure as well as any directory entry read previously by
+ * _wreaddir().
+ */
+static int
+_wclosedir(
+ _WDIR *dirp)
+{
+ int ok;
+ if (dirp) {
+
+ /* Release search handle */
+ if (dirp->handle != INVALID_HANDLE_VALUE) {
+ FindClose (dirp->handle);
+ dirp->handle = INVALID_HANDLE_VALUE;
+ }
+
+ /* Release search pattern */
+ if (dirp->patt) {
+ free (dirp->patt);
+ dirp->patt = NULL;
+ }
+
+ /* Release directory structure */
+ free (dirp);
+ ok = /*success*/0;
+
+ } else {
+ /* Invalid directory stream */
+ dirent_set_errno (EBADF);
+ ok = /*failure*/-1;
+ }
+ return ok;
+}
+
+/*
+ * Rewind directory stream such that _wreaddir() returns the very first
+ * file name again.
+ */
+static void
+_wrewinddir(
+ _WDIR* dirp)
+{
+ if (dirp) {
+ /* Release existing search handle */
+ if (dirp->handle != INVALID_HANDLE_VALUE) {
+ FindClose (dirp->handle);
+ }
+
+ /* Open new search handle */
+ dirent_first (dirp);
+ }
+}
+
+/* Get first directory entry (internal) */
+static WIN32_FIND_DATAW*
+dirent_first(
+ _WDIR *dirp)
+{
+ WIN32_FIND_DATAW *datap;
+
+ /* Open directory and retrieve the first entry */
+ dirp->handle = FindFirstFileW (dirp->patt, &dirp->data);
+ if (dirp->handle != INVALID_HANDLE_VALUE) {
+
+ /* a directory entry is now waiting in memory */
+ datap = &dirp->data;
+ dirp->cached = 1;
+
+ } else {
+
+ /* Failed to re-open directory: no directory entry in memory */
+ dirp->cached = 0;
+ datap = NULL;
+
+ }
+ return datap;
+}
+
+/* Get next directory entry (internal) */
+static WIN32_FIND_DATAW*
+dirent_next(
+ _WDIR *dirp)
+{
+ WIN32_FIND_DATAW *p;
+
+ /* Get next directory entry */
+ if (dirp->cached != 0) {
+
+ /* A valid directory entry already in memory */
+ p = &dirp->data;
+ dirp->cached = 0;
+
+ } else if (dirp->handle != INVALID_HANDLE_VALUE) {
+
+ /* Get the next directory entry from stream */
+ if (FindNextFileW (dirp->handle, &dirp->data) != FALSE) {
+ /* Got a file */
+ p = &dirp->data;
+ } else {
+ /* The very last entry has been processed or an error occured */
+ FindClose (dirp->handle);
+ dirp->handle = INVALID_HANDLE_VALUE;
+ p = NULL;
+ }
+
+ } else {
+
+ /* End of directory stream reached */
+ p = NULL;
+
+ }
+
+ return p;
+}
+
+/*
+ * Open directory stream using plain old C-string.
+ */
+static DIR*
+opendir(
+ const char *dirname)
+{
+ struct DIR *dirp;
+ int error;
+
+ /* Must have directory name */
+ if (dirname == NULL || dirname[0] == '\0') {
+ dirent_set_errno (ENOENT);
+ return NULL;
+ }
+
+ /* Allocate memory for DIR structure */
+ dirp = (DIR*) malloc (sizeof (struct DIR));
+ if (dirp) {
+ wchar_t wname[PATH_MAX];
+ size_t n;
+
+ /* Convert directory name to wide-character string */
+ error = dirent_mbstowcs_s (&n, wname, PATH_MAX, dirname, PATH_MAX);
+ if (!error) {
+
+ /* Open directory stream using wide-character name */
+ dirp->wdirp = _wopendir (wname);
+ if (dirp->wdirp) {
+ /* Directory stream opened */
+ error = 0;
+ } else {
+ /* Failed to open directory stream */
+ error = 1;
+ }
+
+ } else {
+ /*
+ * Cannot convert file name to wide-character string. This
+ * occurs if the string contains invalid multi-byte sequences or
+ * the output buffer is too small to contain the resulting
+ * string.
