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diff --git a/docs/ThemeDescription.txt b/docs/ThemeDescription.txt
index 6691ffc..2d2679f 100644
--- a/docs/ThemeDescription.txt
+++ b/docs/ThemeDescription.txt
@@ -1,99 +1,149 @@
Me and My Shadow Theme File Description
=======================================
(draft)
The theme file contains:
name=<theme name>
1 block subnode
---------------
block(<block name>){...} //subnode specifies the block's appearance
In this subnode:
editorPicture(<file name>,<x>,<y>,<w>,<h>) //specifies the picture shows in editor
-1.1 blockState subnode
+1.1 state/characterState/blockState subnode
----------------------
+NOTE: blockState and characterState are for backwards compatibility, use state instead.
+
blockState(<state name>){...} //subnode specifies the appearance of each state of the block
the state name: for example "default" or "activated", detailed information to be announced...
optional attributes:
oneTimeAnimation=<length>,<next state> //if this state is one-time animation only
1.1.1 object subnode
--------------------
object{...} //subnode specifies (multiple) objects to display in each state
optional attributes:
animation=<length>,<loop point> //if object has looped animation
oneTimeAnimation=<length>,<end point>
invisibleAtRunTime=1 //if this object is invisible when playing game
invisibleAtDesignTime=1 //if this object is invisible when editing the map
optional nodes specifies object to display:
1.1.1.1 picture subnode
-----------------------
picture(<file name>,<x>,<y>,<w>,<h>)
1.1.1.2 optionalPicture subnode
-------------------------------
optionalPicture(<file name>,<x>,<y>,<w>,<h>,<probability>)
1.1.1.3 editorPicture subnode
-----------------------------
editorPicture(<file name>,<x>,<y>,<w>,<h>)
If this subnode is set, the picture will be used in the level editor.
1.1.1.4 offset subnode
----------------------
offset(<x>,<y>)
1.1.1.5 pictureAnimation subnode
--------------------------------
pictureAnimation(<file name>){
point(<x>,<y>,<w>,<h>)
point(<x>,<y>,<w>,<h>,<frame count>,<display time of each frame>)
...
}
1.1.1.6 offsetAnimation subnode
-------------------------------
offsetAnimation{
point(<x>,<y>)
point(<x>,<y>,<frame count>,<display time of each frame>)
...
}
2 background subnode
--------------------
Specifies the background of level.
There can be multiple background subnodes.
Each subnode is a layer of background.
Syntax:
background(<file name>){
srcSize=<x>,<y>,<w>,<h> //Specifies the source size and offset of picture (optional, default value=image size)
destSize=<x>,<y>,<w>,<h> //Specifies the destination size and offset of picture (optional, default value=source size)
repeat=<repeat x>,<repeat y> //Repeat in x,y direction? (0 or 1) (optional, default value=1,1)
speed=<speed x>,<speed y> //Specifies the moving speed (pixel/frame, a real number) (optional, default=0,0)
cameraSpeed=<x>,<y> //The speed of following camera (a real number, typically in 0-1) (optional, default=0,0)
-}
\ No newline at end of file
+}
+
+3 character subnode
+-------------------
+
+Specifies the appearance of player and shadow.
+
+Syntax:
+
+character(Player){
+ ...
+}
+
+or
+
+character(Shadow){
+ ...
+}
+
+The other format is the same as the block subnode.
+
+4 menuBackground subnode (optional)
+----------------
+
+Specifies the background of main menu.
+The format is the same as the background subnode.
+
+5 menu block (optional)
+------------
+
+Specifies the appearance of blocks used in level selection screen.
+
+Syntax:
+
+menu(Block){
+ ...
+}
+
+or
+
+menu(ShadowBlock){
+ ...
+}
+
+The other format is the same as the block subnode.
+
+NOTE: if you defined menu(Block) but not defined menu(ShadowBlock),
+then all blocks used in level selection screen will be menu(Block)
+regardless of locked or not.
diff --git a/src/ThemeManager.cpp b/src/ThemeManager.cpp
index 30e8140..f833e06 100644
--- a/src/ThemeManager.cpp
+++ b/src/ThemeManager.cpp
@@ -1,964 +1,972 @@
/*
* 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 "ThemeManager.h"
#include "POASerializer.h"
#include "Functions.h"
#include "FileManager.h"
#include "Game.h"
#include "ImageManager.h"
#include <iostream>
using namespace std;
//The ThemeStack that is be used by the GameState.
ThemeStack objThemes;
bool ThemeManager::loadFile(const string& fileName, ImageManager &imageManager, SDL_Renderer &renderer){
POASerializer objSerializer;
TreeStorageNode objNode;
//First we destroy the current ThemeManager.
destroy();
//Now we try to load the file, if it fails we return false.
if(!objSerializer.loadNodeFromFile(fileName.c_str(),&objNode,true)){
cerr<<"ERROR: Unable to open theme file: "<<fileName<<endl;
return false;
}
//Set the themePath.
themePath=pathFromFileName(fileName);
//Retrieve the name of the theme from the file.
