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StatisticsScreen.cpp
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StatisticsScreen.cpp
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/*
* 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
<stdio.h>
#include
<string>
#include
<vector>
#include
<map>
#include
"StatisticsManager.h"
#include
"StatisticsScreen.h"
#include
"Globals.h"
#include
"Functions.h"
#include
"ThemeManager.h"
#include
"InputManager.h"
#include
"GUIListBox.h"
#include
"GUIScrollBar.h"
#include
<SDL_image.h>
#include
<SDL_gfxPrimitives.h>
using
namespace
std
;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void
StatisticsScreen::GUIEventCallback_OnEvent
(
std
::
string
name
,
GUIObject
*
obj
,
int
eventType
){
//Check what type of event it was.
if
(
eventType
==
GUIEventClick
){
if
(
name
==
"cmdBack"
){
//Goto the main menu.
setNextState
(
STATE_MENU
);
}
}
}
//Constructor.
StatisticsScreen
::
StatisticsScreen
(){
//Update in-game time.
statsMgr
.
updatePlayTime
();
//Render the title.
title
=
TTF_RenderUTF8_Blended
(
fontTitle
,
_
(
"Achievements and Statistics"
),
themeTextColor
);
//Create GUI.
createGUI
();
}
//Destructor.
StatisticsScreen
::~
StatisticsScreen
(){
//Delete the GUI.
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
//Free images.
SDL_FreeSurface
(
title
);
}
//we are so lazy that we just use height of the first text, ignore the others
#define DRAW_PLAYER_STATISTICS(name,var,fmt) { \
surface=TTF_RenderUTF8_Blended(fontGUISmall,name,themeTextColor); \
stats=SDL_CreateRGBSurface(SCREEN_FLAGS,w,surface->h,
/* create new surface */
\
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0); \
SDL_FillRect(stats,NULL,-1); \
applySurface(4,0,surface,stats,NULL); \
y=surface->h; \
SDL_FreeSurface(surface); \
sprintf(s,fmt,statsMgr.player##var+statsMgr.shadow##var); \
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor); \
applySurface(w-260-surface->w,(y-surface->h)/2,surface,stats,NULL); \
SDL_FreeSurface(surface); \
sprintf(s,fmt,statsMgr.player##var); \
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor); \
applySurface(w-140-surface->w,(y-surface->h)/2,surface,stats,NULL); \
SDL_FreeSurface(surface); \
sprintf(s,fmt,statsMgr.shadow##var); \
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor); \
applySurface(w-20-surface->w,(y-surface->h)/2,surface,stats,NULL); \
SDL_FreeSurface(surface); \
list->addItem("",stats);
/* add it to list box */
\
}
//we are so lazy that we just use height of the first text, ignore the others
template
<
class
T1
>
static
SDL_Surface
*
drawMiscStatistics1
(
int
w
,
GUIListBox
*
list
,
const
char
*
name1
,
const
T1
var1
,
const
char
*
format1
){
//create new surface
SDL_Surface
*
surface
=
TTF_RenderUTF8_Blended
(
fontGUISmall
,
name1
,
themeTextColor
);
SDL_Surface
*
stats
=
SDL_CreateRGBSurface
(
SCREEN_FLAGS
,
w
,
surface
->
h
,
screen
->
format
->
BitsPerPixel
,
screen
->
format
->
Rmask
,
screen
->
format
->
Gmask
,
screen
->
format
->
Bmask
,
0
);
SDL_FillRect
(
stats
,
NULL
,
-1
);
applySurface
(
4
,
0
,
surface
,
stats
,
NULL
);
int
x
=
surface
->
w
+
8
;
int
y
=
surface
->
h
;
SDL_FreeSurface
(
surface
);
//draw value
char
s
[
1024
];
sprintf
(
s
,
format1
,
var1
);
surface
=
TTF_RenderUTF8_Blended
(
fontText
,
s
,
themeTextColor
);
applySurface
(
x
,(
y
-
surface
->
h
)
/
2
,
surface
,
stats
,
NULL
);
SDL_FreeSurface
(
surface
);
//add it to list box
list
->
addItem
(
""
,
stats
);
//over
return
stats
;
}
//we are so lazy that we just use height of the first text, ignore the others
template
<
class
T1
,
class
T2
>
static
void
drawMiscStatistics2
(
int
w
,
GUIListBox
*
list
,
const
char
*
name1
,
const
T1
var1
,
const
char
*
format1
,
const
char
*
name2
,
const
T2
var2
,
const
char
*
format2
){
SDL_Surface
*
stats
=
drawMiscStatistics1
(
w
,
list
,
name1
,
var1
,
format1
);
//Check if the width is enough
if
(
w
>=
800
){
//draw name
SDL_Surface
*
surface
=
TTF_RenderUTF8_Blended
(
fontGUISmall
,
name2
,
themeTextColor
);
applySurface
(
w
/
2-8
,
stats
->
h
-
surface
->
h
,
surface
,
stats
,
NULL
);
int
x
=
surface
->
w
+
w
/
2
;
SDL_FreeSurface
(
surface
);
//draw value
char
s
[
1024
];
sprintf
(
s
,
format2
,
var2
);
surface
=
TTF_RenderUTF8_Blended
(
fontText
,
s
,
themeTextColor
);
applySurface
(
x
,(
stats
->
h
-
surface
->
h
)
/
2
,
surface
,
stats
,
NULL
);
SDL_FreeSurface
(
surface
);
}
else
{
//Split into two rows
drawMiscStatistics1
(
w
,
list
,
name2
,
var2
,
format2
);
}
}
//Method that will create the GUI.
