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Functions.cpp
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/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include
<stdio.h>
#include
<SDL/SDL.h>
#include
<SDL/SDL_mixer.h>
#include
<SDL/SDL_gfxPrimitives.h>
#include
<SDL/SDL_rotozoom.h>
#include
<string>
#include
"Globals.h"
#include
"Functions.h"
#include
"FileManager.h"
#include
"Objects.h"
#include
"Player.h"
#include
"GameObjects.h"
#include
"Levels.h"
#include
"TitleMenu.h"
#include
"LevelEditSelect.h"
#include
"LevelEditor.h"
#include
"Game.h"
#include
"LevelPlaySelect.h"
#include
"Addons.h"
#include
"ImageManager.h"
#include
"MusicManager.h"
#include
"ThemeManager.h"
#include
"GUIListBox.h"
#ifdef HARDWARE_ACCELERATION
#include
<GL/gl.h>
#include
<GL/glu.h>
#endif
using
namespace
std
;
#ifdef WIN32
#include
<windows.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 imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager
imageManager
;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager
musicManager
;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings
*
settings
=
0
;
#ifdef HARDWARE_ACCELERATION
GLuint
screenTexture
;
#endif
SDL_Surface
*
loadImage
(
string
file
){
//We use the imageManager to load the file.
return
imageManager
.
loadImage
(
file
);
}
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_Surface
*
dest
,
Uint32
color
){
//NOTE: We let SDL_gfx render it.
rectangleRGBA
(
dest
,
x
,
y
,
x
+
w
,
y
+
h
,
color
>>
24
,
color
>>
16
,
color
>>
8
,
255
);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void
drawGUIBox
(
int
x
,
int
y
,
int
w
,
int
h
,
SDL_Surface
*
dest
,
Uint32
color
){
//Fill content's background color from function parameter
boxRGBA
(
screen
,
x
+
1
,
y
+
1
,
x
+
w
-2
,
y
+
h
-2
,
color
>>
24
,
color
>>
16
,
color
>>
8
,
color
>>
0
);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA
(
screen
,
x
+
1
,
y
,
x
+
w
-2
,
y
,
0
,
0
,
0
,
255
);
lineRGBA
(
screen
,
x
+
1
,
y
+
h
-1
,
x
+
w
-2
,
y
+
h
-1
,
0
,
0
,
0
,
255
);
lineRGBA
(
screen
,
x
,
y
+
1
,
x
,
y
+
h
-2
,
0
,
0
,
0
,
255
);
lineRGBA
(
screen
,
x
+
w
-1
,
y
+
1
,
x
+
w
-1
,
y
+
h
-2
,
0
,
0
,
0
,
255
);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA
(
screen
,
x
,
y
,
0
,
0
,
0
,
160
);
pixelRGBA
(
screen
,
x
,
y
+
h
-1
,
0
,
0
,
0
,
160
);
pixelRGBA
(
screen
,
x
+
w
-1
,
y
,
0
,
0
,
0
,
160
);
pixelRGBA
(
screen
,
x
+
w
-1
,
y
+
h
-1
,
0
,
0
,
0
,
160
);
//Draw second lighter border around content
rectangleRGBA
(
screen
,
x
+
1
,
y
+
1
,
x
+
w
-2
,
y
+
h
-2
,
0
,
0
,
0
,
64
);
//Create anti-aliasing in corners of second border
pixelRGBA
(
screen
,
x
+
1
,
y
+
1
,
0
,
0
,
0
,
50
);
pixelRGBA
(
screen
,
x
+
1
,
y
+
h
-2
,
0
,
0
,
0
,
50
);
pixelRGBA
(
screen
,
x
+
w
-2
,
y
+
1
,
0
,
0
,
0
,
50
);
pixelRGBA
(
screen
,
x
+
w
-2
,
y
+
h
-2
,
0
,
0
,
0
,
50
);
}
void
drawLine
(
int
x1
,
int
y1
,
int
x2
,
int
y2
,
SDL_Surface
*
dest
,
Uint32
color
){
//NOTE: We let SDL_gfx render it.
lineRGBA
(
dest
,
x1
,
y1
,
x2
,
y2
,
color
>>
24
,
color
>>
16
,
color
>>
8
,
255
);
}
void
drawLineWithArrow
(
int
x1
,
int
y1
,
int
x2
,
int
y2
,
SDL_Surface
*
dest
,
Uint32
color
,
int
spacing
,
int
offset
,
int
xsize
,
int
ysize
){
//Draw line first
drawLine
(
x1
,
y1
,
x2
,
y2
,
dest
,
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
),
dest
,
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
),
dest
,
color
);
}
}
bool
init
(){
//Initialze SDL.
