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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_ttf.h>
#include
<array>
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
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
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
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Update in-game time.
statsMgr
.
updatePlayTime
();
//Render the title.
title
=
titleTextureFromText
(
renderer
,
_
(
"Achievements and Statistics"
),
objThemes
.
getTextColor
(
false
),
SCREEN_WIDTH
);
//Create GUI.
createGUI
(
imageManager
,
renderer
);
}
//Destructor.
StatisticsScreen
::~
StatisticsScreen
(){
//Delete the GUI.
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
}
//we are so lazy that we just use height of the first text, ignore the others
#define DRAW_PLAYER_STATISTICS(name,var,fmt) { \
SurfacePtr surface(TTF_RenderUTF8_Blended(fontGUISmall,name,objThemes.getTextColor(true))); \
SurfacePtr stats = createSurface(w,surface->h); \
SDL_FillRect(stats.get(),NULL,-1); \
applySurface(4,0,surface.get(),stats.get(),NULL); \
y=surface->h; \
SDL_snprintf(formatString.data(),formatString.size(),fmt,statsMgr.player##var+statsMgr.shadow##var); \
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),objThemes.getTextColor(true))); \
applySurface(w-260-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
SDL_snprintf(formatString.data(),formatString.size(),fmt,statsMgr.player##var); \
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),objThemes.getTextColor(true))); \
applySurface(w-140-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
SDL_snprintf(formatString.data(),formatString.size(),fmt,statsMgr.shadow##var); \
surface.reset(TTF_RenderUTF8_Blended(fontText,formatString.data(),objThemes.getTextColor(true))); \
applySurface(w-20-surface->w,(y-surface->h)/2,surface.get(),stats.get(),NULL); \
list->addItem(renderer,"",textureFromSurface(renderer, std::move(stats)));
/* add it to list box */
\
}
//Add an item to the listbox, that displays "name1", and "var1" formatted with "format"
//we are so lazy that we just use height of the first text, ignore the others
template
<
class
T1
>
static
void
drawMiscStatistics1
(
SDL_Renderer
&
renderer
,
int
w
,
GUIListBox
*
list
,
const
char
*
name1
,
const
T1
var1
,
const
char
*
format1
){
//create new surface
SurfacePtr
nameSurface
(
TTF_RenderUTF8_Blended
(
fontGUISmall
,
name1
,
objThemes
.
getTextColor
(
true
)));
SurfacePtr
stats
=
createSurface
(
w
,
nameSurface
->
h
);
SDL_FillRect
(
stats
.
get
(),
NULL
,
-1
);
applySurface
(
4
,
0
,
nameSurface
.
get
(),
stats
.
get
(),
NULL
);
const
int
x
=
nameSurface
->
w
+
8
;
const
int
y
=
nameSurface
->
h
;
//draw value
//char s[1024];
std
::
array
<
char
,
1024
>
s
;
SDL_snprintf
(
s
.
data
(),
s
.
size
(),
format1
,
var1
);
SurfacePtr
formatSurface
(
TTF_RenderUTF8_Blended
(
fontText
,
s
.
data
(),
objThemes
.
getTextColor
(
true
)));
//NOTE: SDL2 port. Not halving the y value here as this ends up looking better.
applySurface
(
x
,
y
-
formatSurface
->
h
,
formatSurface
.
get
(),
stats
.
get
(),
NULL
);
//add it to list box
list
->
addItem
(
renderer
,
""
,
textureFromSurface
(
renderer
,
std
::
move
(
stats
)));
//over
//return stats;
}
//NOTE: Disabled this for the SDL2 port for now. It looks a bit off anyhow.
//Might want to make a more general method that draws as many "cells" as there is space.
//Draws two stats on one line if there is space.
//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,objThemes.getTextColor(true));
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,objThemes.getTextColor(true));
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
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Create the root element of the GUI.
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
GUIObjectRoot
=
new
GUIObject
(
imageManager
,
renderer
,
0
,
0
,
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
//Create back button.
GUIObject
*
obj
=
new
GUIButton
(
imageManager
,
renderer
,
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
(
imageManager
,
renderer
,(
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
(
imageManager
,
renderer
,
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
;
auto
surface
=
statsMgr
.
createAchievementSurface
(
renderer
,
&
achievementList
[
idx
],
&
r
,
false
,
lpt
);
if
(
surface
){
//FIXME - this is broken with SDL2 as the function now operates on a renderer, not sure how best to fix it
/* 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
(
renderer
,
""
,
surface
);
}
}
//Now create list box for statistics.
list
=
new
GUIListBox
(
imageManager
,
renderer
,
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
//TODO: Might want to consider not caching these as most other stuff use textures now.