void
StatisticsScreen
::
createGUI
(){
//Create the root element of the GUI.
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
GUIObjectRoot
=
new
GUIObject
(
0
,
0
,
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
//Create back button.
GUIObject
*
obj
=
new
GUIButton
(
SCREEN_WIDTH
*
0.5
,
SCREEN_HEIGHT
-60
,
-1
,
36
,
_
(
"Back"
),
0
,
true
,
true
,
GUIGravityCenter
);
obj
->
name
=
"cmdBack"
;
obj
->
eventCallback
=
this
;
GUIObjectRoot
->
addChild
(
obj
);
//Create list box.
listBox
=
new
GUISingleLineListBox
((
SCREEN_WIDTH
-500
)
/
2
,
104
,
500
,
32
);
listBox
->
addItem
(
_
(
"Achievements"
));
listBox
->
addItem
(
_
(
"Statistics"
));
listBox
->
value
=
0
;
GUIObjectRoot
->
addChild
(
listBox
);
//Create list box for achievements.
GUIListBox
*
list
=
new
GUIListBox
(
64
,
150
,
SCREEN_WIDTH
-128
,
SCREEN_HEIGHT
-150-72
);
list
->
selectable
=
false
;
GUIObjectRoot
->
addChild
(
list
);
lists
.
clear
();
lists
.
push_back
(
list
);
for
(
int
idx
=
0
;
achievementList
[
idx
].
id
!=
NULL
;
++
idx
){
time_t
*
lpt
=
NULL
;
map
<
string
,
OwnedAchievement
>::
iterator
it
=
statsMgr
.
achievements
.
find
(
achievementList
[
idx
].
id
);
if
(
it
!=
statsMgr
.
achievements
.
end
()){
lpt
=&
it
->
second
.
achievedTime
;
}
SDL_Rect
r
;
r
.
x
=
r
.
y
=
0
;
r
.
w
=
list
->
width
-16
;
SDL_Surface
*
surface
=
statsMgr
.
createAchievementSurface
(
&
achievementList
[
idx
],
NULL
,
&
r
,
false
,
lpt
);
if
(
surface
!=
NULL
){
hlineRGBA
(
surface
,
0
,
surface
->
w
,
0
,
0
,
0
,
0
,
32
);
hlineRGBA
(
surface
,
0
,
surface
->
w
,
surface
->
h
-1
,
0
,
0
,
0
,
128
);
hlineRGBA
(
surface
,
0
,
surface
->
w
,
surface
->
h
-2
,
0
,
0
,
0
,
32
);
list
->
addItem
(
""
,
surface
);
}
}
//Now create list box for statistics.
list
=
new
GUIListBox
(
64
,
150
,
SCREEN_WIDTH
-128
,
SCREEN_HEIGHT
-150-72
,
true
,
false
);
list
->
selectable
=
false
;
GUIObjectRoot
->
addChild
(
list
);
lists
.
push_back
(
list
);
//Load needed pictures.
