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LevelSelect.cpp
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LevelSelect.cpp
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/****************************************************************************
** 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
"GameState.h"
#include
"Functions.h"
#include
"FileManager.h"
#include
"Globals.h"
#include
"Objects.h"
#include
"LevelSelect.h"
#include
"GUIObject.h"
#include
"GUIListBox.h"
#include
"GUIScrollBar.h"
#include
<SDL/SDL_ttf.h>
#include
<SDL/SDL.h>
#include
<string>
#include
<sstream>
#include
<iostream>
using
namespace
std
;
////////////////////NUMBER////////////////////////
Number
::
Number
(){
image
=
NULL
;
background
=
NULL
;
number
=
0
;
//Set the default dimensions.
box
.
x
=
0
;
box
.
y
=
0
;
box
.
h
=
50
;
box
.
w
=
50
;
}
Number
::~
Number
(){
//We only need to free the SDLSurface.
if
(
image
)
SDL_FreeSurface
(
image
);
}
void
Number
::
init
(
int
number
,
SDL_Rect
box
){
//First set the number and update our status.
this
->
number
=
number
;
updateLock
();
//Write our text, number+1 since the counting doens't start with 0, but with 1.
std
::
stringstream
text
;
number
++
;
text
<<
number
;
//Create the text image.
SDL_Color
black
=
{
0
,
0
,
0
};
if
(
image
)
SDL_FreeSurface
(
image
);
//Create the text image.
//Also check which font to use, if the number is higher than 100 use the small font.
image
=
TTF_RenderText_Blended
(
number
>=
100
?
fontSmall
:
font
,
text
.
str
().
c_str
(),
black
);
//Set the new location of the number.
this
->
box
.
x
=
box
.
x
;
this
->
box
.
y
=
box
.
y
;
}
void
Number
::
show
(
int
dy
){
//First draw the background, also apply the yOffset(dy).
applySurface
(
box
.
x
,
box
.
y
-
dy
,
background
,
screen
,
NULL
);
//Now draw the text image over the background.
//We draw it centered inside the box.
applySurface
((
box
.
x
+
25
-
(
image
->
w
/
2
)),(
box
.
y
+
25
-
(
image
->
h
/
2
))
-
dy
,
image
,
screen
,
NULL
);
}
void
Number
::
updateLock
(){
//Check if the level is locked, if so change the background to the locked image.
if
(
levels
.
getLocked
(
number
)
==
false
){
background
=
loadImage
(
getDataPath
()
+
"gfx/level.png"
);
}
else
{
background
=
loadImage
(
getDataPath
()
+
"gfx/levellocked.png"
);
}
}
/////////////////////LEVEL SELECT/////////////////////
static
GUIScrollBar
*
levelScrollBar
=
NULL
;
static
GUIObject
*
levelpackDescription
=
NULL
;
LevelSelect
::
LevelSelect
(){
background
=
loadImage
(
getDataPath
()
+
"gfx/menu/levelselect.png"
);
//create GUI (test only)
GUIObject
*
obj
;
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
GUIObjectRoot
=
new
GUIObject
(
0
,
0
,
800
,
600
);
levelScrollBar
=
new
GUIScrollBar
(
768
,
140
,
16
,
370
,
ScrollBarVertical
,
0
,
0
,
0
,
1
,
5
,
true
,
false
);
GUIObjectRoot
->
childControls
.
push_back
(
levelScrollBar
);
levelpackDescription
=
new
GUIObject
(
60
,
96
,
800
,
32
,
GUIObjectLabel
);
GUIObjectRoot
->
childControls
.
push_back
(
levelpackDescription
);
GUISingleLineListBox
*
levelpacks
=
new
GUISingleLineListBox
(
150
,
64
,
500
,
32
);
levelpacks
->
name
=
"cmdLvlPack"
;
levelpacks
->
eventCallback
=
this
;
vector
<
string
>
v
=
enumAllDirs
(
getDataPath
()
+
"levelpacks/"
);
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
levelpackLocations
[
*
i
]
=
getDataPath
()
+
"levelpacks/"
+*
i
;
}
vector
<
string
>
v2
=
enumAllDirs
(
getUserPath
()
+
"levelpacks/"
);
for
(
vector
<
string
>::
iterator
i
=
v2
.
begin
();
i
!=
v2
.
end
();
++
i
){
levelpackLocations
[
*
i
]
=
getUserPath
()
+
"levelpacks/"
+*
i
;
}
vector
<
string
>
v3
=
enumAllDirs
(
getUserPath
()
+
"custom/levelpacks/"
);
for
(
vector
<
string
>::
iterator
i
=
v3
.
begin
();
i
!=
v3
.
end
();
++
i
){
levelpackLocations
[
*
i
]
=
getUserPath
()
+
"custom/levelpacks/"
+*
i
;
}
v
.
insert
(
v
.
end
(),
v2
.
begin
(),
v2
.
end
());
v
.
insert
(
v
.
end
(),
v3
.
begin
(),
v3
.
end
());
levelpacks
->
item
=
v
;
levelpacks
->
value
=
0
;
//Check if we can find the lastlevelpack.
