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LevelPlaySelect.cpp
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LevelPlaySelect.cpp
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/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"LevelPlaySelect.h"
#include
"GameState.h"
#include
"Functions.h"
#include
"FileManager.h"
#include
"Globals.h"
#include
"LevelSelect.h"
#include
"GUIObject.h"
#include
"GUIListBox.h"
#include
"GUIScrollBar.h"
#include
"InputManager.h"
#include
"ThemeManager.h"
#include
"SoundManager.h"
#include
"StatisticsManager.h"
#include
"Game.h"
#include
<stdio.h>
#include
<string>
#include
<sstream>
#include
<iostream>
/////////////////////LEVEL SELECT/////////////////////
LevelPlaySelect
::
LevelPlaySelect
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
:
LevelSelect
(
imageManager
,
renderer
,
_
(
"Select Level"
)),
levelInfoRender
(
imageManager
,
renderer
,
getDataPath
(),
*
fontText
,
objThemes
.
getTextColor
(
false
)){
//Load the play button if needed.
playButtonImage
=
imageManager
.
loadTexture
(
getDataPath
()
+
"gfx/playbutton.png"
,
renderer
);
//Create the gui.
createGUI
(
imageManager
,
renderer
,
true
);
//Show level list
refresh
(
imageManager
,
renderer
);
}
LevelPlaySelect
::~
LevelPlaySelect
(){
play
=
NULL
;
//Clear the selected level.
if
(
selectedNumber
!=
NULL
){
delete
selectedNumber
;
selectedNumber
=
NULL
;
}
}
void
LevelPlaySelect
::
createGUI
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
initial
){
//Create the play button.
if
(
initial
){
play
=
new
GUIButton
(
imageManager
,
renderer
,
SCREEN_WIDTH
-240
,
SCREEN_HEIGHT
-60
,
240
,
32
,
_
(
"Play"
));
}
else
{
play
->
left
=
SCREEN_WIDTH
-240
;
play
->
top
=
SCREEN_HEIGHT
-60
;
}
play
->
name
=
"cmdPlay"
;
play
->
eventCallback
=
this
;
play
->
enabled
=
false
;
if
(
initial
)
GUIObjectRoot
->
addChild
(
play
);
}
void
LevelPlaySelect
::
refresh
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
/*change*/
){
const
int
m
=
levels
->
getLevelCount
();
numbers
.
clear
();
levelInfoRender
.
resetText
(
renderer
,
*
fontText
,
objThemes
.
getTextColor
(
false
));
//Create the non selected number.
if
(
selectedNumber
==
NULL
){
selectedNumber
=
new
Number
(
imageManager
,
renderer
);
}
SDL_Rect
box
=
{
40
,
SCREEN_HEIGHT
-130
,
50
,
50
};
selectedNumber
->
init
(
renderer
,
" "
,
box
);
selectedNumber
->
setLocked
(
true
);
selectedNumber
->
setMedal
(
0
);
bestTimeFilePath
.
clear
();
bestRecordingFilePath
.
clear
();
//Disable the play button.
play
->
enabled
=
false
;
for
(
int
n
=
0
;
n
<
m
;
n
++
){
numbers
.
emplace_back
(
imageManager
,
renderer
);
}
for
(
int
n
=
0
;
n
<
m
;
n
++
){
SDL_Rect
box
=
{(
n
%
LEVELS_PER_ROW
)
*
64
+
static_cast
<
int
>
(
SCREEN_WIDTH
*
0.2
)
/
2
,(
n
/
LEVELS_PER_ROW
)
*
64
+
184
,
0
,
0
};
numbers
[
n
].
init
(
renderer
,
n
,
box
);
numbers
[
n
].
setLocked
(
levels
->
getLocked
(
n
));
int
medal
=
levels
->
getLevel
(
n
)
->
won
;
if
(
medal
){
if
(
levels
->
getLevel
(
n
)
->
targetTime
<
0
||
levels
->
getLevel
(
n
)
->
time
<=
levels
->
getLevel
(
n
)
->
targetTime
)
medal
++
;
if
(
levels
->
getLevel
(
n
)
->
targetRecordings
<
0
||
levels
->
getLevel
(
n
)
->
recordings
<=
levels
->
getLevel
(
n
)
->
targetRecordings
)
medal
++
;
}
numbers
[
n
].
