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diff --git a/src/Functions.cpp b/src/Functions.cpp
index a51a646..55ab915 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1563 +1,1566 @@
/*
* 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 <math.h>
#include <algorithm>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#include <SDL/SDL_syswm.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "Objects.h"
#include "Player.h"
#include "GameObjects.h"
#include "LevelPack.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "InputManager.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "LevelPackManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include "StatisticsManager.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
#include "libs/tinygettext/log.hpp"
extern "C" {
#include "libs/findlocale/findlocale.h"
}
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
//fix some Windows header bug
#ifndef GL_BGR
#define GL_BGR GL_BGR_EXT
#endif
#ifndef GL_BGRA
#define GL_BGRA GL_BGRA_EXT
#endif
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Workaround for the resizing below 800x600 for X systems.
#ifdef __linux__
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#endif
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager levelPackManager;
//Map containing changed settings using command line arguments.
map<string,string> tmpSettings;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=0;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
SDL_Surface* loadImage(string file){
//We use the imageManager to load the file.
return imageManager.loadImage(file);
}
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
rectangleRGBA(dest,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//Fill content's background color from function parameter
boxRGBA(dest,x+1,y+1,x+w-2,y+h-2,color >> 24,color >> 16,color >> 8,color >> 0);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA(dest,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(dest,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(dest,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(dest,x+w-1,y+1,x+w-1,y+h-2,0,0,0,255);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA(dest,x,y,0,0,0,160);
pixelRGBA(dest,x,y+h-1,0,0,0,160);
pixelRGBA(dest,x+w-1,y,0,0,0,160);
pixelRGBA(dest,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(dest,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(dest,x+1,y+1,0,0,0,50);
pixelRGBA(dest,x+1,y+h-2,0,0,0,50);
pixelRGBA(dest,x+w-2,y+1,0,0,0,50);
pixelRGBA(dest,x+w-2,y+h-2,0,0,0,50);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
lineRGBA(dest,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,dest,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),dest,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),dest,color);
}
}
bool createScreen(){
//Check if we are going fullscreen.
if(settings->getBoolValue("fullscreen"))
pickFullscreenResolution();
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Boolean if this is the first screen creation.
bool initial=true;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Delete the old screen.
//Warning: only if previous mode is OpenGL mode.
//NOTE: The previous mode can't switch during runtime.
if(screen){
SDL_FreeSurface(screen);
screen=NULL;
//There was a screen so this isn't the initial screen creation.
initial=false;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0);
//Create a texture.
glDeleteTextures(1,&screenTexture);
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
cerr<<"FATAL ERROR: Unable to use hardware acceleration (compiled without)."<<endl;
return false;
#endif
}else{
//Set the flags.
Uint32 flags=SDL_HWSURFACE | SDL_DOUBLEBUF;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
//Check if there already was a screen.
if(screen)
initial=false;
//Create the screen and check if there weren't any errors.
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Now configure the newly created window (if windowed).
if(settings->getBoolValue("fullscreen")==false)
configureWindow(initial);
//Create the temp surface, just a replica of the screen surface, free the previous one if any.
if(tempSurface)
SDL_FreeSurface(tempSurface);
tempSurface=SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
//Set the the window caption.
SDL_WM_SetCaption(("Me and My Shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return true;
}
#ifdef WIN32
static WNDPROC m_OldWindowProc=NULL;
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){
if(msg==WM_GETMINMAXINFO){
if(m_OldWindowProc){
CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
DefWindowProc(hwnd,msg,wParam,lParam);
}
RECT r={0,0,800,600};
AdjustWindowRect(&r,GetWindowLong(hwnd,GWL_STYLE),FALSE);
MINMAXINFO *info=(MINMAXINFO*)lParam;
info->ptMinTrackSize.x=r.right-r.left;
info->ptMinTrackSize.y=r.bottom-r.top;
return 0;
}else{
if(m_OldWindowProc){
return CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
return DefWindowProc(hwnd,msg,wParam,lParam);
}
}
}
#endif
void pickFullscreenResolution(){
//Vector that will hold the resolutions to choose from.
vector<_res> resolutionList;
//Enumerate avaliable resolutions using SDL_ListModes()
//Note: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SDL_HWSURFACE);
if(modes==NULL || ((intptr_t)modes) == -1){
cout<<"Error: Can't enumerate avaliable screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
//Fill the resolutionList.
