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diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 4782f45..e6a03d9 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,952 +1,955 @@
/*
* Copyright (C) 2012-2013 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 "LevelEditSelect.h"
#include "GameState.h"
#include "Functions.h"
#include "Settings.h"
#include "FileManager.h"
#include "Globals.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "GUISpinBox.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include "Game.h"
#include "GUIOverlay.h"
#include "LevelPackPOTExporter.h"
#include <algorithm>
#include <string>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
LevelEditSelect::LevelEditSelect(ImageManager& imageManager, SDL_Renderer& renderer):LevelSelect(imageManager,renderer,_("Map Editor"),LevelPackManager::CUSTOM_PACKS){
//Create the gui.
createGUI(imageManager,renderer, true);
//show level list
changePack();
refresh(imageManager, renderer);
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::createGUI(ImageManager& imageManager,SDL_Renderer &renderer, bool initial){
if(initial){
//Create the six buttons at the bottom of the screen.
newPack = new GUIButton(imageManager, renderer, 0, 0, -1, 32, _("New Levelpack"));
newPack->name = "cmdNewLvlpack";
newPack->eventCallback = this;
GUIObjectRoot->addChild(newPack);
propertiesPack = new GUIButton(imageManager, renderer, 0, 0, -1, 32, _("Pack Properties"), 0, true, true, GUIGravityCenter);
propertiesPack->name = "cmdLvlpackProp";
propertiesPack->eventCallback = this;
GUIObjectRoot->addChild(propertiesPack);
removePack = new GUIButton(imageManager, renderer, 0, 0, -1, 32, _("Remove Pack"), 0, true, true, GUIGravityRight);
removePack->name = "cmdRmLvlpack";
removePack->eventCallback = this;
GUIObjectRoot->addChild(removePack);
move = new GUIButton(imageManager, renderer, 0, 0, -1, 32, _("Move Map"));
move->name = "cmdMoveMap";
move->eventCallback = this;
//NOTE: Set enabled equal to the inverse of initial.
//When resizing the window initial will be false and therefor the move button can stay enabled.
move->enabled = false;
GUIObjectRoot->addChild(move);
remove = new GUIButton(imageManager, renderer, 0, 0, -1, 32, _("Remove Map"), 0, false, true, GUIGravityCenter);
remove->name = "cmdRmMap";
remove->eventCallback = this;
GUIObjectRoot->addChild(remove);
edit = new GUIButton(imageManager, renderer, 0, 0, -1, 32, _("Edit Map"), 0, false, true, GUIGravityRight);
edit->name = "cmdEdit";
edit->eventCallback = this;
GUIObjectRoot->addChild(edit);
}
//Move buttons to default position
const int x1 = int(SCREEN_WIDTH*0.02), x2 = int(SCREEN_WIDTH*0.5), x3 = int(SCREEN_WIDTH*0.98);
const int y1 = SCREEN_HEIGHT - 120, y2 = SCREEN_HEIGHT - 60;
newPack->left = x1; newPack->top = y1; newPack->gravity = GUIGravityLeft;
propertiesPack->left = x2; propertiesPack->top = y1; propertiesPack->gravity = GUIGravityCenter;
removePack->left = x3; removePack->top = y1; removePack->gravity = GUIGravityRight;
move->left = x1; move->top = y2; move->gravity = GUIGravityLeft;
remove->left = x2; remove->top = y2; remove->gravity = GUIGravityCenter;
edit->left = x3; edit->top = y2; edit->gravity = GUIGravityRight;
isVertical = false;
//Reset the font size
newPack->smallFont = false; newPack->width = -1;
propertiesPack->smallFont = false; propertiesPack->width = -1;
removePack->smallFont = false; removePack->width = -1;
move->smallFont = false; move->width = -1;
remove->smallFont = false; remove->width = -1;
edit->smallFont = false; edit->width = -1;
//Now update widgets and then check if they overlap
GUIObjectRoot->render(renderer, 0, 0, false);
if (propertiesPack->left - propertiesPack->gravityX < newPack->left + newPack->width ||
propertiesPack->left - propertiesPack->gravityX + propertiesPack->width > removePack->left - removePack->gravityX)
{
newPack->smallFont = true; newPack->width = -1;
propertiesPack->smallFont = true; propertiesPack->width = -1;
removePack->smallFont = true; removePack->width = -1;
move->smallFont = true; move->width = -1;
remove->smallFont = true; remove->width = -1;
edit->smallFont = true; edit->width = -1;
}
// NOTE: the following code is necessary (e.g. for Germany)
//Check again
GUIObjectRoot->render(renderer, 0, 0, false);
if (propertiesPack->left - propertiesPack->gravityX < newPack->left + newPack->width ||
propertiesPack->left - propertiesPack->gravityX + propertiesPack->width > removePack->left - removePack->gravityX)
{
newPack->left = SCREEN_WIDTH*0.02;
newPack->top = SCREEN_HEIGHT - 140;
newPack->smallFont = false;
newPack->width = -1;
newPack->gravity = GUIGravityLeft;
propertiesPack->left = SCREEN_WIDTH*0.02;
propertiesPack->top = SCREEN_HEIGHT - 100;
propertiesPack->smallFont = false;
propertiesPack->width = -1;
propertiesPack->gravity = GUIGravityLeft;
removePack->left = SCREEN_WIDTH*0.02;
removePack->top = SCREEN_HEIGHT - 60;
removePack->smallFont = false;
removePack->width = -1;
removePack->gravity = GUIGravityLeft;
move->left = SCREEN_WIDTH*0.98;
move->top = SCREEN_HEIGHT - 140;
move->smallFont = false;
move->width = -1;
move->gravity = GUIGravityRight;
remove->left = SCREEN_WIDTH*0.98;
remove->top = SCREEN_HEIGHT - 100;
remove->smallFont = false;
remove->width = -1;
remove->gravity = GUIGravityRight;
edit->left = SCREEN_WIDTH*0.98;
edit->top = SCREEN_HEIGHT - 60;
edit->smallFont = false;
edit->width = -1;
edit->gravity = GUIGravityRight;
isVertical = true;
}
}
void LevelEditSelect::changePack(){
packPath = levelpacks->getName();
if(packPath==CUSTOM_LEVELS_PATH){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
//Set last levelpack.
