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diff --git a/docs/Controls.md b/docs/Controls.md
index 5127ea1..93139db 100644
--- a/docs/Controls.md
+++ b/docs/Controls.md
@@ -1,46 +1,46 @@
This file contains the default controls. The controls like `this` indicates that you can change them in the options menu.
In main menu and level select screen:
* `Up/Down/Left/Right` = Navigation
* `Enter` = Select menu entry
* `Esc` = Return to previous screen
In game:
* `Left` = left
* `Right` = right
* `Up` = jump
* `Down` = action
* `Space` = recording
* `(unassigned by default)` = Cancel recording
* `Tab` = Switch the view from/to shadow
* `R` = Restart level
* `F3` = Load last checkpoint (if any)
* `Esc` = Return to previous screen
In level editor:
* Ctrl+X = Cut
* Ctrl+C = Copy
* Ctrl+V = Paste
* Ctrl+S = Save level
* Ctrl+Z = Undo
* Ctrl+Y = Redo
* Delete = Delete selected blocks
* F2 = Select mode
* F3 = Add mode
* F4 = Delete mode
* F5 = test play
* Left click = Select block in select mode, add block in add mode, delete block in delete mode, add new path point in path mode
* Right click = Open popup menu in select/add mode, end path/link mode
* Backspace = Remove a path point in path mode
* `Up/Down/Left/Right` = Moving camera
* Mousewheel or `,/.` = Select previous/next block type in add mode, adjust speed/time when configuring moving blocks, and moving camera on other mode
* `Tab` = Level settings
-* `Shift` = Don't snap to grid when add/move blocks
+* `Right Shift` = Don't snap to grid when add/move blocks
* `Esc` = Return to previous screen
In level editor (test play): besides in-game controls, there are
* `F2` = Save game
* `F4` = Swap player and shadow's position
* `F5` = Place player at mouse location.
* `F12` = Suicide
diff --git a/src/Game.cpp b/src/Game.cpp
index 45be400..8efe39b 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1712 +1,1712 @@
/*
* 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 "Block.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "MusicManager.h"
#include "Render.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <SDL_ttf.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable", "Pushable"
};
map<string,int> Game::blockNameMap;
map<int,string> Game::gameObjectEventTypeMap;
map<string,int> Game::gameObjectEventNameMap;
map<int,string> Game::levelEventTypeMap;
map<string,int> Game::levelEventNameMap;
string Game::recordFile;
Game::Game(SDL_Renderer &renderer, ImageManager &imageManager):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,cameraMode(CAMERA_PLAYER),cameraModeSaved(CAMERA_PLAYER)
,player(this),shadow(this),objLastCheckPoint(NULL)
,currentCollectables(0),totalCollectables(0),currentCollectablesSaved(0){
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
action=imageManager.loadTexture(getDataPath()+"gfx/actions.png", renderer);
medals=imageManager.loadTexture(getDataPath()+"gfx/medals.png", renderer);
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&collectable);
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
Game::~Game(){
//Simply call our destroy method.
destroy();
//Before we leave make sure the cursor is visible.
SDL_ShowCursor(SDL_ENABLE);
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Loop through the sceneryLayers and delete them.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
delete it->second[i];
}
sceneryLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//If there's a (partial) theme bundled with the levelpack remove that as well.
if(levels->customTheme)
objThemes.removeTheme();
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
recentSwap=recentSwapSaved=-10000;
//Set the music list back to the configured list.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
}
void Game::reloadMusic() {
//NOTE: level music is always enabled.
//Check if the levelpack has a prefered music list.
if (levels && !levels->levelpackMusicList.empty())
getMusicManager()->setMusicList(levels->levelpackMusicList);
//Check for the music to use.
string &s = editorData["music"];
if (!s.empty()) {
getMusicManager()->playMusic(s);
} else {
getMusicManager()->pickMusic();
}
}
void Game::loadLevelFromNode(ImageManager& imageManager,SDL_Renderer& renderer,TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
//Not needed since loadLevelFromNode is only called from the changeState method, meaning it's a new instance of Game.
//destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
currentCollectables=0;
totalCollectables=0;
currentCollectablesSaved=0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();++i){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//NOTE: level themes are always enabled.
//Check for bundled (partial) themes for level pack.
if (levels->customTheme){
if (objThemes.appendThemeFromFile(levels->levelpackPath + "/theme/theme.mnmstheme", imageManager, renderer) == NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme = false;
}
}
//Check for the theme to use for this level. This has higher priority.
//Examples: %DATA%/themes/classic or %USER%/themes/Orange
string &s = editorData["theme"];
if (!s.empty()){
customTheme = objThemes.appendThemeFromFile(processFileName(s) + "/theme.mnmstheme", imageManager, renderer);
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
//Get the music.
reloadMusic();
//Load the data from the level node.
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile"){
Block* block=new Block(this);
if(!block->loadFromNode(imageManager,renderer,obj1)){
delete block;
continue;
}
//If the type is collectable, increase the number of totalCollectables
if(block->type==TYPE_COLLECTABLE)
totalCollectables++;
//Add the block to the levelObjects vector.
levelObjects.push_back(block);
}else if(obj1->name=="scenerylayer" && obj1->value.size()==1){
//Loop through the sub nodes.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2==NULL) continue;
if(obj2->name=="object" || obj2->name=="scenery"){
//Load the scenery from node.
Scenery* scenery=new Scenery(this);
if(!scenery->loadFromNode(imageManager,renderer,obj2)){
delete scenery;
continue;
}
sceneryLayers[obj1->value[0]].push_back(scenery);
}
}
}else if(obj1->name=="script" && !obj1->value.empty()){
map<string,int>::iterator it=Game::levelEventNameMap.find(obj1->value[0]);
if(it!=Game::levelEventNameMap.end()){
int eventType=it->second;
const std::string& script=obj1->attributes["script"][0];
if(!script.empty()) scripts[eventType]=script;
}
}
}
//Close exits if there are collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if(levels->getLevelCount()>1 && levels->type!=COLLECTION){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
} else {
s = _CC(levels->getDictionaryManager(), editorData["name"]);
}
bmTips[0]=textureFromText(renderer, *fontText,s.c_str(),objThemes.getTextColor(true));
}
//Get the background
background=objThemes.getBackground(false);
if(background)
background->resetAnimation(true);
//Reset the script environment.
getScriptExecutor()->reset();
//Compile and run script (only in game mode).
if(stateID!=STATE_LEVEL_EDITOR) compileScript();
}
void Game::loadLevel(ImageManager& imageManager,SDL_Renderer& renderer,std::string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cerr<<"ERROR: Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(imageManager,renderer,obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(ImageManager& imageManager, SDL_Renderer& renderer, const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cerr<<"ERROR: Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(imageManager,renderer,obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cerr<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Only set isReset true if this isn't a replay.
if(!(player.isPlayFromRecord() && !interlevel))
isReset=true;
//Also delete any gui (most likely the interlevel gui). Only in game mode.
if(GUIObjectRoot && stateID!=STATE_LEVEL_EDITOR){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And set interlevel to false.
interlevel=false;
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Switch the camera mode.
switch(cameraMode){
case CAMERA_PLAYER:
cameraMode=CAMERA_SHADOW;
break;
case CAMERA_SHADOW:
case CAMERA_CUSTOM:
cameraMode=CAMERA_PLAYER;
break;
}
}
}
/////////////////LOGIC///////////////////
void Game::logic(ImageManager& imageManager, SDL_Renderer& renderer){
//Add one tick to the time.
time++;
//FIXME:Resetting dx/dy and xVel/yVel every loop interferes with movement logic of player and blocks.
//First prepare each gameObject for the new frame.
//This includes resetting dx/dy and xVel/yVel.
//for(unsigned int o=0;o<levelObjects.size();o++)
//levelObjects[o]->prepareFrame();
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.target){
//NOTE: Should we check if the target still exists???
e.target->onEvent(e.eventType);
}else if(e.flags&1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
if(levelObjects[i]->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Check if we should save/load state.
//NOTE: This happens after event handling so no eventQueue has to be saved/restored.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Loop through the gameobjects to update them.
for(unsigned int i=0;i<levelObjects.size();i++){
//Send GameObjectEvent_OnEnterFrame event to the script
levelObjects[i]->onEvent(GameObjectEvent_OnEnterFrame);
}
for(unsigned int i=0;i<levelObjects.size();i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
{
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->move();
}
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//NOTE: to fix bugs regarding player/shadow swap, we should first process collision of player/shadow then move them
SDL_Rect playerLastPosition = player.getBox();
SDL_Rect shadowLastPosition = shadow.getBox();
//Check collision for player.
player.collision(levelObjects);
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Check collision for shadow.
shadow.collision(levelObjects);
//Let the player move.
player.move(levelObjects, playerLastPosition.x, playerLastPosition.y);
//Let the shadow move.
shadow.move(levelObjects, shadowLastPosition.x, shadowLastPosition.y);
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Update the camera.
switch(cameraMode){
case CAMERA_PLAYER:
player.setMyCamera();
break;
case CAMERA_SHADOW:
shadow.setMyCamera();
break;
case CAMERA_CUSTOM:
//NOTE: The target is (should be) screen size independent so calculate the real target x and y here.
int targetX=cameraTarget.x-(SCREEN_WIDTH/2);
int targetY=cameraTarget.y-(SCREEN_HEIGHT/2);
//Move the camera to the cameraTarget.
if(camera.x>targetX){
camera.x-=(camera.x-targetX)>>4;
//Make sure we don't go too far.
if(camera.x<targetX)
camera.x=targetX;
}else if(camera.x<targetX){
camera.x+=(targetX-camera.x)>>4;
//Make sure we don't go too far.
if(camera.x>targetX)
camera.x=targetX;
}
if(camera.y>targetY){
camera.y-=(camera.y-targetY)>>4;
//Make sure we don't go too far.
if(camera.y<targetY)
camera.y=targetY;
}else if(camera.y<targetY){
camera.y+=(targetY-camera.y)>>4;
//Make sure we don't go too far.
if(camera.y>targetY)
camera.y=targetY;
}
break;
}
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded(imageManager,renderer);
}else{
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Get current level
LevelPack::Level *level=levels->getLevel();
//Now check if we should update statistics
{
//Get previous and current medal
int oldMedal=level->won?1:0,newMedal=1;
int bestTime=level->time;
int targetTime=level->targetTime;
int bestRecordings=level->recordings;
int targetRecordings=level->targetRecordings;
if(oldMedal){
if(targetTime<0){
oldMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
oldMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
oldMedal++;
}
}else{
bestTime=time;
bestRecordings=recordings;
}
if(bestTime==-1 || bestTime>time) bestTime=time;
if(bestRecordings==-1 || bestRecordings>recordings) bestRecordings=recordings;
if(targetTime<0){
newMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
newMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
newMedal++;
}
//Check if we need to update statistics
if(newMedal>oldMedal){
switch(oldMedal){
case 0:
statsMgr.completedLevels++;
break;
case 2:
statsMgr.silverLevels--;
break;
}
switch(newMedal){
case 2:
statsMgr.silverLevels++;
break;
case 3:
statsMgr.goldLevels++;
break;
}
}
}
//Check the achievement "Complete a level with checkpoint, but without saving"
if (objLastCheckPoint == NULL) {
for (auto obj : levelObjects) {
if (obj->type == TYPE_CHECKPOINT) {
statsMgr.newAchievement("withoutsave");
break;
}
}
}
//Set the current level won.
