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diff --git a/src/LevelSelect.cpp b/src/LevelSelect.cpp
index 2151ba0..9d6d21b 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,410 +1,413 @@
/*
* 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 "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
////////////////////NUMBER////////////////////////
Number::Number(ImageManager& imageManager, SDL_Renderer& renderer){
image=NULL;
number=0;
medal=0;
selected=false;
locked=false;
//Set the default dimensions.
box.x=0;
box.y=0;
box.h=50;
box.w=50;
//Load the medals image.
medals=imageManager.loadTexture(getDataPath()+"gfx/medals.png", renderer);
//To make sure it can be added to a vector, stop here rather than generate a massive error.
static_assert(std::is_move_constructible<Number>::value, "Not move constructable!");
}
void Number::init(SDL_Renderer& renderer,int number,SDL_Rect box){
//First set the number and update our status.
this->number=number;
//Write our text, number+1 since the counting doens't start with 0, but with 1.
std::stringstream text;
number++;
text<<number;
//Create the text image.
const SDL_Color black={0,0,0,0};
//Create the text image.
//Also check which font to use, if the number is higher than 100 use the small font.
image = textureFromText(renderer,*fontGUI,text.str().c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
//Load background blocks.
objThemes.getBlock(TYPE_BLOCK,true)->createInstance(&block);
block.changeState("unlocked");
objThemes.getBlock(TYPE_SHADOW_BLOCK,true)->createInstance(&blockLocked);
blockLocked.changeState("locked");
}
void Number::init(SDL_Renderer& renderer,std::string text,SDL_Rect box){
//First set the number and update our status.
this->number=-1;
//Create the text image.
SDL_Color black={0,0,0};
image = textureFromText(renderer,*fontGUI,text.c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
//Load background blocks.
objThemes.getBlock(TYPE_BLOCK,true)->createInstance(&block);
block.changeState("unlocked");
objThemes.getBlock(TYPE_SHADOW_BLOCK,true)->createInstance(&blockLocked);
blockLocked.changeState("locked");
}
void Number::show(SDL_Renderer& renderer, int dy){
//First draw the background, also apply the yOffset(dy).
if(!locked)
block.draw(renderer,box.x,box.y-dy);
else
blockLocked.draw(renderer,box.x,box.y-dy);
//Now draw the text image over the background.
//We draw it centered inside the box.
applyTexture(box.x+25-(textureWidth(*image)/2),box.y-dy,image,renderer);
//Draw the selection mark.
if(selected){
drawGUIBox(box.x,box.y-dy,50,50,renderer,0xFFFFFF23);
}
//Draw the medal.
if(medal>0&&medals){
const SDL_Rect srcRect={(medal-1)*30,0,30,30};
const SDL_Rect dstRect={box.x+30,(box.y+30)-dy,30,30};
SDL_RenderCopy(&renderer,medals.get(),&srcRect,&dstRect);
}
}
void Number::setLocked(bool locked){
this->locked=locked;
}
void Number::setMedal(int medal){
this->medal=medal;
}
/////////////////////LEVEL SELECT/////////////////////
LevelSelect::LevelSelect(ImageManager& imageManager,SDL_Renderer& renderer, const char* titleText, LevelPackManager::LevelPackLists packType){
//clear the selected level
selectedNumber=NULL;
//Calculate the LEVELS_PER_ROW and LEVEL_ROWS if they aren't calculated already.
calcRows();
//Render the title.
title=textureFromText(renderer,*fontTitle,titleText,themeTextColor);
//create GUI (test only)
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//the level select scroll bar
levelScrollBar=new GUIScrollBar(imageManager,renderer,SCREEN_WIDTH*0.9,184,16,SCREEN_HEIGHT-344,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->addChild(levelScrollBar);
//level pack description
levelpackDescription=new GUILabel(imageManager,renderer,0,140,SCREEN_WIDTH,32,"",0,true,true,GUIGravityCenter);
GUIObjectRoot->addChild(levelpackDescription);
levelpacks=new GUISingleLineListBox(imageManager,renderer,(SCREEN_WIDTH-500)/2,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<pair<string,string> > v=getLevelPackManager()->enumLevelPacks(packType);
levelpacks->addItems(v);
levelpacks->value=0;
//Check if we can find the lastlevelpack.
for(vector<pair<string,string> >::iterator i=v.begin(); i!=v.end(); ++i){
if(i->first==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
}
}
//Load the progress.
levels=getLevelPackManager()->getLevelPack(v[levelpacks->value].first);
levels->loadProgress();
//And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->addChild(levelpacks);
obj=new GUIButton(imageManager,renderer,20,20,-1,32,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
section=1;
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
}
void LevelSelect::calcRows(){
//Calculate the number of rows and the number of levels per row.