SDL_Surface
*
bmPlayer
=
imageManager
.
loadImage
(
getDataPath
()
+
"themes/Cloudscape/characters/player.png"
);
SDL_Surface
*
bmShadow
=
imageManager
.
loadImage
(
getDataPath
()
+
"themes/Cloudscape/characters/shadow.png"
);
SDL_Surface
*
bmMedal
=
imageManager
.
loadImage
(
getDataPath
()
+
"gfx/medals.png"
);
//Render stats.
//char s[64],s2[64];
std
::
array
<
char
,
64
>
formatString
;
SDL_Rect
r
;
int
x
,
y
,
w
=
SCREEN_WIDTH
-128
;
SharedTexture
h_bar
=
[
&
](){
//The horizontal bar.
SurfacePtr
h_bar
(
createSurface
(
w
,
2
));
SDL_Color
c
=
objThemes
.
getTextColor
(
true
);
Uint32
clr
=
SDL_MapRGB
(
h_bar
->
format
,
c
.
r
,
c
.
g
,
c
.
b
);
SDL_FillRect
(
h_bar
.
get
(),
NULL
,
clr
);
return
textureFromSurface
(
renderer
,
std
::
move
(
h_bar
));
}();
//Player and shadow specific statistics
//The header.
{
SurfacePtr
stats
=
createSurface
(
w
,
44
);
SDL_FillRect
(
stats
.
get
(),
NULL
,
-1
);
SurfacePtr
surface
(
TTF_RenderUTF8_Blended
(
fontGUISmall
,
_
(
"Total"
),
objThemes
.
getTextColor
(
true
)));
applySurface
(
w
-260
-
surface
->
w
,
stats
->
h
-
surface
->
h
,
surface
.
get
(),
stats
.
get
(),
NULL
);
//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
.
get
()
->
h
-40
,
bmPlayer
,
stats
.
get
(),
&
r
);
applySurface
(
w
-20
-
r
.
w
,
stats
.
get
()
->
h
-40
,
bmShadow
,
stats
.
get
(),
&
r
);
list
->
addItem
(
renderer
,
""
,
textureFromSurface
(
renderer
,
std
::
move
(
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
(
renderer
,
""
,
h_bar
);
auto
drawMiscStats
=
[
&
](
const
char
*
name1
,
const
int
var1
,
const
char
*
format1
)
{
drawMiscStatistics1
(
renderer
,
w
,
list
,
name1
,
var1
,
format1
);
};
drawMiscStats
(
_
(
"Recordings:"
),
statsMgr
.
recordTimes
,
"%d"
);
drawMiscStats
(
_
(
"Switch pulled times:"
),
statsMgr
.
switchTimes
,
"%d"
);
drawMiscStats
(
_
(
"Swap times:"
),
statsMgr
.
swapTimes
,
"%d"
);
drawMiscStats
(
_
(
"Save times:"
),
statsMgr
.
saveTimes
,
"%d"
);
drawMiscStats
(
_
(
"Load times:"
),
statsMgr
.
loadTimes
,
"%d"
);
//Level specific statistics
list
->
addItem
(
renderer
,
""
,
h_bar
);
{
SurfacePtr
surface
(
TTF_RenderUTF8_Blended
(
fontGUISmall
,
_
(
"Completed levels:"
),
objThemes
.
getTextColor
(
true
)));
SurfacePtr
stats
=
createSurface
(
w
,
surface
->
h
);
SDL_FillRect
(
stats
.
get
(),
NULL
,
-1
);
applySurface
(
4
,
0
,
surface
.
get
(),
stats
.
get
(),
NULL
);
x
=
surface
->
w
+
8
;
y
=
surface
->
h
;
SDL_snprintf
(
formatString
.
data
(),
formatString
.
size
(),
"%d"
,
statsMgr
.
completedLevels
);
surface
.
reset
(
TTF_RenderUTF8_Blended
(
fontText
,
formatString
.
data
(),
objThemes
.
getTextColor
(
true
)));
applySurface
(
x
,(
y
-
surface
->
h
),
surface
.
get
(),
stats
.
get
(),
NULL
);
SDL_snprintf
(
formatString
.
data
(),
formatString
.
size
(),
"%d"
,
statsMgr
.
completedLevels
-
statsMgr
.
goldLevels
-
statsMgr
.
silverLevels
);
surface
.
reset
(
TTF_RenderUTF8_Blended
(
fontText
,
formatString
.
data
(),
objThemes
.
getTextColor
(
true
)));
applySurface
(
w
-260
-
surface
->
w
,(
y
-
surface
->
h
)
/
2
,
surface
.
get
(),
stats
.
get
(),
NULL
);
r
.
x
=
0
;
r
.
y
=
0
;
r
.
w
=
30
;
r
.