//FIXME: hard-coded image path
SDL_Surface
*
bmPlayer
=
loadImage
(
getDataPath
()
+
"themes/Cloudscape/characters/player.png"
);
SDL_Surface
*
bmShadow
=
loadImage
(
getDataPath
()
+
"themes/Cloudscape/characters/shadow.png"
);
SDL_Surface
*
bmMedal
=
loadImage
(
getDataPath
()
+
"gfx/medals.png"
);
//Render stats.
char
s
[
64
],
s2
[
64
];
SDL_Surface
*
stats
,
*
surface
,
*
h_bar
;
SDL_Rect
r
;
int
x
,
y
,
w
=
SCREEN_WIDTH
-128
;
Uint32
clr
=
SDL_MapRGB
(
screen
->
format
,
themeTextColor
.
r
,
themeTextColor
.
g
,
themeTextColor
.
b
);
//The horizontal bar.
h_bar
=
SDL_CreateRGBSurface
(
SDL_SWSURFACE
,
w
,
2
,
screen
->
format
->
BitsPerPixel
,
screen
->
format
->
Rmask
,
screen
->
format
->
Gmask
,
screen
->
format
->
Bmask
,
0
);
SDL_FillRect
(
h_bar
,
NULL
,
clr
);
//Player and shadow specific statistics
//The header.
stats
=
SDL_CreateRGBSurface
(
SCREEN_FLAGS
,
w
,
44
,
screen
->
format
->
BitsPerPixel
,
screen
->
format
->
Rmask
,
screen
->
format
->
Gmask
,
screen
->
format
->
Bmask
,
0
);
SDL_FillRect
(
stats
,
NULL
,
-1
);
surface
=
TTF_RenderUTF8_Blended
(
fontGUISmall
,
_
(
"Total"
),
themeTextColor
);
applySurface
(
w
-260
-
surface
->
w
,
stats
->
h
-
surface
->
h
,
surface
,
stats
,
NULL
);
SDL_FreeSurface
(
surface
);
//FIXME: hard-coded player and shadow images
r
.
x
=
0
;
r
.
y
=
0
;
r
.
w
=
23
;
r
.
h
=
40
;
applySurface
(
w
-140
-
r
.
w
,
stats
->
h
-40
,
bmPlayer
,
stats
,
&
r
);
applySurface
(
w
-20
-
r
.
w
,
stats
->
h
-40
,
bmShadow
,
stats
,
&
r
);
list
->
addItem
(
""
,
stats
);
//Each items.
DRAW_PLAYER_STATISTICS
(
_
(
"Traveling distance (m)"
),
TravelingDistance
,
"%0.1f"
);
DRAW_PLAYER_STATISTICS
(
_
(
"Jump times"
),
Jumps
,
"%d"
);
DRAW_PLAYER_STATISTICS
(
_
(
"Die times"
),
Dies
,
"%d"
);
DRAW_PLAYER_STATISTICS
(
_
(
"Squashed times"
),
Squashed
,
"%d"
);
//Game specific statistics.
list
->
addItem
(
""
,
SDL_DisplayFormat
(
h_bar
));
drawMiscStatistics2
(
w
,
list
,
_
(
"Recordings:"
),
statsMgr
.
recordTimes
,
"%d"
,
_
(
"Switch pulled times:"
),
statsMgr
.
switchTimes
,
"%d"
);
drawMiscStatistics1
(
w
,
list
,
_
(
"Swap times:"
),
statsMgr
.
swapTimes
,
"%d"
);
drawMiscStatistics2
(
w
,
list
,
_
(
"Save times:"
),
statsMgr
.
saveTimes
,
"%d"
,
_
(
"Load times:"
),
statsMgr
.
loadTimes
,
"%d"
);
//Level specific statistics
list
->
addItem
(
""
,
SDL_DisplayFormat
(
h_bar
));
surface
=
TTF_RenderUTF8_Blended
(
fontGUISmall
,
_
(
"Completed levels:"
),
themeTextColor
);
stats
=
SDL_CreateRGBSurface
(
SCREEN_FLAGS
,
w
,
surface
->
h
,
screen
->
format
->
BitsPerPixel
,
screen
->
format
->
Rmask
,
screen
->
format
->
Gmask
,
screen
->
format
->
Bmask
,
0
);
SDL_FillRect
(
stats
,
NULL
,
-1
);
applySurface
(
4
,
0
,
surface
,
stats
,
NULL
);
x
=
surface
->
w
+
8
;
y
=
surface
->
h
;
SDL_FreeSurface
(
surface
);
sprintf
(
s
,
"%d"
,
statsMgr
.
completedLevels
);
surface
=
TTF_RenderUTF8_Blended
(
fontText
,
s
,
themeTextColor
);
applySurface
(
x
,(
y
-
surface
->
h
)
/
2
,
surface
,
stats
,
NULL
);
SDL_FreeSurface
(
surface
);
sprintf
(
s
,
"%d"
,
statsMgr
.