getSettings()->setValue("lastlevelpack",packPath);
//Now let levels point to the right pack.
levels=getLevelPackManager()->getLevelPack(packPath);
//Get the untranslated pack name.
packName = levels->levelpackName;
//invalidate the tooltip
toolTip.number = -1;
}
void LevelEditSelect::packProperties(ImageManager& imageManager,SDL_Renderer& renderer, bool newPack){
packPropertiesFrames.clear();
//Open a message popup.
GUIObject *root = new GUIFrame(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 390) / 2, 600, 390,
newPack ? _("New Levelpack") : "");
GUIObject *obj;
if (newPack) {
packPropertiesFrames.resize(1);
} else {
packPropertiesFrames.resize(2);
GUISingleLineListBox *sllb = new GUISingleLineListBox(imageManager, renderer, 40, 12, 520, 36);
sllb->name = "sllb";
sllb->addItem("Properties", _("Properties"));
sllb->addItem("Tools", _("Tools"));
sllb->value = 0;
sllb->eventCallback = this;
root->addChild(sllb);
}
obj=new GUILabel(imageManager,renderer,40,50,240,36,_("Name:"));
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj=new GUITextBox(imageManager,renderer,60,80,480,36,packName.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackName";
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj=new GUILabel(imageManager,renderer,40,120,240,36,_("Description:"));
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj=new GUITextBox(imageManager,renderer,60,150,480,36,levels->levelpackDescription.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackDescription";
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj=new GUILabel(imageManager,renderer,40,190,240,36,_("Congratulation text:"));
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj=new GUITextBox(imageManager,renderer,60,220,480,36,levels->congratulationText.c_str());
if(newPack)
obj->caption="";
obj->name="LvlpackCongratulation";
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj = new GUILabel(imageManager, renderer, 40, 260, 240, 36, _("Music list:"));
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj = new GUITextBox(imageManager, renderer, 60, 290, 480, 36, levels->levelpackMusicList.c_str());
if (newPack)
obj->caption = "";
obj->name = "LvlpackMusic";
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.3,390-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgOK";
obj->eventCallback=this;
root->addChild(obj);
packPropertiesFrames[0].push_back(obj);
GUIButton *cancelButton = new GUIButton(imageManager, renderer, root->width*0.7, 390 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
cancelButton->name = "cfgCancel";
cancelButton->eventCallback = this;
root->addChild(cancelButton);
packPropertiesFrames[0].push_back(cancelButton);
if (!newPack) {
GUIButton *btn = new GUIButton(imageManager, renderer, root->width*0.5, 80, -1, 36, _("Export translation template"), 0, true, false, GUIGravityCenter);
btn->name = "cfgExportPOT";
btn->smallFont = true;
btn->eventCallback = this;
root->addChild(btn);
packPropertiesFrames[1].push_back(btn);
obj = new GUIButton(imageManager, renderer, root->width*0.5, 390 - 44, -1, 36, _("Close"), 0, true, false, GUIGravityCenter);
obj->name = "cfgCancel";
obj->eventCallback = this;
root->addChild(obj);
packPropertiesFrames[1].push_back(obj);
}
//Create the gui overlay.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new AddonOverlay(renderer, root, cancelButton, NULL, UpDownFocus | TabFocus | ReturnControls | LeftRightControls);
if(newPack){
packPath.clear();
packName.clear();
}
}
void LevelEditSelect::addLevel(ImageManager& imageManager,SDL_Renderer& renderer){
//Open a message popup.
GUIObject* root=new GUIFrame(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,_("Add level"));
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,80,240,36,_("File name:"));
root->addChild(obj);
char s[64];
SDL_snprintf(s,64,"map%02d.map",levels->getLevelCount()+1);
obj=new GUITextBox(imageManager,renderer,300,80,240,36,s);
obj->name="LvlFile";
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.3,200-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgAddOK";
obj->eventCallback=this;
root->addChild(obj);
GUIButton *cancelButton = new GUIButton(imageManager, renderer, root->width*0.7, 200 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
cancelButton->name = "cfgAddCancel";
cancelButton->eventCallback = this;
root->addChild(cancelButton);
//Dim the screen using the tempSurface.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new AddonOverlay(renderer, root, cancelButton, NULL, UpDownFocus | TabFocus | ReturnControls | LeftRightControls);
}
void LevelEditSelect::moveLevel(ImageManager& imageManager,SDL_Renderer& renderer){
//Open a message popup.