{
vector<string> &v=objNode.attributes["name"];
if(!v.empty()) themeName=v[0];
}
//Reset themeable colors to default
themeTextColor.r=themeTextColor.g=themeTextColor.b=0;
themeTextColorDialog.r=themeTextColorDialog.g=themeTextColorDialog.b=0;
//Read themeable colors if any
vector<string> &ct=objNode.attributes["textColor"];
if(!ct.empty()){
themeTextColor.r=atoi(ct[0].c_str());
themeTextColor.g=atoi(ct[1].c_str());
themeTextColor.b=atoi(ct[2].c_str());
}
vector<string> &ct2=objNode.attributes["textColorDialog"];
if(!ct2.empty()){
themeTextColorDialog.r=atoi(ct2[0].c_str());
themeTextColorDialog.g=atoi(ct2[1].c_str());
themeTextColorDialog.b=atoi(ct2[2].c_str());
}
//Loop the subnodes of the theme.
for(unsigned int i=0;i<objNode.subNodes.size();i++){
TreeStorageNode *obj=objNode.subNodes[i];
//Check if it's a block or a background.
if(obj->name=="block" && !obj->value.empty()){
map<string,int>::iterator it=Game::blockNameMap.find(obj->value[0]);
if(it!=Game::blockNameMap.end()){
int idx=it->second;
if(!objBlocks[idx]) objBlocks[idx]=new ThemeBlock;
if(!objBlocks[idx]->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load "<<Game::blockName[idx]<<" for theme "<<fileName<<endl;
delete objBlocks[idx];
objBlocks[idx]=NULL;
return false;
}
}
}else if(obj->name=="background" && !obj->value.empty()){
if(!objBackground) objBackground=new ThemeBackground();
if(!objBackground->addPictureFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load background for theme "<<fileName<<endl;
delete objBackground;
objBackground=NULL;
return false;
}
}else if(obj->name=="character" && !obj->value.empty()){
if(obj->value[0]=="Shadow"){
if(!shadow) shadow=new ThemeBlock();
if(!shadow->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load shadow for theme "<<fileName<<endl;
delete shadow;
shadow=NULL;
return false;
}
}else if(obj->value[0]=="Player"){
if(!player) player=new ThemeBlock();
if(!player->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load player for theme "<<fileName<<endl;
delete player;
player=NULL;
return false;
}
}
}else if(obj->name=="menuBackground" && !obj->value.empty()){
if(!menuBackground) menuBackground=new ThemeBackground();
if(!menuBackground->addPictureFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load background for theme "<<fileName<<endl;
delete menuBackground;
menuBackground=NULL;
return false;
}
}else if(obj->name=="menu" && obj->value[0]=="Block"){
if(!menuBlock) menuBlock=new ThemeBlock;
if(!menuBlock->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load menu block for theme "<<fileName<<endl;
delete menuBlock;
menuBlock=NULL;
return false;
}
+ } else if (obj->name == "menu" && obj->value[0] == "ShadowBlock"){
+ if (!menuShadowBlock) menuShadowBlock = new ThemeBlock;
+ if (!menuShadowBlock->loadFromNode(obj, themePath, imageManager, renderer)){
+ cerr << "ERROR: Unable to load menu shadow block for theme " << fileName << endl;
+ delete menuShadowBlock;
+ menuShadowBlock = NULL;
+ return false;
+ }
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlock::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager &imageManager, SDL_Renderer &renderer){
destroy();
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
//Check if the subnode is an editorPicture or a blockState.
if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath, imageManager, renderer)) return false;
//NOTE: blockState and characterState are for backwards compatability, use state instead.
}else if((obj->name=="blockState" || obj->name=="characterState" || obj->name=="state") && !obj->value.empty()){
string& s=obj->value[0];
map<string,ThemeBlockState*>::iterator it=blockStates.find(s);
if(it==blockStates.end()) blockStates[s]=new ThemeBlockState;
if(!blockStates[s]->loadFromNode(obj,themePath, imageManager, renderer)) return false;
}else if(obj->name=="transitionState" && obj->value.size()==2){
pair<string,string> s=pair<string,string>(obj->value[0],obj->value[1]);
map<pair<string,string>,ThemeBlockState*>::iterator it=transitions.find(s);
if(it==transitions.end()) transitions[s]=new ThemeBlockState;
if(!transitions[s]->loadFromNode(obj,themePath, imageManager, renderer)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlockState::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager& imageManager, SDL_Renderer& renderer){
destroy();
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
//Check if there are enough values for the oneTimeAnimation attribute.
if(v.size()>=2 && !v[0].empty()){
oneTimeAnimationLength=atoi(v[0].c_str());
nextState=v[1];
}
}
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="object"){
ThemeObject *obj1=new ThemeObject();
if(!obj1->loadFromNode(obj,themePath, imageManager, renderer)){
delete obj1;
return false;
}
themeObjects.push_back(obj1);
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeObject::loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer){
destroy();
//Retrieve the animation attribute.
{
vector<string> &v=objNode->attributes["animation"];
if(v.size()>=2){
animationLength=atoi(v[0].c_str());
animationLoopPoint=atoi(v[1].c_str());
}
}
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
if(v.size()>=2){
animationLength=atoi(v[0].c_str());
animationLoopPoint=atoi(v[1].c_str())|0x80000000;
}
}
//Retrieve the invisibleAtRunTime attribute.
{
vector<string> &v=objNode->attributes["invisibleAtRunTime"];
if(!v.empty() && !v[0].empty()){
invisibleAtRunTime=atoi(v[0].c_str())?true:false;
}
}
//Retrieve the invisibleAtDesignTime attribute.