if
(
SDL_Init
(
SDL_INIT_EVERYTHING
)
==
-1
)
{
fprintf
(
stderr
,
"FATAL ERROR: SDL_Init failed
\n
"
);
return
false
;
}
//Initialze SDL_mixer (audio).
if
(
Mix_OpenAudio
(
22050
,
MIX_DEFAULT_FORMAT
,
2
,
512
)
==
-1
){
fprintf
(
stderr
,
"FATAL ERROR: Mix_OpenAudio failed
\n
"
);
return
false
;
}
//Initialze SDL_ttf (fonts).
if
(
TTF_Init
()
==
-1
){
fprintf
(
stderr
,
"FATAL ERROR: TTF_Init failed
\n
"
);
return
false
;
}
//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
;
//Check if we should use gl or software rendering.
if
(
settings
->
getBoolValue
(
"gl"
)){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute
(
SDL_GL_RED_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_GREEN_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_BLUE_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_ALPHA_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_DEPTH_SIZE
,
16
);
SDL_GL_SetAttribute
(
SDL_GL_BUFFER_SIZE
,
32
);
SDL_GL_SetAttribute
(
SDL_GL_ACCUM_RED_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_ACCUM_GREEN_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_ACCUM_BLUE_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_ACCUM_ALPHA_SIZE
,
8
);
SDL_GL_SetAttribute
(
SDL_GL_MULTISAMPLEBUFFERS
,
0
);
SDL_GL_SetAttribute
(
SDL_GL_MULTISAMPLESAMPLES
,
0
);
SDL_GL_SetAttribute
(
SDL_GL_DOUBLEBUFFER
,
1
);
//Set the video mode.
Uint32
flags
=
SDL_HWSURFACE
|
SDL_OPENGL
;
if
(
settings
->
getBoolValue
(
"fullscreen"
))
flags
|=
SDL_FULLSCREEN
;
if
(
SDL_SetVideoMode
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
SCREEN_BPP
,
flags
)
==
NULL
){
fprintf
(
stderr
,
"FATAL ERROR: SDL_SetVideoMode failed
\n
"
);
return
false
;
}
//Create a screen
screen
=
SDL_CreateRGBSurface
(
SDL_HWSURFACE
,
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
32
,
0x00FF0000
,
0x0000FF00
,
0x000000FF
,
0xFF000000
);
//Create a texture.
glGenTextures
(
1
,
&
screenTexture
);
//And set up gl correctly.
glClearColor
(
0
,
0
,
0
,
0
);
glClearDepth
(
1.0f
);
glViewport
(
0
,
0
,
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
glOrtho
(
0
,
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
0
,
1
,
-1
);
glMatrixMode
(
GL_MODELVIEW
);
glEnable
(
GL_TEXTURE_2D
);
glLoadIdentity
();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
cerr
<<
"FATAL ERROR: Unable to use hardware acceleration (compiled without)."
<<
endl
;
return
false
;
#endif
}
else
{
Uint32
flags
=
SDL_HWSURFACE
|
SDL_DOUBLEBUF
;
if
(
settings
->
getBoolValue
(
"fullscreen"
))
flags
|=
SDL_FULLSCREEN
;
screen
=
SDL_SetVideoMode
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
SCREEN_BPP
,
flags
);
if
(
screen
==
NULL
){
fprintf
(
stderr
,
"FATAL ERROR: SDL_SetVideoMode failed
\n
"
);
return
false
;
}
}
//Set the the window caption.
SDL_WM_SetCaption
((
"Me and my shadow "
+
version
).
c_str
(),
NULL
);
SDL_EnableUNICODE
(
1
);
//Create the types of blocks.
for
(
int
i
=
0
;
i
<
TYPE_MAX
;
i
++
){
Game
::
blockNameMap
[
Game
::
blockName
[
i
]]
=
i
;
}
//Nothing went wrong so we return true.
return
true
;
}
bool
loadFiles
(){
//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
);
//Always load the default music list for fallback.
musicManager
.
loadMusicList
((
getDataPath
()
+
"music/default.list"
));
//Load the fonts.
fontTitle
=
TTF_OpenFont
((
getDataPath
()
+
"font/knewave.ttf"
).
c_str
(),
55
);
fontGUI
=
TTF_OpenFont
((
getDataPath
()
+
"font/knewave.ttf"
).
c_str
(),
32
);
fontText
=
TTF_OpenFont
((
getDataPath
()
+
"font/Blokletters-Viltstift.ttf"
).
c_str
(),
16
);
if
(
fontTitle
==
NULL
||
fontGUI
==
NULL
||
fontText
==
NULL
){
printf
(
"ERROR: Unable to load fonts!