level->won=true;
if(level->time==-1 || level->time>time){
level->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cerr<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(level->recordings==-1 || level->recordings>recordings){
level->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cerr<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels->getCurrentLevel()+1<levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel()+1);
}
//And save the progress.
levels->saveLevelProgress();
//Now go to the interlevel screen.
replayPlay(imageManager,renderer);
//Update achievements
if(levels->levelpackName=="tutorial") statsMgr.updateTutorialAchievements();
statsMgr.updateLevelAchievements();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
}
won=false;
//Check if we should reset.
if(isReset)
//NOTE: In case of the interlevel popup the save data needs to be deleted so the restart behaviour is the same for key and button restart.
reset(interlevel);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(ImageManager&,SDL_Renderer &renderer){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground(false);
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(renderer);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_SetRenderDrawColor(&renderer, 255,255,255,255);
SDL_RenderClear(&renderer);
}
}
//Now draw the blackground layers.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
if (it->first >= "f") break; // now we meet a foreground layer
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->show(renderer);
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show(renderer);
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow first, because he needs to be behind the player.
shadow.show(renderer);
player.show(renderer);
//Now draw the foreground layers.
for (; it != sceneryLayers.end(); ++it){
for (unsigned int i = 0; i<it->second.size(); i++)
it->second[i]->show(renderer);
}
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
withTexture(*bmTips[0], [&](SDL_Rect r){
drawGUIBox(-2,SCREEN_HEIGHT-r.h-4,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,SCREEN_HEIGHT-r.h,*bmTips[0],renderer,NULL);
});
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
- string keyCode=_(inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false)));
+ string keyCode=inputMgr.getKeyCode(INPUTMGR_ACTION,false).describe();
transform(keyCode.begin(),keyCode.end(),keyCode.begin(),::toupper);
switch(gameTipIndex){
case TYPE_CHECKPOINT:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to save the game."),keyCode);
break;
case TYPE_SWAP:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to swap the position of player and shadow."),keyCode);
break;
case TYPE_SWITCH:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to activate the switch."),keyCode);
break;
case TYPE_PORTAL:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to teleport."),keyCode);
break;
}
//If we have a string then it's a supported GameObject type.
if(!s.empty()){
bmTips[gameTipIndex]=textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true));
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
withTexture(*bmTips[gameTipIndex], [&](SDL_Rect r){
drawGUIBox(-2,-2,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,2,*bmTips[gameTipIndex],renderer);
});
}
}
//Set the gameTip to 0.
gameTipIndex=0;
// Limit the scope of bm, as it's a borrowed pointer.
{
//Pointer to the sdl texture that will contain a message, if any.
SDL_Texture* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
- string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
+ string keyCodeRestart=inputMgr.getKeyCode(INPUTMGR_RESTART,false).describe();
transform(keyCodeRestart.begin(),keyCodeRestart.end(),keyCodeRestart.begin(),::toupper);
//The player is dead, check if there's a state that can be loaded.
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[3]==NULL){
//Get user defined key for loading checkpoint
- string keyCodeLoad=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_LOAD,false));
+ string keyCodeLoad=inputMgr.getKeyCode(INPUTMGR_LOAD,false).describe();
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
bmTips[3]=textureFromText(renderer, *fontText,//TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
objThemes.getTextColor(true));
}
bm=bmTips[3].get();
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
bmTips[2]=textureFromText(renderer, *fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
objThemes.getTextColor(true));
}
bm=bmTips[2].get();
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
bmTips[1]=textureFromText(renderer, *fontText,
_("Your shadow has died."),
objThemes.getTextColor(true));
}
bm=bmTips[1].get();
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
cameraMode=CAMERA_PLAYER;
}
//Draw the tip.
if(bm!=NULL){
const SDL_Rect textureSize = rectFromTexture(*bm);
int x=(SCREEN_WIDTH-textureSize.w)/2;
int y=32;
drawGUIBox(x-8,y-8,textureSize.w+16,textureSize.h+14,renderer,0xFFFFFFFF);
applyTexture(x,y,*bm,renderer);
}
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if(currentCollectables<=totalCollectables && totalCollectables!=0 && !interlevel && time>0){
if(collectablesTexture.needsUpdate(currentCollectables)) {
//Temp stringstream just to addup all the text nicely
std::stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
collectablesTexture.update(currentCollectables,
textureFromText(renderer,
*fontText,
temp.str().c_str(),
objThemes.getTextColor(true)));
}
SDL_Rect bmSize = rectFromTexture(*collectablesTexture.get());
//Draw background
drawGUIBox(SCREEN_WIDTH-bmSize.w-34,SCREEN_HEIGHT-bmSize.h-4,bmSize.w+34+2,bmSize.h+4+2,renderer,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(renderer,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10);
//Draw text
applyTexture(SCREEN_WIDTH-50-bmSize.w+22,SCREEN_HEIGHT-bmSize.h,collectablesTexture.getTexture(),renderer);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
const SDL_Color fg=objThemes.getTextColor(true),bg={255,255,255,255};
const int alpha = 160;
if (recordingsTexture.needsUpdate(recordings)) {
recordingsTexture.update(recordings,
textureFromTextShaded(
renderer,
*fontText,
tfm::format(_("%d recordings"),recordings).c_str(),
fg,
bg
));
SDL_SetTextureAlphaMod(recordingsTexture.get(),alpha);
}
int y=SCREEN_HEIGHT - textureHeight(*recordingsTexture.get());
applyTexture(0,y,*recordingsTexture.get(), renderer);
if(timeTexture.needsUpdate(time)) {
const size_t len = 32;
char c[len];
SDL_snprintf(c,len,"%-.2fs",time/40.0f);
timeTexture.update(time,
textureFromTextShaded(
renderer,
*fontText,
c,
fg,
bg
));
y-=textureHeight(*timeTexture.get());
}
applyTexture(0,y,*timeTexture.get(), renderer);
}
//Draw the current action in the upper right corner.
if(player.record){
const SDL_Rect r = { 0, 0, 50, 50 };
applyTexture(SCREEN_WIDTH - 50, 0, *action, renderer, &r);
} else if (shadow.state != 0){
const SDL_Rect r={50,0,50,50};
applyTexture(SCREEN_WIDTH-50,0,*action,renderer,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if( interlevel){
dimScreen(renderer,191);
}else if((time & 0x10)==0x10){
// FIXME: replace this ugly ad-hoc animation by a better one
const SDL_Rect r={50,0,50,50};
applyTexture(0,0,*action,renderer,&r);
applyTexture(0,SCREEN_HEIGHT-50,*action,renderer,&r);
applyTexture(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,*action,renderer,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
//Check if we need to update the notification message texture.
const auto& blockId = player.objNotificationBlock;
int maxWidth = 0;
int y = 20;
//We check against blockId rather than the full message, as blockId is most likely shorter.
if(notificationTexture.needsUpdate(blockId)) {
const std::string &untranslated_message=player.objNotificationBlock->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
std::vector<std::string> string_data;
//Trim the message.
{
size_t lps = message.find_first_not_of("\n\r \t");
if (lps == string::npos) {
message.clear(); // it's completely empty
} else {
message = message.substr(lps, message.find_last_not_of("\n\r \t") - lps + 1);
}
}
//Split the message into lines.
for (int lps = 0;;) {
// determine the end of line
int lpe = lps;
for (; message[lpe] != '\n' && message[lpe] != '\r' && message[lpe] != '\0'; lpe++);
string_data.push_back(message.substr(lps, lpe - lps));
// break if the string ends
if (message[lpe] == '\0') break;
// skip "\r\n" for Windows line ending
if (message[lpe] == '\r' && message[lpe + 1] == '\n') lpe++;
// point to the start of next line
lps = lpe + 1;
}
vector<SurfacePtr> lines;
//Create the image for each lines
for (int i = 0; i < (int)string_data.size(); i++) {
//Integer used to center the sentence horizontally.
int x = 0;
TTF_SizeUTF8(fontText, string_data[i].c_str(), &x, NULL);
//Find out largest width
if (x>maxWidth)
maxWidth = x;
lines.emplace_back(TTF_RenderUTF8_Blended(fontText, string_data[i].c_str(), objThemes.getTextColor(true)));
//Increase y with 25, about the height of the text.
y += 25;
}
maxWidth+=SCREEN_WIDTH*0.15;
SurfacePtr surf = createSurface(maxWidth, y);
int y1 = y;
for(SurfacePtr &s : lines) {
if(s) {
applySurface((surf->w-s->w)/2,surf->h - y1,s.get(),surf.get(),NULL);
}
y1 -= 25;
}
notificationTexture.update(blockId, textureUniqueFromSurface(renderer,std::move(surf)));
} else {
auto texSize = rectFromTexture(*notificationTexture.get());
maxWidth=texSize.w;
y=texSize.h;
}
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,renderer,0xFFFFFFBF);
applyTexture((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y,notificationTexture.getTexture(),renderer);
}
}
void Game::resize(ImageManager&, SDL_Renderer& /*renderer*/){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(ImageManager& imageManager,SDL_Renderer& renderer){
//Set interlevel true.
interlevel=true;
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
//Reset the game.
reset(true);
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Set the copy of playerButtons back.
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
//Create a new GUIObjectRoot the size of the screen.
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//Create a GUIFrame for the upper frame.
GUIFrame* upperFrame=new GUIFrame(imageManager,renderer,0,4,0,68);
GUIObjectRoot->addChild(upperFrame);
//Render the You've finished: text and add it to a GUIImage.
//NOTE: The texture is managed by the GUIImage so no need to free it ourselfs.
auto bm = SharedTexture(textureFromText(renderer, *fontGUI,_("You've finished:"),objThemes.getTextColor(true)));
const SDL_Rect textureSize = rectFromTexture(*bm);
GUIImage* title=new GUIImage(imageManager,renderer,0,4-GUI_FONT_RAISE,textureSize.w,textureSize.h,bm);
upperFrame->addChild(title);
//Create the sub title.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),levelName));
}
GUIObject* obj=new GUILabel(imageManager,renderer,0,40,0,28,s.c_str(),0,true,true,GUIGravityCenter);
upperFrame->addChild(obj);
obj->render(renderer,0,0,false);
//Determine the width the upper frame should have.
int width;
if(textureSize.w>obj->width)
width=textureSize.w+32;
else
width=obj->width+32;
//Set the left of the title.
title->left=(width-title->width)/2;
//Set the width of the level label to the width of the frame for centering.
obj->width=width;
//Now set the position and width of the frame.
upperFrame->width=width;
upperFrame->left=(SCREEN_WIDTH-width)/2;
//Now create a GUIFrame for the lower frame.
