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diff --git a/src/Functions.cpp b/src/Functions.cpp
index 5b0d1b7..6b65bbd 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1069 +1,1091 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include <stdio.h>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "Objects.h"
#include "Player.h"
#include "GameObjects.h"
#include "Levels.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "libs/tinyformat/tinyformat.h"
+#include "libs/tinygettext/tinygettext.hpp"
+extern "C" {
+#include "libs/findlocale/findlocale.h"
+}
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=0;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
SDL_Surface* loadImage(string file){
//We use the imageManager to load the file.
return imageManager.loadImage(file);
}
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
rectangleRGBA(dest,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//Fill content's background color from function parameter
boxRGBA(screen,x+1,y+1,x+w-2,y+h-2,color >> 24,color >> 16,color >> 8,color >> 0);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA(screen,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(screen,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(screen,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(screen,x+w-1,y+1,x+w-1,y+h-2,0,0,0,255);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA(screen,x,y,0,0,0,160);
pixelRGBA(screen,x,y+h-1,0,0,0,160);
pixelRGBA(screen,x+w-1,y,0,0,0,160);
pixelRGBA(screen,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(screen,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(screen,x+1,y+1,0,0,0,50);
pixelRGBA(screen,x+1,y+h-2,0,0,0,50);
pixelRGBA(screen,x+w-2,y+1,0,0,0,50);
pixelRGBA(screen,x+w-2,y+h-2,0,0,0,50);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
lineRGBA(dest,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,dest,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),dest,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),dest,color);
}
}
bool init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
fprintf(stderr,"FATAL ERROR: SDL_Init failed\n");
return false;
}
//Initialze SDL_mixer (audio).
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,512)==-1){
fprintf(stderr,"FATAL ERROR: Mix_OpenAudio failed\n");
return false;
}
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0xFF000000);
//Create a texture.
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
cerr<<"FATAL ERROR: Unable to use hardware acceleration (compiled without)."<<endl;
return false;
#endif
}else{
Uint32 flags=SDL_HWSURFACE | SDL_DOUBLEBUF;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Set the the window caption.
SDL_WM_SetCaption(("Me and my shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
+
+ //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());
+ dictionaryManager->set_language(tinygettext::Language::from_name(lang));
+ }else{
+ FL_Locale *locale;
+ FL_FindLocale(&locale,FL_MESSAGES);
+ printf("Locale isn't set by user: %s\n",locale->lang);
+ dictionaryManager->set_language(tinygettext::Language::from_name(locale->lang));
+ FL_FreeLocale(&locale);
+ }
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Nothing went wrong so we return true.
return true;
}
bool loadFiles(){
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Always load the default music list for fallback.
musicManager.loadMusicList((getDataPath()+"music/default.list"));
//Load the fonts.
fontTitle=TTF_OpenFont((getDataPath()+"font/knewave.ttf").c_str(),55);
fontGUI=TTF_OpenFont((getDataPath()+"font/knewave.ttf").c_str(),32);
fontText=TTF_OpenFont((getDataPath()+"font/Blokletters-Viltstift.ttf").c_str(),16);
if(fontTitle==NULL || fontGUI==NULL || fontText==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Load the menu background.
menuBackground=loadImage(getDataPath()+"gfx/menu/background.png");
if(menuBackground==NULL){
printf("ERROR: Unable to load menu background.\n");
return false;
}
//Check if the menu background needs to be scaled.
if(menuBackground->w!=SCREEN_WIDTH || menuBackground->h!=SCREEN_HEIGHT){
menuBackground=zoomSurface(menuBackground,double(SCREEN_WIDTH)/double(menuBackground->w),double(SCREEN_HEIGHT)/double(menuBackground->h),0);
}
//Load the default theme.