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
if
(
*
i
==
getSettings
()
->
getValue
(
"lastlevelpack"
)){
levelpacks
->
value
=
i
-
v
.
begin
();
string
s1
=
getUserPath
()
+
"progress/"
+*
i
+
".progress"
;
//load file
if
(
!
levels
.
loadLevels
(
levelpackLocations
[
*
i
]
+
"/levels.lst"
,
s1
)){
msgBox
(
"Can't load level pack:
\n
"
+*
i
,
MsgBoxOKOnly
,
"Error"
);
}
}
}
GUIObjectRoot
->
childControls
.
push_back
(
levelpacks
);
obj
=
new
GUIObject
(
20
,
540
,
175
,
32
,
GUIObjectButton
,
"Back"
);
obj
->
name
=
"cmdBack"
;
obj
->
eventCallback
=
this
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
obj
=
new
GUIObject
(
215
,
540
,
175
,
32
,
GUIObjectButton
,
"Clear progress"
);
obj
->
name
=
"cmdReset"
;
obj
->
eventCallback
=
this
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
if
(
getSettings
()
->
getBoolValue
(
"internet"
))
{
obj
=
new
GUIObject
(
410
,
540
,
175
,
32
,
GUIObjectButton
,
"Addons"
);
obj
->
name
=
"cmdAddon"
;
obj
->
eventCallback
=
this
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
}
obj
=
new
GUIObject
(
605
,
540
,
175
,
32
,
GUIObjectButton
,
"Levels"
);
obj
->
name
=
"cmdLoadLv"
;
obj
->
eventCallback
=
this
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
//show level list
refresh
();
}
void
LevelSelect
::
refresh
(){
int
m
=
levels
.
getLevelCount
();
numbers
.
clear
();
for
(
int
n
=
0
;
n
<
m
;
n
++
){
numbers
.
push_back
(
Number
());
}
for
(
int
n
=
0
;
n
<
m
;
n
++
){
SDL_Rect
box
=
{(
n
%
10
)
*
64
+
80
,(
n
/
10
)
*
80
+
140
,
0
,
0
};
numbers
[
n
].
init
(
n
,
box
);
}
if
(
m
>
50
){
levelScrollBar
->
maxValue
=
(
m
-41
)
/
10
;
levelScrollBar
->
visible
=
true
;
}
else
{
levelScrollBar
->
maxValue
=
0
;
levelScrollBar
->
visible
=
false
;
}
levelpackDescription
->
caption
=
levels
.
levelpackDescription
;
int
width
,
height
;
TTF_SizeText
(
fontSmall
,
levels
.
levelpackDescription
.
c_str
(),
&
width
,
&
height
);
levelpackDescription
->
left
=
(
800
-
width
)
/
2
;
}
LevelSelect
::~
LevelSelect
(){
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
levelScrollBar
=
NULL
;
levelpackDescription
=
NULL
;
}
void
LevelSelect
::
handleEvents
(){
if
(
event
.
type
==
SDL_QUIT
){
setNextState
(
STATE_EXIT
);
}
if
(
event
.
type
==
SDL_MOUSEBUTTONUP
&&
event
.
button
.
button
==
SDL_BUTTON_LEFT
){
checkMouse
();
}
if
(
event
.
type
==
SDL_KEYUP
&&
event
.
key
.
keysym
.
sym
==
SDLK_ESCAPE
){
setNextState
(
STATE_MENU
);
}
if
(
event
.
type
==
SDL_MOUSEBUTTONDOWN
&&
event
.
button
.
button
==
SDL_BUTTON_WHEELDOWN
&&
levelScrollBar
){
if
(
levelScrollBar
->
value
<
levelScrollBar
->
maxValue
)
levelScrollBar
->
value
++
;
return
;
}
else
if
(
event
.
type
==
SDL_MOUSEBUTTONDOWN
&&
event
.
button
.
button
==
SDL_BUTTON_WHEELUP
&&
levelScrollBar
){
if
(
levelScrollBar
->
value
>
0
)
levelScrollBar
->
value
--
;
return
;
}
}
void
LevelSelect
::
checkMouse
(){
int
x
,
y
,
dy
=
0
,
m
=
levels
.
getLevelCount
();
SDL_GetMouseState
(
&
x
,
&
y
);
if
(
levelScrollBar
)
dy
=
levelScrollBar
->
value
;
if
(
m
>
dy
*
10
+
50
)
m
=
dy
*
10
+
50
;
y
+=
dy
*
80
;
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
for
(
int
n
=
dy
*
10
;
n
<
m
;
n
++
){
if
(
levels
.
getLocked
(
n
)
==
false
){
if
(
checkCollision
(
mouse
,
numbers
[
n
].
box
)
==
true
){
levels
.
