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Functions.cpp
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/*
* 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
<stdio.h>
#include
<math.h>
#include
<locale.h>
#include
<algorithm>
#include
<SDL.h>
#include
<SDL_mixer.h>
#include
<SDL_syswm.h>
#include
<SDL_ttf.h>
#include
<string>
#include
"Globals.h"
#include
"Functions.h"
#include
"FileManager.h"
#include
"GameObjects.h"
#include
"LevelPack.h"
#include
"TitleMenu.h"
#include
"OptionsMenu.h"
#include
"CreditsMenu.h"
#include
"LevelEditSelect.h"
#include
"LevelEditor.h"
#include
"Game.h"
#include
"LevelPlaySelect.h"
#include
"Addons.h"
#include
"InputManager.h"
#include
"ImageManager.h"
#include
"MusicManager.h"
#include
"SoundManager.h"
#include
"ScriptExecutor.h"
#include
"LevelPackManager.h"
#include
"ThemeManager.h"
#include
"GUIListBox.h"
#include
"GUIOverlay.h"
#include
"StatisticsManager.h"
#include
"StatisticsScreen.h"
#include
"Cursors.h"
#include
"ScriptAPI.h"
#include
"libs/tinyformat/tinyformat.h"
#include
"libs/tinygettext/tinygettext.hpp"
#include
"libs/tinygettext/log.hpp"
#include
"libs/findlocale/findlocale.h"
using
namespace
std
;
#ifdef WIN32
#include
<windows.h>
#include
<shellapi.h>
#include
<shlobj.h>
#else
#include
<strings.h>
#include
<sys/stat.h>
#include
<sys/types.h>
#include
<unistd.h>
#include
<dirent.h>
#endif
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager
musicManager
;
//Initialise the soundManager.
//The SoundManager is used to keep track of the sfx in the game.
SoundManager
soundManager
;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager
levelPackManager
;
//Map containing changed settings using command line arguments.
map
<
string
,
string
>
tmpSettings
;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings
*
settings
=
nullptr
;
SDL_Renderer
*
sdlRenderer
=
nullptr
;
void
applySurface
(
int
x
,
int
y
,
SDL_Surface
*
source
,
SDL_Surface
*
dest
,
SDL_Rect
*
clip
){
//The offset is needed to draw at the right location.
SDL_Rect
offset
;
offset
.
x
=
x
;
offset
.
y
=
y
;
//Let SDL do the drawing of the surface.
SDL_BlitSurface
(
source
,
clip
,
dest
,
&
offset
);
}
void
drawRect
(
int
x
,
int
y
,
int
w
,
int
h
,
SDL_Renderer
&
renderer
,
Uint32
color
){
//NOTE: We let SDL_gfx render it.
SDL_SetRenderDrawColor
(
&
renderer
,
color
>>
24
,
color
>>
16
,
color
>>
8
,
255
);
//rectangleRGBA(&renderer,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
const
SDL_Rect
r
{
x
,
y
,
w
,
h
};
SDL_RenderDrawRect
(
&
renderer
,
&
r
);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void
drawGUIBox
(
int
x
,
int
y
,
int
w
,
int
h
,
SDL_Renderer
&
renderer
,
Uint32
color
){
SDL_Renderer
*
rd
=
&
renderer
;
//FIXME, this may get the wrong color on system with different endianness.
//Fill content's background color from function parameter
SDL_SetRenderDrawColor
(
rd
,
color
>>
24
,
color
>>
16
,
color
>>
8
,
color
>>
0
);
{
const
SDL_Rect
r
{
x
+
1
,
y
+
1
,
w
-2
,
h
-2
};
SDL_RenderFillRect
(
rd
,
&
r
);
}
SDL_SetRenderDrawColor
(
rd
,
0
,
0
,
0
,
255
);
//Draw first black borders around content and leave 1 pixel in every corner
SDL_RenderDrawLine
(
rd
,
x
+
1
,
y
,
x
+
w
-2
,
y
);
SDL_RenderDrawLine
(
rd
,
x
+
1
,
y
+
h
-1
,
x
+
w
-2
,
y
+
h
-1
);
SDL_RenderDrawLine
(
rd
,
x
,
y
+
1
,
x
,
y
+
h
-2
);
SDL_RenderDrawLine
(
rd
,
x
+
w
-1
,
y
+
1
,
x
+
w
-1
,
y
+
h
-2
);
//Fill the corners with transperent color to create anti-aliased borders
SDL_SetRenderDrawColor
(
rd
,
0
,
0
,
0
,
160
);
SDL_RenderDrawPoint
(
rd
,
x
,
y
);
SDL_RenderDrawPoint
(
rd
,
x
,
y
+
h
-1
);
SDL_RenderDrawPoint
(
rd
,
x
+
w
-1
,
y
);
SDL_RenderDrawPoint
(
rd
,
x
+
w
-1
,
y
+
h
-1
);
//Draw second lighter border around content
SDL_SetRenderDrawColor
(
rd
,
0
,
0
,
0
,
64
);
{
const
SDL_Rect
r
{
x
+
1
,
y
+
1
,
w
-2
,
h
-2
};
SDL_RenderDrawRect
(
rd
,
&
r
);
}
SDL_SetRenderDrawColor
(
rd
,
0
,
0
,
0
,
50
);
//Create anti-aliasing in corners of second border
SDL_RenderDrawPoint
(
rd
,
x
+
1
,
y
+
1
);
SDL_RenderDrawPoint
(
rd
,
x
+
1
,
y
+
h
-2
);
SDL_RenderDrawPoint
(
rd
,
x
+
w
-2
,
y
+
1
);
SDL_RenderDrawPoint
(
rd
,
x
+
w
-2
,
y
+
h
-2
);
}
void
drawLine
(
int
x1
,
int
y1
,
int
x2
,
int
y2
,
SDL_Renderer
&
renderer
,
Uint32
color
){
SDL_SetRenderDrawColor
(
&
renderer
,
color
>>
24
,
color
>>
16
,
color
>>
8
,
255
);
//NOTE: We let SDL_gfx render it.
//lineRGBA(&renderer,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
SDL_RenderDrawLine
(
&
renderer
,
x1
,
y1
,
x2
,
y2
);
}
void
drawLineWithArrow
(
int
x1
,
int
y1
,
int
x2
,
int
y2
,
SDL_Renderer
&
renderer
,
Uint32
color
,
int
spacing
,
int
offset
,
int
xsize
,
int
ysize
){
//Draw line first
drawLine
(
x1
,
y1
,
x2
,
y2
,
renderer
,
color
);
//calc delta and length
double
dx
=
x2
-
x1
;
double
dy
=
y2
-
y1
;
double
length
=
sqrt
(
dx
*
dx
+
dy
*
dy
);
if
(
length
<
0.001
)
return
;
//calc the unit vector
dx
/=
length
;
dy
/=
length
;
//Now draw arrows on it
for
(
double
p
=
offset
;
p
<
length
;
p
+=
spacing
){
drawLine
(
int
(
x1
+
p
*
dx
+
0.5
),
int
(
y1
+
p
*
dy
+
0.5
),
int
(
x1
+
(
p
-
xsize
)
*
dx
-
ysize
*
dy
+
0.5
),
int
(
y1
+
(
p
-
xsize
)
*
dy
+
ysize
*
dx
+
0.5
),
renderer
,
color
);
drawLine
(
int
(
x1
+
p
*
dx
+
0.5
),
int
(
y1
+
p
*
dy
+
0.5
),
int
(
x1
+
(
p
-
xsize
)
*
dx
+
ysize
*
dy
+
0.5
),
int
(
y1
+
(
p
-
xsize
)
*
dy
-
ysize
*
dx
+
0.5
),
renderer
,
color
);
}
}
ScreenData
creationFailed
()
{
return
ScreenData
{
nullptr
};
}
ScreenData
createScreen
(){
//Check if we are going fullscreen.
if
(
settings
->
getBoolValue
(
"fullscreen"
))
pickFullscreenResolution
();
//Set the screen_width and height.