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Always return true?
return true;
}
bool saveSettings(){
settings->save();
//Always return true?
return true;
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
void flipScreen(){
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Create a texture from the screen surface.
glBindTexture(GL_TEXTURE_2D,screenTexture);
//Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,screen->format->BytesPerPixel,screen->w,screen->h,0,GL_BGRA,GL_UNSIGNED_BYTE,screen->pixels);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(0,0,0);
glTexCoord2f(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2f(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2f(0,1); glVertex3f(0,SCREEN_HEIGHT,0);
glEnd();
SDL_GL_SwapBuffers();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
cerr<<"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."<<endl;
#endif
}else{
SDL_Flip(screen);
}
}
void clean(){
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Get rid of the currentstate/
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Destroy the imageManager.
imageManager.destroy();
//Destroy the musicManager.
musicManager.destroy();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontText);
TTF_Quit();
//Quit SDL.
SDL_Quit();
//And finally stop audio.
Mix_CloseAudio();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
currentState=new Game();
break;
case STATE_MENU:
levels.clear();
currentState=new Menu();
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect();
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect();
break;
case STATE_LEVEL_EDITOR:
currentState=new LevelEditor();
break;
case STATE_OPTIONS:
currentState=new Options();
break;
case STATE_ADDONS:
currentState=new Addons();
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out.
int fade=255;
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
while(fade>0){
fade-=17;
if(fade<0)
fade=0;
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fade);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
flipScreen();
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
void setCamera(){
//SetCamera only works in the Level editor.
if(stateID==STATE_LEVEL_EDITOR){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
//Make sure we avoid the toolbar.
SDL_Rect mouse={x,y,0,0};
SDL_Rect toolbar={155,550,510,50};
if(checkCollision(mouse,toolbar))
return;
//Check if the mouse is near the left edge of the screen.
//Else check if the mouse is near the right edge.
if(x<50){
//We're near the left edge so move the camera.
camera.x-=5;
}else if(x>SCREEN_WIDTH-50){
//We're near the right edge so move the camera.
camera.x+=5;
}
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if(y<50){
//We're near the top edge so move the camera.
camera.y-=5;
}else if(y>SCREEN_HEIGHT-50){
//We're near the bottom edge so move the camera.
camera.y+=5;
}
}
}
bool parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return false;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return false;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("Version: '%s'\n\n",version.c_str());
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return false;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return false;
}
}
//If everything went well we can return true.
return true;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//We keep a pointer to the original GUIObjectRoot for later.
GUIObject* tmp=GUIObjectRoot;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,200,600,200,GUIObjectFrame,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
x=(600-x)/2;
//Add a GUIObjectLabel with the sentence.
GUIObjectRoot->childControls.push_back(new GUIObject(x,y,584,25,GUIObjectLabel,lps));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
GUIObjectRoot->top=(SCREEN_HEIGHT-y)/2;
GUIObjectRoot->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
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.
{
//Calculate the x location (centered).
int x=302-count*50;
//Reduce y so that the buttons fit inside the frame.
y-=40;
//Loop to add the buttons.
for(int i=0;i<count;i++,x+=100){
obj=new GUIObject(x,y,96,36,GUIObjectButton,button[i].c_str(),value[i]);
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)){
GUIObjectHandleEvents(true);
//Also check for the return, escape or backspace button.
//escape = KEYUP.
//backspace and return = KEYDOWN.
if(count==1 && ((event.type==SDL_KEYUP && event.key.keysym.sym==SDLK_ESCAPE) ||
(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_BACKSPACE)))){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Render the gui.
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Prompt the user with a Yes or No question.
/// 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 %d."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.size()>0?60:20;
//Create the frame.
GUIObjectRoot=new GUIObject(100,100-base_y/2,600,400+base_y,GUIObjectFrame,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(pathNames.size()>0){
GUIObjectRoot->childControls.push_back(new GUIObject(8,40,184,36,GUIObjectLabel,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->item=pathNames;
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj1);
}
//Add the FileName label and textfield.
GUIObjectRoot->childControls.push_back(new GUIObject(8,20+base_y,184,36,GUIObjectLabel,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUIObject(160,20+base_y,432,36,GUIObjectTextBox,s.c_str());
GUIObjectRoot->childControls.push_back(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIObject(200,360+base_y,192,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(400,360+base_y,192,36,GUIObjectButton,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//The while loop ended meaning we can restore the previous GUI.