GUIObject* root=new GUIFrame(imageManager,renderer,(SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,_("Move level"));
GUIObject* obj;
obj=new GUILabel(imageManager,renderer,40,60,240,36,_("Level: "));
root->addChild(obj);
GUISpinBox *spinBox = new GUISpinBox(imageManager, renderer, 300, 60, 240, 36);
spinBox->caption = tfm::format("%d", selectedNumber->getNumber() + 1);
spinBox->format = "%1.0f";
spinBox->limitMin = 1.0f;
spinBox->limitMax = float(levels->getLevelCount());
spinBox->name = "MoveLevel";
root->addChild(spinBox);
obj=new GUISingleLineListBox(imageManager,renderer,root->width*0.5,110,240,36,true,true,GUIGravityCenter);
obj->name="lstPlacement";
vector<string> v;
v.push_back(_("Before"));
v.push_back(_("After"));
v.push_back(_("Swap"));
(dynamic_cast<GUISingleLineListBox*>(obj))->addItems(v);
obj->value=0;
root->addChild(obj);
obj=new GUIButton(imageManager,renderer,root->width*0.3,200-44,-1,36,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgMoveOK";
obj->eventCallback=this;
root->addChild(obj);
GUIButton *cancelButton = new GUIButton(imageManager, renderer, root->width*0.7, 200 - 44, -1, 36, _("Cancel"), 0, true, true, GUIGravityCenter);
cancelButton->name = "cfgMoveCancel";
cancelButton->eventCallback = this;
root->addChild(cancelButton);
//Create the gui overlay.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new AddonOverlay(renderer, root, cancelButton, NULL, TabFocus | ReturnControls | LeftRightControls);
}
void LevelEditSelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool change){
int m=levels->getLevelCount();
if(change){
+ // only a temporary position
+ SDL_Rect box = { 0, 0, 50, 50 };
+
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
selectedNumber=NULL;
}
//Disable the level specific buttons.
move->enabled=false;
remove->enabled=false;
edit->enabled=false;
for(int n=0;n<=m;n++){
numbers.emplace_back(imageManager, renderer);
+ if (n == m) numbers[n].init(renderer, "+", box, n);
+ else numbers[n].init(renderer, n, box);
}
+
+ 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 = "";
+
+ //invalidate the tooltip
+ toolTip.number = -1;
}
- for(int n=0;n<m;n++){
- SDL_Rect box={(n%LEVELS_PER_ROW)*64+80,(n/LEVELS_PER_ROW)*64+184,0,0};
- numbers[n].init(renderer,n,box);
+ for(int n=0;n<=m;n++){
+ numbers[n].box = SDL_Rect{ (n%LEVELS_PER_ROW) * 64 + 80, (n / LEVELS_PER_ROW) * 64 + 184, 50, 50 };
}
- SDL_Rect box={(m%LEVELS_PER_ROW)*64+80,(m/LEVELS_PER_ROW)*64+184,0,0};
- numbers[m].init(renderer,"+",box,m);
m++; //including the "+" button
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 = "";
-
- //invalidate the tooltip
- toolTip.number = -1;
}
void LevelEditSelect::selectNumber(ImageManager& imageManager, SDL_Renderer& renderer, unsigned int number, bool selected){
if (selected) {
if (number >= 0 && number < levels->getLevelCount()) {
levels->setCurrentLevel(number);
setNextState(STATE_LEVEL_EDITOR);
} else {
addLevel(imageManager, renderer);
}
}else{
move->enabled = false;
remove->enabled = false;
edit->enabled = false;
selectedNumber = NULL;
if (number == numbers.size() - 1){
if (isKeyboardOnly) {
selectedNumber = &numbers[number];
} else {
addLevel(imageManager, renderer);
}
} else if (number >= 0 && number < levels->getLevelCount()) {
selectedNumber=&numbers[number];
//Enable the level specific buttons.
//NOTE: We check if 'remove levelpack' is enabled, if not then it's the Levels levelpack.
if(removePack->enabled)
move->enabled=true;
remove->enabled=true;
edit->enabled=true;
}
}
}
void LevelEditSelect::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Call handleEvents() of base class.
LevelSelect::handleEvents(imageManager, renderer);
if (section == 3) {
//Check focus movement
if (inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
isKeyboardOnly = true;
section2 += isVertical ? 3 : 1;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
isKeyboardOnly = true;
section2 -= isVertical ? 3 : 1;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_UP)){
isKeyboardOnly = true;
section2 -= isVertical ? 1 : 3;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
isKeyboardOnly = true;
section2 += isVertical ? 1 : 3;
}
if (section2 > 6) section2 -= 6;
else if (section2 < 1) section2 += 6;
//Check if enter is pressed
if (isKeyboardOnly && inputMgr.isKeyDownEvent(INPUTMGR_SELECT) && section2 >= 1 && section2 <= 6) {
GUIButton *buttons[6] = {
newPack, propertiesPack, removePack, move, remove, edit
};
GUIEventCallback_OnEvent(imageManager, renderer, buttons[section2 - 1]->name, buttons[section2 - 1], GUIEventClick);
}
}
}
void LevelEditSelect::render(ImageManager& imageManager,SDL_Renderer &renderer){
//Let the levelselect render.
LevelSelect::render(imageManager,renderer);
//Draw highlight in keyboard only mode.
if (isKeyboardOnly) {
GUIButton *buttons[6] = {
newPack, propertiesPack, removePack, move, remove, edit
};
for (int i = 0; i < 6; i++) {
buttons[i]->state = (section == 3 && section2 - 1 == i) ? 1 : 0;
}
}
}
void LevelEditSelect::resize(ImageManager& imageManager, SDL_Renderer &renderer){
//Let the levelselect resize.
LevelSelect::resize(imageManager, renderer);
//Create the GUI.
createGUI(imageManager,renderer, false);
//NOTE: This is a workaround for buttons failing when resizing.
if(packPath==CUSTOM_LEVELS_PATH){
removePack->enabled=false;
propertiesPack->enabled=false;
}
if(selectedNumber)
selectNumber(imageManager, renderer, selectedNumber->getNumber(),false);
}
void LevelEditSelect::renderTooltip(SDL_Renderer& renderer,unsigned int number,int dy){
if (!toolTip.name || toolTip.number != number) {
SDL_Color fg = objThemes.getTextColor(true);
toolTip.number = number;
if (number < (unsigned int)levels->getLevelCount()){
//Render the name of the level.
toolTip.name = textureFromText(renderer, *fontText, _CC(levels->getDictionaryManager(), levels->getLevelName(number)), fg);
} else {
//Add level button
toolTip.name = textureFromText(renderer, *fontText, _("Add level"), fg);
}
}
//Check if name isn't null.