SCREEN_WIDTH
=
atoi
(
settings
->
getValue
(
"width"
).
c_str
());
SCREEN_HEIGHT
=
atoi
(
settings
->
getValue
(
"height"
).
c_str
());
//Update the camera.
camera
.
w
=
SCREEN_WIDTH
;
camera
.
h
=
SCREEN_HEIGHT
;
//Set the flags.
Uint32
flags
=
0
;
Uint32
currentFlags
=
SDL_GetWindowFlags
(
sdlWindow
);
//#if !defined(ANDROID)
// flags |= SDL_DOUBLEBUF;
//#endif
if
(
settings
->
getBoolValue
(
"fullscreen"
))
{
flags
|=
SDL_WINDOW_FULLSCREEN
;
//TODO with SDL2 we can also do SDL_WINDOW_FULLSCREEN_DESKTOP
}
else
if
(
settings
->
getBoolValue
(
"resizable"
))
flags
|=
SDL_WINDOW_RESIZABLE
;
//Create the window and renderer if they don't exist and check if there weren't any errors.
if
(
!
sdlWindow
&&
!
sdlRenderer
)
{
SDL_CreateWindowAndRenderer
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
flags
,
&
sdlWindow
,
&
sdlRenderer
);
if
(
!
sdlWindow
||
!
sdlRenderer
){
std
::
cerr
<<
"FATAL ERROR: SDL_CreateWindowAndRenderer failed.
\n
Error: "
<<
SDL_GetError
()
<<
std
::
endl
;
return
creationFailed
();
}
SDL_SetRenderDrawBlendMode
(
sdlRenderer
,
SDL_BlendMode
::
SDL_BLENDMODE_BLEND
);
// White background so we see the menu on failure.
SDL_SetRenderDrawColor
(
sdlRenderer
,
255
,
255
,
255
,
255
);
}
else
if
(
sdlWindow
)
{
// Try changing to/from fullscreen
if
(
SDL_SetWindowFullscreen
(
sdlWindow
,
flags
&
SDL_WINDOW_FULLSCREEN
)
!=
0
)
{
std
::
cerr
<<
"WARNING: Failed to switch to fullscreen: "
<<
SDL_GetError
()
<<
std
::
endl
;
};
currentFlags
=
SDL_GetWindowFlags
(
sdlWindow
);
// Change fullscreen resolution
if
((
currentFlags
&
SDL_WINDOW_FULLSCREEN
)
||
(
currentFlags
&
SDL_WINDOW_FULLSCREEN_DESKTOP
))
{
SDL_DisplayMode
m
{
0
,
0
,
0
,
0
,
nullptr
};
SDL_GetWindowDisplayMode
(
sdlWindow
,
&
m
);
m
.
w
=
SCREEN_WIDTH
;
m
.
h
=
SCREEN_HEIGHT
;
if
(
SDL_SetWindowDisplayMode
(
sdlWindow
,
&
m
)
!=
0
)
{
std
::
cerr
<<
"WARNING: Failed to set display mode: "
<<
SDL_GetError
()
<<
std
::
endl
;
}
}
else
{
SDL_SetWindowSize
(
sdlWindow
,
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
}
}
//Now configure the newly created window (if windowed).
if
(
settings
->
getBoolValue
(
"fullscreen"
)
==
false
)
configureWindow
();
//Set the the window caption.
SDL_SetWindowTitle
(
sdlWindow
,
(
"Me and My Shadow "
+
version
).
c_str
());
//FIXME Seems to be obsolete
// SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return
ScreenData
{
sdlRenderer
};
}
vector
<
_res
>
getResolutionList
(){
//Vector that will hold the resolutions to choose from.
vector
<
_res
>
resolutionList
;
//Enumerate available resolutions using SDL_ListModes()
//NOTE: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if
(
resolutionList
.
empty
()){
// SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SCREEN_FLAGS|SDL_ANYFORMAT);
//NOTe - currently only using the first display (0)
int
numDisplayModes
=
SDL_GetNumDisplayModes
(
0
);
if
(
numDisplayModes
<
1
){
cerr
<<
"ERROR: Can't enumerate available screen resolutions."
" Use predefined screen resolutions list instead."
<<
endl
;
static
const
_res
predefinedResolutionList
[]
=
{
{
800
,
600
},
{
1024
,
600
},
{
1024
,
768
},
{
1152
,
864
},
{
1280
,
720
},
{
1280
,
768
},
{
1280
,
800
},
{
1280
,
960
},
{
1280
,
1024
},
{
1360
,
768
},
{
1366
,
768
},
{
1440
,
900
},
{
1600
,
900
},
{
1600
,
1200
},
{
1680
,
1080
},
{
1920
,
1080
},
{
1920
,
1200
},
{
2560
,
1440
},
{
3840
,
2160
}
};
//Fill the resolutionList.
for
(
unsigned
int
i
=
0
;
i
<
sizeof
(
predefinedResolutionList
)
/
sizeof
(
_res
);
i
++
){
resolutionList
.
push_back
(
predefinedResolutionList
[
i
]);
}
}
else
{
//Fill the resolutionList.
for
(
int
i
=
0
;
i
<
numDisplayModes
;
++
i
){
SDL_DisplayMode
mode
;
int
error
=
SDL_GetDisplayMode
(
0
,
i
,
&
mode
);
if
(
error
<
0
)
{
//We failed to get a display mode. Should we crash here?
std
::
cerr
<<
"ERROR: Failed to get display mode "
<<
i
<<
" "
<<
std
::
endl
;
}
//Check if the resolution is higher than the minimum (800x600).
if
(
mode
.
w
>=
800
&&
mode
.
h
>=
600
){
_res
res
=
{
mode
.
w
,
mode
.
h
};
resolutionList
.
push_back
(
res
);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse
(
resolutionList
.
begin
(),
resolutionList
.
end
());
}
}
//Return the resolution list.
return
resolutionList
;
}
void
pickFullscreenResolution
(){
//Get the resolution list.
vector
<
_res
>
resolutionList
=
getResolutionList
();
//The resolution that will hold the final result, we start with the minimum (800x600).
_res
closestMatch
=
{
800
,
600
};
int
width
=
atoi
(
getSettings
()
->
getValue
(
"width"
).
c_str
());
//int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for
(
int
i
=
0
;
i
<
(
int
)
resolutionList
.
size
();
i
++
){
//The delta between the closestMatch and the resolution from the list.
int
dM
=
(
closestMatch
.
w
-
resolutionList
[
i
].
w
);
//The delta between the target width and the resolution from the list.
int
dT
=
(
width
-
resolutionList
[
i
].
w
);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if
((
dM
)
<
(
dT
)){
closestMatch
.
w
=
resolutionList
[
i
].
w
;
closestMatch
.
h
=
resolutionList
[
i
].
h
;
}
}
//Now set the resolution to the closest match.
char
s
[
64
];
sprintf
(
s
,
"%d"
,
closestMatch
.
w
);
getSettings
()
->
setValue
(
"width"
,
s
);
sprintf
(
s
,
"%d"
,
closestMatch
.
h
);
getSettings
()
->
setValue
(
"height"
,
s
);
}
void
configureWindow
(){
//We only need to configure the window if it's resizable.
if
(
!
getSettings
()
->
getBoolValue
(
"resizable"
))
return
;
//We use a new function in SDL2 to restrict minimum window size
SDL_SetWindowMinimumSize
(
sdlWindow
,
800
,
600
);
}
void
onVideoResize
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Check if the resize event isn't malformed.
if
(
event
.
window
.
data1
<=
0
||
event
.
window
.
data2
<=
0
)
return
;
//Check the size limit.