GUIFrame* lowerFrame=new GUIFrame(imageManager,renderer,0,SCREEN_HEIGHT-140,570,135);
GUIObjectRoot->addChild(lowerFrame);
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
int maxWidth=0;
int x=20;
//Is there a target time for this level?
int timeY=0;
bool isTargetTime=true;
if(targetTime<=0){
isTargetTime=false;
timeY=12;
}
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(imageManager,renderer,x,10+timeY,-1,36,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(imageManager,renderer,x,34+timeY,-1,36,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(isTargetTime){
obj=new GUILabel(imageManager,renderer,x,58,-1,36,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth+20;
//Is there target recordings for this level?
int recsY=0;
bool isTargetRecs=true;
if(targetRecordings<0){
isTargetRecs=false;
recsY=12;
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUILabel(imageManager,renderer,x,10+recsY,-1,36,tfm::format(_("Recordings: %d"),recordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUILabel(imageManager,renderer,x,34+recsY,-1,36,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(isTargetRecs){
obj=new GUILabel(imageManager,renderer,x,58,-1,36,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth;
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUILabel(imageManager,renderer,50,92,-1,36,s1.c_str(),0,true,true,GUIGravityCenter);
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
//Create the rectangle for the earned medal.
SDL_Rect r;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
//Create the medal on the left side.
obj=new GUIImage(imageManager,renderer,16,92,30,30,medals,r);
lowerFrame->addChild(obj);
//And the medal on the right side.
obj=new GUIImage(imageManager,renderer,x-24,92,30,30,medals,r);
lowerFrame->addChild(obj);
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIButton(imageManager,renderer,x,10,-1,36,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
lowerFrame->addChild(b1);
b1->render(renderer,0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIButton(imageManager,renderer,x,50,-1,36,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
lowerFrame->addChild(b2);
b2->render(renderer,0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIButton(imageManager,renderer,x,90,-1,36,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
lowerFrame->addChild(b3);
b3->render(renderer,0,0,true);
maxWidth=b1->width;
if(b2->width>maxWidth)
maxWidth=b2->width;
if(b3->width>maxWidth)
maxWidth=b3->width;
b1->left=b2->left=b3->left=x+maxWidth/2;
x+=maxWidth;
lowerFrame->width=x;
lowerFrame->left=(SCREEN_WIDTH-lowerFrame->width)/2;
}
}
void Game::recordingEnded(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
//Show the cursor so that the user can press the ok button.
SDL_ShowCursor(SDL_ENABLE);
//Now show the message box.
msgBox(imageManager,renderer,_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
recentSwapSaved=recentSwap;
//Save the camera mode and target.
cameraModeSaved=cameraMode;
cameraTargetSaved=cameraTarget;
//Save the current collectables
currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentSave+1000>t){
statsMgr.newAchievement("panicSave");
}
recentSave=t;
//Update statistics.
statsMgr.saveTimes++;
//Update achievements
switch(statsMgr.saveTimes){
case 1000:
statsMgr.newAchievement("save1k");
break;
}
}
//Execute the onSave event.
executeScript(LevelEvent_OnSave);
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
recentSwap=recentSwapSaved;
//Load the camera mode and target.
cameraMode=cameraModeSaved;
cameraTarget=cameraTargetSaved;
//Load the current collactbles
currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements.
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentLoad+1000>t){
statsMgr.newAchievement("panicLoad");
}
recentLoad=t;
//Update statistics.
statsMgr.loadTimes++;
//Update achievements
switch(statsMgr.loadTimes){
case 1000:
statsMgr.newAchievement("load1k");
break;
}
}
//Execute the onLoad event, if any.
executeScript(LevelEvent_OnLoad);
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
void Game::reset(bool save){
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats if interlevel isn't true.
if(!interlevel){
time=0;
recordings=0;
}
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
//Reset the camera.
cameraMode=CAMERA_PLAYER;
if(save) cameraModeSaved=CAMERA_PLAYER;
cameraTarget.x=cameraTarget.y=cameraTarget.w=cameraTarget.h=0;
if(save) cameraTargetSaved.x=cameraTargetSaved.y=cameraTargetSaved.w=cameraTargetSaved.h=0;
//Reset the number of collectables
currentCollectables=0;
if(save)
currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Clear the event queue, since all the events are from before the reset.
eventQueue.clear();
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the cached notification block
notificationTexture.update(NULL, NULL);
//Reset the script environment
//NOTE: The scriptExecutor will only be reset between levels. (Why? by acme_pjz)
getScriptExecutor()->reset();
//Recompile and run script, only in game mode and edit mode with 'R' key pressed.
//FIXME: We use an ad-hoc method to check if 'R' key is pressed, by checking isReset.
if(stateID!=STATE_LEVEL_EDITOR || isReset) compileScript();
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::compileScript(){
compiledScripts.clear();
for(map<int,string>::iterator it=scripts.begin();it!=scripts.end();++it){
compiledScripts[it->first]=getScriptExecutor()->compileScript(it->second);
}
for(unsigned int i=0;i<levelObjects.size();i++){
Block *block=levelObjects[i];
block->compiledScripts.clear();
for(map<int,string>::iterator it=block->scripts.begin();it!=block->scripts.end();++it){
block->compiledScripts[it->first]=getScriptExecutor()->compileScript(it->second);
}
}
//Call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
void Game::executeScript(int eventType){
map<int,int>::iterator it;
//Check if there's a script for the given event.
it=compiledScripts.find(eventType);
if(it!=compiledScripts.end()){
//There is one so execute it.
getScriptExecutor()->executeScript(it->second);
}
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id,GameObject* target){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Or there's a target given.
if(target)
e.target=target;
else
e.target=NULL;
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(ImageManager& imageManager, SDL_Renderer& renderer){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
}else{
if(!levels->congratulationText.empty()){
msgBox(imageManager,renderer,_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(imageManager,renderer,_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(ImageManager& imageManager,SDL_Renderer& renderer, string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
interlevel=false;
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
diff --git a/src/InputManager.cpp b/src/InputManager.cpp
index c3f0464..cf097a4 100644
--- a/src/InputManager.cpp
+++ b/src/InputManager.cpp
@@ -1,466 +1,581 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "InputManager.h"
#include "Globals.h"
#include "Settings.h"
#include "Functions.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include <stdlib.h>
#include <stdio.h>
#include <string>
+#include <iostream>
+
+#include "libs/tinyformat/tinyformat.h"
+
using namespace std;
InputManager inputMgr;
//the order must be the same as InputManagerKeys
static const char* keySettingNames[INPUTMGR_MAX]={
"key_up","key_down","key_left","key_right","key_jump","key_action","key_space","key_cancelRecording",
"key_escape","key_restart","key_tab","key_save","key_load","key_swap",
"key_teleport","key_suicide","key_shift","key_next","key_previous","key_select"
};
//the order must be the same as InputManagerKeys
static const char* keySettingDescription[INPUTMGR_MAX]={
__("Up (in menu)"),__("Down (in menu)"),__("Left"),__("Right"),__("Jump"),__("Action"),__("Space (Record)"),__("Cancel recording"),
__("Escape"),__("Restart"),__("Tab (View shadow/Level prop.)"),__("Save game (in editor)"),__("Load game"),__("Swap (in editor)"),
__("Teleport (in editor)"),__("Suicide (in editor)"),__("Shift (in editor)"),__("Next block type (in Editor)"),
__("Previous block type (in editor)"), __("Select (in menu)")
};
+InputManagerKeyCode::InputManagerKeyCode(int sym_, int mod_)
+ : type(KEYBOARD), sym(sym_), mod(mod_)
+{
+ // normalize a bit
+ if (sym == 0) {
+ mod == 0;
+ } else {
+ mod = ((mod & KMOD_CTRL) ? KMOD_CTRL : 0)
+ | ((mod & KMOD_ALT) ? KMOD_ALT : 0)
+ | ((mod & KMOD_SHIFT) ? KMOD_SHIFT : 0);
+
+ if (sym == SDLK_LCTRL || sym == SDLK_RCTRL) mod &= ~KMOD_CTRL;
+ if (sym == SDLK_LALT || sym == SDLK_RALT) mod &= ~KMOD_ALT;
+ if (sym == SDLK_LSHIFT || sym == SDLK_RSHIFT) mod &= ~KMOD_SHIFT;
+ }
+}
+
+
+InputManagerKeyCode::InputManagerKeyCode(InputType type_, int buttonIndex_, int buttonValue_)
+ : type(type_), buttonIndex(buttonIndex_), buttonValue(buttonValue_)
+{
+}
+
+InputManagerKeyCode InputManagerKeyCode::createFromString(const std::string& s) {
+ int i, j, lp;
+
+ if (s.find("JoystickAxis;") == 0) {
+ lp = s.find(';');
+ if (sscanf(s.c_str() + (lp + 1), "%d;%d", &i, &j) == 2) {
+ return InputManagerKeyCode(JOYSTICK_AXIS, i, j);
+ }
+ } else if (s.find("JoystickButton;") == 0) {
+ lp = s.find(';');
+ if (sscanf(s.c_str() + (lp + 1), "%d", &i) == 1) {
+ return InputManagerKeyCode(JOYSTICK_BUTTON, i, 0);
+ }
+ } else if (s.find("JoystickHat;") == 0) {
+ lp = s.find(';');
+ if (sscanf(s.c_str() + (lp + 1), "%d;%d", &i, &j) == 2) {
+ return InputManagerKeyCode(JOYSTICK_HAT, i, j);
+ }
+ } else {
+ i = atoi(s.c_str());
+ j = 0;
+ if (i) {
+ if (s.find(";Ctrl") != std::string::npos) j |= KMOD_CTRL;
+ if (s.find(";Alt") != std::string::npos) j |= KMOD_ALT;
+ if (s.find(";Shift") != std::string::npos) j |= KMOD_SHIFT;
+ }
+ return InputManagerKeyCode(i, j);
+ }
+
+ fprintf(stderr, "ERROR: Can't parse '%s' as InputManagerKeyCode\n", s.c_str());
+
+ return InputManagerKeyCode();
+}
+
+std::string InputManagerKeyCode::toString() const {
+ std::ostringstream str;
+
+ switch (type) {
+ default:
+ if (sym == 0) {
+ return std::string();
+ } else {
+ str << sym;
+ if (mod & KMOD_CTRL) str << ";Ctrl";
+ if (mod & KMOD_ALT) str << ";Alt";
+ if (mod & KMOD_SHIFT) str << ";Shift";
+ return str.str();
+ }
+ break;
+ case JOYSTICK_AXIS:
+ str << "JoystickAxis;" << buttonIndex << ";" << buttonValue;
+ return str.str();
+ break;
+ case JOYSTICK_BUTTON:
+ str << "JoystickButton;" << buttonIndex;
+ return str.str();
+ break;
+ case JOYSTICK_HAT:
+ str << "JoystickHat;" << buttonIndex << ";" << buttonValue;
+ return str.str();
+ break;
+ }
+}
+
+std::string InputManagerKeyCode::describe() const {
+ switch (type) {
+ default:
+ if (sym == 0) {
+ return std::string();
+ } else {
+ std::ostringstream str;
+
+ if (mod & KMOD_CTRL) str << "Ctrl+";
+ if (mod & KMOD_ALT) str << "Alt+";
+ if (mod & KMOD_SHIFT) str << "Shift+";
+
+ const char* s = SDL_GetKeyName(sym);
+ if (s != NULL){
+ str << _(s);
+ } else{
+ /// TRANSLAOTRS: This is used when the name of the key code is not found.