setMedal
(
medal
);
}
if
(
m
>
LEVELS_DISPLAYED_IN_SCREEN
){
levelScrollBar
->
maxValue
=
(
m
-
LEVELS_DISPLAYED_IN_SCREEN
+
(
LEVELS_PER_ROW
-1
))
/
LEVELS_PER_ROW
;
levelScrollBar
->
visible
=
true
;
}
else
{
levelScrollBar
->
maxValue
=
0
;
levelScrollBar
->
visible
=
false
;
}
if
(
levels
->
levelpackPath
==
LEVELS_PATH
||
levels
->
levelpackPath
==
CUSTOM_LEVELS_PATH
)
levelpackDescription
->
caption
=
_
(
"Individual levels which are not contained in any level packs"
);
else
if
(
!
levels
->
levelpackDescription
.
empty
())
levelpackDescription
->
caption
=
_CC
(
levels
->
getDictionaryManager
(),
levels
->
levelpackDescription
);
else
levelpackDescription
->
caption
=
""
;
}
void
LevelPlaySelect
::
selectNumber
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
unsigned
int
number
,
bool
selected
){
if
(
selected
)
{
if
(
number
>=
0
&&
number
<
levels
->
getLevelCount
())
{
levels
->
setCurrentLevel
(
number
);
setNextState
(
STATE_GAME
);
}
}
else
{
displayLevelInfo
(
imageManager
,
renderer
,
number
);
}
}
void
LevelPlaySelect
::
checkMouse
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
int
x
,
y
;
//Get the current mouse location.
SDL_GetMouseState
(
&
x
,
&
y
);
//Check if we should replay the record.
if
(
selectedNumber
!=
NULL
){
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
if
(
!
bestTimeFilePath
.
empty
()){
SDL_Rect
box
=
{
SCREEN_WIDTH
-420
,
SCREEN_HEIGHT
-130
,
372
,
32
};
if
(
pointOnRect
(
mouse
,
box
)){
Game
::
recordFile
=
bestTimeFilePath
;
levels
->
setCurrentLevel
(
selectedNumber
->
getNumber
());
setNextState
(
STATE_GAME
);
return
;
}
}
if
(
!
bestRecordingFilePath
.
empty
()){
SDL_Rect
box
=
{
SCREEN_WIDTH
-420
,
SCREEN_HEIGHT
-98
,
372
,
32
};
if
(
pointOnRect
(
mouse
,
box
)){
Game
::
recordFile
=
bestRecordingFilePath
;
levels
->
setCurrentLevel
(
selectedNumber
->
getNumber
());
setNextState
(
STATE_GAME
);
return
;
}
}
}
//Call the base method from the super class.
LevelSelect
::
checkMouse
(
imageManager
,
renderer
);
}
void
LevelPlaySelect
::
displayLevelInfo
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
int
number
){
//Update currently selected level
if
(
selectedNumber
==
NULL
){
selectedNumber
=
new
Number
(
imageManager
,
renderer
);
}
SDL_Rect
box
=
{
40
,
SCREEN_HEIGHT
-130
,
50
,
50
};
if
(
number
>=
0
&&
number
<
levels
->
getLevelCount
())
{
selectedNumber
->
init
(
renderer
,
number
,
box
);
selectedNumber
->
setLocked
(
false
);
//Show level medal
int
medal
=
levels
->
getLevel
(
number
)
->
won
;
int
time
=
levels
->
getLevel
(
number
)
->
time
;
int
targetTime
=
levels
->
getLevel
(
number
)
->
targetTime
;
int
recordings
=
levels
->
getLevel
(
number
)
->
recordings
;
int
targetRecordings
=
levels
->
getLevel
(
number
)
->
targetRecordings
;
if
(
medal
){
if
(
targetTime
<
0
){
medal
=
-1
;
}
else
{
if
(
targetTime
<
0
||
time
<=
targetTime
)
medal
++
;
if
(
targetRecordings
<
0
||
recordings
<=
targetRecordings
)
medal
++
;
}
}
selectedNumber
->
setMedal
(
medal
);
std
::
string
levelTime
;
std
::
string
levelRecs
;
//Show best time and recordings
if
(
medal
){
char
s
[
64
];
if
(
time
>
0
)
if
(
targetTime
>
0
)
sprintf
(
s
,
"%-.2fs / %-.2fs"
,
time
/
40.0f
,
targetTime
/
40.0f
);
else
sprintf
(
s
,
"%-.2fs / -"
,
time
/
40.0f
);
else
s
[
0
]
=
'\0'
;
levelTime
=
s
;
if
(
recordings
>=
0
)
if
(
targetRecordings
>=
0
)
sprintf
(
s
,
"%5d / %d"
,
recordings
,
targetRecordings
);
else
sprintf
(
s
,
"%5d / -"
,
recordings
);
else
s
[
0
]
=
'\0'
;
levelRecs
=
s
;
}
else
{
levelTime
=
"- / -"
;
levelRecs
=
"- / -"
;
}
//Show the play button.