LEVELS_PER_ROW=(SCREEN_WIDTH*0.8)/64;
int LEVEL_ROWS=(SCREEN_HEIGHT-344)/64;
LEVELS_DISPLAYED_IN_SCREEN=LEVELS_PER_ROW*LEVEL_ROWS;
}
void LevelSelect::selectNumberKeyboard(ImageManager& imageManager, SDL_Renderer& renderer, int x,int y){
if(section==2){
//Move selection
int realNumber=0;
if(selectedNumber)
realNumber=selectedNumber->getNumber()+x+(y*LEVELS_PER_ROW);
//If selection is outside of the map grid, change section
if(realNumber<0 || realNumber>(int)numbers.size()-1){
section=1;
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=false;
refresh(imageManager, renderer);
}
}else{
//If not, move selection
if(!numbers[realNumber].getLocked()){
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==realNumber);
}
selectNumber(imageManager,renderer,realNumber,false);
}
}
}else if(section==1){
//Loop through levelpacks and update GUI
levelpacks->value+=x;
if(levelpacks->value<0){
levelpacks->value=levelpacks->item.size()-1;
}else if(levelpacks->value>(int)levelpacks->item.size()-1){
levelpacks->value=0;
}
GUIEventCallback_OnEvent(imageManager,renderer,"cmdLvlPack",static_cast<GUIObject*>(levelpacks),0);
//If up is pressed, change section
if(y==1){
section=2;
selectNumber(imageManager,renderer,0,false);
numbers[0].selected=true;
}
}else{
section=clamp(section+y,0,2);
}
}
void LevelSelect::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check for a mouse click.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
checkMouse(imageManager, renderer);
}
//Check focus movement
if(inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
selectNumberKeyboard(imageManager, renderer, 1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
selectNumberKeyboard(imageManager, renderer, -1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
selectNumberKeyboard(imageManager, renderer, 0,-1);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
selectNumberKeyboard(imageManager, renderer, 0,1);
}
//Check if enter is pressed
if(section==2 && inputMgr.isKeyUpEvent(INPUTMGR_SELECT)){
selectNumber(imageManager,renderer,selectedNumber->getNumber(),true);
}
//Check if escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
//Check for scrolling down and up.
// if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && levelScrollBar){
if(event.type==SDL_MOUSEWHEEL && levelScrollBar){
if(levelScrollBar->value<levelScrollBar->maxValue) {
//TODO - tweak the scroll amount
levelScrollBar->value += event.wheel.y;
if(levelScrollBar->value < 0) {
levelScrollBar->value = 0;
}
}
}
// return;
// }else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && levelScrollBar){
// if(levelScrollBar->value>0) levelScrollBar->value--;
// return;
// }
}
void LevelSelect::checkMouse(ImageManager &imageManager, SDL_Renderer &renderer){
int x,y,dy=0,m=numbers.size();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if there's a scrollbar, if so get the value.
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*LEVELS_PER_ROW; n<m; n++){
if(!numbers[n].getLocked()){
if(checkCollision(mouse,numbers[n].box)==true){
if(numbers[n].selected){
selectNumber(imageManager, renderer, n,true);
}else{
//Select current level
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==n);
}
selectNumber(imageManager, renderer,n,false);
}
section=2;
break;
}
}
}
}
void LevelSelect::logic(ImageManager&, SDL_Renderer&){}
void LevelSelect::render(ImageManager&, SDL_Renderer& renderer){
int x,y,dy=0,m=numbers.size();
int idx=-1;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Draw the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//Loop through the level blocks and draw them.
for(int n=dy*LEVELS_PER_ROW;n<m;n++){
numbers[n].show(renderer,dy*64);
if(numbers[n].getLocked()==false && checkCollision(mouse,numbers[n].box)==true)
idx=n;
}
//Show the tool tip text.
if(idx>=0){
renderTooltip(renderer,idx,dy);
}
}
void LevelSelect::resize(ImageManager& imageManager,SDL_Renderer& renderer){
calcRows();
refresh(imageManager,renderer,false);
//NOTE: We don't need to recreate the listbox and the back button, only resize the list.
levelpacks->left=(SCREEN_WIDTH-500)/2;
levelpackDescription->width = SCREEN_WIDTH;
}
void LevelSelect::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
if(name=="cmdLvlPack"){
getSettings()->setValue("lastlevelpack",static_cast<GUISingleLineListBox*>(obj)->item[obj->value].first);
}else if(name=="cmdBack"){
setNextState(STATE_MENU);
return;
}else{
return;
}
//new: reset the level list scroll bar
if(levelScrollBar)
levelScrollBar->value=0;
levels=getLevelPackManager()->getLevelPack(static_cast<GUISingleLineListBox*>(obj)->item[obj->value].first);
//Load the progress file.
levels->loadProgress();
//And refresh the numbers.
refresh(imageManager, renderer);
+
+ //invalidate the tooltip
+ toolTip.number = -1;
}
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