GUIObjectRoot=tmp;
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
diff --git a/src/Functions.h b/src/Functions.h
index 2793c6b..19152f6 100644
--- a/src/Functions.h
+++ b/src/Functions.h
@@ -1,213 +1,212 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef FUNCTIONS_H
#define FUNCTIONS_H
#include "Settings.h"
#include "MusicManager.h"
#include "Globals.h"
#include <SDL/SDL.h>
#include <string>
#include <vector>
//gettext function
-static inline const char* _(const std::string& message)
-{
- if (dictionary_manager){
- return dictionary_manager->get_dictionary().translate(message).c_str();
- }
- else{
+//message: The message to translate.
+static inline const char* _(const std::string& message){
+ if(dictionaryManager){
+ return dictionaryManager->get_dictionary().translate(message).c_str();
+ }else{
return message.c_str();
}
}
//Loads an image.
//file: The image file to load.
//Returns: The SDL_surface containing the image.
SDL_Surface* loadImage(std::string file);
//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_Surface* dest,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.
//dest: The SDL_Surface to draw on.
//alpha: The alpha of the box to draw.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,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_Surface* dest,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_Surface* dest,Uint32 color=0,int spacing=16,int offset=0,int xsize=5,int ysize=5);
//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.
bool init();
//Loads some important files, like the background music and the default theme.
//Returns: True if everything goes well.
bool loadFiles();
//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 that will, depending on the rendering backend, draw the screen surface to the screen.
void flipScreen();
//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();
//This method is called when music is stopped.
//NOTE: This method is outside the MusicManager because it couldn't be called otherwise.
//Do not call this method anywhere in the code!
void musicStoppedHook();
//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);
//This method will check if the mouse is near a screen edge.
//If so it will move the camera.
//Note: This function only works with the leveleditor.
void setCamera();
//Parse the commandline arguments.
//argc: Integer containing the number of aruguments there are.
//argv: The arguments.
//Returns: False if something goes wrong while parsing.
bool 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(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(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/Globals.cpp b/src/Globals.cpp
index 3de93bd..8d9e7b7 100644
--- a/src/Globals.cpp
+++ b/src/Globals.cpp
@@ -1,65 +1,65 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Globals.h"
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include "libs/tinygettext/tinygettext.hpp"
//Set the defautl value for the screen width and height.
int SCREEN_WIDTH=800;
int SCREEN_HEIGHT=600;
//Set the default value for the level width and height.
int LEVEL_HEIGHT=0;
int LEVEL_WIDTH=0;
//gettext
-tinygettext::DictionaryManager* dictionary_manager = 0;
+tinygettext::DictionaryManager* dictionaryManager = 0;
//Set both the screen and the tempSurface to NULL.
SDL_Surface* screen=NULL;
SDL_Surface* tempSurface=NULL;
//The menu background surface.
SDL_Surface* menuBackground=NULL;
//Font that is used for titles.
//Knewave large.
TTF_Font* fontTitle=NULL;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUI=NULL;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
TTF_Font* fontText=NULL;
//Set the current stateID and the nextState.
int stateID=STATE_NULL;
int nextState=STATE_NULL;
//The name of the current level.
std::string levelName;
//Initialise the camera.
//Start location is 0, size is the same as the screen size.
SDL_Rect camera={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
//The SDL_Event object.