//TODO: SDL2 porting note: This may break on systems non-X11 or Windows systems as the window size won't be limited
//there.
if
(
event
.
window
.
data1
<
800
)
event
.
window
.
data1
=
800
;
if
(
event
.
window
.
data2
<
600
)
event
.
window
.
data2
=
600
;
//Check if it really resizes.
if
(
SCREEN_WIDTH
==
event
.
window
.
data1
&&
SCREEN_HEIGHT
==
event
.
window
.
data2
)
return
;
char
s
[
32
];
//Set the new width and height.
SDL_snprintf
(
s
,
32
,
"%d"
,
event
.
window
.
data1
);
getSettings
()
->
setValue
(
"width"
,
s
);
SDL_snprintf
(
s
,
32
,
"%d"
,
event
.
window
.
data2
);
getSettings
()
->
setValue
(
"height"
,
s
);
//FIXME: THIS doesn't work properly.
//Do resizing.
SCREEN_WIDTH
=
event
.
window
.
data1
;
SCREEN_HEIGHT
=
event
.
window
.
data2
;
//Update the camera.
camera
.
w
=
SCREEN_WIDTH
;
camera
.
h
=
SCREEN_HEIGHT
;
//Tell the theme to resize.
if
(
!
loadTheme
(
imageManager
,
renderer
,
""
))
return
;
//And let the currentState update it's GUI to the new resolution.
currentState
->
resize
(
imageManager
,
renderer
);
}
ScreenData
init
(){
//Initialze SDL.
if
(
SDL_Init
(
SDL_INIT_EVERYTHING
)
==
-1
)
{
std
::
cerr
<<
"FATAL ERROR: SDL_Init failed
\n
Error: "
<<
SDL_GetError
()
<<
std
::
endl
;
return
creationFailed
();
}
//Initialze SDL_mixer (audio).
//Note for SDL2 port: Changed frequency from 22050 to 44100.
//22050 caused some sound artifacts on my system, and I'm not sure
//why one would use it in this day and age anyhow.
//unless it's for compatability with some legacy system.
if
(
Mix_OpenAudio
(
44100
,
MIX_DEFAULT_FORMAT
,
2
,
1024
)
==
-1
){
std
::
cerr
<<
"FATAL ERROR: Mix_OpenAudio failed
\n
Error: "
<<
Mix_GetError
()
<<
std
::
endl
;
return
creationFailed
();
}
//Set the volume.
Mix_Volume
(
-1
,
atoi
(
settings
->
getValue
(
"sound"
).
c_str
()));
//Increase the number of channels.
soundManager
.
setNumberOfChannels
(
48
);
//Initialze SDL_ttf (fonts).
if
(
TTF_Init
()
==
-1
){
std
::
cerr
<<
"FATAL ERROR: TTF_Init failed
\n
Error: "
<<
TTF_GetError
()
<<
std
::
endl
;
return
creationFailed
();
}
//Create the screen.
ScreenData
screenData
(
createScreen
());
if
(
!
screenData
)
{
return
creationFailed
();
}
//Load key config. Then initialize joystick support.
inputMgr
.
loadConfig
();
inputMgr
.
openAllJoysitcks
();
//Init tinygettext for translations for the right language
dictionaryManager
=
new
tinygettext
::
DictionaryManager
();
dictionaryManager
->
add_directory
(
getDataPath
()
+
"locale"
);
dictionaryManager
->
set_charset
(
"UTF-8"
);
//Check if user have defined own language. If not, find it out for the player using findlocale
string
lang
=
getSettings
()
->
getValue
(
"lang"
);
if
(
lang
.
length
()
>
0
){
printf
(
"Locale set by user to %s
\n
"
,
lang
.
c_str
());
language
=
lang
;
}
else
{
FL_Locale
*
locale
;
FL_FindLocale
(
&
locale
,
FL_MESSAGES
);
printf
(
"Locale isn't set by user: %s
\n
"
,
locale
->
lang
);
language
=
locale
->
lang
;
if
(
locale
->
country
!=
NULL
){
language
+=
string
(
"_"
)
+
string
(
locale
->
country
);
}
if
(
locale
->
variant
!=
NULL
){
language
+=
string
(
"@"
)
+
string
(
locale
->
variant
);
}
FL_FreeLocale
(
&
locale
);
}
//Now set the language in the dictionaryManager.
dictionaryManager
->
set_language
(
tinygettext
::
Language
::
from_name
(
language
));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext
::
Log
::
set_log_info_callback
(
NULL
);
//Set time format to the user-preference of the system.
setlocale
(
LC_TIME
,
""
);
//Create the types of blocks.
for
(
int
i
=
0
;
i
<
TYPE_MAX
;
i
++
){
Game
::
blockNameMap
[
Game
::
blockName
[
i
]]
=
i
;
}
//Structure that holds the event type/name pair.
struct
EventTypeName
{
int
type
;
const
char
*
name
;
};
//Create the types of game object event types.
{
const
EventTypeName
types
[]
=
{
{
GameObjectEvent_PlayerWalkOn
,
"playerWalkOn"
},
{
GameObjectEvent_PlayerIsOn
,
"playerIsOn"
},
{
GameObjectEvent_PlayerLeave
,
"playerLeave"
},
{
GameObjectEvent_OnCreate
,
"onCreate"
},
{
GameObjectEvent_OnEnterFrame
,
"onEnterFrame"
},
{
GameObjectEvent_OnPlayerInteraction
,
"onPlayerInteraction"
},
{
GameObjectEvent_OnToggle
,
"onToggle"
},
{
GameObjectEvent_OnSwitchOn
,
"onSwitchOn"
},
{
GameObjectEvent_OnSwitchOff
,
"onSwitchOff"
},
{
0
,
NULL
}
};
for
(
int
i
=
0
;
types
[
i
].
name
;
i
++
){
Game
::
gameObjectEventNameMap
[
types
[
i
].
name
]
=
types
[
i
].
type
;
Game
::
gameObjectEventTypeMap
[
types
[
i
].
type
]
=
types
[
i
].
name
;
}
}
//Create the types of level event types.
{
const
EventTypeName
types
[]
=
{
{
LevelEvent_OnCreate
,
"onCreate"
},
{
LevelEvent_OnSave
,
"onSave"
},
{
LevelEvent_OnLoad
,
"onLoad"
},
{
0
,
NULL
}
};
for
(
int
i
=
0
;
types
[
i
].
name
;
i
++
){
Game
::
levelEventNameMap
[
types
[
i
].
name
]
=
types
[
i
].
type
;
Game
::
levelEventTypeMap
[
types
[
i
].
type
]
=
types
[
i
].
name
;
}
}
//Nothing went wrong so we return true.
return
screenData
;
}
static
TTF_Font
*
loadFont
(
const
char
*
name
,
int
size
){
TTF_Font
*
tmpFont
=
TTF_OpenFont
((
getDataPath
()
+
"font/"
+
name
+
".ttf"
).
c_str
(),
size
);
if
(
tmpFont
){
return
tmpFont
;
}
else
{
#if defined(ANDROID)
//Android has built-in DroidSansFallback.ttf. (?)
return
TTF_OpenFont
(
"/system/fonts/DroidSansFallback.ttf"
,
size
);
#else
return
TTF_OpenFont
((
getDataPath
()
+
"font/DroidSansFallback.ttf"
).
c_str
(),
size
);
#endif
}
}
bool
loadFonts
(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if
(
fontTitle
)
TTF_CloseFont
(
fontTitle
);
if
(
fontGUI
)
TTF_CloseFont
(
fontGUI
);
if
(
fontGUISmall
)
TTF_CloseFont
(
fontGUISmall
);
if
(
fontText
)
TTF_CloseFont
(
fontText
);
if
(
fontMono
)
TTF_CloseFont
(
fontMono
);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle
=
loadFont
(
_
(
"knewave"
),
55
);
fontGUI
=
loadFont
(
_
(
"knewave"
),
32
);
fontGUISmall
=
loadFont
(
_
(
"knewave"
),
24
);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText
=
loadFont
(
_
(
"Blokletters-Viltstift"
),
16
);
fontMono
=
loadFont
(
"VeraMono"
,
12
);
if
(
fontTitle
==
NULL
||
fontGUI
==
NULL
||
fontGUISmall
==
NULL
||
fontText
==
NULL
||
fontMono
==
NULL
){
printf
(
"ERROR: Unable to load fonts!