{
vector<string> &v=objNode->attributes["invisibleAtDesignTime"];
if(!v.empty() && !v[0].empty()){
invisibleAtDesignTime=atoi(v[0].c_str())?true:false;
}
}
//Loop the subnodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="picture" || obj->name=="pictureAnimation"){
if(!picture.loadFromNode(obj,themePath, imageManager, renderer)){
return false;
}
}else if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath, imageManager, renderer)){
return false;
}
}else if(obj->name=="optionalPicture" && obj->value.size()>=6){
ThemePicture *objPic=new ThemePicture();
double f=atof(obj->value[5].c_str());
if(!objPic->loadFromNode(obj,themePath, imageManager, renderer)){
delete objPic;
return false;
}
optionalPicture.push_back(pair<double,ThemePicture*>(f,objPic));
}else if(obj->name=="offset" || obj->name=="offsetAnimation"){
if(!offset.loadFromNode(obj)) return false;
}else if(obj->name=="positioning"){
if(!positioning.loadFromNode(obj)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemePicture::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager &imageManager, SDL_Renderer &renderer){
destroy();
//Check if the node has enough values.
if(!objNode->value.empty()){
//Load the texture.
texture=imageManager.loadTexture(themePath+objNode->value[0], renderer);
if(!texture) {
return false;
}
//Check if it's an animation.
if(objNode->name=="pictureAnimation"){
if(!offset.loadFromNode(objNode)) return false;
return true;
}else if(objNode->value.size()>=5){
typeOffsetPoint r={atoi(objNode->value[1].c_str()),
atoi(objNode->value[2].c_str()),
atoi(objNode->value[3].c_str()),
atoi(objNode->value[4].c_str()),0,0};
offset.offsetData.push_back(r);
offset.length=0;
return true;
}
}
//Done and nothing went wrong so return true.
return false;
}
bool ThemeOffsetData::loadFromNode(TreeStorageNode* objNode){
destroy();
//Check what kind of offset it is.
if(objNode->name=="pictureAnimation"){
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode* obj=objNode->subNodes[i];
if(obj->name=="point" && obj->value.size()>=4){
typeOffsetPoint r={atoi(obj->value[0].c_str()),
atoi(obj->value[1].c_str()),
atoi(obj->value[2].c_str()),
atoi(obj->value[3].c_str()),1,1};
if(obj->value.size()>=5) r.frameCount=atoi(obj->value[4].c_str());
if(obj->value.size()>=6) r.frameDisplayTime=atoi(obj->value[5].c_str());
offsetData.push_back(r);
length+=r.frameCount*r.frameDisplayTime;
}
}
return true;
}else if(objNode->name=="offsetAnimation"){
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode* obj=objNode->subNodes[i];
if(obj->name=="point" && obj->value.size()>=2){
typeOffsetPoint r={atoi(obj->value[0].c_str()),
atoi(obj->value[1].c_str()),0,0,1,1};
if(obj->value.size()>=3) r.frameCount=atoi(obj->value[2].c_str());
if(obj->value.size()>=4) r.frameDisplayTime=atoi(obj->value[3].c_str());
offsetData.push_back(r);
length+=r.frameCount*r.frameDisplayTime;
}
}
return true;
}else if(objNode->name=="offset" && objNode->value.size()>=2){
typeOffsetPoint r={atoi(objNode->value[0].c_str()),
atoi(objNode->value[1].c_str()),0,0,0,0};
if(objNode->value.size()>2)
r.w=atoi(objNode->value[2].c_str());
if(objNode->value.size()>3)
r.h=atoi(objNode->value[3].c_str());
offsetData.push_back(r);
length=0;
return true;
}
//Done and nothing went wrong so return true.
return false;
}
bool ThemePositioningData::loadFromNode(TreeStorageNode* objNode){
destroy();
//Check if enough values are set.
if(objNode->value.size()>=2){
//Check horizontal alignment.
if(objNode->value[0]=="left"){
horizontalAlign=LEFT;
}else if(objNode->value[0]=="centre"){
horizontalAlign=CENTRE;
}else if(objNode->value[0]=="right"){
horizontalAlign=RIGHT;
}else if(objNode->value[0]=="repeat"){
horizontalAlign=REPEAT;
}
//Check vertical alignment.
if(objNode->value[1]=="top"){
verticalAlign=TOP;
}else if(objNode->value[1]=="middle"){
verticalAlign=MIDDLE;
}else if(objNode->value[1]=="bottom"){
verticalAlign=BOTTOM;
}else if(objNode->value[1]=="repeat"){
verticalAlign=REPEAT;
}
//Done and nothing went wrong so return true.
return true;
}
return false;
}
void ThemeObjectInstance::draw(SDL_Renderer& renderer,int x,int y,int w,int h,SDL_Rect *clipRect){
//Get the picture.
//SDL_Surface *src=picture->picture;
SDL_Texture* src = picture->texture.get();
if(src==NULL) return;
int ex=0,ey=0,ew=0,eh=0;
int xx=0,yy=0,ww=0,hh=0;
int animationNew=animation&0x7FFFFFFF;
{
const vector<typeOffsetPoint> &v=picture->offset.offsetData;
if(picture->offset.length==0 || animationNew<v[0].frameDisplayTime){
xx=v[0].x;
yy=v[0].y;
ww=v[0].w;
hh=v[0].h;
}else if(animationNew>=picture->offset.length){
int i=v.size()-1;
xx=v[i].x;
yy=v[i].y;
ww=v[i].w;
hh=v[i].h;
}else{
int t=animationNew-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
xx=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
yy=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ww=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
hh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//Get the offset.