h
=
30
;
applySurface
(
w
-260
-
surface
->
w
-30
,(
y
-30
)
/
2
,
bmMedal
,
stats
.
get
(),
&
r
);
SDL_snprintf
(
formatString
.
data
(),
formatString
.
size
(),
"%d"
,
statsMgr
.
silverLevels
);
surface
.
reset
(
TTF_RenderUTF8_Blended
(
fontText
,
formatString
.
data
(),
objThemes
.
getTextColor
(
true
)));
applySurface
(
w
-140
-
surface
->
w
,(
y
-
surface
->
h
)
/
2
,
surface
.
get
(),
stats
.
get
(),
NULL
);
r
.
x
+=
30
;
applySurface
(
w
-140
-
surface
->
w
-30
,(
y
-30
)
/
2
,
bmMedal
,
stats
.
get
(),
&
r
);
SDL_snprintf
(
formatString
.
data
(),
formatString
.
size
(),
"%d"
,
statsMgr
.
goldLevels
);
surface
.
reset
(
TTF_RenderUTF8_Blended
(
fontText
,
formatString
.
data
(),
objThemes
.
getTextColor
(
true
)));
applySurface
(
w
-20
-
surface
->
w
,(
y
-
surface
->
h
)
/
2
,
surface
.
get
(),
stats
.
get
(),
NULL
);
r
.
x
+=
30
;
applySurface
(
w
-20
-
surface
->
w
-30
,(
y
-30
)
/
2
,
bmMedal
,
stats
.
get
(),
&
r
);
list
->
addItem
(
renderer
,
""
,
textureFromSurface
(
renderer
,
std
::
move
(
stats
)));
}
//Other statistics.
list
->
addItem
(
renderer
,
""
,
h_bar
);
SDL_snprintf
(
formatString
.
data
(),
formatString
.
size
(),
"%02d:%02d:%02d"
,
statsMgr
.
playTime
/
3600
,(
statsMgr
.
playTime
/
60
)
%
60
,
statsMgr
.
playTime
%
60
);
drawMiscStatistics1
(
renderer
,
w
,
list
,
_
(
"In-game time:"
),
formatString
.
data
(),
"%s"
);
SDL_snprintf
(
formatString
.
data
(),
formatString
.
size
(),
"%02d:%02d:%02d"
,
statsMgr
.
levelEditTime
/
3600
,(
statsMgr
.
levelEditTime
/
60
)
%
60
,
statsMgr
.
levelEditTime
%
60
);
drawMiscStatistics1
(
renderer
,
w
,
list
,
_
(
"Level editing time:"
),
formatString
.
data
(),
"%s"
);
drawMiscStats
(
_
(
"Created levels:"
),
statsMgr
.
createdLevels
,
"%d"
);
}
//In this method all the key and mouse events should be handled.
//NOTE: The GUIEvents won't be handled here.
void
StatisticsScreen
::
handleEvents
(
ImageManager
&
,
SDL_Renderer
&
){
//Check if we need to quit, if so enter the exit state.
if
(
event
.
type
==
SDL_QUIT
){
setNextState
(
STATE_EXIT
);
}
//Check horizontal movement
int
value
=
listBox
->
value
;
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_RIGHT
)){
isKeyboardOnly
=
true
;
value
++
;
if
(
value
>=
(
int
)
listBox
->
item
.
size
())
value
=
0
;
}
else
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_LEFT
)){
isKeyboardOnly
=
true
;
value
--
;
if
(
value
<
0
)
value
=
listBox
->
item
.
size
()
-
1
;
}
listBox
->
value
=
value
;
//Check vertical movement
if
(
value
>=
0
&&
value
<
(
int
)
lists
.
size
())
{
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_UP
)){
isKeyboardOnly
=
true
;
lists
[
value
]
->
scrollScrollbar
(
-1
);
}
else
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_DOWN
)){
isKeyboardOnly
=
true
;
lists
[
value
]
->
scrollScrollbar
(
1
);
}
}
//Check if the escape button is pressed, if so go back to the main menu.
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_ESCAPE
)){
setNextState
(
STATE_MENU
);
}
}
//All the logic that needs to be done should go in this method.
void
StatisticsScreen
::
logic
(
ImageManager
&
,
SDL_Renderer
&
){
}
//This method handles all the rendering.
void
StatisticsScreen
::
render
(
ImageManager
&
,
SDL_Renderer
&
renderer
){
//Draw background.
objThemes
.
getBackground
(
true
)
->
draw
(
renderer
);
objThemes
.
getBackground
(
true
)
->
updateAnimation
();
//Draw title.
drawTitleTexture
(
SCREEN_WIDTH
,
*
title
,
renderer
);
//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
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Recreate the gui to fit the new resolution.
createGUI
(
imageManager
,
renderer
);
}
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