SDL_Event event;
diff --git a/src/Globals.h b/src/Globals.h
index 6ecaeb6..04a910b 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,170 +1,170 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef GLOBALS_H
#define GLOBALS_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <string>
#include "libs/tinygettext/tinygettext.hpp"
#ifdef WIN32
//#define DATA_PATH
#else
#include "config.h"
#endif
//Global constants
//The width of the screen.
extern int SCREEN_WIDTH;
//The height of the screen.
extern int SCREEN_HEIGHT;
//The depth of the screen.
const int SCREEN_BPP=32;
//Strin containing the
const std::string version="V0.4 Development version";
//The height of the current level.
extern int LEVEL_HEIGHT;
//The width of the current level.
extern int LEVEL_WIDTH;
//The target frames per seconds.
const int g_FPS=40;
//gettext
-extern tinygettext::DictionaryManager* dictionary_manager;
+extern tinygettext::DictionaryManager* dictionaryManager;
//The screen surface, it's used to draw on before it's drawn to the real screen.
extern SDL_Surface* screen;
//SDL_Surface with the same dimensions as screen which can be used for all kinds of (temp) drawing.
extern SDL_Surface* tempSurface;
//The background image for the menu (scaled if needed).
extern SDL_Surface* menuBackground;
//Font that is used for titles.
//Knewave large.
extern TTF_Font* fontTitle;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
extern TTF_Font* fontGUI;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
extern TTF_Font* fontText;
//Event, used for event handling.
extern SDL_Event event;
//GUI
class GUIObject;
extern GUIObject *GUIObjectRoot;
//The state id of the current state.
extern int stateID;
//Integer containing what the next state will be.
extern int nextState;
//String containing the name of the current level.
extern std::string levelName;
//SDL rectangle used to store the camera.
//x is the x location of the camera.
//y is the y location of the camera.
//w is the width of the camera. (equal to SCREEN_WIDTH)
//h is the height of the camera. (equal to SCREEN_HEIGHT)
extern SDL_Rect camera;
//Enumeration containing the ids of the game states.
enum GameStates
{
//State null is a special state used to indicate no state.
//This is used when no next state is defined.
STATE_NULL,
//This state is before the actual leveleditor used to make levelpacks.
STATE_LEVEL_EDIT_SELECT,
//This state is for the level editor.
STATE_LEVEL_EDITOR,
//This state is for the main menu.
STATE_MENU,
//This state is for the actual game.
STATE_GAME,
//Special state used when exiting meandmyshadow.
STATE_EXIT,
//This state is for the help screen.
STATE_LEVEL_SELECT,
//This state is for the options screen.
STATE_OPTIONS,
//This state is for the addon screen.
STATE_ADDONS
};
//Enumeration containing the ids of the different block types.
enum GameTileType{
//The normal solid block.
TYPE_BLOCK=0,
//Block representing the start location of the player.
TYPE_START_PLAYER,
//Block representing the start location of the shadow.
TYPE_START_SHADOW,
//The exit of the level.
TYPE_EXIT,
//The shadow block which is only solid for the shadow.
TYPE_SHADOW_BLOCK,
//Block that can kill both the player and the shadow.
TYPE_SPIKES,
//Special point where the player can save.
TYPE_CHECKPOINT,
//Block that will switch the location of the player and the shadow when invoked.
TYPE_SWAP,
//Block that will crumble to dust when stepped on it for the third time.
TYPE_FRAGILE,
//Normal block that moves along a path.
TYPE_MOVING_BLOCK,
//Shadow block that moves along a path.
TYPE_MOVING_SHADOW_BLOCK,
//A spike block that moves along a path.
TYPE_MOVING_SPIKES,
//Special block which, once entered, moves the player/shadow to a different portal.
TYPE_PORTAL,
//A block with a button which can activate or stop moving blocks, converyor belts
TYPE_BUTTON,
//A switch which can activate or stop moving blocks, converyor belts
TYPE_SWITCH,
//Solid block which works like
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
//Block that contains a message that can be read.
TYPE_NOTIFICATION_BLOCK,
//The (max) number of tiles.
TYPE_MAX
};
#endif
diff --git a/src/Main.cpp b/src/Main.cpp
index f77a902..1bc95bc 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -1,205 +1,183 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Functions.h"
#include "Timer.h"
#include "Objects.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIObject.h"
#include "InputManager.h"
#include "MD5.h"
-#include "libs/tinygettext/tinygettext.hpp"
-extern "C" {
-#include "libs/findlocale/findlocale.h"
-}
#include <SDL/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
//Variables for recording.