if(!toolTip.name)
return;
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
const SDL_Rect nameSize = rectFromTexture(*toolTip.name);
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);
}
}
//Escape invalid characters in a file name (mainly for Windows).
static std::string escapeFileName(const std::string& fileName) {
std::string ret;
for (int i = 0, m = fileName.size(); i < m; i++) {
bool escape = false;
char c = fileName[i];
switch (c) {
case '\"': case '*': case '/': case ':': case '<':
case '>': case '?': case '\\': case '|': case '%':
escape = true;
break;
}
if (c <= 0x1F || c >= 0x7F) escape = true;
if (i == 0 || i == m - 1) {
switch (c) {
case ' ': case '.':
escape = true;
break;
}
}
if (escape) {
ret += "%" + tfm::format("%02X", (int)(unsigned char)c);
} else {
ret.push_back(c);
}
}
return ret;
}
void LevelEditSelect::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//NOTE: We check for the levelpack change to enable/disable some levelpack buttons.
if(name=="cmdLvlPack"){
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh(imageManager, renderer);
return;
}
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(imageManager,renderer,name,obj,eventType);
//Check for the edit button.
if(name=="cmdNewLvlpack"){
//Create a new pack.
packProperties(imageManager,renderer, true);
}else if(name=="cmdLvlpackProp"){
//Show the pack properties.
packProperties(imageManager,renderer, false);
}else if(name=="cmdRmLvlpack"){
auto dm = getLevelPackManager()->getLevelPack(packPath)->getDictionaryManager();
//Show an "are you sure" message.
if (msgBox(imageManager, renderer, tfm::format(_("Are you sure remove the level pack '%s'?"),
dm ? dm->get_dictionary().translate(packName) : packName),
MsgBoxYesNo, _("Remove prompt")) == MsgBoxYes)
{
//Remove the directory.
if(!removeDirectory(levels->levelpackPath.c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levels->levelpackPath<<endl;
}
//Remove it from the vector (levelpack list).
for (auto it = levelpacks->item.begin(); it != levelpacks->item.end(); ++it){
if (it->first == levels->levelpackPath) {
levelpacks->item.erase(it);
break;
}
}
//Remove it from the levelpackManager.
getLevelPackManager()->removeLevelPack(levels->levelpackPath, true);
levels = NULL;
//And call changePack.
levelpacks->value=levelpacks->item.size()-1;
changePack();
refresh(imageManager, renderer);
}
}else if(name=="cmdMoveMap"){
if(selectedNumber!=NULL){
moveLevel(imageManager,renderer);
}
}else if(name=="cmdRmMap"){
if(selectedNumber!=NULL){
const std::string& levelName = levels->getLevel(selectedNumber->getNumber())->name;
auto dm = levels->getDictionaryManager();
//Show an "are you sure" message.
if (msgBox(imageManager, renderer, tfm::format(_("Are you sure remove the map '%s'?"),
dm ? dm->get_dictionary().translate(levelName) : levelName),
MsgBoxYesNo, _("Remove prompt")) != MsgBoxYes) {
return;
}
if(packPath!=CUSTOM_LEVELS_PATH){
if(!removeFile((levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
levels->saveLevels(levels->levelpackPath+"/levels.lst");
}else{
//This is the levels levelpack so we just remove the file.
if(!removeFile(levels->getLevel(selectedNumber->getNumber())->file.c_str())){
cerr<<"ERROR: Unable to remove level "<<levels->getLevel(selectedNumber->getNumber())->file<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
}
//And refresh the selection screen.
refresh(imageManager, renderer);
}
}else if(name=="cmdEdit"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_LEVEL_EDITOR);
}
}
//Check for levelpack properties events.
else if(name=="cfgOK"){
GUIObject *lvlpackName = GUIObjectRoot->getChild("LvlpackName");
GUIObject *lvlpackDescription = GUIObjectRoot->getChild("LvlpackDescription");
GUIObject *lvlpackCongratulation = GUIObjectRoot->getChild("LvlpackCongratulation");
GUIObject *lvlpackMusic = GUIObjectRoot->getChild("LvlpackMusic");
assert(lvlpackName && lvlpackDescription && lvlpackCongratulation && lvlpackMusic);
if (lvlpackName->caption.empty()) {
msgBox(imageManager, renderer, _("Levelpack name cannot be empty."), MsgBoxOKOnly, _("Error"));
} else {
//Check if the name changed.
if (packName != lvlpackName->caption) {
std::string newPackPathMinusSlash = getUserPath(USER_DATA) + "custom/levelpacks/" + escapeFileName(lvlpackName->caption);
//Delete the old one.
if (!packName.empty()){
std::string oldPackPathMinusSlash = levels->levelpackPath;
if (!oldPackPathMinusSlash.empty()) {
if (oldPackPathMinusSlash[oldPackPathMinusSlash.size() - 1] == '/'
|| oldPackPathMinusSlash[oldPackPathMinusSlash.size() - 1] == '\\')
{
oldPackPathMinusSlash.pop_back();
}
}
if (!renameDirectory(oldPackPathMinusSlash.c_str(), newPackPathMinusSlash.c_str())) {
cerr << "ERROR: Unable to move levelpack directory '" << oldPackPathMinusSlash << "' to '"
<< newPackPathMinusSlash << "'! The levelpack directory will be kept unchanged." << endl;
//If we failed to rename the directory, we just keep the old directory name.
newPackPathMinusSlash = oldPackPathMinusSlash;
}
//Remove the old one from the levelpack manager.
getLevelPackManager()->removeLevelPack(levels->levelpackPath, false);
//And the levelpack list.
for (auto it = levelpacks->item.begin(); it != levelpacks->item.end(); ++it){
if (it->first == levels->levelpackPath) {
levelpacks->item.erase(it);
break;
}
}
} else {
//It's a new levelpack. First we try to create the dirs and the levels.lst.