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
//Fill the resolutionList.
for(unsigned int i=0;modes[i]!=NULL;i++){
//Check if the resolution is higher than the minimum (800x600).
if(modes[i]->w>=800 && modes[i]->h>=600){
_res res={modes[i]->w, modes[i]->h};
resolutionList.push_back(res);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse(resolutionList.begin(),resolutionList.end());
}
}
//The resolution that will hold the final result, we start with the minimum (800x600).
_res closestMatch={800,600};
int width=atoi(getSettings()->getValue("width").c_str());
//int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for(int i=0;i<(int)resolutionList.size();i++){
//The delta between the closestMatch and the resolution from the list.
int dM=(closestMatch.w-resolutionList[i].w);
//The delta between the target width and the resolution from the list.
int dT=(width-resolutionList[i].w);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if((dM)<(dT)){
closestMatch.w=resolutionList[i].w;
closestMatch.h=resolutionList[i].h;
}
}
//Now set the resolution to the closest match.
char s[64];
sprintf(s,"%d",closestMatch.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",closestMatch.h);
getSettings()->setValue("height",s);
}
void configureWindow(bool initial){
//We only need to configure the window if it's resizable.
if(!getSettings()->getBoolValue("resizable"))
return;
//Retrieve the WM info from SDL containing the window handle.
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWMInfo(&wmInfo);
#ifdef __linux__
//We assume that a linux system running meandmyshadow is also running an Xorg server.
if(wmInfo.subsystem==SDL_SYSWM_X11){
//Create the size hints to give to the window.
XSizeHints* sizeHints;
if(!(sizeHints=XAllocSizeHints())){
cerr<<"ERROR: Unable to allocate memory for XSizeHings."<<endl;
return;
}
//Configure the size hint.
sizeHints->flags=PMinSize;
sizeHints->min_width=800;
sizeHints->min_height=600;
//Set the normal hints of the window.
(void)wmInfo.info.x11.lock_func;
XSetNormalHints(wmInfo.info.x11.display,wmInfo.info.x11.wmwindow,sizeHints);
(void)wmInfo.info.x11.unlock_func;
//Free size hint structure
XFree(sizeHints);
}else{
//No X11 so an unsupported window manager.
cerr<<"WARNING: Unsupported window manager."<<endl;
}
#elif defined(WIN32)
//We overwrite the window proc of SDL
WNDPROC wndproc=(WNDPROC)GetWindowLong(wmInfo.window,GWL_WNDPROC);
if(wndproc!=NULL && wndproc!=(WNDPROC)WindowProc){
m_OldWindowProc=wndproc;
SetWindowLong(wmInfo.window,GWL_WNDPROC,(LONG)(WNDPROC)WindowProc);
}
#endif
}
void onVideoResize(){
//Check if the resize event isn't malformed.
if(event.resize.w<=0 || event.resize.h<=0)
return;
//Check the size limit.
if(event.resize.w<800)
event.resize.w=800;
if(event.resize.h<600)
event.resize.h=600;
//Check if it really resizes.
if(SCREEN_WIDTH==event.resize.w && SCREEN_HEIGHT==event.resize.h)
return;
char s[32];
//Set the new width and height.
sprintf(s,"%d",event.resize.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",event.resize.h);
getSettings()->setValue("height",s);
//Do resizing.
if(!createScreen())
return;
//Tell the theme to resize.
if(!loadTheme(""))
return;
//The new resolution is valid.
//Now we can save the settings. (TODO: should we save?)
//saveSettings();
//And let the currentState update it's GUI to the new resolution.
currentState->resize();
}
bool init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
fprintf(stderr,"FATAL ERROR: SDL_Init failed\n");
return false;
}
//Initialze SDL_mixer (audio).
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,512)==-1){
fprintf(stderr,"FATAL ERROR: Mix_OpenAudio failed\n");
return false;
}
//Set the volume.
Mix_Volume(-1,atoi(settings->getValue("sound").c_str()));
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
//Create the screen.
if(!createScreen())
return false;
//Load key config. Then initalize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->set_charset("UTF-8");
//Check if user have defined own language. If not, find it out for the player using findlocale
string lang=getSettings()->getValue("lang");
if(lang.length()>0){
printf("Locale set by user to %s\n",lang.c_str());
language=lang;
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
language=locale->lang;
if(locale->country!=NULL){
language+=string("_")+string(locale->country);
}
if(locale->variant!=NULL){
language+=string("@")+string(locale->variant);
}
FL_FreeLocale(&locale);
}
//Now set the language in the dictionaryManager.
dictionaryManager->set_language(tinygettext::Language::from_name(language));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext::Log::set_log_info_callback(NULL);
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Nothing went wrong so we return true.