\n
"
);
return
false
;
}
//Nothing went wrong so return true.
return
true
;
}
//Generate small arrows used for some GUI widgets.
static
void
generateArrows
(
SDL_Renderer
&
renderer
){
TTF_Font
*
fontArrow
=
loadFont
(
_
(
"knewave"
),
18
);
arrowLeft1
=
textureFromText
(
renderer
,
*
fontArrow
,
"<"
,
objThemes
.
getTextColor
(
false
));
arrowRight1
=
textureFromText
(
renderer
,
*
fontArrow
,
">"
,
objThemes
.
getTextColor
(
false
));
arrowLeft2
=
textureFromText
(
renderer
,
*
fontArrow
,
"<"
,
objThemes
.
getTextColor
(
true
));
arrowRight2
=
textureFromText
(
renderer
,
*
fontArrow
,
">"
,
objThemes
.
getTextColor
(
true
));
TTF_CloseFont
(
fontArrow
);
}
bool
loadTheme
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
std
::
string
name
){
//Load default fallback theme if it isn't loaded yet
if
(
objThemes
.
themeCount
()
==
0
){
if
(
objThemes
.
appendThemeFromFile
(
getDataPath
()
+
"themes/Cloudscape/theme.mnmstheme"
,
imageManager
,
renderer
)
==
NULL
){
printf
(
"ERROR: Can't load default theme file
\n
"
);
return
false
;
}
}
//Resize background or load specific theme
bool
success
=
true
;
if
(
name
==
""
||
name
.
empty
()){
objThemes
.
scaleToScreen
();
}
else
{
string
theme
=
processFileName
(
name
);
if
(
objThemes
.
appendThemeFromFile
(
theme
+
"/theme.mnmstheme"
,
imageManager
,
renderer
)
==
NULL
){
printf
(
"ERROR: Can't load theme %s
\n
"
,
theme
.
c_str
());
success
=
false
;
}
}
generateArrows
(
renderer
);
//Everything went fine so return true.
return
success
;
}
static
SDL_Cursor
*
loadCursor
(
const
char
*
image
[]){
int
i
,
row
,
col
;
//The array that holds the data (0=white 1=black)
Uint8
data
[
4
*
32
];
//The array that holds the alpha mask (0=transparent 1=visible)
Uint8
mask
[
4
*
32
];
//The coordinates of the hotspot of the cursor.
int
hotspotX
,
hotspotY
;
i
=
-1
;
//Loop through the rows and columns.
//NOTE: We assume a cursor size of 32x32.
for
(
row
=
0
;
row
<
32
;
++
row
){
for
(
col
=
0
;
col
<
32
;
++
col
){
if
(
col
%
8
)
{
data
[
i
]
<<=
1
;
mask
[
i
]
<<=
1
;
}
else
{
++
i
;
data
[
i
]
=
mask
[
i
]
=
0
;
}
switch
(
image
[
4
+
row
][
col
]){
case
'+'
:
data
[
i
]
|=
0x01
;
mask
[
i
]
|=
0x01
;
break
;
case
'.'
:
mask
[
i
]
|=
0x01
;
break
;
default
:
break
;
}
}
}
//Get the hotspot x and y locations from the last line of the cursor.
sscanf
(
image
[
4
+
row
],
"%d,%d"
,
&
hotspotX
,
&
hotspotY
);
return
SDL_CreateCursor
(
data
,
mask
,
32
,
32
,
hotspotX
,
hotspotY
);
}
bool
loadFiles
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Load the fonts.
if
(
!
loadFonts
())
return
false
;
//Show a loading screen
{
int
w
=
0
,
h
=
0
;
SDL_GetRendererOutputSize
(
&
renderer
,
&
w
,
&
h
);
SDL_Color
fg
=
{
255
,
255
,
255
,
0
};
TexturePtr
loadingTexture
=
textureFromText
(
renderer
,
*
fontTitle
,
_
(
"Loading..."
),
fg
);
SDL_Rect
loadingRect
=
rectFromTexture
(
*
loadingTexture
);
loadingRect
.
x
=
(
w
-
loadingRect
.
w
)
/
2
;
loadingRect
.
y
=
(
h
-
loadingRect
.
h
)
/
2
;
SDL_RenderCopy
(
sdlRenderer
,
loadingTexture
.
get
(),
NULL
,
&
loadingRect
);
SDL_RenderPresent
(
sdlRenderer
);
SDL_RenderClear
(
sdlRenderer
);
}
musicManager
.
destroy
();
//Load the music and play it.
if
(
musicManager
.
loadMusic
((
getDataPath
()
+
"music/menu.music"
)).
empty
()){
printf
(
"WARNING: Unable to load background music!
\n
"
);
}
musicManager
.
playMusic
(
"menu"
,
false
);
//Load all the music lists from the data and user data path.
{
vector
<
string
>
musicLists
=
enumAllFiles
((
getDataPath
()
+
"music/"
),
"list"
,
true
);
for
(
unsigned
int
i
=
0
;
i
<
musicLists
.
size
();
i
++
)
getMusicManager
()
->
loadMusicList
(
musicLists
[
i
]);
musicLists
=
enumAllFiles
((
getUserPath
(
USER_DATA
)
+
"music/"
),
"list"
,
true
);
for
(
unsigned
int
i
=
0
;
i
<
musicLists
.
size
();
i
++
)
getMusicManager
()
->
loadMusicList
(
musicLists
[
i
]);
}
//Set the list to the configured one.
getMusicManager
()
->
setMusicList
(
getSettings
()
->
getValue
(
"musiclist"
));
//Check if music is enabled.
if
(
getSettings
()
->
getBoolValue
(
"music"
))
getMusicManager
()
->
setEnabled
();
//Load the sound effects
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/jump.wav"
).
c_str
(),
"jump"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/hit.wav"
).
c_str
(),
"hit"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/checkpoint.wav"
).
c_str
(),
"checkpoint"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/swap.wav"
).
c_str
(),
"swap"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/toggle.ogg"
).
c_str
(),
"toggle"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/error.wav"
).
c_str
(),
"error"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/collect.wav"
).
c_str
(),
"collect"
);
soundManager
.
loadSound
((
getDataPath
()
+
"sfx/achievement.ogg"
).
c_str
(),
"achievement"
);
//Load the cursor images from the Cursor.h file.
cursors
[
CURSOR_POINTER
]
=
loadCursor
(
pointer
);
cursors
[
CURSOR_CARROT
]
=
loadCursor
(
ibeam
);
cursors
[
CURSOR_DRAG
]
=
loadCursor
(
closedhand
);
cursors
[
CURSOR_SIZE_HOR
]
=
loadCursor
(
size_hor
);
cursors
[
CURSOR_SIZE_VER
]
=
loadCursor
(
size_ver
);
cursors
[
CURSOR_SIZE_FDIAG
]
=
loadCursor
(
size_fdiag
);
cursors
[
CURSOR_SIZE_BDIAG
]
=
loadCursor
(
size_bdiag
);
cursors
[
CURSOR_REMOVE
]
=
loadCursor
(
remove_cursor
);
cursors
[
CURSOR_POINTING_HAND
]
=
loadCursor
(
pointing_hand
);
//Set the default cursor right now.