{
vector<typeOffsetPoint> &v=parent->offset.offsetData;
if(v.empty()){
ex=0;
ey=0;
}else if(parent->offset.length==0 || animationNew<v[0].frameDisplayTime){
ex=v[0].x;
ey=v[0].y;
ew=v[0].w;
eh=v[0].h;
}else if(animationNew>=parent->offset.length){
int i=v.size()-1;
ex=v[i].x;
ey=v[i].y;
ew=v[i].w;
eh=v[i].h;
}else{
int t=animationNew-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
ex=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ey=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ew=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
eh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//And finally draw the ThemeObjectInstance.
if(clipRect){
int d;
d=clipRect->x-ex;
if(d>0){
ex+=d;
xx+=d;
ww-=d;
}
d=clipRect->y-ey;
if(d>0){
ey+=d;
yy+=d;
hh-=d;
}
if(ww>clipRect->w) ww=clipRect->w;
if(hh>clipRect->h) hh=clipRect->h;
}
if(ww>0&&hh>0){
SDL_Rect r1={xx,yy,ww,hh};
SDL_Rect r2={x+ex,y+ey,0,0};
//Only align horizontally when there's a width.
if(w!=0){
switch(parent->positioning.horizontalAlign){
case LEFT:
//NOTE: No need to change the x location, left is default.
break;
case CENTRE:
r2.x+=(w-r1.w)/2;
break;
case RIGHT:
r2.x+=w-ww;
break;
}
}
//Only align vertically when there's a height.
if(h!=0){
switch(parent->positioning.verticalAlign){
case TOP:
//NOTE: No need to change the y location, top is default.
break;
case MIDDLE:
r2.y+=(h-r1.h)/2;
break;
case BOTTOM:
r2.y+=h-hh;
break;
}
}
//Set the targets to the draw location plus one to ensure it gets drawn at least once.
int targetX=r2.x+1;
int targetY=r2.y+1;
if(w!=0 && parent->positioning.horizontalAlign==REPEAT)
targetX=x+w-ew;
if(h!=0 && parent->positioning.verticalAlign==REPEAT)
targetY=y+h-eh;
//As long as we haven't exceeded the horizontal target keep drawing.
while(r2.x<targetX){
//Store the y position for when more than one column has to be drawn.
const int y2=r2.y;
//As long as we haven't exceeded the vertical target keep drawing.
while(r2.y<targetY){
//Check if we should clip.
SDL_Rect srcrect={r1.x,r1.y,r1.w,r1.h};
if(w!=0 && r2.x+r1.w>x+w-ew)
srcrect.w-=(r2.x+r1.w)-(x+w-ew);
if(h!=0 && r2.y+r1.h>y+h-eh)
srcrect.h-=(r2.y+r1.h)-(y+h-eh);
//NOTE: dstrect will hold the blit rectangle after calling SDL_BlitSurface, so we can't use r2.
const SDL_Rect dstrect={r2.x,r2.y,srcrect.w,srcrect.h};
SDL_RenderCopy(&renderer, src, &srcrect, &dstrect);
r2.y+=r1.h;
}
r2.x+=r1.w;
//Reset the y position before drawing a new column.
r2.y=y2;
}
}
}
void ThemeObjectInstance::updateAnimation(){
//First get the animation length.
int m;
m=parent->animationLength;
//If it's higher than 0 then we have an animation.
if(m>0 && animation>=0){
//Increase the animation frame.
animation++;
//Check if the animation is beyond the length, if so set it to the looppoint.
if(animation>=m)
animation=parent->animationLoopPoint;
}
}
void ThemeBlockInstance::updateAnimation(){
//Make sure the currentState isn't null.
if(currentState!=NULL){
//Call the updateAnimation method of the currentState.
currentState->updateAnimation();
//Get the length of the animation.
int m=currentState->parent->oneTimeAnimationLength;
//If it's higher than 0 then we have an animation.
//Also check if it's past the lenght, meaning done.
if(m>0 && currentState->animation>=m){
//Now we can change the state to the nextState.
changeState(currentState->parent->nextState);
}
}
}
void ThemeBlock::createInstance(ThemeBlockInstance* obj){
//Make sure the given ThemeBlockInstance is ready.
obj->blockStates.clear();
obj->transitions.clear();
obj->currentState=NULL;
//Loop through the blockstates.
for(map<string,ThemeBlockState*>::iterator it=blockStates.begin();it!=blockStates.end();++it){
//Get the themeBlockStateInstance of the given ThemeBlockInstance.
ThemeBlockStateInstance &obj1=obj->blockStates[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Create the state instance.
createStateInstance(&obj1);
}
//Loop through the transitions.
for(map<pair<string,string>,ThemeBlockState*>::iterator it=transitions.begin();it!=transitions.end();++it){
//Get the themeBlockStateInstance of the given ThemeBlockInstance.
ThemeBlockStateInstance &obj1=obj->transitions[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Create the state instance.
createStateInstance(&obj1);
}
//Change the state to the default one.
//FIXME: Is that needed?
obj->changeState("default");
}
void ThemeBlock::createStateInstance(ThemeBlockStateInstance* obj){
//Get the vector with themeObjects.
vector<ThemeObject*> &v=obj->parent->themeObjects;
//Loop through them.
for(unsigned int i=0;i<v.size();i++){
//Create an instance for every one.
ThemeObjectInstance p;
//Set the parent.
p.parent=v[i];
//Choose the picture.
if(stateID==STATE_LEVEL_EDITOR){
if(p.parent->invisibleAtDesignTime)
continue;
if(p.parent->editorPicture.texture!=NULL)
p.picture=&p.parent->editorPicture;
}else{
if(p.parent->invisibleAtRunTime)
continue;
}
//Get the number of optional Pictures.
int m=p.parent->optionalPicture.size();
//If p.picture is null, not an editor picture, and there are optional pictures then give one random.
if(p.picture==NULL && m>0){
double f=0.0,f1=1.0/256.0;
for(int j=0;j<8;j++){
f+=f1*(double)(rand()&0xff);
f1*=(1.0/256.0);
}
for(int j=0;j<m;j++){
f-=p.parent->optionalPicture[j].first;
if(f<0.0){
p.picture=p.parent->optionalPicture[j].second;
break;
}
}
}
//If random turned out to give nothing then give the non optional picture.