return true;
}
static TTF_Font* loadFont(const char* name,int size){
TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
if(tmpFont){
return tmpFont;
}else{
return TTF_OpenFont((getDataPath()+"font/DroidSansFallback.ttf").c_str(),size);
}
}
bool loadFonts(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if(fontTitle)
TTF_CloseFont(fontTitle);
if(fontGUI)
TTF_CloseFont(fontGUI);
if(fontGUISmall)
TTF_CloseFont(fontGUISmall);
if(fontText)
TTF_CloseFont(fontText);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle=loadFont(_("knewave"),55);
fontGUI=loadFont(_("knewave"),32);
fontGUISmall=loadFont(_("knewave"),24);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText=loadFont(_("Blokletters-Viltstift"),16);
if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Nothing went wrong so return true.
return true;
}
bool loadTheme(string name){
//Load default fallback theme if it isn't loaded yet
if(objThemes.themeCount()==0){
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
}
//Resize background or load specific theme
if(name==""||name.empty()){
objThemes.scaleToScreen();
}else{
string theme=processFileName(name);
if(objThemes.appendThemeFromFile(theme+"/theme.mnmstheme")==NULL){
printf("ERROR: Can't load theme %s\n",theme.c_str());
return false;
}
}
//Everything went fine so return true.
return true;
}
static Mix_Chunk* loadWAV(const char* s){
Mix_Chunk* c=Mix_LoadWAV(s);
if(c!=NULL) return c;
printf("ERROR: Can't load sound file %s: %s\n",s,SDL_GetError());
return NULL;
}
bool loadFiles(){
//Load the fonts.
if(!loadFonts())
return false;
//Show a loading screen
{
SDL_Rect r={0,0,screen->w,screen->h};
SDL_FillRect(screen,&r,0);
SDL_Color fg={255,255,255};
SDL_Surface *surface=TTF_RenderUTF8_Blended(fontTitle,_("Loading..."),fg);
if(surface!=NULL){
r.x=(screen->w-surface->w)/2;
r.y=(screen->h-surface->h)/2;
SDL_BlitSurface(surface,NULL,screen,&r);
SDL_FreeSurface(surface);
}
SDL_Flip(screen);
}
musicManager.destroy();
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Always load the default music list for fallback.
musicManager.loadMusicList((getDataPath()+"music/default.list"));
//Load the configured music list.
getMusicManager()->loadMusicList((getDataPath()+"music/"+getSettings()->getValue("musiclist")+".list"));
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Check if music is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Load the sound effects
jumpSound=loadWAV((getDataPath()+"sfx/jump.wav").c_str());
hitSound=loadWAV((getDataPath()+"sfx/hit.wav").c_str());
saveSound=loadWAV((getDataPath()+"sfx/checkpoint.wav").c_str());
swapSound=loadWAV((getDataPath()+"sfx/swap.wav").c_str());
toggleSound=loadWAV((getDataPath()+"sfx/toggle.wav").c_str());
errorSound=loadWAV((getDataPath()+"sfx/error.wav").c_str());
collectSound=loadWAV((getDataPath()+"sfx/collect.wav").c_str());
achievementSound=loadWAV((getDataPath()+"sfx/achievement.ogg").c_str());
levelPackManager.destroy();
//Now sum up all the levelpacks.
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getDataPath()+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"custom/levelpacks/"+*i);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack* levelsPack=new LevelPack;
levelsPack->levelpackName="Levels";
LevelPack* customLevelsPack=new LevelPack;
customLevelsPack->levelpackName="Custom Levels";
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}
//List the custom levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
customLevelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
customLevelsPack->setLocked(customLevelsPack->getLevelCount()-1);
}
//Add them to the manager.
levelPackManager.addLevelPack(levelsPack);
levelPackManager.addLevelPack(customLevelsPack);
//Load statistics
statsMgr.loadPicture();
statsMgr.registerAchievements();
statsMgr.loadFile(getUserPath(USER_CONFIG)+"statistics");
+
+ //Do something ugly and slow
+ statsMgr.updateCompletedLevelsAndAchievements();
//Load the theme, both menu and default.
if(!loadTheme(getSettings()->getValue("theme")))
return false;
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Now apply settings changed through command line arguments, if any.
map<string,string>::iterator it;
for(it=tmpSettings.begin();it!=tmpSettings.end();++it){
settings->setValue(it->first,it->second);
}
tmpSettings.clear();
//Always return true?
return true;
}
bool saveSettings(){
settings->save();
//Always return true?
return true;
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
LevelPackManager* getLevelPackManager(){
return &levelPackManager;
}
void flipScreen(){
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Create a texture from the screen surface.