SDL_SetCursor
(
cursors
[
CURSOR_POINTER
]);
levelPackManager
.
destroy
();
//Now sum up all the levelpacks.
vector
<
string
>
v
=
enumAllDirs
(
getDataPath
()
+
"levelpacks/"
);
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
levelPackManager
.
loadLevelPack
(
getDataPath
()
+
"levelpacks/"
+*
i
);
}
v
=
enumAllDirs
(
getUserPath
(
USER_DATA
)
+
"levelpacks/"
);
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
levelPackManager
.
loadLevelPack
(
getUserPath
(
USER_DATA
)
+
"levelpacks/"
+*
i
);
}
v
=
enumAllDirs
(
getUserPath
(
USER_DATA
)
+
"custom/levelpacks/"
);
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
levelPackManager
.
loadLevelPack
(
getUserPath
(
USER_DATA
)
+
"custom/levelpacks/"
+*
i
);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack
*
levelsPack
=
new
LevelPack
;
levelsPack
->
levelpackName
=
"Levels"
;
levelsPack
->
levelpackPath
=
"Levels/"
;
//NOTE: Set the type of 'levels' to main so it won't be added to the custom packs, even though it contains non-main levels.
levelsPack
->
type
=
COLLECTION
;
LevelPack
*
customLevelsPack
=
new
LevelPack
;
customLevelsPack
->
levelpackName
=
"Custom Levels"
;
customLevelsPack
->
levelpackPath
=
"Custom Levels/"
;
customLevelsPack
->
type
=
COLLECTION
;
//List the addon levels and add them one for one.
v
=
enumAllFiles
(
getUserPath
(
USER_DATA
)
+
"levels/"
);
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
levelsPack
->
addLevel
(
getUserPath
(
USER_DATA
)
+
"levels/"
+*
i
);
levelsPack
->
setLocked
(
levelsPack
->
getLevelCount
()
-1
);
}
//List the custom levels and add them one for one.
v
=
enumAllFiles
(
getUserPath
(
USER_DATA
)
+
"custom/levels/"
);
for
(
vector
<
string
>::
iterator
i
=
v
.
begin
();
i
!=
v
.
end
();
++
i
){
levelsPack
->
addLevel
(
getUserPath
(
USER_DATA
)
+
"custom/levels/"
+*
i
);
levelsPack
->
setLocked
(
levelsPack
->
getLevelCount
()
-1
);
customLevelsPack
->
addLevel
(
getUserPath
(
USER_DATA
)
+
"custom/levels/"
+*
i
);
customLevelsPack
->
setLocked
(
customLevelsPack
->
getLevelCount
()
-1
);
}
//Add them to the manager.
levelPackManager
.
addLevelPack
(
levelsPack
);
levelPackManager
.
addLevelPack
(
customLevelsPack
);
//Load statistics
statsMgr
.
loadPicture
(
renderer
,
imageManager
);
statsMgr
.
registerAchievements
(
imageManager
);
statsMgr
.
loadFile
(
getUserPath
(
USER_CONFIG
)
+
"statistics"
);
//Do something ugly and slow
statsMgr
.
reloadCompletedLevelsAndAchievements
();
statsMgr
.
reloadOtherAchievements
();
//Load the theme, both menu and default.
//NOTE: Loading theme may fail and returning false would stop everything, default theme will be used instead.
if
(
!
loadTheme
(
imageManager
,
renderer
,
getSettings
()
->
getValue
(
"theme"
))){
getSettings
()
->
setValue
(
"theme"
,
"%DATA%/themes/Cloudscape"
);
saveSettings
();
}
//Nothing failed so return true.
return
true
;
}
bool
loadSettings
(){
settings
=
new
Settings
(
getUserPath
(
USER_CONFIG
)
+
"meandmyshadow.cfg"
);
settings
->
parseFile
();
//Now apply settings changed through command line arguments, if any.
map
<
string
,
string
>::
iterator
it
;
for
(
it
=
tmpSettings
.
begin
();
it
!=
tmpSettings
.
end
();
++
it
){
settings
->
setValue
(
it
->
first
,
it
->
second
);
}
tmpSettings
.
clear
();
//Always return true?
return
true
;
}
bool
saveSettings
(){
return
settings
->
save
();
}
Settings
*
getSettings
(){
return
settings
;
}
MusicManager
*
getMusicManager
(){
return
&
musicManager
;
}
SoundManager
*
getSoundManager
(){
return
&
soundManager
;
}
LevelPackManager
*
getLevelPackManager
(){
return
&
levelPackManager
;
}
void
flipScreen
(
SDL_Renderer
&
renderer
){
// Render the data from the back buffer.
SDL_RenderPresent
(
&
renderer
);
}
void
clean
(){
//Save statistics
statsMgr
.
saveFile
(
getUserPath
(
USER_CONFIG
)
+
"statistics"
);
//We delete the settings.
if
(
settings
){
delete
settings
;
settings
=
NULL
;
}
//Delete dictionaryManager.
delete
dictionaryManager
;
//Get rid of the currentstate.
//NOTE: The state is probably already deleted by the changeState function.
if
(
currentState
)
delete
currentState
;
//Destroy the GUI if present.
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
//These calls to destroy makes sure stuff is
//deleted before SDL is uninitialised (as these managers are stack allocated
//globals.)
//Destroy the musicManager.
musicManager
.
destroy
();
//Destroy all sounds
soundManager
.
destroy
();
//Destroy the cursors.
for
(
int
i
=
0
;
i
<
CURSOR_MAX
;
i
++
){
SDL_FreeCursor
(
cursors
[
i
]);
cursors
[
i
]
=
NULL
;
}
//Destroy the levelPackManager.
levelPackManager
.
destroy
();
levels
=
NULL
;
//Close all joysticks.
inputMgr
.
closeAllJoysticks
();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont
(
fontTitle
);
TTF_CloseFont
(
fontGUI
);
TTF_CloseFont
(
fontGUISmall
);
TTF_CloseFont
(
fontText
);
TTF_CloseFont
(
fontMono
);
TTF_Quit
();
//Remove the temp surface.
SDL_DestroyRenderer
(
sdlRenderer
);
SDL_DestroyWindow
(
sdlWindow
);
arrowLeft1
.
reset
(
nullptr
);
arrowLeft2
.
reset
(
nullptr
);
arrowRight1
.
reset
(
nullptr
);
arrowRight2
.
reset
(
nullptr
);
//Stop audio.and quit
Mix_CloseAudio
();
//SDL2 porting note. Not sure why this was only done on apple.
//#ifndef __APPLE__
Mix_Quit
();
//#endif
//And finally quit SDL.
SDL_Quit
();
}
void
setNextState
(
int
newstate
){
//Only change the state when we aren't already exiting.
if
(
nextState
!=
STATE_EXIT
){
nextState
=
newstate
;
}
}
void
changeState
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
int
fade
){
//Check if there's a nextState.
if
(
nextState
!=
STATE_NULL
){
//Fade out, if fading is enabled.
if
(
currentState
&&
settings
->
getBoolValue
(
"fading"
))
{
for
(;
fade
>=
0
;
fade
-=
17
)
{
currentState
->
render
(
imageManager
,
renderer
);
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if
(
GUIObjectRoot
)
GUIObjectRoot
->
render
(
renderer
);
dimScreen
(
renderer
,
static_cast
<
Uint8
>
(
255
-
fade
));
//draw new achievements (if any) as overlay
statsMgr
.
render
(
imageManager
,
renderer
);
flipScreen
(
renderer
);
SDL_Delay
(
25
);
}
}
//Delete the currentState.
delete
currentState
;
currentState
=
NULL
;
//Set the currentState to the nextState.
stateID
=
nextState
;
nextState
=
STATE_NULL
;
//Init the state.
switch
(
stateID
){
case
STATE_GAME
:
{
currentState
=
NULL
;
Game
*
game
=
new
Game
(
renderer
,
imageManager
);
currentState
=
game
;
//Check if we should load record file or a level.
if
(
!