completedLevels
-
statsMgr
.
goldLevels
-
statsMgr
.
silverLevels
);
surface
=
TTF_RenderUTF8_Blended
(
fontText
,
s
,
themeTextColor
);
applySurface
(
w
-260
-
surface
->
w
,(
y
-
surface
->
h
)
/
2
,
surface
,
stats
,
NULL
);
r
.
x
=
0
;
r
.
y
=
0
;
r
.
w
=
30
;
r
.
h
=
30
;
applySurface
(
w
-260
-
surface
->
w
-30
,(
y
-30
)
/
2
,
bmMedal
,
stats
,
&
r
);
SDL_FreeSurface
(
surface
);
sprintf
(
s
,
"%d"
,
statsMgr
.
silverLevels
);
surface
=
TTF_RenderUTF8_Blended
(
fontText
,
s
,
themeTextColor
);
applySurface
(
w
-140
-
surface
->
w
,(
y
-
surface
->
h
)
/
2
,
surface
,
stats
,
NULL
);
r
.
x
+=
30
;
applySurface
(
w
-140
-
surface
->
w
-30
,(
y
-30
)
/
2
,
bmMedal
,
stats
,
&
r
);
SDL_FreeSurface
(
surface
);
sprintf
(
s
,
"%d"
,
statsMgr
.
goldLevels
);
surface
=
TTF_RenderUTF8_Blended
(
fontText
,
s
,
themeTextColor
);
applySurface
(
w
-20
-
surface
->
w
,(
y
-
surface
->
h
)
/
2
,
surface
,
stats
,
NULL
);
r
.
x
+=
30
;
applySurface
(
w
-20
-
surface
->
w
-30
,(
y
-30
)
/
2
,
bmMedal
,
stats
,
&
r
);
SDL_FreeSurface
(
surface
);
list
->
addItem
(
""
,
stats
);
//Other statistics.
list
->
addItem
(
""
,
SDL_DisplayFormat
(
h_bar
));
sprintf
(
s
,
"%02d:%02d:%02d"
,
statsMgr
.
playTime
/
3600
,(
statsMgr
.
playTime
/
60
)
%
60
,
statsMgr
.
playTime
%
60
);
sprintf
(
s2
,
"%02d:%02d:%02d"
,
statsMgr
.
levelEditTime
/
3600
,(
statsMgr
.
levelEditTime
/
60
)
%
60
,
statsMgr
.
levelEditTime
%
60
);
drawMiscStatistics2
(
w
,
list
,
_
(
"In-game time:"
),
s
,
"%s"
,
_
(
"Level editing time:"
),
s2
,
"%s"
);
drawMiscStatistics1
(
w
,
list
,
_
(
"Created levels:"
),
statsMgr
.
createdLevels
,
"%d"
);
//Clean up
SDL_FreeSurface
(
h_bar
);
}
//In this method all the key and mouse events should be handled.
//NOTE: The GUIEvents won't be handled here.
void
StatisticsScreen
::
handleEvents
(){
//Check if we need to quit, if so enter the exit state.
if
(
event
.
type
==
SDL_QUIT
){
setNextState
(
STATE_EXIT
);
}
//Check if the escape button is pressed, if so go back to the main menu.
if
(
inputMgr
.
isKeyUpEvent
(
INPUTMGR_ESCAPE
)){
setNextState
(
STATE_MENU
);
}
}
//All the logic that needs to be done should go in this method.
void
StatisticsScreen
::
logic
(){
}
//This method handles all the rendering.
void
StatisticsScreen
::
render
(){
//Draw background.
objThemes
.
getBackground
(
true
)
->
draw
(
screen
);
objThemes
.
getBackground
(
true
)
->
updateAnimation
();
//Draw title.
applySurface
((
SCREEN_WIDTH
-
title
->
w
)
/
2
,
40
-
TITLE_FONT_RAISE
,
title
,
screen
,
NULL
);
//Draw statistics.
int
value
=
listBox
->
value
;
for
(
unsigned
int
i
=
0
;
i
<
lists
.
size
();
i
++
){
lists
[
i
]
->
visible
=
(
i
==
value
);
}
}
//Method that will be called when the screen size has been changed in runtime.
void
StatisticsScreen
::
resize
(){
//Recreate the gui to fit the new resolution.
createGUI
();
}
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