glBindTexture(GL_TEXTURE_2D,screenTexture);
//Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,screen->format->BytesPerPixel,screen->w,screen->h,0,GL_BGRA,GL_UNSIGNED_BYTE,screen->pixels);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex3f(0,0,0);
glTexCoord2i(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2i(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2i(0,1); glVertex3f(0,SCREEN_HEIGHT,0);
glEnd();
SDL_GL_SwapBuffers();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
cerr<<"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."<<endl;
#endif
}else{
SDL_Flip(screen);
}
}
void clean(){
//Save statistics
statsMgr.saveFile(getUserPath(USER_CONFIG)+"statistics");
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Get rid of the currentstate.
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Destroy the imageManager.
imageManager.destroy();
//Destroy the musicManager.
musicManager.destroy();
//Destroy all sounds
Mix_FreeChunk(jumpSound);
Mix_FreeChunk(hitSound);
Mix_FreeChunk(saveSound);
Mix_FreeChunk(swapSound);
Mix_FreeChunk(toggleSound);
Mix_FreeChunk(errorSound);
Mix_FreeChunk(collectSound);
Mix_FreeChunk(achievementSound);
//Destroy the levelPackManager.
levelPackManager.destroy();
levels=NULL;
//Close all joysticks.
inputMgr.closeAllJoysticks();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontGUISmall);
TTF_CloseFont(fontText);
TTF_Quit();
//Remove the temp surface.
SDL_FreeSurface(tempSurface);
//Stop audio.and quit
Mix_CloseAudio();
Mix_Quit();
//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(){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
currentState=new Game();
break;
case STATE_MENU:
currentState=new Menu();
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect();
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect();
break;
case STATE_LEVEL_EDITOR:
currentState=new LevelEditor();
break;
case STATE_OPTIONS:
currentState=new Options();
break;
case STATE_ADDONS:
currentState=new Addons();
break;
case STATE_CREDITS:
currentState=new Credits();
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out.
int fade=255;
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
while(fade>0){
fade-=17;
if(fade<0)
fade=0;
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fade);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
flipScreen();
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
void setCamera(const SDL_Rect* r,int count){
//SetCamera only works in the Level editor and mouse is inside window.
if(stateID==STATE_LEVEL_EDITOR&&(SDL_GetAppState()&SDL_APPMOUSEFOCUS)){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
//Make sure we avoid the toolbar.
SDL_Rect mouse={x,y,0,0};
//SDL_Rect toolbar={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
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 mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if(y<50){
//We're near the top edge so move the camera.
camera.y-=5;
}else if(y>SCREEN_HEIGHT-50){
//We're near the bottom edge so move the camera.
camera.y+=5;
}
}
}
int parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-f" || argument=="-fullscreen" || argument=="--fullscreen"){
tmpSettings["fullscreen"]="1";
}else if(argument=="-w" || argument=="-windowed" || argument=="--windowed"){
tmpSettings["fullscreen"]="0";
}else if(argument=="-mv" || argument=="-music" || argument=="--music"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set the music volume.
tmpSettings["music"]=argv[i];
}else if(argument=="-sv" || argument=="-sound" || argument=="--sound"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set sound volume.
tmpSettings["sound"]=argv[i];
}else if(argument=="-set" || argument=="--set"){
//We need a second and a third argument so we increase i.
i+=2;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//And set the setting.
tmpSettings[argv[i-1]]=argv[i];
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("%s\n",version.c_str());
return 0;
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return -1;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return -1;
}
}
//If everything went well we can return true.
return 1;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,200,600,200,GUIObjectFrame,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Add a GUIObjectLabel with the sentence.
root->addChild(new GUIObject(0,y,root->width,25,GUIObjectLabel,lps,0,true,true,GUIGravityCenter));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
root->top=(SCREEN_HEIGHT-y)/2;
root->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y-=40;
double places[3]={0.0};
if(count==1){
places[0]=0.5;
}else if(count==2){
places[0]=0.4;
places[1]=0.6;
}else if(count==3){
places[0]=0.3;
places[1]=0.5;
places[2]=0.7;
}
//Loop to add the buttons.
for(int i=0;i<count;i++){
obj=new GUIObject(root->width*places[i],y,-1,36,GUIObjectButton,button[i].c_str(),value[i],true,true,GUIGravityCenter);
obj->eventCallback=&objHandler;
root->addChild(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop(true);
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//The file can't be opened so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Unable to open file so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIObject(100,100-base_y/2,600,400+base_y,GUIObjectFrame,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->addChild(new GUIObject(8,40,184,36,GUIObjectLabel,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->item=pathNames;
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
}
//Add the FileName label and textfield.