+ */
+ error = 1;
+ }
+
+ } else {
+ /* Cannot allocate DIR structure */
+ error = 1;
+ }
+
+ /* Clean up in case of error */
+ if (error && dirp) {
+ free (dirp);
+ dirp = NULL;
+ }
+
+ return dirp;
+}
+
+/*
+ * Read next directory entry.
+ *
+ * When working with text consoles, please note that file names returned by
+ * readdir() are represented in the default ANSI code page while any output to
+ * console is typically formatted on another code page. Thus, non-ASCII
+ * characters in file names will not usually display correctly on console. The
+ * problem can be fixed in two ways: (1) change the character set of console
+ * to 1252 using chcp utility and use Lucida Console font, or (2) use
+ * _cprintf function when writing to console. The _cprinf() will re-encode
+ * ANSI strings to the console code page so many non-ASCII characters will
+ * display correcly.
+ */
+static struct dirent*
+readdir(
+ DIR *dirp)
+{
+ WIN32_FIND_DATAW *datap;
+ struct dirent *entp;
+
+ /* Read next directory entry */
+ datap = dirent_next (dirp->wdirp);
+ if (datap) {
+ size_t n;
+ int error;
+
+ /* Attempt to convert file name to multi-byte string */
+ error = dirent_wcstombs_s(
+ &n, dirp->ent.d_name, PATH_MAX, datap->cFileName, PATH_MAX);
+
+ /*
+ * If the file name cannot be represented by a multi-byte string,
+ * then attempt to use old 8+3 file name. This allows traditional
+ * Unix-code to access some file names despite of unicode
+ * characters, although file names may seem unfamiliar to the user.
+ *
+ * Be ware that the code below cannot come up with a short file
+ * name unless the file system provides one. At least
+ * VirtualBox shared folders fail to do this.
+ */
+ if (error && datap->cAlternateFileName[0] != '\0') {
+ error = dirent_wcstombs_s(
+ &n, dirp->ent.d_name, PATH_MAX,
+ datap->cAlternateFileName, PATH_MAX);
+ }
+
+ if (!error) {
+ DWORD attr;
+
+ /* Initialize directory entry for return */
+ entp = &dirp->ent;
+
+ /* Length of file name excluding zero terminator */
+ entp->d_namlen = n - 1;
+
+ /* File attributes */
+ attr = datap->dwFileAttributes;
+ if ((attr & FILE_ATTRIBUTE_DEVICE) != 0) {
+ entp->d_type = DT_CHR;
+ } else if ((attr & FILE_ATTRIBUTE_DIRECTORY) != 0) {
+ entp->d_type = DT_DIR;
+ } else {
+ entp->d_type = DT_REG;
+ }
+
+ /* Reset dummy fields */
+ entp->d_ino = 0;
+ entp->d_reclen = sizeof (struct dirent);
+
+ } else {
+ /*
+ * Cannot convert file name to multi-byte string so construct
+ * an errornous directory entry and return that. Note that
+ * we cannot return NULL as that would stop the processing
+ * of directory entries completely.
+ */
+ entp = &dirp->ent;
+ entp->d_name[0] = '?';
+ entp->d_name[1] = '\0';
+ entp->d_namlen = 1;
+ entp->d_type = DT_UNKNOWN;
+ entp->d_ino = 0;
+ entp->d_reclen = 0;
+ }
+
+ } else {
+ /* No more directory entries */
+ entp = NULL;
+ }
+
+ return entp;
+}
+
+/*
+ * Close directory stream.