if(p.picture==NULL && p.parent->picture.texture!=NULL)
p.picture=&p.parent->picture;
//If the picture isn't null then can we give it to the ThemeBlockStateInstance.
if(p.picture!=NULL)
obj->objects.push_back(p);
}
}
void ThemePicture::draw(SDL_Renderer& renderer,int x,int y,int animation,SDL_Rect *clipRect){
//Get the Picture.
if(texture==NULL) return;
int ex=0,ey=0,xx,yy,ww,hh;
{
const vector<typeOffsetPoint> &v=offset.offsetData;
if(offset.length==0 || animation<v[0].frameDisplayTime){
xx=v[0].x;
yy=v[0].y;
ww=v[0].w;
hh=v[0].h;
}else if(animation>=offset.length){
int i=v.size()-1;
xx=v[i].x;
yy=v[i].y;
ww=v[i].w;
hh=v[i].h;
}else{
int t=animation-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
xx=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
yy=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ww=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
hh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//Draw the Picture.
if(clipRect){
int d;
d=clipRect->x-ex;
if(d>0){
ex+=d;
xx+=d;
ww-=d;
}
d=clipRect->y-ey;
if(d>0){
ey+=d;
yy+=d;
hh-=d;
}
if(ww>clipRect->w) ww=clipRect->w;
if(hh>clipRect->h) hh=clipRect->h;
}
if(ww>0&&hh>0){
SDL_Rect r1={xx,yy,ww,hh};
SDL_Rect r2={x+ex,y+ey,ww,hh};
SDL_RenderCopy(&renderer, texture.get(), &r1, &r2);
}
}
//This method will scale the background picture (if needed and configured) to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void ThemeBackgroundPicture::scaleToScreen(){
//Only scale if needed.
if(scale){
// SDL2 allows us to scale the texture when rendering, so
// we only need to adjust the size of the destination rect.
destSize.w = SCREEN_WIDTH;
destSize.h = SCREEN_HEIGHT;
}
}
void ThemeBackgroundPicture::draw(SDL_Renderer &dest){
//Check if the picture is visible.
if(!(texture&&srcSize.w>0&&srcSize.h>0&&destSize.w>0&&destSize.h>0))
return;
//Calculate the draw area.
int sx=(int)((float)destSize.x+currentX-cameraX*(float)camera.x+0.5f);
int sy=(int)((float)destSize.y+currentY-cameraY*(float)camera.y+0.5f);
int ex,ey;
//Include repeating.
if(repeatX){
sx%=destSize.w;
if(sx>0) sx-=destSize.w;
ex=SCREEN_WIDTH;
}else{
if(sx<=-(int)destSize.w || sx>=SCREEN_WIDTH) return;
ex=sx+1;
}
if(repeatY){
sy%=destSize.h;
if(sy>0) sy-=destSize.h;
ey=SCREEN_HEIGHT;
}else{
if(sy<=-(int)destSize.h || sy>=SCREEN_HEIGHT) return;
ey=sy+1;
}
//And finally draw the ThemeBackgroundPicture.
for(int x=sx;x<ex;x+=destSize.w){
for(int y=sy;y<ey;y+=destSize.h){
// NOTE: Rendercopy cares about w/h here
// so had to add it for SDL2 port.
SDL_Rect r={x,y,destSize.w,destSize.h};
//SDL_BlitSurface(picture,&srcSize,dest,&r);
SDL_RenderCopy(&dest, texture.get(), &srcSize, &r);
}
}
}
bool ThemeBackgroundPicture::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager &imageManager, SDL_Renderer& renderer){
//Load the picture directly into a texture.
texture = imageManager.loadTexture(themePath+objNode->value[0], renderer);
if (!texture) {
return false;
}
//Retrieve the source size.
{
vector<string> &v=objNode->attributes["srcSize"];
if(v.size()>=4){
srcSize.x=atoi(v[0].c_str());
srcSize.y=atoi(v[1].c_str());
srcSize.w=atoi(v[2].c_str());
srcSize.h=atoi(v[3].c_str());
}else{
srcSize.x=0;
srcSize.y=0;
// This gets the width and height of the texture.
SDL_QueryTexture(texture.get(), NULL, NULL, &srcSize.w, &srcSize.h);
}
//Cache the sourcesize.
cachedSrcSize=srcSize;
}
//Retrieve the destination size.
{
vector<string> &v=objNode->attributes["destSize"];
if(v.size()>=4){
destSize.x=atoi(v[0].c_str());
destSize.y=atoi(v[1].c_str());
destSize.w=atoi(v[2].c_str());
destSize.h=atoi(v[3].c_str());
}else{
destSize.x=0;
destSize.y=0;
destSize.w=SCREEN_WIDTH;
destSize.h=SCREEN_HEIGHT;
}
//Cache the destsize.
cachedDestSize=destSize;
}
//Retrieve if we should scale to screen.
{
//Get scaleToScreen.
vector<string> &v=objNode->attributes["scaleToScreen"];
//Boolean if the image should be scaled, default is true.
scale=true;
if(!v.empty()){
scale=atoi(v[0].c_str());
}
//Now scaleToScreen.
//NOTE: We don't check if scaleToScreen is true or false since that is done in scaleToScreen();
scaleToScreen();
}
//Retrieve if it should be repeated.
{
vector<string> &v=objNode->attributes["repeat"];
if(v.size()>=2){
repeatX=atoi(v[0].c_str())?true:false;
repeatY=atoi(v[1].c_str())?true:false;
}else{
repeatX=true;
repeatY=true;
}
}
//Retrieve the speed.