\n
"
);
return
false
;
}
//Load the menu background.
menuBackground
=
loadImage
(
getDataPath
()
+
"gfx/menu/background.png"
);
if
(
menuBackground
==
NULL
){
printf
(
"ERROR: Unable to load menu background.
\n
"
);
return
false
;
}
//Check if the menu background needs to be scaled.
if
(
menuBackground
->
w
!=
SCREEN_WIDTH
||
menuBackground
->
h
!=
SCREEN_HEIGHT
){
menuBackground
=
zoomSurface
(
menuBackground
,
double
(
SCREEN_WIDTH
)
/
double
(
menuBackground
->
w
),
double
(
SCREEN_HEIGHT
)
/
double
(
menuBackground
->
h
),
0
);
}
//Load the default theme.
if
(
objThemes
.
appendThemeFromFile
(
getDataPath
()
+
"themes/Cloudscape/theme.mnmstheme"
)
==
NULL
){
printf
(
"ERROR: Can't load default theme file
\n
"
);
return
false
;
}
//Nothing failed so return true.
return
true
;
}
bool
loadSettings
(){
settings
=
new
Settings
(
getUserPath
(
USER_CONFIG
)
+
"meandmyshadow.cfg"
);
settings
->
parseFile
();
//Always return true?
return
true
;
}
bool
saveSettings
(){
settings
->
save
();
//Always return true?
return
true
;
}
Settings
*
getSettings
(){
return
settings
;
}
MusicManager
*
getMusicManager
(){
return
&
musicManager
;
}
void
flipScreen
(){
if
(
settings
->
getBoolValue
(
"gl"
)){
#ifdef HARDWARE_ACCELERATION
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glLoadIdentity
();
//Create a texture from the screen surface.
glBindTexture
(
GL_TEXTURE_2D
,
screenTexture
);
//Set the texture's stretching properties
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
,
GL_LINEAR
);
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
,
GL_LINEAR
);
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
screen
->
format
->
BytesPerPixel
,
screen
->
w
,
screen
->
h
,
0
,
GL_BGRA
,
GL_UNSIGNED_BYTE
,
screen
->
pixels
);
glBegin
(
GL_QUADS
);
glTexCoord2f
(
0
,
0
);
glVertex3f
(
0
,
0
,
0
);
glTexCoord2f
(
1
,
0
);
glVertex3f
(
SCREEN_WIDTH
,
0
,
0
);
glTexCoord2f
(
1
,
1
);
glVertex3f
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
0
);
glTexCoord2f
(
0
,
1
);
glVertex3f
(
0
,
SCREEN_HEIGHT
,
0
);
glEnd
();
SDL_GL_SwapBuffers
();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
cerr
<<
"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."
<<
endl
;
#endif
}
else
{
SDL_Flip
(
screen
);
}
}
void
clean
(){
//We delete the settings.
if
(
settings
){
delete
settings
;
settings
=
NULL
;
}
//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
;
}
//Destroy the imageManager.
imageManager
.
destroy
();
//Destroy the musicManager.
musicManager
.
destroy
();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont
(
fontTitle
);
TTF_CloseFont
(
fontGUI
);
TTF_CloseFont
(
fontText
);
TTF_Quit
();
//Quit SDL.
SDL_Quit
();
//And finally stop audio.
Mix_CloseAudio
();
}
void
setNextState
(
int
newstate
){
//Only change the state when we aren't already exiting.
if
(
nextState
!=
STATE_EXIT
){
nextState
=
newstate
;
}
}
void
changeState
(){
//Check if there's a nextState.
if
(
nextState
!=
STATE_NULL
){
//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
=
new
Game
();
break
;
case
STATE_MENU
:
levels
.
clear
();
currentState
=
new
Menu
();
break
;
case
STATE_LEVEL_SELECT
:
currentState
=
new
LevelPlaySelect
();
break
;
case
STATE_LEVEL_EDIT_SELECT
:
currentState
=
new
LevelEditSelect
();
break
;
case
STATE_LEVEL_EDITOR
:
currentState
=
new
LevelEditor
();
break
;
case
STATE_OPTIONS
:
currentState
=
new
Options
();
break
;
case
STATE_ADDONS
:
currentState
=
new
Addons
();
break
;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out.