if (dirExists(newPackPathMinusSlash.c_str())) {
cerr << "ERROR: The levelpack directory " << newPackPathMinusSlash << " already exists!" << endl;
msgBox(imageManager, renderer, tfm::format(_("The levelpack directory '%s' already exists!"), newPackPathMinusSlash), MsgBoxOKOnly, _("Error"));
return;
}
if (!createDirectory(newPackPathMinusSlash.c_str())) {
cerr << "ERROR: Unable to create levelpack directory " << newPackPathMinusSlash << endl;
msgBox(imageManager, renderer, tfm::format(_("Unable to create levelpack directory '%s'!"), newPackPathMinusSlash), MsgBoxOKOnly, _("Error"));
return;
}
if (fileExists((newPackPathMinusSlash + "/levels.lst").c_str())) {
cerr << "ERROR: The levelpack file " << (newPackPathMinusSlash + "/levels.lst") << " already exists!" << endl;
msgBox(imageManager, renderer, tfm::format(_("The levelpack file '%s' already exists!"), newPackPathMinusSlash + "/levels.lst"), MsgBoxOKOnly, _("Error"));
return;
}
if (!createFile((newPackPathMinusSlash + "/levels.lst").c_str())) {
cerr << "ERROR: Unable to create levelpack file " << (newPackPathMinusSlash + "/levels.lst") << endl;
msgBox(imageManager, renderer, tfm::format(_("Unable to create levelpack file '%s'!"), newPackPathMinusSlash + "/levels.lst"), MsgBoxOKOnly, _("Error"));
return;
}
//If it's successful we create a new levelpack.
levels = new LevelPack;
}
//And set the new name.
packName = levels->levelpackName = lvlpackName->caption;
packPath = levels->levelpackPath = newPackPathMinusSlash + "/";
//Also add the levelpack location
getLevelPackManager()->addLevelPack(levels);
auto dm = levels->getDictionaryManager();
levelpacks->addItem(packPath, dm ? dm->get_dictionary().translate(packName) : packName);
levelpacks->value = levelpacks->item.size() - 1;
//And call changePack.
changePack();
}
levels->levelpackDescription = lvlpackDescription->caption;
levels->congratulationText = lvlpackCongratulation->caption;
levels->levelpackMusicList = lvlpackMusic->caption;
//Refresh the leveleditselect to show the correct information.
refresh(imageManager, renderer);
//Save the configuration.
levels->saveLevels(levels->levelpackPath + "levels.lst");
getSettings()->setValue("lastlevelpack", levels->levelpackPath);
//Clear the gui.
if (GUIObjectRoot) {
delete GUIObjectRoot;
GUIObjectRoot = NULL;
}
}
}else if(name=="cfgCancel"){
//Check if packName is empty, if so it was a new levelpack and we need to revert to an existing one.
if(packName.empty()){
changePack();
}
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
} else if (name == "sllb") {
GUIObject *sllb = GUIObjectRoot->getChild("sllb");
if (sllb) {
for (int i = 0, m = packPropertiesFrames.size(); i < m; i++) {
for (auto o : packPropertiesFrames[i]) {
o->visible = (i == sllb->value);
}
}
}
} else if (name == "cfgExportPOT") {
if (LevelPackPOTExporter::exportPOT(levels->levelpackPath)) {
msgBox(imageManager, renderer,
tfm::format(_("The translation template is exported at\n'%s'."), levels->levelpackPath + "locale/messages.pot"),
MsgBoxOKOnly,
_("Export translation template"));
} else {
msgBox(imageManager, renderer,
_("Failed to export translation template."),
MsgBoxOKOnly,
_("Error"));
}
}
//Check for add level events.
else if(name=="cfgAddOK"){
//Check if the file name isn't null.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlFile"){
if(GUIObjectRoot->childControls[i]->caption.empty()){
msgBox(imageManager,renderer,_("No file name given for the new level."),MsgBoxOKOnly,_("Missing file name"));
return;
}else{
string tmp_caption = GUIObjectRoot->childControls[i]->caption;
//Replace all spaces with a underline.
size_t j;
for(;(j=tmp_caption.find(" "))!=string::npos;){
tmp_caption.replace(j,1,"_");
}
//If there isn't ".map" extension add it.
size_t found=tmp_caption.find_first_of(".");
if(found!=string::npos)
tmp_caption.replace(tmp_caption.begin()+found+1,tmp_caption.end(),"map");
else if (tmp_caption.substr(found+1)!="map")
tmp_caption.append(".map");
/* Create path and file in it */
string path=(levels->levelpackPath+"/"+tmp_caption);
if(packPath==CUSTOM_LEVELS_PATH){
path=(getUserPath(USER_DATA)+"/custom/levels/"+tmp_caption);
}
//First check if the file doesn't exist already.
FILE* f;
f=fopen(path.c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Notify the user.
msgBox(imageManager, renderer, tfm::format(_("The file %s already exists."), tmp_caption), MsgBoxOKOnly, _("Error"));
return;
}
if(!createFile(path.c_str())){
cerr<<"ERROR: Unable to create level file "<<path<<endl;
}else{
//Update statistics.
statsMgr.newAchievement("create1");
if((++statsMgr.createdLevels)>=10) statsMgr.newAchievement("create10");
}
levels->addLevel(path);
//NOTE: Also add the level to the levels levelpack in case of custom levels.
if(packPath==CUSTOM_LEVELS_PATH){
LevelPack* levelsPack=getLevelPackManager()->getLevelPack(LEVELS_PATH);
if(levelsPack){
levelsPack->addLevel(path);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}else{
cerr<<"ERROR: Unable to add level to Levels levelpack"<<endl;
}
}
if(packPath!=CUSTOM_LEVELS_PATH)
levels->saveLevels(levels->levelpackPath+"levels.lst");
refresh(imageManager, renderer);
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
}
}
}
}else if(name=="cfgAddCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for move level events.
else if(name=="cfgMoveOK"){
//Check if the entered level number is valid.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
int level=0;
int placement=0;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="MoveLevel"){
level=atoi(GUIObjectRoot->childControls[i]->caption.c_str());
if(level<=0 || level>levels->getLevelCount()){
msgBox(imageManager,renderer,_("The entered level number isn't valid!"),MsgBoxOKOnly,_("Illegal number"));
return;
}
}
if(GUIObjectRoot->childControls[i]->name=="lstPlacement"){
placement=GUIObjectRoot->childControls[i]->value;
}
}
//Now we execute the swap/move.