//To enable picture recording uncomment the next line:
//#define RECORD_PICUTRE_SEQUENCE
#ifdef RECORD_PICUTRE_SEQUENCE
bool recordPictureSequence=false;
int recordPictureIndex=0;
#endif
int main(int argc, char** argv) {
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL,"");
#endif
//First parse the comand line arguments.
if(!parseArguments(argc,argv)){
printf("Usage: %s [OPTIONS] ...\n",argv[0]);
printf("Avaliable options:\n");
printf(" %-20s %s\n","--data-dir <dir>","Specifies the data directory.");
printf(" %-20s %s\n","--user-dir <dir>","Specifies the user preferences directory.");
printf(" %-20s %s\n","--version","Display the version and quit.");
printf(" %-20s %s\n","--help","Display this help.");
return 0;
}
//Try to configure the dataPath, userPath, etc...
if(configurePaths()==false){
fprintf(stderr,"FATAL ERROR: Failed to configure paths.\n");
return 1;
}
//Load the settings.
if(loadSettings()==false){
fprintf(stderr,"FATAL ERROR: Failed to load config file.\n");
return 1;
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(init()==false) {
fprintf(stderr,"FATAL ERROR: Failed to initalize game.\n");
return 1;
}
//Load some important files like the background music, default theme.
if(loadFiles()==false){
fprintf(stderr,"FATAL ERROR: Failed to load necessary files.\n");
return 1;
}
- //Init tinygettext for translations for the right language
- dictionary_manager = new tinygettext::DictionaryManager();
- dictionary_manager->add_directory(getDataPath()+"locale");
- dictionary_manager->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());
- dictionary_manager->set_language(tinygettext::Language::from_name(lang));
- }else{
- FL_Locale *locale;
- FL_FindLocale(&locale, FL_MESSAGES);
- printf("Locale isn't set by user: %s\n",locale->lang);
- dictionary_manager->set_language(tinygettext::Language::from_name(locale->lang));
- FL_FreeLocale(&locale);
- }
-
//Load key config. Then initalize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Load the configured music list.
getMusicManager()->loadMusicList((getDataPath()+"music/"+getSettings()->getValue("musiclist")+".list"));
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu();
//Seed random.
srand((unsigned)time(NULL));
//Check if sound is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Create the temp surface, just a replica of the screen surface.
tempSurface=SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
int fadeIn=0;
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
FPS.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
#ifdef RECORD_PICUTRE_SEQUENCE
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_F10){
recordPictureSequence=!recordPictureSequence;
printf("Record Picture Sequence %s\n",recordPictureSequence?"ON":"OFF");
}
#endif
//Let the input manager handle the events.
inputMgr.updateState(true);
//Let the currentState handle the events.
currentState->handleEvents();
//Also pass the events to the GUI.
GUIObjectHandleEvents();
}
//update input state (??)
inputMgr.updateState(false);
//Now it's time for the state to do his logic.
currentState->logic();
currentState->render();
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if(GUIObjectRoot) GUIObjectRoot->render();
if(fadeIn>0&&fadeIn<255){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fadeIn);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
fadeIn+=17;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(recordPictureSequence){
char s[64];
recordPictureIndex++;
sprintf(s,"pic%08d.bmp",recordPictureIndex);
printf("Save screen to %s\n",s);
SDL_SaveBMP(screen,(getUserPath(USER_CACHE)+s).c_str());
}
#endif
//And draw the screen surface to the actual screen.
flipScreen();
if(nextState!=STATE_NULL){
fadeIn=17;
changeState();
}
int t=FPS.getTicks();
t=(1000/g_FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//close all joysticks.
inputMgr.closeAllJoysticks();
//The game has ended, save the settings just to be sure.
saveSettings();
SDL_FreeSurface(tempSurface);
levels.saveLevelProgress();
clean();
//End of program.
return 0;
}
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