int
fade
=
255
;
SDL_BlitSurface
(
screen
,
NULL
,
tempSurface
,
NULL
);
while
(
fade
>
0
){
fade
-=
17
;
if
(
fade
<
0
)
fade
=
0
;
SDL_FillRect
(
screen
,
NULL
,
0
);
SDL_SetAlpha
(
tempSurface
,
SDL_SRCALPHA
,
fade
);
SDL_BlitSurface
(
tempSurface
,
NULL
,
screen
,
NULL
);
flipScreen
();
SDL_Delay
(
25
);
}
}
}
void
musicStoppedHook
(){
//We just call the musicStopped method of the MusicManager.
musicManager
.
musicStopped
();
}
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
;
}
void
setCamera
(){
//SetCamera only works in the Level editor.
if
(
stateID
==
STATE_LEVEL_EDITOR
){
//Get the mouse coordinates.
int
x
,
y
;
SDL_GetMouseState
(
&
x
,
&
y
);
//Make sure we avoid the toolbar.
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
SDL_Rect
toolbar
=
{
155
,
550
,
510
,
50
};
if
(
checkCollision
(
mouse
,
toolbar
))
return
;
//Check if the mouse is near the left edge of the screen.
//Else check if the mouse is near the right edge.
if
(
x
<
50
){
//We're near the left edge so move the camera.
camera
.
x
-=
5
;
}
else
if
(
x
>
SCREEN_WIDTH
-50
){
//We're near the right edge so move the camera.
camera
.
x
+=
5
;
}
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if
(
y
<
50
){
//We're near the top edge so move the camera.
camera
.
y
-=
5
;
}
else
if
(
y
>
SCREEN_HEIGHT
-50
){
//We're near the bottom edge so move the camera.
camera
.
y
+=
5
;
}
}
}
bool
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
false
;
}
//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
false
;
}
//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
==
"-v"
||
argument
==
"-version"
||
argument
==
"--version"
){
//Print the version.
printf
(
"Version: '%s'
\n\n
"
,
version
.
c_str
());
}
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
false
;
}
else
{
//Any other argument is unknow so we return false.
printf
(
"ERROR: Unknown argument %s
\n\n
"
,
argument
.
c_str
());
return
false
;
}
}
//If everything went well we can return true.
return
true
;
}
//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
(
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
(
string
prompt
,
msgBoxButtons
buttons
,
const
string
&
title
){
//Create the event handler.
msgBoxHandler
objHandler
;
//The GUI objects.
GUIObject
*
obj
;
//We keep a pointer to the original GUIObjectRoot for later.
GUIObject
*
tmp
=
GUIObjectRoot
;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObjectRoot
=
new
GUIObject
((
SCREEN_WIDTH
-600
)
/
2
,
200
,
600
,
200
,
GUIObjectFrame
,
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
;
//Integer used to center the sentence horizontally.
int
x
;
TTF_SizeText
(
fontText
,
lps
,
&
x
,
NULL
);
x
=
(
600
-
x
)
/
2
;
//Add a GUIObjectLabel with the sentence.
GUIObjectRoot
->
childControls
.
push_back
(
new
GUIObject
(
x
,
y
,
584
,
25
,
GUIObjectLabel
,
lps
));
//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.
GUIObjectRoot
->
top
=
(
SCREEN_HEIGHT
-
y
)
/
2
;
GUIObjectRoot
->
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.
{
//Calculate the x location (centered).
int
x
=
302
-
count
*
50
;
//Reduce y so that the buttons fit inside the frame.
y
-=
40
;
//Loop to add the buttons.
for
(
int
i
=
0
;
i
<
count
;
i
++
,
x
+=
100
){
obj
=
new
GUIObject
(
x
,
y
,
96
,
36
,
GUIObjectButton
,
button
[
i
].
c_str
(),
value
[
i
]);
obj
->
eventCallback
=&
objHandler
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
SDL_FillRect
(
tempSurface
,
NULL
,
0
);
SDL_SetAlpha
(
tempSurface
,
SDL_SRCALPHA
,
155
);
SDL_BlitSurface
(
tempSurface
,
NULL
,
screen
,
NULL
);
while
(
GUIObjectRoot
){
while
(
SDL_PollEvent
(
&
event
)){
GUIObjectHandleEvents
(
true
);
//Also check for the return, escape or backspace button.