+ str << tfm::format(_("(Key %d)"), sym);
+ }
+
+ return str.str();
+ }
+ break;
+ case JOYSTICK_AXIS:
+ return tfm::format(_("Joystick axis %d %s"), buttonIndex, buttonValue > 0 ? "+" : "-");
+ break;
+ case JOYSTICK_BUTTON:
+ return tfm::format(_("Joystick button %d"), buttonIndex);
+ break;
+ case JOYSTICK_HAT:
+ switch (buttonValue){
+ case SDL_HAT_LEFT:
+ return tfm::format(_("Joystick hat %d left"), buttonIndex);
+ break;
+ case SDL_HAT_RIGHT:
+ return tfm::format(_("Joystick hat %d right"), buttonIndex);
+ break;
+ case SDL_HAT_UP:
+ return tfm::format(_("Joystick hat %d up"), buttonIndex);
+ break;
+ case SDL_HAT_DOWN:
+ return tfm::format(_("Joystick hat %d down"), buttonIndex);
+ break;
+ default:
+ fprintf(stderr, "ERROR: Invalid joystick hat value %d\n", buttonValue);
+ /// TRANSLAOTRS: This is used when the JOYSTICK_HAT value is invalid.
+ return tfm::format(_("Joystick hat %d %d"), buttonIndex, buttonValue);
+ break;
+ }
+ break;
+ }
+}
+
+bool InputManagerKeyCode::empty() const {
+ return type == KEYBOARD && sym == 0;
+}
+
+std::string InputManagerKeyCode::describeTwo(const InputManagerKeyCode& keyCode, const InputManagerKeyCode& keyCodeAlt) {
+ std::string s = keyCode.describe();
+
+ if (!keyCodeAlt.empty()) {
+ if (!keyCode.empty()) {
+ s += " ";
+ s += _("OR");
+ s += " ";
+ }
+ s += keyCodeAlt.describe();
+ }
+
+ return s;
+}
+
+bool InputManagerKeyCode::operator == (const InputManagerKeyCode& rhs) const {
+ return type == rhs.type && sym == rhs.sym && ((type == KEYBOARD && sym == 0) || mod == rhs.mod);
+}
+
+bool InputManagerKeyCode::contains(const InputManagerKeyCode& rhs) const {
+ if (type == KEYBOARD && rhs.type == KEYBOARD) {
+ if ((mod & KMOD_CTRL) == 0 && (rhs.mod & KMOD_CTRL) != 0) return false;
+ if ((mod & KMOD_ALT) == 0 && (rhs.mod & KMOD_ALT) != 0) return false;
+ if ((mod & KMOD_SHIFT) == 0 && (rhs.mod & KMOD_SHIFT) != 0) return false;
+
+ if ((mod & KMOD_CTRL) != 0 && (rhs.mod & KMOD_CTRL) == 0) {
+ if (rhs.sym == SDLK_LCTRL || rhs.sym == SDLK_RCTRL) return true;
+ }
+ if ((mod & KMOD_ALT) != 0 && (rhs.mod & KMOD_ALT) == 0) {
+ if (rhs.sym == SDLK_LALT || rhs.sym == SDLK_RALT) return true;
+ }
+ if ((mod & KMOD_SHIFT) != 0 && (rhs.mod & KMOD_SHIFT) == 0) {
+ if (rhs.sym == SDLK_LSHIFT || rhs.sym == SDLK_RSHIFT) return true;
+ }
+ }
+
+ return false;
+}
+
//A class that handles the gui events of the inputDialog.
class InputDialogHandler:public GUIEventCallback{
private:
//the list box which contains keys.
GUIListBox* listBox;
//the parent object.
InputManager* parent;
//update specified key config item
void updateConfigItem(SDL_Renderer& renderer,int index){
//Get the description of the key.
std::string s=_(keySettingDescription[index]);
s+=": ";
//Get the key code name.
- int keyCode=parent->getKeyCode((InputManagerKeys)index,false);
- s+=_(InputManager::getKeyCodeName(keyCode));
-
- //Add the alternative key if there is one.
- int keyCodeAlt=parent->getKeyCode((InputManagerKeys)index,true);
- if(keyCodeAlt!=0){
- s+=" ";
- s+=_("OR");
- s+=" ";
- s+=_(InputManager::getKeyCodeName(keyCodeAlt));
- }
+ s += InputManagerKeyCode::describeTwo(
+ parent->getKeyCode((InputManagerKeys)index, false),
+ parent->getKeyCode((InputManagerKeys)index, true)
+ );
//Update item.
- listBox->updateItem(renderer, index,s);
+ listBox->updateItem(renderer, index, s);
}
public:
//Constructor.
InputDialogHandler(SDL_Renderer& renderer,GUIListBox* listBox,InputManager* parent):listBox(listBox),parent(parent){
//load the available keys to the list box.
for(int i=0;i<INPUTMGR_MAX;i++){
//Get the description of the key.
std::string s=_(keySettingDescription[i]);
s+=": ";
//Get key code name.
- int keyCode=parent->getKeyCode((InputManagerKeys)i,false);
- s+=_(InputManager::getKeyCodeName(keyCode));
-
- //Add the alternative key if there is one.
- int keyCodeAlt=parent->getKeyCode((InputManagerKeys)i,true);
- if(keyCodeAlt!=0){
- s+=" ";
- s+=_("OR");
- s+=" ";
- s+=_(InputManager::getKeyCodeName(keyCodeAlt));
- }
+ s += InputManagerKeyCode::describeTwo(
+ parent->getKeyCode((InputManagerKeys)i, false),
+ parent->getKeyCode((InputManagerKeys)i, true)
+ );
//Add item.
listBox->addItem(renderer, s);
}
}
virtual ~InputDialogHandler(){}
//When a key is pressed call this to set the key to currently-selected item.
- void onKeyDown(SDL_Renderer& renderer,int keyCode){
+ void onKeyDown(SDL_Renderer& renderer,const InputManagerKeyCode& keyCode){
//Check if an item is selected.
int index=listBox->value;
if(index<0 || index>=INPUTMGR_MAX) return;
- //Update the key.
- //SDLK_BACKSPACE will erase the key.
- if(keyCode==SDLK_BACKSPACE){
- parent->setKeyCode((InputManagerKeys)index,0,true);
- parent->setKeyCode((InputManagerKeys)index,0,false);
- updateConfigItem(renderer,index);
- }else{
- //Update the main key if there isn't one. Otherwise update the alternative key if there isn't one.
- int key=parent->getKeyCode((InputManagerKeys)index,false);
- int altKey=parent->getKeyCode((InputManagerKeys)index,true);
- if(key==0){
- parent->setKeyCode((InputManagerKeys)index,keyCode,false);
- }else if((altKey==0)&&(keyCode!=key)){
- parent->setKeyCode((InputManagerKeys)index,keyCode,true);
- }
- updateConfigItem(renderer,index);
+ //Get the existing keys.
+ auto key = parent->getKeyCode((InputManagerKeys)index, false);
+ auto altKey = parent->getKeyCode((InputManagerKeys)index, true);
+
+ //SDLK_BACKSPACE will erase all the keys if there are keys.
+ if (keyCode == InputManagerKeyCode(SDLK_BACKSPACE) && (!key.empty() || !altKey.empty())) {
+ parent->setKeyCode((InputManagerKeys)index, InputManagerKeyCode(), false);
+ parent->setKeyCode((InputManagerKeys)index, InputManagerKeyCode(), true);
+ updateConfigItem(renderer, index);
+ } else if (keyCode == key || keyCode == altKey) {
+ //Do nothing if keyCode is equal to one of the existing keys.
+ } else if (key.empty() || (altKey.empty() && keyCode.contains(key))) {
+ //Update the main key if there isn't one.
+ parent->setKeyCode((InputManagerKeys)index, keyCode, false);
+ updateConfigItem(renderer, index);
+ } else if (altKey.empty() || keyCode.contains(altKey)) {
+ //Otherwise update the alternative key if there isn't one.
+ parent->setKeyCode((InputManagerKeys)index, keyCode, true);
+ updateConfigItem(renderer, index);
}
}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Do nothing...
}
};
//Event handler.
static InputDialogHandler* handler;
//A GUIObject that is used to create events for key presses.
class GUIKeyListener:public GUIObject{
public:
GUIKeyListener(ImageManager& imageManager, SDL_Renderer& renderer)
:GUIObject(imageManager,renderer){}
private:
//Leave empty.
~GUIKeyListener(){}
bool handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
if(enabled && handler){
if(event.type==SDL_KEYDOWN){
- handler->onKeyDown(renderer,event.key.keysym.sym);
+ handler->onKeyDown(renderer, InputManagerKeyCode(event.key.keysym.sym, event.key.keysym.mod));
}
//Joystick
else if(event.type==SDL_JOYAXISMOTION){
if(event.jaxis.value>3200){
- handler->onKeyDown(renderer,0x00010001 | (int(event.jaxis.axis)<<8));
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_AXIS, event.jaxis.axis, 1));
}else if(event.jaxis.value<-3200){
- handler->onKeyDown(renderer,0x000100FF | (int(event.jaxis.axis)<<8));
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_AXIS, event.jaxis.axis, -1));
}
}
else if(event.type==SDL_JOYBUTTONDOWN){
- handler->onKeyDown(renderer,0x00020000 | (int(event.jbutton.button)<<8));
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_BUTTON, event.jbutton.button, 0));
}
else if(event.type==SDL_JOYHATMOTION){
- if(event.jhat.value & SDL_HAT_LEFT){
- handler->onKeyDown(renderer,0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_LEFT);
- }else if(event.jhat.value & SDL_HAT_RIGHT){
- handler->onKeyDown(renderer,0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_RIGHT);
- }else if(event.jhat.value & SDL_HAT_UP){
- handler->onKeyDown(renderer,0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_UP);
- }else if(event.jhat.value & SDL_HAT_DOWN){
- handler->onKeyDown(renderer,0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_DOWN);
+ if (event.jhat.value & SDL_HAT_LEFT){
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_LEFT));
+ } else if (event.jhat.value & SDL_HAT_RIGHT){
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_RIGHT));
+ } else if (event.jhat.value & SDL_HAT_UP){
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_UP));
+ } else if (event.jhat.value & SDL_HAT_DOWN){
+ handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_DOWN));
}
}
}
return false;
}
//Nothing to do.
void render(){}
};
-int InputManager::getKeyCode(InputManagerKeys key,bool isAlternativeKey){
+InputManagerKeyCode InputManager::getKeyCode(InputManagerKeys key, bool isAlternativeKey){
if(isAlternativeKey) return alternativeKeys[key];
else return keys[key];
}
-void InputManager::setKeyCode(InputManagerKeys key,int keyCode,bool isAlternativeKey){
+void InputManager::setKeyCode(InputManagerKeys key, const InputManagerKeyCode& keyCode, bool isAlternativeKey){
if(isAlternativeKey) alternativeKeys[key]=keyCode;
else keys[key]=keyCode;
}
void InputManager::loadConfig(){
for(int i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
- keys[i]=atoi(getSettings()->getValue(s).c_str());
+ keys[i] = InputManagerKeyCode::createFromString(getSettings()->getValue(s));
s+="2";
- alternativeKeys[i]=atoi(getSettings()->getValue(s).c_str());
+ alternativeKeys[i] = InputManagerKeyCode::createFromString(getSettings()->getValue(s));
//Move the alternative key to main key if the main key is empty.