+ */
+static int
+closedir(
+ DIR *dirp)
+{
+ int ok;
+ if (dirp) {
+
+ /* Close wide-character directory stream */
+ ok = _wclosedir (dirp->wdirp);
+ dirp->wdirp = NULL;
+
+ /* Release multi-byte character version */
+ free (dirp);
+
+ } else {
+
+ /* Invalid directory stream */
+ dirent_set_errno (EBADF);
+ ok = /*failure*/-1;
+
+ }
+ return ok;
+}
+
+/*
+ * Rewind directory stream to beginning.
+ */
+static void
+rewinddir(
+ DIR* dirp)
+{
+ /* Rewind wide-character string directory stream */
+ _wrewinddir (dirp->wdirp);
+}
+
+/* Convert multi-byte string to wide character string */
+static int
+dirent_mbstowcs_s(
+ size_t *pReturnValue,
+ wchar_t *wcstr,
+ size_t sizeInWords,
+ const char *mbstr,
+ size_t count)
+{
+ int error;
+
+#if defined(_MSC_VER) && _MSC_VER >= 1400
+
+ /* Microsoft Visual Studio 2005 or later */
+ error = mbstowcs_s (pReturnValue, wcstr, sizeInWords, mbstr, count);
+
+#else
+
+ /* Older Visual Studio or non-Microsoft compiler */
+ size_t n;
+
+ /* Convert to wide-character string (or count characters) */
+ n = mbstowcs (wcstr, mbstr, sizeInWords);
+ if (!wcstr || n < count) {
+
+ /* Zero-terminate output buffer */
+ if (wcstr && sizeInWords) {
+ if (n >= sizeInWords) {
+ n = sizeInWords - 1;
+ }
+ wcstr[n] = 0;
+ }
+
+ /* Length of resuting multi-byte string WITH zero terminator */
+ if (pReturnValue) {
+ *pReturnValue = n + 1;
+ }
+
+ /* Success */
+ error = 0;
+
+ } else {
+
+ /* Could not convert string */
+ error = 1;
+
+ }
+
+#endif
+
+ return error;
+}
+
+/* Convert wide-character string to multi-byte string */
+static int
+dirent_wcstombs_s(
+ size_t *pReturnValue,
+ char *mbstr,
+ size_t sizeInBytes, /* max size of mbstr */
+ const wchar_t *wcstr,
+ size_t count)
+{
+ int error;
+
+#if defined(_MSC_VER) && _MSC_VER >= 1400
+
+ /* Microsoft Visual Studio 2005 or later */
+ error = wcstombs_s (pReturnValue, mbstr, sizeInBytes, wcstr, count);
+
+#else
+
+ /* Older Visual Studio or non-Microsoft compiler */
+ size_t n;
+
+ /* Convert to multi-byte string (or count the number of bytes needed) */
+ n = wcstombs (mbstr, wcstr, sizeInBytes);
+ if (!mbstr || n < count) {
+
+ /* Zero-terminate output buffer */
+ if (mbstr && sizeInBytes) {
+ if (n >= sizeInBytes) {
+ n = sizeInBytes - 1;
+ }
+ mbstr[n] = '\0';
+ }
+
+ /* Lenght of resulting multi-bytes string WITH zero-terminator */
+ if (pReturnValue) {
+ *pReturnValue = n + 1;
+ }
+
+ /* Success */
+ error = 0;
+
+ } else {
+
+ /* Cannot convert string */
+ error = 1;
+
+ }
+
+#endif
+
+ return error;
+}
+
+/* Set errno variable */
+static void
+dirent_set_errno(
+ int error)
+{
+#if defined(_MSC_VER) && _MSC_VER >= 1400
+
+ /* Microsoft Visual Studio 2005 and later */
+ _set_errno (error);
+
+#else
+
+ /* Non-Microsoft compiler or older Microsoft compiler */
+ errno = error;
+
+#endif
+}
+
+
+#ifdef __cplusplus
+}
+#endif
+#endif /*DIRENT_H*/
+

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