Game
::
recordFile
.
empty
()){
game
->
loadRecord
(
imageManager
,
renderer
,
Game
::
recordFile
.
c_str
());
Game
::
recordFile
.
clear
();
}
else
{
game
->
loadLevel
(
imageManager
,
renderer
,
levels
->
getLevelFile
());
levels
->
saveLevelProgress
();
}
}
break
;
case
STATE_MENU
:
currentState
=
new
Menu
(
imageManager
,
renderer
);
break
;
case
STATE_LEVEL_SELECT
:
currentState
=
new
LevelPlaySelect
(
imageManager
,
renderer
);
break
;
case
STATE_LEVEL_EDIT_SELECT
:
currentState
=
new
LevelEditSelect
(
imageManager
,
renderer
);
break
;
case
STATE_LEVEL_EDITOR
:
{
currentState
=
NULL
;
LevelEditor
*
levelEditor
=
new
LevelEditor
(
renderer
,
imageManager
);
currentState
=
levelEditor
;
//Load the selected level.
levelEditor
->
loadLevel
(
imageManager
,
renderer
,
levels
->
getLevelFile
());
}
break
;
case
STATE_OPTIONS
:
currentState
=
new
Options
(
imageManager
,
renderer
);
break
;
case
STATE_ADDONS
:
currentState
=
new
Addons
(
renderer
,
imageManager
);
break
;
case
STATE_CREDITS
:
currentState
=
new
Credits
(
imageManager
,
renderer
);
break
;
case
STATE_STATISTICS
:
currentState
=
new
StatisticsScreen
(
imageManager
,
renderer
);
break
;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
}
}
void
musicStoppedHook
(){
//We just call the musicStopped method of the MusicManager.
musicManager
.
musicStopped
();
}
void
channelFinishedHook
(
int
channel
){
soundManager
.
channelFinished
(
channel
);
}
bool
checkCollision
(
const
SDL_Rect
&
a
,
const
SDL_Rect
&
b
){
//Check if the left side of box a isn't past the right side of b.
if
(
a
.
x
>=
b
.
x
+
b
.
w
){
return
false
;
}
//Check if the right side of box a isn't left of the left side of b.
if
(
a
.
x
+
a
.
w
<=
b
.
x
){
return
false
;
}
//Check if the top side of box a isn't under the bottom side of b.
if
(
a
.
y
>=
b
.
y
+
b
.
h
){
return
false
;
}
//Check if the bottom side of box a isn't above the top side of b.
if
(
a
.
y
+
a
.
h
<=
b
.
y
){
return
false
;
}
//We have collision.
return
true
;
}
int
parseArguments
(
int
argc
,
char
**
argv
){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for
(
int
i
=
1
;
i
<
argc
;
i
++
){
string
argument
=
argv
[
i
];
//Check if the argument is the data-dir.
if
(
argument
==
"--data-dir"
){
//We need a second argument so we increase i.
i
++
;
if
(
i
>=
argc
){
printf
(
"ERROR: Missing argument for command '%s'
\n\n
"
,
argument
.
c_str
());
return
-1
;
}
//Configure the dataPath with the given path.
dataPath
=
argv
[
i
];
if
(
!
getDataPath
().
empty
()){
char
c
=
dataPath
[
dataPath
.
size
()
-1
];
if
(
c
!=
'/'
&&
c
!=
'\\'
)
dataPath
+=
"/"
;
}
}
else
if
(
argument
==
"--user-dir"
){
//We need a second argument so we increase i.
i
++
;
if
(
i
>=
argc
){
printf
(
"ERROR: Missing argument for command '%s'
\n\n
"
,
argument
.
c_str
());
return
-1
;
}
//Configure the userPath with the given path.
userPath
=
argv
[
i
];
if
(
!
userPath
.
empty
()){
char
c
=
userPath
[
userPath
.
size
()
-1
];
if
(
c
!=
'/'
&&
c
!=
'\\'
)
userPath
+=
"/"
;
}
}
else
if
(
argument
==
"-f"
||
argument
==
"-fullscreen"
||
argument
==
"--fullscreen"
){
tmpSettings
[
"fullscreen"
]
=
"1"
;
}
else
if
(
argument
==
"-w"
||
argument
==
"-windowed"
||
argument
==
"--windowed"
){
tmpSettings
[
"fullscreen"
]
=
"0"
;
}
else
if
(
argument
==
"-mv"
||
argument
==
"-music"
||
argument
==
"--music"
){
//We need a second argument so we increase i.
i
++
;
if
(
i
>=
argc
){
printf
(
"ERROR: Missing argument for command '%s'
\n\n
"
,
argument
.
c_str
());
return
-1
;
}
//Now set the music volume.
tmpSettings
[
"music"
]
=
argv
[
i
];
}
else
if
(
argument
==
"-sv"
||
argument
==
"-sound"
||
argument
==
"--sound"
){
//We need a second argument so we increase i.
i
++
;
if
(
i
>=
argc
){
printf
(
"ERROR: Missing argument for command '%s'
\n\n
"
,
argument
.
c_str
());
return
-1
;
}
//Now set sound volume.
tmpSettings
[
"sound"
]
=
argv
[
i
];
}
else
if
(
argument
==
"-set"
||
argument
==
"--set"
){
//We need a second and a third argument so we increase i.
i
+=
2
;
if
(
i
>=
argc
){
printf
(
"ERROR: Missing argument for command '%s'
\n\n
"
,
argument
.
c_str
());
return
-1
;
}
//And set the setting.
tmpSettings
[
argv
[
i
-1
]]
=
argv
[
i
];
}
else
if
(
argument
==
"-v"
||
argument
==
"-version"
||
argument
==
"--version"
){
//Print the version.
printf
(
"%s
\n
"
,
version
.
c_str
());
return
0
;
}
else
if
(
argument
==
"-h"
||
argument
==
"-help"
||
argument
==
"--help"
){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return
-1
;
}
else
{
//Any other argument is unknow so we return false.
printf
(
"ERROR: Unknown argument %s
\n\n
"
,
argument
.
c_str
());
return
-1
;
}
}
//If everything went well we can return true.
return
1
;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct
msgBoxHandler
:
public
GUIEventCallback
{
public
:
//Integer containing the ret(urn) value of the messageBox.
int
ret
;
public
:
//Constructor.
msgBoxHandler
()
:
ret
(
0
){}
void
GUIEventCallback_OnEvent
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
std
::
string
name
,
GUIObject
*
obj
,
int
eventType
){
//Make sure it's a click event.
if
(
eventType
==
GUIEventClick
){
//Set the return value.
ret
=
obj
->
value
;
//After a click event we can delete the GUI.
if
(
GUIObjectRoot
){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
}
}
};
msgBoxResult
msgBox
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
string
prompt
,
msgBoxButtons
buttons
,
const
string
&
title
){
//Create the event handler.
msgBoxHandler
objHandler
;
//The GUI objects.
GUIObject
*
obj
;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject
*
root
=
new
GUIFrame
(
imageManager
,
renderer
,(
SCREEN_WIDTH
-600
)
/
2
,
200
,
600
,
200
,
title
.
c_str
());
//Integer containing the current y location used to grow dynamic depending on the content.
int
y
=
50
;
//Now process the prompt.
{
//Pointer to the string.
char
*
lps
=
(
char
*
)
prompt
.
c_str
();
//Pointer to a character.
char
*
lp
=
NULL
;
//We keep looping forever.
//The only way out is with the break statement.
for
(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for
(
lp
=
lps
;
*
lp
!=
'\n'
&&*
lp
!=
'\r'
&&*
lp
!=
0
;
lp
++
);
//Store the character we stopped on. (End or newline)
char
c
=*
lp
;
//Set the character in the string to 0, making lps a string containing one sentence.