//Check for the place before.
if(placement==0){
//We place the selected level before the entered level.
levels->moveLevel(selectedNumber->getNumber(),level-1);
}else if(placement==1){
//We place the selected level after the entered level.
if(level<selectedNumber->getNumber())
levels->moveLevel(selectedNumber->getNumber(),level);
else
levels->moveLevel(selectedNumber->getNumber(),level+1);
}else if(placement==2){
//We swap the selected level with the entered level.
levels->swapLevel(selectedNumber->getNumber(),level-1);
}
//And save the change.
if(packPath!=CUSTOM_LEVELS_PATH)
levels->saveLevels(levels->levelpackPath+"/levels.lst");
refresh(imageManager, renderer);
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgMoveCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 18480c8..5705fef 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,791 +1,803 @@
/*
* 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 "GUIOverlay.h"
#include "InputManager.h"
#include "ThemeManager.h"
#include "MD5.h"
#include "SoundManager.h"
#include "StatisticsManager.h"
#include "Game.h"
#include <stdio.h>
#include <string.h>
#include <string>
#include <sstream>
#include <iostream>
#include <SDL_ttf_fontfallback.h>
#include "libs/tinyformat/tinyformat.h"
class ReplayListOverlay : public GUIOverlay {
private:
GUIListBox *list;
public:
ReplayListOverlay(SDL_Renderer &renderer, GUIObject* root, GUIListBox *list)
: GUIOverlay(renderer, root), list(list)
{
keyboardNavigationMode = LeftRightFocus | TabFocus | ReturnControls;
}
void handleEvents(ImageManager& imageManager, SDL_Renderer& renderer) override {
GUIOverlay::handleEvents(imageManager, renderer);
//Do our own stuff.
if (!list) return;
bool enabled = false;
//Check vertical movement
if (inputMgr.isKeyDownEvent(INPUTMGR_UP)){
isKeyboardOnly = true;
list->value--;
if (list->value < 0) list->value = 0;
enabled = true;
//FIXME: ad-hoc stupid code
list->scrollScrollbar(0xC0000000);
list->scrollScrollbar(list->value);
} else if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
isKeyboardOnly = true;
list->value++;
if (list->value >= (int)list->item.size()) list->value = list->item.size() - 1;
enabled = true;
//FIXME: ad-hoc stupid code
list->scrollScrollbar(0xC0000000);
list->scrollScrollbar(list->value);
}
if (enabled) {
GUIObject *obj = GUIObjectRoot->getChild("cmdReplay");
if (obj) obj->enabled = true;
obj = GUIObjectRoot->getChild("cmdReplay2");
if (obj) obj->enabled = true;
}
// ???
if (isKeyboardOnly && GUIObjectRoot && list->eventCallback && inputMgr.isKeyDownEvent(INPUTMGR_SELECT)
&& list->value >= 0 && list->value < (int)list->item.size()
&& GUIObjectRoot->getSelectedControl() < 0)
{
list->eventCallback->GUIEventCallback_OnEvent(imageManager, renderer, "cmdReplay", list, GUIEventClick); // ???
}
}
};
/////////////////////LEVEL SELECT/////////////////////
LevelPlaySelect::LevelPlaySelect(ImageManager& imageManager, SDL_Renderer& renderer)
:LevelSelect(imageManager,renderer,_("Select Level")),
levelInfoRender(imageManager,renderer,getDataPath(),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;
replayList = 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-60,SCREEN_HEIGHT-60,-1,32,_("Play"),0,true,true,GUIGravityRight);
replayList = new GUIButton(imageManager, renderer, 60, SCREEN_HEIGHT - 60, -1, 32, _("More replays"), 0, true, true, GUIGravityLeft);
} else{
play->left=SCREEN_WIDTH-60;
play->top=SCREEN_HEIGHT-60;
play->width = -1;
replayList->left = 60;
replayList->top = SCREEN_HEIGHT - 60;
play->width = -1;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
replayList->name = "cmdReplayList";
replayList->eventCallback = this;
replayList->enabled = false;
if (initial) {
GUIObjectRoot->addChild(play);
GUIObjectRoot->addChild(replayList);
}
}
-void LevelPlaySelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool /*change*/){
- const int m=levels->getLevelCount();
- numbers.clear();
- levelInfoRender.resetText(renderer, 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;
- replayList->enabled = false;
+void LevelPlaySelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool change){
+ const int m = levels->getLevelCount();
- for(int n=0; n<m; n++){
- numbers.emplace_back(imageManager, renderer);
+ if (change) {
+ // only a temporary position
+ SDL_Rect box = { 0, 0, 50, 50 };
+
+ numbers.clear();
+ levelInfoRender.resetText(renderer, objThemes.getTextColor(false));
+
+ //Create the non selected number.
+ if (selectedNumber == NULL){
+ selectedNumber = new Number(imageManager, renderer);
+ }
+
+ selectedNumber->init(renderer, " ", box);
+ selectedNumber->setLocked(true);
+ selectedNumber->setMedal(0);
+
+ bestTimeFilePath.clear();
+ bestRecordingFilePath.clear();
+
+ //Disable the play button.