root->addChild(new GUIObject(8,20+base_y,184,36,GUIObjectLabel,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUIObject(160,20+base_y,432,36,GUIObjectTextBox,s.c_str());
root->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 GUIObject(200,360+base_y,192,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->addChild(obj);
obj=new GUIObject(400,360+base_y,192,36,GUIObjectButton,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->addChild(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop();
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
diff --git a/src/StatisticsManager.cpp b/src/StatisticsManager.cpp
index 0ec684a..80f896f 100644
--- a/src/StatisticsManager.cpp
+++ b/src/StatisticsManager.cpp
@@ -1,417 +1,466 @@
/*
* 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 "StatisticsManager.h"
#include "FileManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "Functions.h"
+#include "LevelPackManager.h"
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <fstream>
#include <vector>
#include <map>
using namespace std;
StatisticsManager statsMgr;
static const int achievementDisplayTime=100;
static const int achievementIntervalTime=120;
//internal struct for achievement info
struct AchievementInfo{
- //achievement name for display and save to statistics file
+ //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;
//SDL_Surface of achievement image.
SDL_Surface* imageSurface;
//image offset and size.
SDL_Rect r;
//achievement description. supports multi-line text
const char* description;
};
static AchievementInfo achievementList[]={
+ {"newbie",__("Newbie"),"themes/Cloudscape/player.png",NULL,{0,0,23,40},__("Congratulations, you completed one level!")},
+ {"experienced",__("Experienced player"),"themes/Cloudscape/player.png",NULL,{0,0,23,40},__("Completed 50 levels")},
+ {"expert",__("Expert"),"gfx/medals.png",NULL,{60,0,30,30},__("Earned 50 gold medal")},
+ {"tutorial",__("Graduate"),"gfx/medals.png",NULL,{60,0,30,30},__("Complete the tutorial level pack")},
+ {"tutorialGold",__("Outstanding graduate"),"gfx/medals.png",NULL,{60,0,30,30},__("Complete the tutorial level pack with all levels gold medal")},
+
//test only
- {"Hello, World!","themes/Cloudscape/player.png",NULL,{0,0,23,40},"Welcome to Me and My Shadow!\n123\n456\n\n789"},
- {"123","themes/Cloudscape/shadow.png",NULL,{0,0,23,40},"Welcome to Me and My Shadow!\n123\n456\n\n789"},
+ {"hello","Hello, World!","themes/Cloudscape/player.png",NULL,{0,0,23,40},"Welcome to Me and My Shadow!\n123\n456\n\n789"},
+ {"123","123","themes/Cloudscape/shadow.png",NULL,{0,0,23,40},"Welcome to Me and My Shadow!\n123\n456\n\n789"},
//end of achievements
- {NULL,NULL,NULL,{0,0,0,0},NULL}
+ {NULL,NULL,NULL,NULL,{0,0,0,0},NULL}
};
static map<string,AchievementInfo*> avaliableAchievements;
//================================================================
StatisticsManager::StatisticsManager(){
bmDropShadow=NULL;
bmAchievement=NULL;
clear();
}
StatisticsManager::~StatisticsManager(){
if(bmAchievement){
SDL_FreeSurface(bmAchievement);
bmAchievement=NULL;
}
}
void StatisticsManager::clear(){
playerTravelingDistance=shadowTravelingDistance=0.0f;
playerJumps=shadowJumps
=playerDies=shadowDies
=completedLevels=silverLevels=goldLevels
=recordTimes=switchTimes=swapTimes
=playTime=levelEditTime
=createdLevels=0;
achievements.clear();
queuedAchievements.clear();
achievementTime=0;
currentAchievement=0;
if(bmAchievement){
SDL_FreeSurface(bmAchievement);
bmAchievement=NULL;
}
}
#define LOAD_STATS(var,func) { \
vector<string> &v=node.attributes[ #var ]; \
if(!v.empty() && !v[0].empty()) \
var=func(v[0].c_str()); \
}
void StatisticsManager::loadFile(const std::string& fileName){
clear();
ifstream file(fileName.c_str());
if(!file) return;
TreeStorageNode node;
POASerializer serializer;
if(!serializer.readNode(file,&node,true)) return;
//load statistics
LOAD_STATS(playerTravelingDistance,atof);
LOAD_STATS(shadowTravelingDistance,atof);
LOAD_STATS(playerJumps,atoi);
LOAD_STATS(shadowJumps,atoi);
LOAD_STATS(playerDies,atoi);
LOAD_STATS(shadowDies,atoi);
LOAD_STATS(recordTimes,atoi);
LOAD_STATS(switchTimes,atoi);
LOAD_STATS(swapTimes,atoi);
LOAD_STATS(playTime,atoi);
LOAD_STATS(levelEditTime,atoi);
LOAD_STATS(createdLevels,atoi);
//load achievements.