*
lp
=
0
;
//Add a GUIObjectLabel with the sentence.
root
->
addChild
(
new
GUILabel
(
imageManager
,
renderer
,
0
,
y
,
root
->
width
,
25
,
lps
,
0
,
true
,
true
,
GUIGravityCenter
));
//Increase y with 25, about the height of the text.
y
+=
25
;
//Check the stored character if it was a stop.
if
(
c
==
0
){
//It was so break out of the for loop.
lps
=
lp
;
break
;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps
=
lp
+
1
;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y
+=
70
;
//Recalc the size of the message box.
root
->
top
=
(
SCREEN_HEIGHT
-
y
)
/
2
;
root
->
height
=
y
;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int
count
=
0
;
//Array with the return codes for the buttons.
int
value
[
3
]
=
{
0
};
//Array containing the captation for the buttons.
string
button
[
3
]
=
{
""
,
""
,
""
};
switch
(
buttons
){
case
MsgBoxOKCancel
:
count
=
2
;
button
[
0
]
=
_
(
"OK"
);
value
[
0
]
=
MsgBoxOK
;
button
[
1
]
=
_
(
"Cancel"
);
value
[
1
]
=
MsgBoxCancel
;
break
;
case
MsgBoxAbortRetryIgnore
:
count
=
3
;
button
[
0
]
=
_
(
"Abort"
);
value
[
0
]
=
MsgBoxAbort
;
button
[
1
]
=
_
(
"Retry"
);
value
[
1
]
=
MsgBoxRetry
;
button
[
2
]
=
_
(
"Ignore"
);
value
[
2
]
=
MsgBoxIgnore
;
break
;
case
MsgBoxYesNoCancel
:
count
=
3
;
button
[
0
]
=
_
(
"Yes"
);
value
[
0
]
=
MsgBoxYes
;
button
[
1
]
=
_
(
"No"
);
value
[
1
]
=
MsgBoxNo
;
button
[
2
]
=
_
(
"Cancel"
);
value
[
2
]
=
MsgBoxCancel
;
break
;
case
MsgBoxYesNo
:
count
=
2
;
button
[
0
]
=
_
(
"Yes"
);
value
[
0
]
=
MsgBoxYes
;
button
[
1
]
=
_
(
"No"
);
value
[
1
]
=
MsgBoxNo
;
break
;
case
MsgBoxRetryCancel
:
count
=
2
;
button
[
0
]
=
_
(
"Retry"
);
value
[
0
]
=
MsgBoxRetry
;
button
[
1
]
=
_
(
"Cancel"
);
value
[
1
]
=
MsgBoxCancel
;
break
;
default
:
count
=
1
;
button
[
0
]
=
_
(
"OK"
);
value
[
0
]
=
MsgBoxOK
;
break
;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y
-=
40
;
double
places
[
3
]
=
{
0.0
};
if
(
count
==
1
){
places
[
0
]
=
0.5
;
}
else
if
(
count
==
2
){
places
[
0
]
=
0.4
;
places
[
1
]
=
0.6
;
}
else
if
(
count
==
3
){
places
[
0
]
=
0.3
;
places
[
1
]
=
0.5
;
places
[
2
]
=
0.7
;
}
//Loop to add the buttons.
for
(
int
i
=
0
;
i
<
count
;
i
++
){
obj
=
new
GUIButton
(
imageManager
,
renderer
,
root
->
width
*
places
[
i
],
y
,
-1
,
36
,
button
[
i
].
c_str
(),
value
[
i
],
true
,
true
,
GUIGravityCenter
);
obj
->
eventCallback
=&
objHandler
;
root
->
addChild
(
obj
);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay
*
overlay
=
new
GUIOverlay
(
renderer
,
root
);
overlay
->
keyboardNavigationMode
=
0x7
|
((
count
==
1
)
?
0
:
0x8
);
overlay
->
enterLoop
(
imageManager
,
renderer
,
true
,
count
==
1
);
//And return the result.
return
(
msgBoxResult
)
objHandler
.
ret
;
}
//SDL2 port note: Commented this out since it was unused.
#if 0
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer,std::string name,GUIObject* obj,int /*eventType*/) override {
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render(imageManager,renderer);
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(imageManager,renderer, tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render(imageManager,renderer);
//The file can't be opened so tell the user.
msgBox(imageManager,renderer, tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render(imageManager,renderer);
//Unable to open file so tell the user.
msgBox(imageManager,renderer, tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(ImageManager& imageManager,SDL_Renderer& renderer, string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIFrame(100,100-base_y/2,600,400+base_y,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->addChild(new GUILabel(8,40,184,36,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->addItems(pathNames);
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
}
//Add the FileName label and textfield.
root->addChild(new GUILabel(8,20+base_y,184,36,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUITextBox(160,20+base_y,432,36,s.c_str());
root->addChild(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIButton(200,360+base_y,192,36,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->addChild(obj);
obj=new GUIButton(400,360+base_y,192,36,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->addChild(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(renderer,root);
overlay->enterLoop(imageManager,renderer);
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
#endif
// A helper function to read a character from utf8 string
// s: the string
// p [in,out]: the position
// return value: the character readed, in utf32 format, 0 means end of string, -1 means error
int
utf8ReadForward
(
const
char
*
s
,
int
&
p
)
{
int
ch
=
(
unsigned
char
)
s
[
p
];
if
(
ch
<
0x80
){
if
(
ch
)
p
++
;
return
ch
;
}
else
if
(
ch
<
0xC0
){
// skip invalid characters
while
(((
unsigned
char
)
s
[
p
]
&
0xC0
)
==
0x80
)
p
++
;
return
-1
;
}
else
if
(
ch
<
0xE0
){
int
c2
=
(
unsigned
char
)
s
[
++
p
];
if
((
c2
&
0xC0
)
!=
0x80
)
return
-1
;
ch
=
((
ch
&
0x1F
)
<<
6
)
|
(
c2
&
0x3F
);
p
++
;
return
ch
;
}
else
if
(
ch
<
0xF0
){
int
c2
=
(
unsigned
char
)
s
[
++
p
];
if
((
c2
&
0xC0
)
!=
0x80
)
return
-1
;
int
c3
=
(
unsigned
char
)
s
[
++
p
];
if
((
c3
&
0xC0
)
!=
0x80
)
return
-1
;
ch
=
((
ch
&
0xF
)
<<
12
)
|
((
c2
&
0x3F
)
<<
6
)
|
(
c3
&
0x3F
);
p
++
;
return
ch
;
}
else
if
(
ch
<
0xF8
){
int
c2
=
(
unsigned
char
)
s
[
++
p
];
if
((
c2
&
0xC0
)
!=
0x80
)
return
-1
;
int
c3
=
(
unsigned
char
)
s
[
++
p
];
if
((
c3
&
0xC0
)
!=
0x80
)
return
-1
;
int
c4
=
(
unsigned
char
)
s
[
++
p
];
if
((
c4
&
0xC0
)
!=
0x80
)
return
-1
;
ch
=
((
ch
&
0x7
)
<<
18
)
|
((
c2
&
0x3F
)
<<
12
)
|
((
c3
&
0x3F
)
<<
6
)
|
(
c4
&
0x3F
);
if
(
ch
>=
0x110000
)
ch
=
-1
;
p
++
;
return
ch
;
}
else
{
p
++
;
return
-1
;
}
}
// A helper function to read a character backward from utf8 string (experimental)
// s: the string
// p [in,out]: the position
// return value: the character readed, in utf32 format, 0 means end of string, -1 means error
int
utf8ReadBackward
(
const
char
*
s
,
int
&
p
)
{
if
(
p
<=
0
)
return
0
;
do
{
p
--
;
}
while
(
p
>
0
&&
((
unsigned
char
)
s
[
p
]
&
0xC0
)
==
0x80
);
int
tmp
=
p
;
return
utf8ReadForward
(
s
,
tmp
);
}
#ifndef WIN32
// ad-hoc function to check if a program is installed
static
bool
programExists
(
const
std
::
string
&
program
)
{
std
::
string
p
=
tfm
::
format
(
"which
\"
%s
\"
2>&1"
,
program
);
const
int
BUFSIZE
=
128
;
char
buf
[
BUFSIZE
];
FILE
*
fp
;
if
((
fp
=
popen
(
p
.