{
vector<string> &v=objNode->attributes["speed"];
if(v.size()>=2){
speedX=atof(v[0].c_str());
speedY=atof(v[1].c_str());
}else{
speedX=0.0f;
speedY=0.0f;
}
}
//Retrieve the camera speed.
{
vector<string> &v=objNode->attributes["cameraSpeed"];
if(v.size()>=2){
cameraX=atof(v[0].c_str());
cameraY=atof(v[1].c_str());
}else{
cameraX=0.0f;
cameraY=0.0f;
}
}
//Done and nothing went wrong so return true.
return true;
}
//Constructor.
ThemeStack::ThemeStack(){
}
//Destructor.
ThemeStack::~ThemeStack(){
//Loop through the themes and delete them.
for(unsigned int i=0;i<objThemes.size();i++)
delete objThemes[i];
}
//Method that will destroy the ThemeStack.
void ThemeStack::destroy(){
//Loop through the themes and delete them.
for(unsigned int i=0;i<objThemes.size();i++)
delete objThemes[i];
//Clear the vector to prevent dangling pointers.
objThemes.clear();
}
//Method that will append a theme to the stack.
//obj: The ThemeManager to add.
void ThemeStack::appendTheme(ThemeManager* obj){
objThemes.push_back(obj);
//debug
#if defined(DEBUG) || defined(_DEBUG)
cout<<"ThemeStack::appendTheme(): theme count="<<objThemes.size()<<endl;
#endif
}
//Method that will remove the last theme added to the stack.
void ThemeStack::removeTheme(){
//Make sure that the stack isn't empty.
if(!objThemes.empty()){
delete objThemes.back();
objThemes.pop_back();
}
}
//Method that will append a theme that will be loaded from file.
//fileName: The file to load the theme from.
//Returns: Pointer to the newly added theme, NULL if failed.
ThemeManager* ThemeStack::appendThemeFromFile(const string& fileName, ImageManager &imageManager, SDL_Renderer &renderer){
//Create a new themeManager.
ThemeManager* obj=new ThemeManager();
//Let it load from the given file.
if(!obj->loadFile(fileName, imageManager, renderer)){
//Failed thus delete the theme and return null.
cerr<<"ERROR: Failed loading theme "<<fileName<<endl;
delete obj;
return NULL;
}else{
//Succeeded, add it to the stack and return it.
objThemes.push_back(obj);
return obj;
}
}
//Method that is used to let the themes scale.
void ThemeStack::scaleToScreen(){
//Loop through the themes and call their scaleToScreen method.
for(unsigned int i=0;i<objThemes.size();i++)
objThemes[i]->scaleToScreen();
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//Returns: Pointer to the ThemeBlock.
ThemeBlock* ThemeStack::getBlock(int index,bool menu){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the block from the theme.
ThemeBlock* obj=objThemes[i]->getBlock(index,menu);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
//Get a pointer to the ThemeBlock of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeBlock.
ThemeBlock* ThemeStack::getCharacter(bool isShadow){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeBlock from the theme.
ThemeBlock* obj=objThemes[i]->getCharacter(isShadow);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
//Get a pointer to the ThemeBackground of the theme.
//Returns: Pointer to the ThemeBackground.
ThemeBackground* ThemeStack::getBackground(bool menu){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeBackground from the theme.
ThemeBackground* obj=objThemes[i]->getBackground(menu);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
diff --git a/src/ThemeManager.h b/src/ThemeManager.h
index b5be1e9..dd9c13a 100644
--- a/src/ThemeManager.h
+++ b/src/ThemeManager.h
@@ -1,911 +1,918 @@
/*
* 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 THEMEMANAGER_H
#define THEMEMANAGER_H
#include "Globals.h"
#include <string>
#include <vector>
#include <utility>
#include <iostream>
using namespace std;
class ImageManager;
class TreeStorageNode;
//Structure containing offset data for one frame.
struct typeOffsetPoint{
//The location (x,y) and size (w,h).
int x,y,w,h;
//The frame to which this offset applies.
int frameCount;
//The number of frames this offset is shown.
int frameDisplayTime;
};
//We already need the classes so declare them here.
class ThemeOffsetData;
class ThemePicture;
class ThemeObject;
class ThemeBlockState;
class ThemeBlock;
//Instance class of a ThemeObject, this is used by the other Instance classes.
class ThemeObjectInstance{
public:
//Pointer to the picture.
ThemePicture* picture;
//Pointer to the parent the object an instance os is.
ThemeObject* parent;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeObjectInstance():picture(NULL),parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeObject.
//dest: The destination surface to draw the ThemeObject on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
void draw(SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect* clipRect=NULL);
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved animation should be deleted.
void resetAnimation(bool save){
animation=0;
if(save){
savedAnimation=0;
}
}
//Method that will save the animation.
void saveAnimation(){
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
animation=savedAnimation;
}
};
//Instance class of a ThemeBlockState, this is used by the ThemeBlockInstance.
class ThemeBlockStateInstance{
public:
//Pointer to the parent the state an instance of is.
ThemeBlockState *parent;
//Vector containing the ThemeObjectInstances.
vector<ThemeObjectInstance> objects;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeBlockStateInstance():parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeBlockState.
//dest: The destination surface to draw the ThemeBlockState on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
void draw(SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect *clipRect=NULL){
for(unsigned int i=0;i<objects.size();i++){
objects[i].draw(renderer,x,y,w,h,clipRect);
}
}
//Method that will update the animation.
void updateAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].updateAnimation();
}
animation++;
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<objects.size();i++){
objects[i].resetAnimation(save);
}
animation=0;
if(save){
savedAnimation=0;
}
}
//Method that will save the animation.
void saveAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].saveAnimation();
}
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].loadAnimation();
}
animation=savedAnimation;
}
};
//Instance of a ThemeBlock, this is used by blocks in the game to prevent changing the theme in game.