{
vector<string> &v=node.attributes["achievements"];
for(unsigned int i=0;i<v.size();i++){
map<string,AchievementInfo*>::iterator it=avaliableAchievements.find(v[i]);
if(it!=avaliableAchievements.end()){
achievements[it->first]=it->second;
}
}
}
}
#define SAVE_STATS(var,pattern) { \
sprintf(s,pattern,var); \
node.attributes[ #var ].push_back(s); \
}
void StatisticsManager::saveFile(const std::string& fileName){
char s[64];
ofstream file(fileName.c_str());
if(!file) return;
TreeStorageNode node;
//save statistics
SAVE_STATS(playerTravelingDistance,"%.2f");
SAVE_STATS(shadowTravelingDistance,"%.2f");
SAVE_STATS(playerJumps,"%d");
SAVE_STATS(shadowJumps,"%d");
SAVE_STATS(playerDies,"%d");
SAVE_STATS(shadowDies,"%d");
SAVE_STATS(recordTimes,"%d");
SAVE_STATS(switchTimes,"%d");
SAVE_STATS(swapTimes,"%d");
SAVE_STATS(playTime,"%d");
SAVE_STATS(levelEditTime,"%d");
SAVE_STATS(createdLevels,"%d");
//save achievements.
{
vector<string>& v=node.attributes["achievements"];
for(map<string,AchievementInfo*>::iterator it=achievements.begin();it!=achievements.end();++it){
v.push_back(it->first);
}
}
POASerializer serializer;
serializer.writeNode(&node,file,true,true);
}
void StatisticsManager::loadPicture(){
//Load drop shadow picture
bmDropShadow=loadImage(getDataPath()+"gfx/dropshadow.png");
}
void StatisticsManager::registerAchievements(){
if(!avaliableAchievements.empty()) return;
- for(int i=0;achievementList[i].name!=NULL;i++){
- avaliableAchievements[achievementList[i].name]=&achievementList[i];
+ for(int i=0;achievementList[i].id!=NULL;i++){
+ avaliableAchievements[achievementList[i].id]=&achievementList[i];
if(achievementList[i].imageFile!=NULL){
achievementList[i].imageSurface=loadImage(getDataPath()+achievementList[i].imageFile);
}
}
}
void StatisticsManager::render(){
- //debug
- if(achievementTime==0){
- if(SDL_GetKeyState(NULL)[SDLK_1]) newAchievement("Hello, World!",false);
- if(SDL_GetKeyState(NULL)[SDLK_2]) newAchievement("123",false);
- }
-
if(achievementTime==0 && bmAchievement==NULL && currentAchievement<(int)queuedAchievements.size()){
//create surface
createAchievementSurface(queuedAchievements[currentAchievement++]);
//check if queue is empty
if(currentAchievement>=(int)queuedAchievements.size()){
queuedAchievements.clear();
currentAchievement=0;
}
//play a sound
if(getSettings()->getBoolValue("sound")){
Mix_PlayChannel(-1,achievementSound,0);
}
}
//check if we need to display achievements
if(bmAchievement){
achievementTime++;
if(achievementTime<=0){
return;
}else if(achievementTime<=5){
drawAchievement(achievementTime);
}else if(achievementTime<=achievementDisplayTime-5){
drawAchievement(5);
}else if(achievementTime<achievementDisplayTime){
drawAchievement(achievementDisplayTime-achievementTime);
}else if(achievementTime>=achievementIntervalTime){
if(bmAchievement){
SDL_FreeSurface(bmAchievement);
bmAchievement=NULL;
}
achievementTime=0;
}
}
}
-void StatisticsManager::newAchievement(const std::string& name,bool save){
+void StatisticsManager::newAchievement(const std::string& id,bool save){
//check avaliable achievements
- map<string,AchievementInfo*>::iterator it=avaliableAchievements.find(name);
+ map<string,AchievementInfo*>::iterator it=avaliableAchievements.find(id);
if(it==avaliableAchievements.end()) return;
//check if already have this achievement
if(save){
- map<string,AchievementInfo*>::iterator it2=achievements.find(name);
+ map<string,AchievementInfo*>::iterator it2=achievements.find(id);
if(it2!=achievements.end()) return;
- achievements[name]=it->second;
+ achievements[id]=it->second;
}
//add it to queue
queuedAchievements.push_back(it->second);
