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StatisticsScreen.cpp
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StatisticsScreen.cpp

/*
* 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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