+ play->enabled = false;
+ replayList->enabled = false;
+
+ for (int n = 0; n < m; n++){
+ numbers.emplace_back(imageManager, renderer);
+ numbers[n].init(renderer, n, box);
+ numbers[n].setLocked(n>0 && levels->getLocked(n));
+ int medal = levels->getLevel(n)->getMedal();
+ numbers[n].setMedal(medal);
+ }
+
+ 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 = "";
+
+ //invalidate the tooltip
+ toolTip.number = -1;
}
+ selectedNumber->box = SDL_Rect{ 40, SCREEN_HEIGHT - 130, 50, 50 };
+
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(n>0 && levels->getLocked(n));
- int medal = levels->getLevel(n)->getMedal();
- numbers[n].setMedal(medal);
+ numbers[n].box = SDL_Rect{ (n%LEVELS_PER_ROW) * 64 + static_cast<int>(SCREEN_WIDTH*0.2) / 2, (n / LEVELS_PER_ROW) * 64 + 184, 50, 50 };
}
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
LevelPack::Level *level = levels->getLevel(number);
int medal = level->getMedal();
int time = level->time;
int targetTime = level->targetTime;
int recordings = level->recordings;
int targetRecordings = level->targetRecordings;
selectedNumber->setMedal(medal);
//Check if there is auto-saved 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);
}
}
//If there exists any auto-saved record file, and the MD5 of record is not set,
//then we assume the MD5 is not changed and the record file is updated from old version of MnMS.
if (!bestTimeFilePath.empty() || !bestRecordingFilePath.empty()) {
bool b = true;
for (int i = 0; i < 16; i++) {
if (level->md5InLevelProgress[i]) {
b = false;
break;
}
}
if (b) {
//Just copy level MD5 to md5InLevelProgress.
memcpy(level->md5InLevelProgress, level->md5Digest, sizeof(level->md5Digest));
}
}
//Check if MD5 is changed
bool md5Changed = false;
for (int i = 0; i < 16; i++) {
if (level->md5Digest[i] != level->md5InLevelProgress[i]) {
md5Changed = true;
break;
}
}
//Show best time and recordings
std::string levelTime;
std::string levelRecs;
if (medal){
if (time >= 0) {
if (targetTime >= 0)
levelTime = tfm::format("%-.2fs / %-.2fs", time / 40.0, targetTime / 40.0);
else
levelTime = tfm::format("%-.2fs / -", time / 40.0);
if (md5Changed) {
levelTime += " ";
/// TRANSLATORS: This means best time or recordings are outdated due to level MD5 changed. Please make it short since there are not enough spaces.
levelTime += _("(old)");
}
} else
levelTime.clear();
if (recordings >= 0) {
if (targetRecordings >= 0)
levelRecs = tfm::format("%5d / %d", recordings, targetRecordings);
else
levelRecs = tfm::format("%5d / -", recordings);
if (md5Changed) {
levelRecs += " ";
/// TRANSLATORS: This means best time or recordings are outdated due to level MD5 changed. Please make it short since there are not enough spaces.
levelRecs += _("(old)");
}
} else
levelRecs.clear();
} else{
levelTime = "- / -";
levelRecs = "- / -";
}
//Show the play button.
play->enabled = true;
replayList->enabled = true;
//Show level description
levelInfoRender.update(renderer, objThemes.getTextColor(false),
_CC(levels->getDictionaryManager(), levels->getLevelName(number)), levelTime, levelRecs);
} else {
levelInfoRender.resetText(renderer, objThemes.getTextColor(false));
selectedNumber->init(renderer, " ", box);
selectedNumber->setLocked(true);
selectedNumber->setMedal(0);
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled = false;
replayList->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 > 4) section2 = 1;
else if (section2 < 1) section2 = 4;
//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:
displayReplayList(imageManager, renderer, n);
break;
case 4:
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);
const int num = selectedNumber->getNumber();
bool arcade = false;
//Only show the replay button if the level is completed (won).
if(num>=0 && num<levels->getLevelCount()) {
auto lev = levels->getLevel(num);
arcade = lev->arcade;
if(lev->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-408,SCREEN_HEIGHT-130,360,32};
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-408,SCREEN_HEIGHT-98,360,32};
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, arcade);
}
//Draw highlight for play button.
if (isKeyboardOnly) {
if (play && play->enabled) {
play->state = (section == 3 && section2 == 4) ? 1 : 0;
}
if (replayList && replayList->enabled) {
replayList->state = (section == 3 && section2 == 3) ? 1 : 0;
}
}
}
void LevelPlaySelect::renderTooltip(SDL_Renderer &renderer, unsigned int number, int dy){
if (!toolTip.name || toolTip.number != number) {
//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){
toolTip.time = textureFromText(renderer, *fontText,
tfm::format("%-.2fs", levels->getLevel(number)->time / 40.0).c_str(),
objThemes.getTextColor(true));
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
toolTip.recordings = textureFromText(renderer, *fontText,
tfm::format("%d", levels->getLevel(number)->recordings).c_str(),
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.
if (levels->getLevel(number)->arcade) {
levelInfoRender.collectable.draw(renderer, r2.x - 16, r2.y - 16);
} else {
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){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
}
} else if (name == "cmdReplayList") {
if (selectedNumber){
displayReplayList(imageManager, renderer, selectedNumber->getNumber());
}
} else if (name == "cmdCancel") {
if (GUIObjectRoot) {
delete GUIObjectRoot;
GUIObjectRoot = NULL;
}
} else if (name == "cmdReplay" || name == "cmdReplay2") {
if (GUIObjectRoot) {
if (auto list = dynamic_cast<GUIListBox*>(GUIObjectRoot->getChild("lstReplays"))) {
//Make sure an item is selected.