play
->
enabled
=
true
;
//Check if there is auto record file
levels
->
getLevelAutoSaveRecordPath
(
number
,
bestTimeFilePath
,
bestRecordingFilePath
,
false
);
if
(
!
bestTimeFilePath
.
empty
()){
FILE
*
f
;
f
=
fopen
(
bestTimeFilePath
.
c_str
(),
"rb"
);
if
(
f
==
NULL
){
bestTimeFilePath
.
clear
();
}
else
{
fclose
(
f
);
}
}
if
(
!
bestRecordingFilePath
.
empty
()){
FILE
*
f
;
f
=
fopen
(
bestRecordingFilePath
.
c_str
(),
"rb"
);
if
(
f
==
NULL
){
bestRecordingFilePath
.
clear
();
}
else
{
fclose
(
f
);
}
}
//Show level description
levelInfoRender
.
update
(
renderer
,
*
fontText
,
objThemes
.
getTextColor
(
false
),
_CC
(
levels
->
getDictionaryManager
(),
levels
->
getLevelName
(
number
)),
levelTime
,
levelRecs
);
}
else
{
levelInfoRender
.
resetText
(
renderer
,
*
fontText
,
objThemes
.
getTextColor
(
false
));
selectedNumber
->
init
(
renderer
,
" "
,
box
);
selectedNumber
->
setLocked
(
true
);
selectedNumber
->
setMedal
(
0
);
bestTimeFilePath
.
clear
();
bestRecordingFilePath
.
clear
();
//Disable the play button.
play
->
enabled
=
false
;
}
}
void
LevelPlaySelect
::
handleEvents
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Call handleEvents() of base class.
LevelSelect
::
handleEvents
(
imageManager
,
renderer
);
//Check if the cheat code is input which is used to skip locked level.
//NOTE: The cheat code is NOT in plain text, since we don't want you to find it out immediately.
//NOTE: If you type it wrong, please press a key which is NOT a-z before retype it (as the code suggests).
if
(
event
.
type
==
SDL_KEYDOWN
)
{
static
Uint32
hash
=
0
;
if
(
event
.
key
.
keysym
.
sym
>=
SDLK_a
&&
event
.
key
.
keysym
.
sym
<=
SDLK_z
)
{
Uint32
c
=
event
.
key
.
keysym
.
sym
-
SDLK_a
+
1
;
hash
=
hash
*
1296096U
+
c
;
if
(
hash
==
498506457U
)
{
if
(
selectedNumber
)
{
int
n
=
selectedNumber
->
getNumber
();
if
(
n
>=
0
&&
n
<
(
int
)
numbers
.
size
()
-
1
&&
numbers
[
n
+
1
].
getLocked
())
{
//unlock the level temporarily
numbers
[
n
+
1
].
setLocked
(
false
);
//play a sound effect
getSoundManager
()
->
playSound
(
"hit"
);
//new achievement
statsMgr
.
newAchievement
(
"cheat"
);
}
}
hash
=
0
;
}
}
else
{
hash
=
0
;
}
}
if
(
section
==
3
)
{
//Check focus movement
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_DOWN
)
||
inputMgr
.
isKeyDownEvent
(
INPUTMGR_RIGHT
)){
isKeyboardOnly
=
true
;
section2
++
;
}
else
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_UP
)
||
inputMgr
.
isKeyDownEvent
(
INPUTMGR_LEFT
)){
isKeyboardOnly
=
true
;
section2
--
;
}
if
(
section2
>
3
)
section2
=
1
;
else
if
(
section2
<
1
)
section2
=
3
;
//Check if enter is pressed
if
(
isKeyboardOnly
&&
inputMgr
.
isKeyDownEvent
(
INPUTMGR_SELECT
)
&&
selectedNumber
)
{
int
n
=
selectedNumber
->
getNumber
();
if
(
n
>=
0
)
{
switch
(
section2
)
{
case
1
:
if
(
!