}
void StatisticsManager::createAchievementSurface(AchievementInfo* info){
- if(info==NULL || info->name==NULL) return;
+ if(info==NULL || info->id==NULL) return;
//delete old surface
if(bmAchievement) SDL_FreeSurface(bmAchievement);
//prepare text
SDL_Surface *title0,*title1;
vector<SDL_Surface*> descSurfaces;
SDL_Color fg={0,0,0};
title0=TTF_RenderUTF8_Blended(fontText,_("New achievement:"),fg);
title1=TTF_RenderUTF8_Blended(fontGUISmall,_(info->name),fg);
if(info->description!=NULL){
string description=_(info->description);
string::size_type lps=0,lpe;
for(;;){
lpe=description.find('\n',lps);
if(lpe==string::npos){
descSurfaces.push_back(TTF_RenderUTF8_Blended(fontText,(description.substr(lps)+' ').c_str(),fg));
break;
}else{
descSurfaces.push_back(TTF_RenderUTF8_Blended(fontText,(description.substr(lps,lpe-lps)+' ').c_str(),fg));
lps=lpe+1;
}
}
}
//calculate the size
int w=0,h=0,w1=8,h1=0;
if(title0!=NULL){
if(title0->w>w) w=title0->w;
h1+=title0->h;
}
if(title1!=NULL){
if(title1->w>w) w=title1->w;
h1+=title1->h;
}
if(info->imageSurface!=NULL){
w1+=info->r.w+8;
w+=info->r.w+8;
if(info->r.h>h1) h1=info->r.h;
}
h=h1+8;
for(unsigned int i=0;i<descSurfaces.size();i++){
if(descSurfaces[i]!=NULL){
if(descSurfaces[i]->w>w) w=descSurfaces[i]->w;
h+=descSurfaces[i]->h;
}
}
w+=16;
h+=16;
//create surface
bmAchievement=SDL_CreateRGBSurface(SDL_HWSURFACE,w,h,
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
//draw background
drawGUIBox(0,0,w,h,bmAchievement,0xFFFFFFFFU);
//draw picture
if(info->imageSurface!=NULL){
SDL_Rect r={8,8+(h1-info->r.h)/2,0,0};
SDL_BlitSurface(info->imageSurface,&info->r,bmAchievement,&r);
}
//draw text
h=8;
if(title0!=NULL){
SDL_Rect r={w1,h,0,0};
SDL_BlitSurface(title0,NULL,bmAchievement,&r);
h+=title0->h;
}
if(title1!=NULL){
SDL_Rect r={w1,h,0,0};
SDL_BlitSurface(title1,NULL,bmAchievement,&r);
}
h=h1+16;
for(unsigned int i=0;i<descSurfaces.size();i++){
if(descSurfaces[i]!=NULL){
SDL_Rect r={8,h,0,0};
SDL_BlitSurface(descSurfaces[i],NULL,bmAchievement,&r);
h+=descSurfaces[i]->h;
}
}
//clean up
if(title0) SDL_FreeSurface(title0);
if(title1) SDL_FreeSurface(title1);
for(unsigned int i=0;i<descSurfaces.size();i++){
if(descSurfaces[i]!=NULL){
SDL_FreeSurface(descSurfaces[i]);
}
}
}
void StatisticsManager::drawAchievement(int alpha){
if(bmAchievement==NULL) return;
if(alpha<=0) return;
if(alpha>5) alpha=5;
SDL_Rect r={screen->w-32-bmAchievement->w,32,
bmAchievement->w,bmAchievement->h};
//draw the surface
SDL_SetAlpha(bmAchievement,SDL_SRCALPHA,alpha*40);
SDL_BlitSurface(bmAchievement,NULL,screen,&r);
//draw drop shadow - corner
{
int w1=r.w/2,w2=r.w-w1,h1=r.h/2,h2=r.h-h1;
if(w1>16) w1=16;
if(w2>16) w2=16;
if(h1>16) h1=16;
if(h2>16) h2=16;
int x=(5-alpha)*64;
//top-left
SDL_Rect r1={x,0,w1+16,h1+16},r2={r.x-16,r.y-16,0,0};
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
//top-right
r1.x=x+48-w2;r1.w=w2+16;r2.x=r.x+r.w-w2;
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
//bottom-right
r1.y=48-h2;r1.h=h2+16;r2.y=r.y+r.h-h2;
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
//bottom-left
r1.x=x;r1.w=w1+16;r2.x=r.x-16;
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
}
//draw drop shadow - border
int i=r.w-32;
while(i>0){
int ii=i>128?128:i;
//top
SDL_Rect r1={0,256-alpha*16,ii,16},r2={r.x+r.w-16-i,r.y-16,0,0};
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
//bottom
r1.x=128;r2.y=r.y+r.h;
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
i-=ii;
}
i=r.h-32;
while(i>0){
int ii=i>128?128:i;
//top
SDL_Rect r1={512-alpha*16,0,16,ii},r2={r.x-16,r.y+r.h-16-i,0,0};
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