- if(keys[i]==0&&alternativeKeys[i]!=0){
+ if(keys[i].empty() && !alternativeKeys[i].empty()){
keys[i]=alternativeKeys[i];
- alternativeKeys[i]=0;
+ alternativeKeys[i] = InputManagerKeyCode();
}
//Remove duplicate.
if(keys[i]==alternativeKeys[i])
- alternativeKeys[i]=0;
+ alternativeKeys[i] = InputManagerKeyCode();
}
}
void InputManager::saveConfig(){
int i;
char c[32];
for(i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
//Remove duplicate.
if(keys[i]==alternativeKeys[i])
- alternativeKeys[i]=0;
+ alternativeKeys[i] = InputManagerKeyCode();
- sprintf(c,"%d",keys[i]);
- getSettings()->setValue(s,c);
+ getSettings()->setValue(s, keys[i].toString());
s+="2";
- sprintf(c,"%d",alternativeKeys[i]);
- getSettings()->setValue(s,c);
+ getSettings()->setValue(s, alternativeKeys[i].toString());
}
}
GUIObject* InputManager::showConfig(ImageManager& imageManager, SDL_Renderer& renderer,int height){
//Create the new GUI.
GUIObject* root=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,height);
//Instruction label.
GUIObject* obj=new GUILabel(imageManager,renderer,0,6,root->width,36,_("Select an item and press a key to change it."),0,true,true,GUIGravityCenter);
root->addChild(obj);
obj=new GUILabel(imageManager,renderer,0,30,root->width,36,_("Press backspace to clear the selected item."),0,true,true,GUIGravityCenter);
root->addChild(obj);
//The listbox for keys.
GUIListBox *listBox=new GUIListBox(imageManager,renderer,SCREEN_WIDTH*0.15,72,SCREEN_WIDTH*0.7,height-72-8);
root->addChild(listBox);
//Create the event handler.
if(handler)
delete handler;
handler=new InputDialogHandler(renderer,listBox,this);
obj=new GUIKeyListener(imageManager,renderer);
root->addChild(obj);
//Return final widget.
return root;
}
-//Get key name from key code.
-std::string InputManager::getKeyCodeName(int keyCode){
- char c[64];
-// if(keyCode>0 && keyCode <0x1000){
- //Keyboard.
- const char* s=SDL_GetKeyName(static_cast<SDL_Keycode>(keyCode));
- if(s!=NULL){
- return s;
- }else{
- SDL_snprintf(c,64,"(Key %d)",keyCode);
- return c;
- }
- //TODO Key code numbers seems to have changed in SDL2
-/* }else if(keyCode>0x1000){
- //Joystick. First set it to invalid value.
- sprintf(c,"(Joystick 0x%08X)",keyCode);
- //Check the input type.
- switch((keyCode & 0x00FF0000)>>16){
- case 1:
- //Axis.
- switch(keyCode & 0xFF){
- case 1:
- sprintf(c,"Joystick axis %d +",(keyCode & 0x0000FF00)>>8);
- break;
- case 0xFF:
- sprintf(c,"Joystick axis %d -",(keyCode & 0x0000FF00)>>8);
- break;
- }
- break;
- case 2:
- //Button.
- sprintf(c,"Joystick button %d",(keyCode & 0x0000FF00)>>8);
- break;
- case 3:
- //Hat.
- switch(keyCode & 0xFF){
- case SDL_HAT_LEFT:
- sprintf(c,"Joystick hat %d left",(keyCode & 0x0000FF00)>>8);
- break;
- case SDL_HAT_RIGHT:
- sprintf(c,"Joystick hat %d right",(keyCode & 0x0000FF00)>>8);
- break;
- case SDL_HAT_UP:
- sprintf(c,"Joystick hat %d up",(keyCode & 0x0000FF00)>>8);
- break;
- case SDL_HAT_DOWN:
- sprintf(c,"Joystick hat %d down",(keyCode & 0x0000FF00)>>8);
- break;
- }
- break;
- }
- return c;
- }else{
- //Disabled or unknown.
- return "-";
- }*/
-}
-
InputManager::InputManager(){
//Clear the arrays.
for(int i=0;i<INPUTMGR_MAX;i++){
- keys[i]=alternativeKeys[i]=keyFlags[i]=0;
+ keyFlags[i]=0;
}
}
InputManager::~InputManager(){
closeAllJoysticks();
}
-int InputManager::getKeyState(int keyCode,int oldState,bool hasEvent){
- int state=0;
-// if(keyCode>0 && keyCode<0x1000){
+int InputManagerKeyCode::getKeyState(int oldState, bool hasEvent, std::vector<SDL_Joystick*>& joysticks, int deadZone) const {
+ int state = 0;
+
+ switch (type) {
+ default:
//Keyboard.
- if(hasEvent){
- if(event.type==SDL_KEYDOWN && event.key.keysym.sym==keyCode){
- state|=0x2;
- }
- if(event.type==SDL_KEYUP && event.key.keysym.sym==keyCode){
- state|=0x4;
+ if (sym == 0) return 0;
+ if (hasEvent && (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)) {
+ const bool isModCorrect = (mod == 0) ? true :
+ (mod == InputManagerKeyCode(event.key.keysym.sym, event.key.keysym.mod).mod);
+
+ if (event.type == SDL_KEYDOWN && event.key.keysym.sym == sym && isModCorrect) {
+ state |= 0x3;
+ } else if (event.type == SDL_KEYUP && event.key.keysym.sym == sym && isModCorrect) {
+ state |= 0x4;
}
}
- //Get keyboard state for key code
- //SDL_GetKeyboardState needs a scankey rather than keycode, so we convert
- int numKeys = 0;
- const Uint8* keyStates = SDL_GetKeyboardState(&numKeys);
- SDL_Scancode scanCode = SDL_GetScancodeFromKey(keyCode);
- if(scanCode<numKeys && keyStates[scanCode]){
- state|=0x1;
+ {
+ //Get keyboard state for key code
+ //SDL_GetKeyboardState needs a scankey rather than keycode, so we convert
+ int numKeys = 0;
+ const Uint8* keyStates = SDL_GetKeyboardState(&numKeys);
+ SDL_Scancode scanCode = SDL_GetScancodeFromKey(sym);
+ if (scanCode < numKeys && keyStates[scanCode]) {
+ const int m = SDL_GetModState();
+ const bool isModCorrect = (mod == 0) ? true :
+ (mod == InputManagerKeyCode(sym, m).mod);
+ if (isModCorrect) state |= 0x1;
+ }
}
- //TODO - key code numbers seems to have changed in SDL2, so disabling joystick for now
-/* }else if(keyCode>0x1000){
- //Joystick.
- int index=(keyCode & 0x0000FF00)>>8;
- int value=keyCode & 0xFF;
- int i,v;
- switch((keyCode & 0x00FF0000)>>16){
- case 1:
- //Axis.
- if(hasEvent){
- if(event.type==SDL_JOYAXISMOTION && event.jaxis.axis==index){
- if((value==1 && event.jaxis.value>3200) || (value==0xFF && event.jaxis.value<-3200)){
- if((oldState & 0x1)==0) state|=0x2;
- }else{
- if(oldState & 0x1) state|=0x4;
- }
- }
+ break;
+ case JOYSTICK_AXIS:
+ //Axis.
+ if (hasEvent && event.type == SDL_JOYAXISMOTION && event.jaxis.axis == buttonIndex) {
+ if ((buttonValue > 0 && event.jaxis.value > deadZone) || (buttonValue < 0 && event.jaxis.value < -deadZone)) {
+ if ((oldState & 0x1) == 0) state |= 0x3;
+ } else {
+ if (oldState & 0x1) state |= 0x4;
}
- for(i=0;i<(int)joysticks.size();i++){
- v=SDL_JoystickGetAxis(joysticks[i],index);
- if((value==1 && v>3200) || (value==0xFF && v<-3200)){
- state|=0x1;
- break;
- }
+ }
+ for (auto j : joysticks) {
+ Sint16 v = SDL_JoystickGetAxis(j, buttonIndex);
+ if ((buttonValue > 0 && v > deadZone) || (buttonValue < 0 && v < -deadZone)){
+ state |= 0x1;
+ break;
}
- break;
- case 2:
- //Button.
- if(hasEvent){
- if(event.type==SDL_JOYBUTTONDOWN && event.jbutton.button==index){
- state|=0x2;
- }
- if(event.type==SDL_JOYBUTTONUP && event.jbutton.button==index){
- state|=0x4;
- }
+ }
+ break;
+ case JOYSTICK_BUTTON:
+ //Button.
+ if (hasEvent) {
+ if (event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == buttonIndex){
+ state |= 0x3;
+ } else if (event.type == SDL_JOYBUTTONUP && event.jbutton.button == buttonIndex){
+ state |= 0x4;
}
- for(i=0;i<(int)joysticks.size();i++){
- v=SDL_JoystickGetButton(joysticks[i],index);
- if(v){
- state|=0x1;
- break;
- }
+ }
+ for (auto j : joysticks) {
+ Uint8 v = SDL_JoystickGetButton(j, buttonIndex);
+ if (v) {
+ state |= 0x1;
+ break;
}
- break;
- case 3:
- //Hat.
- if(hasEvent){
- if(event.type==SDL_JOYHATMOTION && event.jhat.hat==index){
- if(event.jhat.value & value){
- if((oldState & 0x1)==0) state|=0x2;
- }else{
- if(oldState & 0x1) state|=0x4;
- }
- }
+ }
+ break;
+ case JOYSTICK_HAT:
+ //Hat.