bestTimeFilePath
.
empty
())
{
Game
::
recordFile
=
bestTimeFilePath
;
levels
->
setCurrentLevel
(
n
);
setNextState
(
STATE_GAME
);
}
break
;
case
2
:
if
(
!
bestRecordingFilePath
.
empty
())
{
Game
::
recordFile
=
bestRecordingFilePath
;
levels
->
setCurrentLevel
(
n
);
setNextState
(
STATE_GAME
);
}
break
;
case
3
:
selectNumber
(
imageManager
,
renderer
,
n
,
true
);
break
;
}
}
}
}
}
void
LevelPlaySelect
::
render
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//First let the levelselect render.
LevelSelect
::
render
(
imageManager
,
renderer
);
int
x
,
y
,
dy
=
0
;
//Get the current mouse location.
SDL_GetMouseState
(
&
x
,
&
y
);
if
(
levelScrollBar
)
dy
=
levelScrollBar
->
value
;
//Upper bound of levels we'd like to display.
y
+=
dy
*
64
;
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
//Show currently selected level (if any)
if
(
selectedNumber
!=
NULL
){
selectedNumber
->
show
(
renderer
,
0
);
//Only show the replay button if the level is completed (won).
if
(
selectedNumber
->
getNumber
()
>=
0
&&
selectedNumber
->
getNumber
()
<
levels
->
getLevelCount
())
{
if
(
levels
->
getLevel
(
selectedNumber
->
getNumber
())
->
won
){
if
(
!
bestTimeFilePath
.
empty
()){
SDL_Rect
r
=
{
0
,
0
,
32
,
32
};
const
SDL_Rect
box
=
{
SCREEN_WIDTH
-420
,
SCREEN_HEIGHT
-130
,
372
,
32
};
if
(
isKeyboardOnly
?
(
section
==
3
&&
section2
==
1
)
:
pointOnRect
(
mouse
,
box
)){
r
.
x
=
32
;
drawGUIBox
(
box
.
x
,
box
.
y
,
box
.
w
,
box
.
h
,
renderer
,
0xFFFFFF40
);
}
const
SDL_Rect
dstRect
=
{
SCREEN_WIDTH
-80
,
SCREEN_HEIGHT
-130
,
r
.
w
,
r
.
h
};
SDL_RenderCopy
(
&
renderer
,
playButtonImage
.
get
(),
&
r
,
&
dstRect
);
}
if
(
!
bestRecordingFilePath
.
empty
()){
SDL_Rect
r
=
{
0
,
0
,
32
,
32
};
const
SDL_Rect
box
=
{
SCREEN_WIDTH
-420
,
SCREEN_HEIGHT
-98
,
372
,
32
};
if
(
isKeyboardOnly
?
(
section
==
3
&&
section2
==
2
)
:
pointOnRect
(
mouse
,
box
)){
r
.
x
=
32
;
drawGUIBox
(
box
.
x
,
box
.
y
,
box
.
w
,
box
.
h
,
renderer
,
0xFFFFFF40
);
}
const
SDL_Rect
dstRect
=
{
SCREEN_WIDTH
-80
,
SCREEN_HEIGHT
-98
,
r
.
w
,
r
.
h
};
SDL_RenderCopy
(
&
renderer
,
playButtonImage
.
get
(),
&
r
,
&
dstRect
);
}
}
}
levelInfoRender
.
render
(
renderer
);
}
//Draw highlight for play button.
if
(
isKeyboardOnly
&&
play
&&
play
->
enabled
)
{
play
->
state
=
(
section
==
3
&&
section2
==
3
)
?
1
:
0
;
}
}
void
LevelPlaySelect
::
renderTooltip
(
SDL_Renderer
&
renderer
,
unsigned
int
number
,
int
dy
){
if
(
!
toolTip
.
name
||
toolTip
.
number
!=
number
)
{
const
int
SLEN
=
64
;
char
s
[
SLEN
];
//Render the name of the level.
toolTip
.
name
=
textureFromText
(
renderer
,
*
fontText
,
_CC
(
levels
->
getDictionaryManager
(),
levels
->
getLevelName
(
number
)),
objThemes
.
getTextColor
(
true
));
toolTip
.
time
=
nullptr
;
toolTip
.
recordings
=
nullptr
;
toolTip
.
number
=
number
;
//The time it took.