c_str
(),
"r"
))
==
NULL
)
{
return
false
;
}
while
(
fgets
(
buf
,
BUFSIZE
,
fp
)
!=
NULL
)
{
// Drop all outputs since 'which' returns -1 when the program is not found
}
if
(
pclose
(
fp
))
{
return
false
;
}
return
true
;
}
#endif
void
openWebsite
(
const
std
::
string
&
url
)
{
#ifdef WIN32
SDL_SysWMinfo
info
;
SDL_GetWindowWMInfo
(
sdlWindow
,
&
info
);
ShellExecuteA
(
info
.
info
.
win
.
window
,
"open"
,
url
.
c_str
(),
NULL
,
NULL
,
SW_SHOW
);
#else
static
int
method
=
-1
;
// Some of these methods are copied from https://stackoverflow.com/questions/5116473/
const
char
*
methods
[]
=
{
"xdg-open"
,
"xdg-open
\"
%s
\"
"
,
"gnome-open"
,
"gnome-open
\"
%s
\"
"
,
"kde-open"
,
"kde-open
\"
%s
\"
"
,
"open"
,
"open
\"
%s
\"
"
,
"python"
,
"python -m webbrowser
\"
%s
\"
"
,
"sensible-browser"
,
"sensible-browser
\"
%s
\"
"
,
"x-www-browser"
,
"x-www-browser
\"
%s
\"
"
,
NULL
,
};
if
(
method
<
0
)
{
for
(
method
=
0
;
methods
[
method
];
method
+=
2
)
{
if
(
programExists
(
methods
[
method
]))
break
;
}
}
if
(
methods
[
method
])
{
std
::
string
p
=
tfm
::
format
(
methods
[
method
+
1
],
url
);
system
(
p
.
c_str
());
}
else
{
fprintf
(
stderr
,
"TODO: openWebsite is not implemented on your system
\n
"
);
}
#endif
}
std
::
string
appendURLToLicense
(
const
std
::
string
&
license
)
{
// if the license doesn't include url, try to detect it from a predefined list
if
(
license
.
find
(
"://"
)
==
std
::
string
::
npos
)
{
std
::
string
normalized
;
for
(
char
c
:
license
)
{
if
((
c
>=
'0'
&&
c
<=
'9'
)
||
(
c
>=
'A'
&&
c
<=
'Z'
))
{
normalized
.
push_back
(
c
);
}
else
if
(
c
>=
'a'
&&
c
<=
'z'
)
{
normalized
.
push_back
(
c
+
(
'A'
-
'a'
));
}
}
const
char
*
licenses
[]
=
{
// AGPL
"AGPL1"
,
"AGPLV1"
,
NULL
,
"http://www.affero.org/oagpl.html"
,
"AGPL2"
,
"AGPLV2"
,
NULL
,
"http://www.affero.org/agpl2.html"
,
"AGPL"
,
NULL
,
"https://gnu.org/licenses/agpl.html"
,
// LGPL
"LGPL21"
,
"LGPLV21"
,
NULL
,
"https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html"
,
"LGPL2"
,
"LGPLV2"
,
NULL
,
"https://www.gnu.org/licenses/old-licenses/lgpl-2.0.html"
,
"LGPL"
,
NULL
,
"https://www.gnu.org/copyleft/lesser.html"
,
// GPL
"GPL1"
,
"GPLV1"
,
NULL
,
"https://www.gnu.org/licenses/old-licenses/gpl-1.0.html"
,
"GPL2"
,
"GPLV2"
,
NULL
,
"https://www.gnu.org/licenses/old-licenses/gpl-2.0.html"
,
"GPL"
,
NULL
,
"https://gnu.org/licenses/gpl.html"
,
// CC BY-NC-ND
"CCBYNCND1"
,
"CCBYNDNC1"
,
NULL
,
"https://creativecommons.org/licenses/by-nd-nc/1.0"
,
"CCBYNCND25"
,
"CCBYNDNC25"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-nd/2.5"
,
"CCBYNCND2"
,
"CCBYNDNC2"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-nd/2.0"
,
"CCBYNCND3"
,
"CCBYNDNC3"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-nd/3.0"
,
"CCBYNCND"
,
"CCBYNDNC"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-nd/4.0"
,
// CC BY-NC-SA
"CCBYNCSA1"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-sa/1.0"
,
"CCBYNCSA25"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-sa/2.5"
,
"CCBYNCSA2"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-sa/2.0"
,
"CCBYNCSA3"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-sa/3.0"
,
"CCBYNCSA"
,
NULL
,
"https://creativecommons.org/licenses/by-nc-sa/4.0"
,
// CC BY-ND
"CCBYND1"
,
NULL
,
"https://creativecommons.org/licenses/by-nd/1.0"
,
"CCBYND25"
,
NULL
,
"https://creativecommons.org/licenses/by-nd/2.5"
,
"CCBYND2"
,
NULL
,
"https://creativecommons.org/licenses/by-nd/2.0"
,
"CCBYND3"
,
NULL
,
"https://creativecommons.org/licenses/by-nd/3.0"
,
"CCBYND"
,
NULL
,
"https://creativecommons.org/licenses/by-nd/4.0"
,
// CC BY-NC
"CCBYNC1"
,
NULL
,
"https://creativecommons.org/licenses/by-nc/1.0"
,
"CCBYNC25"
,
NULL
,
"https://creativecommons.org/licenses/by-nc/2.5"
,
"CCBYNC2"
,
NULL
,
"https://creativecommons.org/licenses/by-nc/2.0"
,
"CCBYNC3"
,
NULL
,
"https://creativecommons.org/licenses/by-nc/3.0"
,
"CCBYNC"
,
NULL
,
"https://creativecommons.org/licenses/by-nc/4.0"
,
// CC BY-SA
"CCBYSA1"
,
NULL
,
"https://creativecommons.org/licenses/by-sa/1.0"
,
"CCBYSA25"
,
NULL
,
"https://creativecommons.org/licenses/by-sa/2.5"
,
"CCBYSA2"
,
NULL
,
"https://creativecommons.org/licenses/by-sa/2.0"
,
"CCBYSA3"
,
NULL
,
"https://creativecommons.org/licenses/by-sa/3.0"
,
"CCBYSA"
,
NULL
,
"https://creativecommons.org/licenses/by-sa/4.0"
,
// CC BY
"CCBY1"
,
NULL
,
"https://creativecommons.org/licenses/by/1.0"
,
"CCBY25"
,
NULL
,
"https://creativecommons.org/licenses/by/2.5"
,
"CCBY2"
,
NULL
,
"https://creativecommons.org/licenses/by/2.0"
,
"CCBY3"
,
NULL
,
"https://creativecommons.org/licenses/by/3.0"
,
"CCBY"
,
NULL
,
"https://creativecommons.org/licenses/by/4.0"
,
// CC0
"CC0"
,
NULL
,
"https://creativecommons.org/publicdomain/zero/1.0"
,
// WTFPL
"WTFPL"
,
NULL
,
"http://www.wtfpl.net/"
,
// end
NULL
,
};
for
(
int
i
=
0
;
licenses
[
i
];
i
++
)
{
bool
found
=
false
;
for
(;
licenses
[
i
];
i
++
)
{
if
(
normalized
.
find
(
licenses
[
i
])
!=
std
::
string
::
npos
)
found
=
true
;
}
i
++
;
if
(
found
)
{
return
license
+
tfm
::
format
(
" <%s>"
,
licenses
[
i
]);
}
}
}
return
license
;
}
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