//escape = KEYUP.
//backspace and return = KEYDOWN.
if
(
count
==
1
&&
((
event
.
type
==
SDL_KEYUP
&&
event
.
key
.
keysym
.
sym
==
SDLK_ESCAPE
)
||
(
event
.
type
==
SDL_KEYDOWN
&&
(
event
.
key
.
keysym
.
sym
==
SDLK_RETURN
||
event
.
key
.
keysym
.
sym
==
SDLK_BACKSPACE
)))){
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
}
//Render the gui.
if
(
GUIObjectRoot
)
GUIObjectRoot
->
render
();
flipScreen
();
SDL_Delay
(
30
);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot
=
tmp
;
//And return the result.
return
(
msgBoxResult
)
objHandler
.
ret
;
}
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
){}
void
GUIEventCallback_OnEvent
(
std
::
string
name
,
GUIObject
*
obj
,
int
eventType
){
//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
();
//Prompt the user with a Yes or No question.
if
(
msgBox
(
s
+
" already exists.
\n
Do you want to overwrite it?"
,
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
();
//The file can't be opened so tell the user.
msgBox
(
"Can't open file "
+
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
();
//Unable to open file so tell the user.
msgBox
(
"Can't open file "
+
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
(
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
;
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject
*
tmp
=
GUIObjectRoot
;
//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
.
size
()
>
0
?
60
:
20
;
//Create the frame.
GUIObjectRoot
=
new
GUIObject
(
100
,
100
-
base_y
/
2
,
600
,
400
+
base_y
,
GUIObjectFrame
,
title
?
title
:
(
isSave
?
"Save File"
:
"Load File"
));
//Create the search path list box if needed.
if
(
pathNames
.
size
()
>
0
){
GUIObjectRoot
->
childControls
.
push_back
(
new
GUIObject
(
8
,
40
,
184
,
36
,
GUIObjectLabel
,
"Search In"
));
GUISingleLineListBox
*
obj1
=
new
GUISingleLineListBox
(
160
,
40
,
432
,
36
);
obj1
->
item
=
pathNames
;
obj1
->
value
=
0
;
obj1
->
name
=
"lstSearchIn"
;
obj1
->
eventCallback
=&
objHandler
;
GUIObjectRoot
->
childControls
.
push_back
(
obj1
);
}
//Add the FileName label and textfield.
GUIObjectRoot
->
childControls
.
push_back
(
new
GUIObject
(
8
,
20
+
base_y
,
184
,
36
,
GUIObjectLabel
,
"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
GUIObject
(
160
,
20
+
base_y
,
432
,
36
,
GUIObjectTextBox
,
s
.
c_str
());
GUIObjectRoot
->
childControls
.
push_back
(
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
;
GUIObjectRoot
->
childControls
.
push_back
(
obj1
);
objHandler
.
lstFile
=
obj1
;
}
//Now create the OK and Cancel buttons.
obj
=
new
GUIObject
(
200
,
360
+
base_y
,
192
,
36
,
GUIObjectButton
,
"OK"
);
obj
->
name
=
"cmdOK"
;
obj
->
eventCallback
=&
objHandler
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
obj
=
new
GUIObject
(
400
,
360
+
base_y
,
192
,
36
,
GUIObjectButton
,
"Cancel"
);
obj
->
name
=
"cmdCancel"
;
obj
->
eventCallback
=&
objHandler
;
GUIObjectRoot
->
childControls
.
push_back
(
obj
);
//Now we keep rendering and updating the GUI.
SDL_FillRect
(
tempSurface
,
NULL
,
0
);
SDL_SetAlpha
(
tempSurface
,
SDL_SRCALPHA
,
155
);
SDL_BlitSurface
(
tempSurface
,
NULL
,
screen
,
NULL
);
while
(
GUIObjectRoot
){
while
(
SDL_PollEvent
(
&
event
))
GUIObjectHandleEvents
(
true
);
if
(
GUIObjectRoot
)
GUIObjectRoot
->
render
();
flipScreen
();
SDL_Delay
(
30
);
}
//The while loop ended meaning we can restore the previous GUI.
GUIObjectRoot
=
tmp
;
//Now determine what the return value is (and if there is one).
if
(
objHandler
.
ret
)
fileName
=
objHandler
.
fileName
;
return
objHandler
.
ret
;
}
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