//It also allows animation to run independently.
class ThemeBlockInstance{
public:
//Pointer to the current state.
ThemeBlockStateInstance* currentState;
//The name of the current state.
string currentStateName;
//Map containing the blockStates.
map<string,ThemeBlockStateInstance> blockStates;
//Map containing the blockTransitionStates.
map<pair<string,string>,ThemeBlockStateInstance> transitions;
//String containing the name of the saved state.
string savedStateName;
public:
//Constructor.
ThemeBlockInstance():currentState(NULL){}
//Method used to draw the ThemeBlock.
//renderer: The destination renderer to draw the ThemeBlock on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool draw(SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect *clipRect=NULL){
if(currentState!=NULL){
currentState->draw(renderer,x,y,w,h,clipRect);
return true;
}
return false;
}
//Method that will draw a specific state.
//s: The name of the state to draw.
//dest: The destination surface to draw the ThemeBlock on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool drawState(const string& s,SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect *clipRect=NULL){
map<string,ThemeBlockStateInstance>::iterator it=blockStates.find(s);
if(it!=blockStates.end()){
it->second.draw(renderer,x,y,w,h,clipRect);
return true;
}
return false;
}
//Method that will change the current state.
//s: The name of the state to change to.
//reset: Boolean if the animation should reset.
//Returns: True if it succeeds (exists).
bool changeState(const string& s,bool reset=true){
bool newState=false;
//First check if there's a transition.
{
pair<string,string> s1=pair<string,string>(currentStateName,s);
map<pair<string,string>,ThemeBlockStateInstance>::iterator it=transitions.find(s1);
if(it!=transitions.end()){
currentState=&it->second;
//NOTE: We set the currentState name to target state name.
//Worst case senario is that the animation is skipped when saving/loading at a checkpoint.
currentStateName=s;
newState=true;
}
}
//If there isn't a transition go directly to the state.
if(!newState){
//Get the new state.
map<string,ThemeBlockStateInstance>::iterator it=blockStates.find(s);
//Check if it exists.
if(it!=blockStates.end()){
currentState=&it->second;
currentStateName=it->first;
newState=true;
}
}
//Check if a state has been found.
if(newState){
//FIXME: Is it needed to set the savedStateName here?
if(savedStateName.empty())
savedStateName=currentStateName;
//If reset then reset the animation.
if(reset)
currentState->resetAnimation(true);
return true;
}
//It doesn't so return false.
return false;
}
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.resetAnimation(save);
}
if(save){
savedStateName.clear();
}
}
//Method that will save the animation.
void saveAnimation(){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.saveAnimation();
}
savedStateName=currentStateName;
}
//Method that will restore a saved animation.
void loadAnimation(){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.loadAnimation();
}
changeState(savedStateName,false);
}
};
//Class containing the offset data.
class ThemeOffsetData{
public:
//Vector containing the offsetDatas.
vector<typeOffsetPoint> offsetData;
//The length of the "animation" in frames.
int length;
public:
//Constructor.
ThemeOffsetData():length(0){}
//Destructor.
~ThemeOffsetData(){}
//Method used to destroy the offsetData.
void destroy(){
//Set length to zero.
length=0;
//And clear the offsetData vector.
offsetData.clear();
}
//Method that will load the offsetData from a node.
//objNode: Pointer to the TreeStorageNode to read the data from.
//Returns: True if it succeeds without errors.
bool loadFromNode(TreeStorageNode* objNode);
};
enum Alignment{
//Horizontal alignments
LEFT,
CENTRE,
RIGHT,
//Vertical alignments
TOP,
MIDDLE,
BOTTOM,
//NOTE: Repeat can be used for both horizontal and vertical alignments.
REPEAT
};
//Class containing the positioning and repeat data.
class ThemePositioningData{
public:
//Horizontal and vertical alignment data.
Alignment horizontalAlign,verticalAlign;
public:
//Constructor.
ThemePositioningData(){}
//Destructor.
~ThemePositioningData(){}
//Method used to destroy the positioningData.
void destroy(){
horizontalAlign=REPEAT;
verticalAlign=REPEAT;
}
//Method that will load the positioningData from a node.
//objNode: Pointer to the TreeStorageNode to read the data from.
//Returns: True if it succeeds without errors.
bool loadFromNode(TreeStorageNode* objNode);
};
//This is the lowest level of the theme system.
//It's a picture with offset data.
class ThemePicture{
public:
//Pointer to actual texture. Handled by ImageManager.
SharedTexture texture;
//Offset data for the picture.
ThemeOffsetData offset;
int x;
int y;
public:
//Constructor.
ThemePicture():texture(NULL), x(0), y(0){}
//Destructor.
~ThemePicture(){}
//Method used to destroy the picture.
void destroy(){
//Freeing handled by ImageManager.
//TODO: Unload unused images
texture=NULL;
//Destroy the offset data.
offset.destroy();
}
bool loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that will draw the ThemePicture.
//dest: The destination surface.
//x: The x location on the dest to draw the picture.
//y: The y location on the dest to draw the picture.
//animation: The frame of the animation to draw.
//clipRect: Rectangle to clip the picture.
void draw(SDL_Renderer& renderer,int x,int y,int animation=0, SDL_Rect* clipRect=NULL);
};
//The ThemeObject class is used to contain a basic theme element.