+ if (hasEvent && event.type == SDL_JOYHATMOTION && event.jhat.hat == buttonIndex) {
+ if (event.jhat.value & buttonValue){
+ if ((oldState & 0x1) == 0) state |= 0x3;
+ } else{
+ if (oldState & 0x1) state |= 0x4;
}
- for(i=0;i<(int)joysticks.size();i++){
- v=SDL_JoystickGetHat(joysticks[i],index);
- if(v & value){
- state|=0x1;
- break;
- }
+ }
+ for (auto j : joysticks) {
+ Uint8 v = SDL_JoystickGetHat(j, buttonIndex);
+ if (v & buttonValue) {
+ state |= 0x1;
+ break;
}
- break;
}
- }*/
+ break;
+ }
+
return state;
}
//Update the key state, according to current SDL event, etc.
void InputManager::updateState(bool hasEvent){
for(int i=0;i<INPUTMGR_MAX;i++){
- keyFlags[i]=getKeyState(keys[i],keyFlags[i],hasEvent)|getKeyState(alternativeKeys[i],keyFlags[i],hasEvent);
+ keyFlags[i] = keys[i].getKeyState(keyFlags[i], hasEvent, joysticks) | alternativeKeys[i].getKeyState(keyFlags[i], hasEvent, joysticks);
}
}
//Check if there is KeyDown event.
bool InputManager::isKeyDownEvent(InputManagerKeys key){
return keyFlags[key]&0x2;
}
//Check if there is KeyUp event.
bool InputManager::isKeyUpEvent(InputManagerKeys key){
return keyFlags[key]&0x4;
}
//Check if specified key is down.
bool InputManager::isKeyDown(InputManagerKeys key){
return keyFlags[key]&0x1;
}
//Open all joysticks.
void InputManager::openAllJoysitcks(){
int i,m;
//First close previous joysticks.
closeAllJoysticks();
//Open all joysticks.
m=SDL_NumJoysticks();
for(i=0;i<m;i++){
SDL_Joystick *j=SDL_JoystickOpen(i);
if(j==NULL){
printf("ERROR: Couldn't open Joystick %d\n",i);
}else{
joysticks.push_back(j);
}
}
}
//Close all joysticks.
void InputManager::closeAllJoysticks(){
for(int i=0;i<(int)joysticks.size();i++){
SDL_JoystickClose(joysticks[i]);
}
joysticks.clear();
}
diff --git a/src/InputManager.h b/src/InputManager.h
index 8638775..b377715 100644
--- a/src/InputManager.h
+++ b/src/InputManager.h
@@ -1,115 +1,171 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INPUTMANAGER_H
#define INPUTMANAGER_H
#include <SDL.h>
#include <vector>
#include <string>
#include "GUIObject.h"
enum InputManagerKeys{
INPUTMGR_UP,
INPUTMGR_DOWN,
INPUTMGR_LEFT,
INPUTMGR_RIGHT,
INPUTMGR_JUMP,
INPUTMGR_ACTION,
INPUTMGR_SPACE,
INPUTMGR_CANCELRECORDING,
INPUTMGR_ESCAPE,
INPUTMGR_RESTART,
INPUTMGR_TAB,
INPUTMGR_SAVE,
INPUTMGR_LOAD,
INPUTMGR_SWAP,
INPUTMGR_TELEPORT,
INPUTMGR_SUICIDE,
INPUTMGR_SHIFT,
INPUTMGR_NEXT,
INPUTMGR_PREVIOUS,
INPUTMGR_SELECT,
INPUTMGR_MAX
};
+// Represents a key code or a joystick input code.
+struct InputManagerKeyCode {
+ // The input type. Currently joystick ball is unsupported.
+ enum InputType {
+ KEYBOARD,
+ JOYSTICK_AXIS,
+ JOYSTICK_BUTTON,
+ JOYSTICK_HAT,
+ };
+
+ // The input type.
+ InputType type;
+
+ union {
+ struct {
+ // The keycode if the input type is KEYBOARD.
+ // NOTE: if type == KEYBOARD and sym == 0 then this key is disabled at all.
+ int sym;
+
+ // The modifier if the input type is KEYBOARD.
+ // NOTE: if modifier == 0 then we don't check the modifier at all.
+ int mod;
+ };
+
+ struct {
+ // Joystick button index.
+ int buttonIndex;
+
+ // Joystick button value.
+ // If type == JOYSTICK_AXIS then value should be 1 or -1.
+ // If type == JOYSTICK_BUTTON then it's unused.
+ // If type == JOYSTICK_HAT then it's SDL_HAT_LEFT, SDL_HAT_RIGHT, SDL_HAT_UP or SDL_HAT_DOWN.
+ int buttonValue;
+ };
+ };
+
+ // Constructor for a keyboard input.
+ explicit InputManagerKeyCode(int sym_ = 0, int mod_ = 0);
+
+ // Constructor for a joystick input.
+ explicit InputManagerKeyCode(InputType type_, int buttonIndex_, int buttonValue_);
+
+ // Create a key code from string.
+ static InputManagerKeyCode createFromString(const std::string& s);
+
+ // Convert a key code to a machine-readable string.
+ std::string toString() const;
+
+ // Convert a key code to a human-readable string.
+ std::string describe() const;
+
+ // Convert two key codes to a human-readable string.
+ static std::string describeTwo(const InputManagerKeyCode& keyCode, const InputManagerKeyCode& keyCodeAlt);
+
+ // Check if the key code is empty.
+ bool empty() const;
+
+ // Internal function to check if the key corresponding to this key code is pressed.
+ // oldState: The bit-field flag saves the key states. 0x1=key is down, 0x2=KeyDown event,0x4=KeyUp event.
+ // hasEvent: current SDL event is present.
+ // joysticks: List of joystick to detect.
+ // deadZone: Joystick dead zone for JOYSTICK_AXIS detection.
+ // Return value: The bit-field flag with the same meaning as oldState.
+ int getKeyState(int oldState, bool hasEvent, std::vector<SDL_Joystick*>& joysticks, int deadZone = 3200) const;
+
+ bool operator==(const InputManagerKeyCode& rhs) const;
+ bool operator!=(const InputManagerKeyCode& rhs) const { return !(*this == rhs); }
+
+ // Check if a keyboard input contains another keyboard input (for example, Ctrl+A contains Ctrl but doesn't contain A).
+ bool contains(const InputManagerKeyCode& rhs) const;
+};
+
class InputManager{
public:
InputManager();
~InputManager();
//Get and set key code of each key.
- int getKeyCode(InputManagerKeys key,bool isAlternativeKey);
- void setKeyCode(InputManagerKeys key,int keyCode,bool isAlternativeKey);
+ InputManagerKeyCode getKeyCode(InputManagerKeys key, bool isAlternativeKey);
+ void setKeyCode(InputManagerKeys key, const InputManagerKeyCode& keyCode, bool isAlternativeKey);
//Load and save key settings from config file.
void loadConfig();
void saveConfig();
//Show the config screen.
GUIObject* showConfig(ImageManager& imageManager, SDL_Renderer& renderer, int height);
- //Get key name from key code
- static std::string getKeyCodeName(int keyCode);
-
//Update the key state, according to current SDL event, etc.
void updateState(bool hasEvent);
//Check if there is KeyDown event.
bool isKeyDownEvent(InputManagerKeys key);
//Check if there is KeyUp event.
bool isKeyUpEvent(InputManagerKeys key);
//Check if specified key is down.
bool isKeyDown(InputManagerKeys key);
//Open all joysticks.
void openAllJoysitcks();
//Close all joysticks.
void closeAllJoysticks();
private:
//The key code of each key.
- // - note of key code:
- // 0 means this key is disabled
- // 1 to 4095 (0xFFF) means keyboard keys,
- // currently SDLKey is less than 4095
- // >= 4096: bit field value means joystick.
- // 0xWWXXYYZZ
- // WW = joystick index. currently unused, should be 0.
- // XX = joystick button type: 1-axis 2-button 3-hat, currently ball is unsupported
- // YY = joystick button index. (we assume joystick has at most 256 buttons)
- // ZZ = value. if type=axis then value should be 1 or 0xFF.
- // if type=button then it's unused.
- // if type=hat then it's SDL_HAT_LEFT, SDL_HAT_RIGHT, SDL_HAT_UP or SDL_HAT_DOWN.
- int keys[INPUTMGR_MAX];
- int alternativeKeys[INPUTMGR_MAX];
+ InputManagerKeyCode keys[INPUTMGR_MAX], alternativeKeys[INPUTMGR_MAX];
+
//The bit-field flag array saves the key states.
// 0x1 means the key is down.
// 0x2 means KeyDown event.
// 0x4 means KeyUp event.
int keyFlags[INPUTMGR_MAX];
+
//Contains all joysticks.
std::vector<SDL_Joystick*> joysticks;
- //Internal function.
- int getKeyState(int keyCode,int oldState,bool hasEvent);
};
extern InputManager inputMgr;
#endif //INPUTMANAGER_H
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index 7e772ae..ce94a83 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,869 +1,869 @@
/*
* 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 "Functions.h"
#include "GameState.h"
#include "TitleMenu.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include "LevelPackManager.h"
#include "StatisticsManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include <iostream>
#include <algorithm>
#include <sstream>
#include "libs/tinygettext/tinygettext.hpp"
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
Menu::Menu(ImageManager &imageManager, SDL_Renderer& renderer){
animation=highlight=0;
//Load the title image.
titleTexture=imageManager.loadTexture(getDataPath()+"gfx/menu/title.png",renderer);
auto tft = [&](const char* text){
return textureFromText(renderer, *fontTitle, text, objThemes.getTextColor(false));
};
//Now render the five entries.
entries[0]=tft(_("Play"));
entries[1]=tft(_("Options"));
entries[2]=tft(_("Map Editor"));
entries[3]=tft(_("Addons"));
entries[4]=tft(_("Quit"));
entries[5]=tft(">");
entries[6]=tft("<");
//Load the textures for the credits and statistics buttons and their tooltips.
creditsIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/credits.png", renderer);
creditsTooltip=textureFromText(renderer, *fontText, _("Credits"), objThemes.getTextColor(true));
statisticsIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/statistics.png", renderer);
statisticsTooltip=textureFromText(renderer, *fontText, _("Achievements and Statistics"), objThemes.getTextColor(true));
// Check if textures were loaded.
//TODO: Handle this better.
if(!titleTexture || !creditsIcon || !statisticsIcon) {
std::cerr << "Failed to load one or more images for the main menu, exiting. : " << SDL_GetError() << std::endl;
std::terminate();
}
}
Menu::~Menu(){
}
void Menu::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Calculate which option is highlighted using the location of the mouse.
//Only if mouse is 'doing something'
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
highlight=0;
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-250)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
if(highlight>5) highlight=0;
}
//Also check the icons.
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8){
if(x>=SCREEN_WIDTH-8){
//do nothing
}else if(x>=SCREEN_WIDTH-56){
highlight=7;
}else if(x>=SCREEN_WIDTH-104){
highlight=6;
}
}
}
//Down/Up -arrows move highlight
int mod = SDL_GetModState();
if (inputMgr.isKeyDownEvent(INPUTMGR_DOWN) || inputMgr.isKeyDownEvent(INPUTMGR_RIGHT) || (inputMgr.isKeyDownEvent(INPUTMGR_TAB) && (mod & KMOD_SHIFT) == 0)) {
isKeyboardOnly = true;
highlight++;
if(highlight>7)
highlight=0;
} else if (inputMgr.isKeyDownEvent(INPUTMGR_UP) || inputMgr.isKeyDownEvent(INPUTMGR_LEFT) || (inputMgr.isKeyDownEvent(INPUTMGR_TAB) && (mod & KMOD_SHIFT) != 0)) {
isKeyboardOnly = true;
highlight--;
if(highlight<0)
highlight=7;
}
//Check if there's a press event.
if((event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT) ||
(inputMgr.isKeyUpEvent(INPUTMGR_SELECT))){
//We have one so check which selected/highlighted option needs to be done.
switch(highlight){
case 1:
//Enter the levelSelect state.
setNextState(STATE_LEVEL_SELECT);
break;
case 2:
//Enter the options state.
setNextState(STATE_OPTIONS);
break;
case 3:
//Enter the levelEditor, but first set the level to a default leveledit map.
levelName="";
setNextState(STATE_LEVEL_EDIT_SELECT);
break;
case 4:
//Check if internet is enabled.
if(!getSettings()->getBoolValue("internet")){
msgBox(imageManager,renderer,_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the addons state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
break;
case 6:
//Show the credits screen.
setNextState(STATE_CREDITS);
break;
case 7:
//Show the statistics screen.
setNextState(STATE_STATISTICS);
break;
}
}
//We also need to quit the menu when escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_EXIT);
}
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
}
void Menu::logic(ImageManager&, SDL_Renderer&){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Draw the title.