if
(
levels
->
getLevel
(
number
)
->
time
>
0
){
SDL_snprintf
(
s
,
SLEN
,
"%-.2fs"
,
levels
->
getLevel
(
number
)
->
time
/
40.0f
);
toolTip
.
time
=
textureFromText
(
renderer
,
*
fontText
,
s
,
objThemes
.
getTextColor
(
true
));
}
//The number of recordings it took.
if
(
levels
->
getLevel
(
number
)
->
recordings
>=
0
){
SDL_snprintf
(
s
,
SLEN
,
"%d"
,
levels
->
getLevel
(
number
)
->
recordings
);
toolTip
.
recordings
=
textureFromText
(
renderer
,
*
fontText
,
s
,
objThemes
.
getTextColor
(
true
));
}
}
const
SDL_Rect
nameSize
=
rectFromTexture
(
*
toolTip
.
name
);
//Now draw a square the size of the three texts combined.
SDL_Rect
r
=
numbers
[
number
].
box
;
r
.
y
-=
dy
*
64
;
if
(
toolTip
.
time
&&
toolTip
.
recordings
){
const
int
recW
=
textureWidth
(
*
toolTip
.
recordings
);
const
int
timeW
=
textureWidth
(
*
toolTip
.
time
);
r
.
w
=
(
nameSize
.
w
)
>
(
25
+
timeW
+
40
+
recW
)
?
(
nameSize
.
w
)
:
(
25
+
timeW
+
40
+
recW
);
r
.
h
=
nameSize
.
h
+
5
+
20
;
}
else
{
r
.
w
=
nameSize
.
w
;
r
.
h
=
nameSize
.
h
;
}
//Make sure the tooltip doesn't go outside the window.
if
(
r
.
y
>
SCREEN_HEIGHT
-200
){
r
.
y
-=
nameSize
.
h
+
4
;
}
else
{
r
.
y
+=
numbers
[
number
].
box
.
h
+
2
;
}
if
(
r
.
x
+
r
.
w
>
SCREEN_WIDTH
-50
)
r
.
x
=
SCREEN_WIDTH
-50
-
r
.
w
;
//Draw a rectange
Uint32
color
=
0xFFFFFFFF
;
drawGUIBox
(
r
.
x
-5
,
r
.
y
-5
,
r
.
w
+
10
,
r
.
h
+
10
,
renderer
,
color
);
//Calc the position to draw.
SDL_Rect
r2
=
r
;
//Now we render the name if the surface isn't null.
if
(
toolTip
.
name
){
//Draw the name.
applyTexture
(
r2
.
x
,
r2
.
y
,
toolTip
.
name
,
renderer
);
}
//Increase the height to leave a gap between name and stats.
r2
.
y
+=
30
;
if
(
toolTip
.
time
){
//Now draw the time.
applyTexture
(
r2
.
x
,
r2
.
y
,
levelInfoRender
.
timeIcon
,
renderer
);
r2
.
x
+=
25
;
applyTexture
(
r2
.
x
,
r2
.
y
,
toolTip
.
time
,
renderer
);
r2
.
x
+=
textureWidth
(
*
toolTip
.
time
)
+
15
;
}
if
(
toolTip
.
recordings
){
//Now draw the recordings.
applyTexture
(
r2
.
x
,
r2
.
y
,
levelInfoRender
.
recordingsIcon
,
renderer
);
r2
.
x
+=
25
;
applyTexture
(
r2
.
x
,
r2
.
y
,
toolTip
.
recordings
,
renderer
);
}
}
void
LevelPlaySelect
::
resize
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Let the LevelSelect do his stuff.
LevelSelect
::
resize
(
imageManager
,
renderer
);
//Now create our gui again.
createGUI
(
imageManager
,
renderer
,
false
);
}
void
LevelPlaySelect
::
GUIEventCallback_OnEvent
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
std
::
string
name
,
GUIObject
*
obj
,
int
eventType
){
//Let the level select handle his GUI events.
LevelSelect
::
GUIEventCallback_OnEvent
(
imageManager
,
renderer
,
name
,
obj
,
eventType
);
//Check for the play button.
if
(
name
==
"cmdPlay"
){
if
(
selectedNumber
!=
NULL
){
levels
->
setCurrentLevel
(
selectedNumber
->
getNumber
());
setNextState
(
STATE_GAME
);
}
}
}
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LevelPlaySelect.cpp (15 KB)
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