if (list->value >= 0 && list->value < (int)list->item.size()) {
Game::recordFile = list->item[list->value];
if (name == "cmdReplay2") Game::recordFile = "?" + Game::recordFile;
delete GUIObjectRoot;
GUIObjectRoot = NULL;
}
}
}
} else if (name == "lstReplays") {
if (auto list = dynamic_cast<GUIListBox*>(GUIObjectRoot->getChild("lstReplays"))) {
bool enabled = (list->value >= 0 && list->value < (int)list->item.size());
GUIObject *obj = GUIObjectRoot->getChild("cmdReplay");
if (obj) obj->enabled = enabled;
obj = GUIObjectRoot->getChild("cmdReplay2");
if (obj) obj->enabled = enabled;
}
}
}
void LevelPlaySelect::displayReplayList(ImageManager &imageManager, SDL_Renderer &renderer, int number) {
//Get levelpack autosave record path
std::string path = levels->getLevelpackAutoSaveRecordPath(false);
//Get prefix
std::string prefix = levels->getLevelAutoSaveRecordPrefix(number);
//Enumerate and filter replays
std::vector<std::string> files = enumAllFiles(path, "mnmsrec");
for (int i = files.size() - 1; i >= 0; i--) {
if (files[i].size() < prefix.size() || files[i].substr(0, prefix.size()) != prefix) {
files.erase(files.begin() + i);
}
}
if (files.empty()) {
//There are no replays
msgBox(imageManager, renderer, _("There are no replays for this level."), MsgBoxOKOnly, _("Error"));
return;
}
const std::string levelMD5 = Md5::toString(levels->getLevelMD5(number));
const bool levelArcade = levels->getLevel(number)->arcade;
//Create a root object.
GUIObject* root = new GUIFrame(imageManager, renderer, (SCREEN_WIDTH - 600) / 2, (SCREEN_HEIGHT - 500) / 2, 600, 500, _("More replays"));
GUIListBox* list = new GUIListBox(imageManager, renderer, 40, 80, 520, 300);
list->name = "lstReplays";
list->eventCallback = this;
root->addChild(list);
SDL_Color color = objThemes.getTextColor(true);
SDL_Color grayed = {
(Uint8)(128 + color.r / 2),
(Uint8)(128 + color.g / 2),
(Uint8)(128 + color.b / 2),
};
for (int i = 0, m = files.size(); i < m; i++) {
std::string s = files[i].substr(prefix.size() + 1, files[i].size() - prefix.size() - 9);
std::string version;
bool err = false;
if (s.size() >= 33 && s[32] == '-') {
for (int lp = 0; lp < 32; lp++) {
char c = s[lp];
if ((c >= '0' && c <= '9') || (c >= 'a' && c <= 'f')) {
version.push_back(c);
} else if (c >= 'A' && c <= 'F') {
version.push_back(c + ('a' - 'A'));
} else {
err = true;
break;
}
}
} else {
err = true;
}
size_t lps = s.find_first_of('-');
if (err) {
if (lps == std::string::npos) version.clear();
else version = s.substr(0, lps);
}
s = s.substr(lps + 1);
if (s == "best-time") {
s = _("Best time");
} else if (s == "best-recordings") {
if (levelArcade) {
s = _("Best collectibles");
} else {
s = _("Best recordings");
}
}
//Create a surface.
SurfacePtr surf(createSurface(list->width, 48));
//Create description text.
{
SurfacePtr tmp(TTF_RenderUTF8_Blended(fontText, s.c_str(), color));
SDL_SetSurfaceBlendMode(tmp.get(), SDL_BLENDMODE_NONE);
applySurface(240, 12, tmp.get(), surf.get(), NULL);
}
//Create version text.
{
std::string ver;
if (err) {
/// TRANSLATORS: This means the replay file has unknown version (file name doesn't contain MD5).
ver = _("Unknown version");
} else {
ver = (version == levelMD5) ?
/// TRANSLATORS: This means the replay file matches the level (different MD5).
_("Current version") :
/// TRANSLATORS: This means the replay file doesn't match the level (different MD5).
_("Outdated version");
}
SurfacePtr tmp(TTF_RenderUTF8_Blended(fontText, ver.c_str(), color));
SDL_SetSurfaceBlendMode(tmp.get(), SDL_BLENDMODE_NONE);
applySurface(4, version.empty() ? 12 : 2, tmp.get(), surf.get(), NULL);
}
//Create MD5 text.
if (!version.empty()) {
SurfacePtr tmp(TTF_RenderUTF8_Blended(fontMono, version.c_str(), grayed));
SDL_SetSurfaceBlendMode(tmp.get(), SDL_BLENDMODE_NONE);
applySurface(4, 24, tmp.get(), surf.get(), NULL);
}
//Done creating surface
list->addItem(renderer, path + files[i], textureFromSurface(renderer, std::move(surf)));
}
GUIButton* obj = new GUIButton(imageManager, renderer, 40, 500 - 88, -1, 36, _("Replay"), 0, false, true, GUIGravityLeft);
obj->name = "cmdReplay";
obj->smallFont = true;
obj->eventCallback = this;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, 600 - 40, 500 - 88, -1, 36, _("Close"), 0, true, true, GUIGravityRight);
obj->name = "cmdCancel";
obj->smallFont = true;
obj->eventCallback = this;
root->addChild(obj);
obj = new GUIButton(imageManager, renderer, 300, 500 - 44, -1, 36, _("Try the replay with current version of level"), 0, false, true, GUIGravityCenter);
obj->name = "cmdReplay2";
obj->smallFont = true;
obj->eventCallback = this;
root->addChild(obj);
Game::recordFile.clear();
(new ReplayListOverlay(renderer, root, list))->enterLoop(imageManager, renderer, true, false);
if (!Game::recordFile.empty()) {
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
}
}

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