{
int titleWidth, titleHeight = 0;
SDL_QueryTexture(titleTexture.get(), NULL, NULL, &titleWidth, &titleHeight);
const SDL_Rect rect = SDL_Rect{(SCREEN_WIDTH-titleWidth)/2, 40, titleWidth, titleHeight};
SDL_RenderCopy(&renderer, titleTexture.get(), NULL, &rect);
}
// Position where we start drawing the menu entries from.
const int menuStartY = std::max(SCREEN_HEIGHT - 200, 0) / 2;
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
SDL_Rect dstRect = rectFromTexture(0, 0, *entries[i]);
dstRect.x = std::max(SCREEN_WIDTH - dstRect.w, 0) / 2;
dstRect.y = menuStartY + 64*i+(64-dstRect.h) / 2;
SDL_RenderCopy(&renderer, entries[i].get(), NULL, &dstRect);
}
//Check if an option is selected/highlighted.
if(highlight>0 && highlight<=5){
// Width of highlighted entry.
const int highlightWidth = rectFromTexture(0, 0, *entries[highlight - 1]).w;
const int leftOfHighlight = (SCREEN_WIDTH-highlightWidth)/2;
const SDL_Rect leftSize = rectFromTexture(0, 0, *entries[5]);
const int rightHeight = rectFromTexture(0, 0, *entries[6]).h;
// How much to offset the arrows to create the animation.
const int animationX = (25-abs(animation)/2);
// The common value of both arrow's y positions.
const int yCommon = menuStartY-64+64*highlight;
//Draw the '>' sign, which is entry 5.
int x=leftOfHighlight-animationX-leftSize.w;
int y=yCommon+(64-leftSize.h)/2;
applyTexture(x, y, *entries[5], renderer);
//Draw the '<' sign, which is entry 6.
x=leftOfHighlight+highlightWidth+animationX;
y=yCommon+(64-rightHeight)/2;
applyTexture(x, y, *entries[6], renderer);
}
//Check if an icon is selected/highlighted and draw tooltip
if(highlight==6 || highlight==7){
SDL_Texture* texture;
if(highlight==6) {
texture = creditsTooltip.get();
} else {
texture = statisticsTooltip.get();
}
const SDL_Rect textureSize = rectFromTexture(*texture);
drawGUIBox(-2,SCREEN_HEIGHT-textureSize.h-2,textureSize.w+4,textureSize.h+4,renderer,0xFFFFFFFF);
applyTexture(0, SCREEN_HEIGHT - textureSize.h, *texture, renderer);
}
//Draw border of icon if it's keyboard only mode.
if (isKeyboardOnly) {
if (highlight == 6) {
drawGUIBox(SCREEN_WIDTH - 100, SCREEN_HEIGHT - 52, 40, 40, renderer, 0xFFFFFF40);
}
if (highlight == 7) {
drawGUIBox(SCREEN_WIDTH - 52, SCREEN_HEIGHT - 52, 40, 40, renderer, 0xFFFFFF40);
}
}
//Draw icons.
applyTexture(SCREEN_WIDTH-96,SCREEN_HEIGHT-48,*creditsIcon,renderer);
applyTexture(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,*statisticsIcon,renderer);
}
void Menu::resize(ImageManager &, SDL_Renderer&){}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some variables for the options.
static bool fullscreen,internet,fade,quickrec;
static string themeName,languageName;
static int lastLang,lastRes;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
static _res currentRes;
static vector<_res> resolutionList;
Options::Options(ImageManager& imageManager,SDL_Renderer& renderer){
//Render the title.
title=textureFromText(renderer, *fontTitle, _("Settings"), objThemes.getTextColor(false));
//Initialize variables.
lastJumpSound=0;
clearIconHower=false;
//Load icon image and tooltip text.
clearIcon=imageManager.loadTexture(getDataPath()+"gfx/menu/clear-progress.png",renderer);
/// TRANSLATORS: Used for button which clear any level progress like unlocked levels and highscores.
clearTooltip=textureFromText(renderer, *fontText, _("Clear Progress"), objThemes.getTextColor(true));
//Set some default settings.
fullscreen=getSettings()->getBoolValue("fullscreen");
languageName=getSettings()->getValue("lang");
themeName=processFileName(getSettings()->getValue("theme"));
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
fade=getSettings()->getBoolValue("fading");
quickrec=getSettings()->getBoolValue("quickrecord");
//Set the restartFlag false.
restartFlag=false;
//Now create the gui.
createGUI(imageManager,renderer);
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Options::createGUI(ImageManager& imageManager,SDL_Renderer& renderer){
//Variables for positioning
const int columnW=SCREEN_WIDTH*0.3;
const int column1X=SCREEN_WIDTH*0.15;
const int column2X=SCREEN_WIDTH*0.55;
const int lineHeight=40;
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Single line list for different tabs.
GUISingleLineListBox* listBox=new GUISingleLineListBox(imageManager,renderer,(SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("General"));
listBox->addItem(_("Controls"));
listBox->value=0;
listBox->name="lstTabs";
listBox->eventCallback=this;
GUIObjectRoot->addChild(listBox);
//Create general tab.
tabGeneral=new GUIObject(imageManager,renderer,0,150,SCREEN_WIDTH,SCREEN_HEIGHT);
GUIObjectRoot->addChild(tabGeneral);
//Now we create GUIObjects for every option.
GUIObject* obj=new GUILabel(imageManager,renderer,column1X,0,columnW,36,_("Music"));
tabGeneral->addChild(obj);
musicSlider=new GUISlider(imageManager,renderer,column2X,0,columnW,36,atoi(getSettings()->getValue("music").c_str()),0,128,15);
musicSlider->name="sldMusic";
musicSlider->eventCallback=this;
tabGeneral->addChild(musicSlider);
obj=new GUILabel(imageManager,renderer,column1X,lineHeight,columnW,36,_("Sound"));
tabGeneral->addChild(obj);
soundSlider=new GUISlider(imageManager,renderer,column2X,lineHeight,columnW,36,atoi(getSettings()->getValue("sound").c_str()),0,128,15);
soundSlider->name="sldSound";
soundSlider->eventCallback=this;
tabGeneral->addChild(soundSlider);
obj=new GUILabel(imageManager,renderer,column1X,2*lineHeight,columnW,36,_("Resolution"));
obj->name="lstResolution";
tabGeneral->addChild(obj);
//Create list with many different resolutions.
resolutions = new GUISingleLineListBox(imageManager,renderer,column2X,2*lineHeight,columnW,36);
resolutions->value=-1;
//Only get the resolution list if it hasn't been done before.
if(resolutionList.empty()){
resolutionList=getResolutionList();
}
//Get current resolution from config file. Thus it can be user defined.
currentRes.w=atoi(getSettings()->getValue("width").c_str());
currentRes.h=atoi(getSettings()->getValue("height").c_str());
for(int i=0; i<(int)resolutionList.size();i++){
//Create a string from width and height and then add it to list.
ostringstream out;
out << resolutionList[i].w << "x" << resolutionList[i].h;
resolutions->addItem(out.str());
//Check if current resolution matches, select it.
if(resolutionList[i].w==currentRes.w && resolutionList[i].h==currentRes.h){
resolutions->value=i;
}
}
//Add current resolution if it isn't already in the list.
if(resolutions->value==-1){
ostringstream out;
out << currentRes.w << "x" << currentRes.h;
resolutions->addItem(out.str());
resolutions->value=resolutions->item.size()-1;
}
lastRes=resolutions->value;
tabGeneral->addChild(resolutions);
obj=new GUILabel(imageManager,renderer,column1X,3*lineHeight,columnW,36,_("Language"));
tabGeneral->addChild(obj);
//Create GUI list with available languages.
langs = new GUISingleLineListBox(imageManager,renderer,column2X,3*lineHeight,columnW,36);
langs->name="lstLanguages";
/// TRANSLATORS: as detect user's language automatically
langs->addItem("",_("Auto-Detect"));
langs->addItem("en","English");
//Get a list of every available language.
set<tinygettext::Language> languages = dictionaryManager->get_languages();
for (set<tinygettext::Language>::iterator s0 = languages.begin(); s0 != languages.end(); ++s0){
//If language in loop is the same in config file, then select it
if(getSettings()->getValue("lang")==s0->str()){
lastLang=distance(languages.begin(),s0)+2;
}
//Add language in loop to list and listbox.
langs->addItem(s0->str(),s0->get_name());
}
//If Auto or English are selected.
if(getSettings()->getValue("lang")==""){
lastLang=0;
}else if(getSettings()->getValue("lang")=="en"){
lastLang=1;
}
langs->value=lastLang;
tabGeneral->addChild(langs);
obj=new GUILabel(imageManager,renderer,column1X,4*lineHeight,columnW,36,_("Theme"));
obj->name="theme";
tabGeneral->addChild(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(imageManager,renderer,column2X,4*lineHeight,columnW,36);
theme->name="lstTheme";
//Vector containing the theme locations and names.
vector<pair<string,string> > themes;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
string location=getUserPath(USER_DATA)+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
string location=getDataPath()+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<pair<string,string> >::iterator i=themes.begin(); i!=themes.end(); ++i){
if(i->first==themeName) {
value=i-themes.begin();
}
}
theme->addItems(themes);
if(value==-1)
value=theme->item.size()-1;
theme->value=value;
//NOTE: We call the event handling method to correctly set the themename.
GUIEventCallback_OnEvent(imageManager,renderer,"lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
tabGeneral->addChild(theme);
//Proxy settings.
obj=new GUILabel(imageManager,renderer,column1X,5*lineHeight,columnW,36,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUITextBox(imageManager,renderer,column2X,5*lineHeight,columnW,36,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,6*lineHeight,columnW,36,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column2X,6*lineHeight,columnW,36,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column2X,7*lineHeight,columnW,36,_("Fade transition"),fade?1:0);
obj->name="chkFade";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(imageManager,renderer,column1X,7*lineHeight,columnW,36,_("Quick record"),quickrec?1:0);
obj->name="chkQuickRec";
obj->eventCallback=this;
tabGeneral->addChild(obj);
//Create the controls tab.
tabControls=inputMgr.showConfig(imageManager,renderer,SCREEN_HEIGHT-210);
tabControls->top=140;
tabControls->visible=false;
GUIObjectRoot->addChild(tabControls);
//Save original keys.
for(int i=0;i<INPUTMGR_MAX;i++){
tmpKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,false);
tmpAlternativeKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,true);
}
//Create buttons.