setLevel
(
n
);
setNextState
(
STATE_GAME
);
}
}
}
}
void
LevelSelect
::
logic
(){}
void
LevelSelect
::
render
(){
int
x
,
y
,
dy
=
0
,
m
=
levels
.
getLevelCount
();
int
idx
=
-1
;
SDL_GetMouseState
(
&
x
,
&
y
);
if
(
levelScrollBar
)
dy
=
levelScrollBar
->
value
;
if
(
m
>
dy
*
10
+
50
)
m
=
dy
*
10
+
50
;
y
+=
dy
*
80
;
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
applySurface
(
0
,
0
,
background
,
screen
,
NULL
);
for
(
int
n
=
dy
*
10
;
n
<
m
;
n
++
){
numbers
[
n
].
show
(
dy
*
80
);
if
(
levels
.
getLocked
(
n
)
==
false
&&
checkCollision
(
mouse
,
numbers
[
n
].
box
)
==
true
)
idx
=
n
;
}
//show tool tip text
if
(
idx
>=
0
){
SDL_Color
bg
=
{
255
,
255
,
255
},
fg
=
{
0
,
0
,
0
};
SDL_Surface
*
s
=
TTF_RenderText_Shaded
(
fontSmall
,
levels
.
getLevelName
(
idx
).
c_str
(),
fg
,
bg
);
if
(
s
!=
NULL
){
SDL_Rect
r
=
numbers
[
idx
].
box
;
r
.
y
-=
dy
*
80
;
if
(
r
.
y
>
SCREEN_HEIGHT
-200
){
r
.
y
-=
s
->
h
+
4
;
}
else
{
r
.
y
+=
r
.
h
+
4
;
}
if
(
r
.
x
+
s
->
w
>
SCREEN_WIDTH
-50
)
r
.
x
=
SCREEN_WIDTH
-50
-
s
->
w
;
SDL_BlitSurface
(
s
,
NULL
,
screen
,
&
r
);
r
.
x
--
;
r
.
y
--
;
r
.
w
=
s
->
w
+
1
;
r
.
h
=
1
;
SDL_FillRect
(
screen
,
&
r
,
0
);
SDL_Rect
r1
=
{
r
.
x
,
r
.
y
,
1
,
s
->
h
+
1
};
SDL_FillRect
(
screen
,
&
r1
,
0
);
r1
.
x
+=
r
.
w
;
SDL_FillRect
(
screen
,
&
r1
,
0
);
r
.
y
+=
r1
.
h
;
SDL_FillRect
(
screen
,
&
r
,
0
);
SDL_FreeSurface
(
s
);
}
}
}
void
LevelSelect
::
GUIEventCallback_OnEvent
(
std
::
string
Name
,
GUIObject
*
obj
,
int
nEventType
){
string
s
;
if
(
Name
==
"cmdLvlPack"
){
s
=
levelpackLocations
[((
GUISingleLineListBox
*
)
obj
)
->
item
[
obj
->
value
]];
getSettings
()
->
setValue
(
"lastlevelpack"
,((
GUISingleLineListBox
*
)
obj
)
->
item
[
obj
->
value
]);
}
else
if
(
Name
==
"cmdLoadLv"
){
if
(
fileDialog
(
s
,
"Load Level"
,
"map"
,
"%DATA%/levels/
\n
Main levels
\n
%USER%/levels/
\n
Addon levels
\n
%USER%/custom/levels/
\n
My levels"
,
false
,
true
)){
levels
.
clear
();
levels
.
addLevel
(
fileNameFromPath
(
s
),
""
);
levels
.
levelpackPath
=
pathFromFileName
(
processFileName
(
s
));
levels
.
congratulationText
=
"You have finished the level!"
;
levels
.
setLevel
(
0
);
setNextState
(
STATE_GAME
);
}
return
;
}
else
if
(
Name
==
"cmdBack"
){
setNextState
(
STATE_MENU
);
return
;
}
else
if
(
Name
==
"cmdReset"
){
if
(
msgBox
(
"Do you really want to reset level progress?"
,
MsgBoxYesNo
,
"Warning"
)
==
MsgBoxYes
){
for
(
int
i
=
0
;
i
<
levels
.
getLevelCount
();
i
++
){
levels
.
setLocked
(
i
,
i
>
0
?
true
:
false
);
numbers
[
i
].
updateLock
();
}
levels
.
saveLevelProgress
();
}
return
;
}
else
if
(
Name
==
"cmdAddon"
){
setNextState
(
STATE_ADDONS
);
return
;
}
else
{
return
;
}
string
s1
=
getUserPath
()
+
"progress/"
+
((
GUISingleLineListBox
*
)
obj
)
->
item
[
obj
->
value
]
+
".progress"
;
//load file
if
(
!
levels
.
loadLevels
(
s
+
"/levels.lst"
,
s1
)){
msgBox
(
"Can't load level pack:
\n
"
+
s
,
MsgBoxOKOnly
,
"Error"
);
}
refresh
();
}
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