//bottom
r1.y=128;r2.x=r.x+r.w;
SDL_BlitSurface(bmDropShadow,&r1,screen,&r2);
i-=ii;
}
}
+
+void StatisticsManager::updateCompletedLevelsAndAchievements(){
+ completedLevels=silverLevels=goldLevels=0;
+
+ LevelPackManager *lpm=getLevelPackManager();
+ vector<string> &v=lpm->enumLevelPacks();
+
+ bool tutorial=false,tutorialGold=false;
+
+ for(unsigned int i=0;i<v.size();i++){
+ string& s=v[i];
+ LevelPack *levels=lpm->getLevelPack(s);
+ levels->loadProgress(getUserPath(USER_DATA)+"progress/"+s+".progress");
+
+ bool b=false;
+ if(s=="tutorial"){
+ b=tutorial=tutorialGold=true;
+ }
+
+ for(int n=0,m=levels->getLevelCount();n<m;n++){
+ LevelPack::Level *lv=levels->getLevel(n);
+ int medal=lv->won;
+ if(medal){
+ if(lv->targetTime<0 || lv->time<=lv->targetTime)
+ medal++;
+ if(lv->targetRecordings<0 || lv->recordings<=lv->targetRecordings)
+ medal++;
+
+ completedLevels++;
+ if(medal==2) silverLevels++;
+ if(medal==3) goldLevels++;
+
+ if(medal!=3 && b) tutorialGold=false;
+ }else if(b){
+ tutorial=tutorialGold=false;
+ }
+ }
+ }
+
+ //upadte achievements
+ if(completedLevels>=1) newAchievement("newbie");
+ if(tutorial) newAchievement("tutorial");
+ if(tutorialGold) newAchievement("tutorialGold");
+ if(completedLevels>=50) newAchievement("experienced");
+ if(goldLevels>=50) newAchievement("expert");
+}
diff --git a/src/StatisticsManager.h b/src/StatisticsManager.h
index 2082ed4..3f65dc8 100644
--- a/src/StatisticsManager.h
+++ b/src/StatisticsManager.h
@@ -1,98 +1,102 @@
/*
* 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/SDL.h>
#include <string>
#include <vector>
#include <map>
//internal struct for achievement info
struct AchievementInfo;
class StatisticsManager{
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;
//Completed levels. Note: this is dynamically calculated, and doesn't save to file. (TODO:)
int completedLevels,silverLevels,goldLevels;
//Record times
int recordTimes;
//number of switched pulled
int switchTimes;
//swap times
int swapTimes;
//play time (s)
int playTime;
//level edit time (s)
int levelEditTime;
//created levels
int createdLevels;
private:
//current achievement displayed time
int achievementTime;
//some picture
SDL_Surface *bmDropShadow;
//SDL_Surface for current achievement (excluding drop shadow)
SDL_Surface *bmAchievement;
//currently owned achievements
std::map<std::string,AchievementInfo*> achievements;
//queued achievements for display
std::vector<AchievementInfo*> queuedAchievements;
//currently displayed achievement
int currentAchievement;
public:
StatisticsManager();
~StatisticsManager();
//clear the statistics and achievements.
void clear();
//load needed picture
void loadPicture();
//register avaliable achievements
static void registerAchievements();
//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 name. if can't find it in avaliable achievement, nothing happens.
+ //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& name,bool save=true);
+ void newAchievement(const std::string& id,bool save=true);
//if there are new achievements, draw it on the screen,
//otherwise do nothing.
void render();
+
+ //Call this function to update completed levels.
+ //Completed level count is not realtime-updated, due to lazy programmers. :)
+ void updateCompletedLevelsAndAchievements();
private:
//internal function
void createAchievementSurface(AchievementInfo* info);
//internal function. alpha should be 1-5, 5 means fully opaque (not really)
void drawAchievement(int alpha);
};
extern StatisticsManager statsMgr;
#endif
\ No newline at end of file
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