GUIObject*b1=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.3,SCREEN_HEIGHT-60,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
b1->name="cmdBack";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
GUIObject* b2=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.7,SCREEN_HEIGHT-60,-1,36,_("Save Changes"),0,true,true,GUIGravityCenter);
b2->name="cmdSave";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
}
static string convertInt(int i){
stringstream ss;
ss << i;
return ss.str();
}
void Options::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Reset the key changes.
for(int i=0;i<INPUTMGR_MAX;i++){
inputMgr.setKeyCode((InputManagerKeys)i,tmpKeys[i],false);
inputMgr.setKeyCode((InputManagerKeys)i,tmpAlternativeKeys[i],true);
}
//Reset the music volume.
getMusicManager()->setVolume(atoi(getSettings()->getValue("music").c_str()));
Mix_Volume(-1,atoi(getSettings()->getValue("sound").c_str()));
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
char s[64];
sprintf(s,"%d",soundSlider->value);
getSettings()->setValue("sound",s);
sprintf(s,"%d",musicSlider->value);
getSettings()->setValue("music",s);
getMusicManager()->setEnabled(musicSlider->value>0);
Mix_Volume(-1,soundSlider->value);
getSettings()->setValue("fullscreen",fullscreen?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
getSettings()->setValue("fading",fade?"1":"0");
getSettings()->setValue("quickrecord",quickrec?"1":"0");
//Before loading the theme remove the previous one from the stack.
objThemes.removeTheme();
loadTheme(imageManager,renderer,themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
getSettings()->setValue("lang",langs->getName());
//Is resolution from the list or is it user defined in config file
if(resolutions->value<(int)resolutionList.size()){
getSettings()->setValue("width",convertInt(resolutionList[resolutions->value].w));
getSettings()->setValue("height",convertInt(resolutionList[resolutions->value].h));
}else{
getSettings()->setValue("width",convertInt(currentRes.w));
getSettings()->setValue("height",convertInt(currentRes.h));
}
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return check if some .
if(restartFlag || resolutions->value!=lastRes){
//The resolution changed so we need to recreate the screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width",convertInt(resolutionList[lastRes].w));
getSettings()->setValue("height",convertInt(resolutionList[lastRes].h));
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
return;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme(imageManager,renderer,"")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
return;
}
}
if(langs->value!=lastLang){
//We set the language.
language=langs->getName();
dictionaryManager->set_language(tinygettext::Language::from_name(language));
getLevelPackManager()->updateLanguage();
//And reload the font.
if(!loadFonts()){
//Loading failed so quit.
setNextState(STATE_EXIT);
return;
}
}
//Now return to the main menu.
setNextState(STATE_MENU);
}else if(name=="chkFullscreen"){
fullscreen=obj->value?true:false;
//Check if fullscreen changed.
if(fullscreen==getSettings()->getBoolValue("fullscreen")){
//We disable the restart message flag.
restartFlag=false;
}else{
//We set the restart message flag.
restartFlag=true;
}
}else if(name=="chkInternet"){
internet=obj->value?true:false;
}else if(name=="chkProxy"){
useProxy=obj->value?true:false;
}else if(name=="chkFade"){
fade=obj->value?true:false;
}else if(name=="chkQuickRec"){
quickrec=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Convert the themeName to contain %DATA%, etc...
themeName=compressFileName(theme->item[theme->value].first);
}
}else if(name=="txtProxy"){
internetProxy=obj->caption;
//Check if the internetProxy field is empty.
useProxy=!internetProxy.empty();
}else if(name=="sldMusic"){
getMusicManager()->setEnabled(musicSlider->value>0);
getMusicManager()->setVolume(musicSlider->value);
}else if(name=="sldSound"){
Mix_Volume(-1,soundSlider->value);
if(lastJumpSound==0){
getSoundManager()->playSound("jump");
lastJumpSound=15;
}
}
if(name=="lstTabs"){
if(obj->value==0){
tabGeneral->visible=true;
tabControls->visible=false;
}else{
tabGeneral->visible=false;
tabControls->visible=true;
}
}
}
void Options::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Check icon.
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8&&x>=SCREEN_WIDTH-56)
clearIconHower=true;
else
clearIconHower=false;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && clearIconHower){
if(msgBox(imageManager,renderer,_("Do you really want to reset level progress?"),MsgBoxYesNo,_("Warning"))==MsgBoxYes){
//We delete the progress folder.
#ifdef WIN32
removeDirectory((getUserPath()+"progress").c_str());
createDirectory((getUserPath()+"progress").c_str());
#else
removeDirectory((getUserPath(USER_DATA)+"/progress").c_str());
createDirectory((getUserPath(USER_DATA)+"/progress").c_str());
#endif
//Reset statistics.
statsMgr.reloadCompletedLevelsAndAchievements();
}
}
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
- if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
+ if (inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE) && (tabControls == NULL || !tabControls->visible)) {
setNextState(STATE_MENU);
}
}
void Options::logic(ImageManager&, SDL_Renderer&){
//Increase the lastJumpSound variable if needed.
if(lastJumpSound!=0){
lastJumpSound--;
}
}
void Options::render(ImageManager&, SDL_Renderer& renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//Check if an icon is selected/highlighted and draw tooltip
if(clearIconHower){
const SDL_Rect texSize = rectFromTexture(*clearTooltip);
drawGUIBox(-2,SCREEN_HEIGHT-texSize.h-2,texSize.w+4,texSize.h+4,renderer,0xFFFFFFFF);
applyTexture(0,SCREEN_HEIGHT-texSize.h,clearTooltip,renderer);
}
//Draw icon.
applyTexture(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,*clearIcon,renderer);
//NOTE: The rendering of the GUI is done in Main.
}
void Options::resize(ImageManager& imageManager, SDL_Renderer& renderer){
//Recreate the gui to fit the new resolution.
createGUI(imageManager,renderer);
}
/////////////////////////CREDITS_MENU//////////////////////////////////
Credits::Credits(ImageManager& imageManager,SDL_Renderer& renderer){
//Render the title.
title=textureFromText(renderer, *fontTitle,_("Credits"),objThemes.getTextColor(false));
//Vector that will hold every line of the credits.
vector<string> credits;
//Open the AUTHORS file and read every line.
{
ifstream fin((getDataPath()+"/../AUTHORS").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the AUTHORS file."<<endl;
credits.push_back("ERROR: Unable to open the AUTHORS file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
}
}
//Enter a new line between the two files.
credits.push_back("");
//Open the Credits.text file and read every line.
{
ifstream fin((getDataPath()+"/Credits.txt").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the Credits.txt file."<<endl;
credits.push_back("ERROR: Unable to open the Credits.txt file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
//NOTE: Some sections point to other credits files.
if(line=="music/") {
vector<string> musicCredits=getMusicManager()->createCredits();
credits.insert(credits.end(),musicCredits.begin(),musicCredits.end());
}
}
}
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
backButton=new GUIButton(imageManager,renderer,SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
backButton->name="cmdBack";
backButton->eventCallback=this;
GUIObjectRoot->addChild(backButton);
//Create a text area for credits.
textArea=new GUITextArea(imageManager,renderer,SCREEN_WIDTH*0.05,114,SCREEN_WIDTH*0.9,SCREEN_HEIGHT-200);
textArea->setFont(fontMono);
textArea->setStringArray(renderer, std::move(credits));
textArea->editable=false;
textArea->extractHyperlinks();
GUIObjectRoot->addChild(textArea);
}
Credits::~Credits(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
void Credits::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
}
}
void Credits::handleEvents(ImageManager&, SDL_Renderer&){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Credits::logic(ImageManager&, SDL_Renderer&){}
void Credits::render(ImageManager&,SDL_Renderer &renderer){
//Draw background.
objThemes.getBackground(true)->draw(renderer);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
drawTitleTexture(SCREEN_WIDTH, *title, renderer);
//NOTE: The rendering of the GUI is done in Main.
}
void Credits::resize(ImageManager&, SDL_Renderer&){
//Resize and position widgets.
GUIObjectRoot->width=SCREEN_WIDTH;
GUIObjectRoot->height=SCREEN_HEIGHT;
backButton->left=SCREEN_WIDTH/2;
backButton->top=SCREEN_HEIGHT-60;
textArea->left=SCREEN_WIDTH*0.05;
textArea->width=SCREEN_WIDTH*0.9;
textArea->height=SCREEN_HEIGHT-200;
textArea->resize();
}
diff --git a/src/TitleMenu.h b/src/TitleMenu.h
index 9e18456..02a53d2 100644
--- a/src/TitleMenu.h
+++ b/src/TitleMenu.h
@@ -1,160 +1,159 @@
/*
* 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/>.
*/
#ifndef TITLE_MENU_H
#define TITLE_MENU_H
#include <array>
#include <SDL.h>
#include "GameState.h"
//Included for the Options menu.
#include "Render.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUISlider.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include "ImageManager.h"
//The Main menu.
class Menu : public GameState{
private:
//The title of the main menu.
SharedTexture titleTexture;
//Array containg pointers the five main menu entries.
//The last two are the '>' and '<' characters.
std::array<TexturePtr, 7> entries;
//The icon and for the statistics menu.
SharedTexture statisticsIcon;
TexturePtr statisticsTooltip;
//The icon for the credits menu.
SharedTexture creditsIcon;
TexturePtr creditsTooltip;
//Integer used for animations.
int animation;
//Integer containing the highlighted/selected menu option.
int highlight;
public:
//Constructor.
Menu(ImageManager& imageManager, SDL_Renderer &renderer);
//Destructor.
~Menu();
//Inherited from GameState.
void handleEvents(ImageManager& imageManager, SDL_Renderer& renderer) override;
void logic(ImageManager&, SDL_Renderer&) override;
void render(ImageManager&, SDL_Renderer& renderer) override;
void resize(ImageManager&, SDL_Renderer&) override;
};
//The Options menu.
class Options : public GameState, private GUIEventCallback{
private:
//The title of the options menu.
TexturePtr title;
//Icon.
SharedTexture clearIcon;
bool clearIconHower;
TexturePtr clearTooltip;
//Slider used to set the music volume
GUISlider* musicSlider;
//Slider used to set the sound volume
GUISlider* soundSlider;
//Integer to keep track of the time passed since last playing the test sound.
int lastJumpSound;
//ListBox containing the themes the user can choose out.
GUISingleLineListBox* theme;
//Available languages
GUISingleLineListBox* langs;
//Resolution list
GUISingleLineListBox* resolutions;
//Containers for different tabs.
GUIObject* tabGeneral;
GUIObject* tabControls;
//Keys.
- int tmpKeys[INPUTMGR_MAX];
- int tmpAlternativeKeys[INPUTMGR_MAX];
-
+ InputManagerKeyCode tmpKeys[INPUTMGR_MAX], tmpAlternativeKeys[INPUTMGR_MAX];
+
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType);
public:
//Constructor.
Options(ImageManager& imageManager,SDL_Renderer& renderer);
//Destructor.
~Options();
//Method that will create the GUI for the options menu.
void createGUI(ImageManager &imageManager, SDL_Renderer &renderer);
//Inherited from GameState.
void handleEvents(ImageManager& imageManager, SDL_Renderer& renderer) override;
void logic(ImageManager&, SDL_Renderer&) override;
void render(ImageManager&, SDL_Renderer& renderer) override;
void resize(ImageManager &imageManager, SDL_Renderer&renderer) override;
};
//The Credits menu.
class Credits : public GameState, private GUIEventCallback{
private:
//The title of the credits menu.
TexturePtr title;
//Widgets.
GUITextArea* textArea;
GUIObject* backButton;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType);
public:
//Constructor.
Credits(ImageManager& imageManager, SDL_Renderer &renderer);
//Destructor.
~Credits();
//Inherited from GameState.
void handleEvents(ImageManager&, SDL_Renderer&) override;
void logic(ImageManager&, SDL_Renderer&) override;
void render(ImageManager&, SDL_Renderer& renderer) override;
void resize(ImageManager &imageManager, SDL_Renderer& renderer) override;
};
#endif

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