//Contains the picture, animation information, etc...
class ThemeObject{
public:
//Integer containing the length of the animation.
int animationLength;
//Integer containing the frame from where the animation is going to loop.
int animationLoopPoint;
//Boolean if the animation is invisible at run time (Game state).
bool invisibleAtRunTime;
//Boolean if the animation is invisible at design time (Level editor).
bool invisibleAtDesignTime;
//Picture of the ThemeObject.
ThemePicture picture;
//Picture of the ThemeObject shown when in the level editor.
ThemePicture editorPicture;
//Vector containing optionalPicture for the ThemeObject.
vector<pair<double,ThemePicture*> > optionalPicture;
//ThemeOffsetData for the ThemeObject.
ThemeOffsetData offset;
//ThemePositionData for the ThemeObject.
ThemePositioningData positioning;
public:
//Constructor.
ThemeObject():animationLength(0),animationLoopPoint(0),invisibleAtRunTime(false),invisibleAtDesignTime(false){}
//Destructor.
~ThemeObject(){
//Loop through the optionalPicture and delete them.
for(unsigned int i=0;i<optionalPicture.size();i++){
delete optionalPicture[i].second;
}
}
//Method that will destroy the ThemeObject.
void destroy(){
//Loop through the optionalPicture and delete them.
for(unsigned int i=0;i<optionalPicture.size();i++){
delete optionalPicture[i].second;
}
optionalPicture.clear();
animationLength=0;
animationLoopPoint=0;
invisibleAtRunTime=false;
invisibleAtDesignTime=false;
picture.destroy();
editorPicture.destroy();
offset.destroy();
positioning.destroy();
}
//Method that will load a ThemeObject from a node.
//objNode: The TreeStorageNode to read the object from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
};
//Class containing a single state of a themed block.
class ThemeBlockState{
public:
//The length in frames of the oneTimeAnimation.
int oneTimeAnimationLength;
//String containing the name of the next state.
string nextState;
//Vector containing the themeObjects that make up this state.
vector<ThemeObject*> themeObjects;
public:
//Constructor.
ThemeBlockState():oneTimeAnimationLength(0){}
//Destructor.
~ThemeBlockState(){
//Loop through the ThemeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
}
//Method that will destroy the ThemeBlockState.
void destroy(){
//Loop through the ThemeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
//Clear the themeObjects vector.
themeObjects.clear();
//Set the length to 0.
oneTimeAnimationLength=0;
//Clear the nextState string.
nextState.clear();
}
//Method that will load a ThemeBlockState from a node.
//objNode: The TreeStorageNode to read the state from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
};
//Class containing the needed things for a themed block.
class ThemeBlock{
public:
//Picture that is shown only in the level editor.
ThemePicture editorPicture;
//Map containing ThemeBlockStates for the different states of a block.
map<string,ThemeBlockState*> blockStates;
//Map containing the transition states between blocks states.
map<pair<string,string>,ThemeBlockState*> transitions;
public:
//Constructor.
ThemeBlock(){}
//Destructor/
~ThemeBlock(){
//Loop through the ThemeBlockStates and delete them,
for(map<string,ThemeBlockState*>::iterator i=blockStates.begin();i!=blockStates.end();++i){
delete i->second;
}
//Loop through the ThemeBlockStates and delete them,
for(map<pair<string,string>,ThemeBlockState*>::iterator i=transitions.begin();i!=transitions.end();++i){
delete i->second;
}
}
//Method that will destroy the ThemeBlock.
void destroy(){
//Loop through the ThemeBlockStates and delete them,
for(map<string,ThemeBlockState*>::iterator i=blockStates.begin();i!=blockStates.end();++i){
delete i->second;
}
//Loop through the ThemeBlockStates transitions and delete them,
for(map<pair<string,string>,ThemeBlockState*>::iterator i=transitions.begin();i!=transitions.end();++i){
delete i->second;
}
//Clear the blockStates map.
blockStates.clear();
transitions.clear();
editorPicture.destroy();
}
//Method that will load a ThemeBlock from a node.
//objNode: The TreeStorageNode to load the ThemeBlock from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that will create a ThemeBlockInstance.
//obj: Pointer that will be filled with the instance.
void createInstance(ThemeBlockInstance* obj);
private:
//Method that will create a ThemeBlockStateInstance.
//obj: Pointer that will be filled with the instance.
void createStateInstance(ThemeBlockStateInstance* obj);
};
//ThemeBackgroundPicture is a class containing the picture for the background.
class ThemeBackgroundPicture{
private:
//Rectangle that should be taken from the picture.
//NOTE The size is pixels of the image.
SDL_Rect cachedSrcSize;
//Rectangle with the size it will have on the destination (screen).
//NOTE The size is in pixels or in precentages (if scaleToScreen is true).
SDL_Rect cachedDestSize;
//Pointer to the SDL_Texture containing the picture. (Creation/destruction handled by ImageManager)
SharedTexture texture;
//Rectangle that should be taken from the picture.
//NOTE The size is pixels of the image.
SDL_Rect srcSize;
//Rectangle with the size it will have on the destination (screen).
//NOTE The size is in pixels even though the loaded value from the theme description file can be in precentages (if scaleToScreen is true).
SDL_Rect destSize;
//Boolean if the background picture should be scaled to screen.
bool scale;
//Boolean if the image should be repeated over the x-axis.
bool repeatX;
//Boolean if the image should be repeated over the y-axis.
bool repeatY;
//Float containing the speed the background picture moves along the x-axis.
float speedX;
//Float containing the speed the background picture moves along the y-axis.
float speedY;
//Float containing the horizontal speed the picture will have when moving the camera (horizontally).
float cameraX;
//Float containing the vertical speed the picture will have when moving the camera (vertically).
float cameraY;
private:
//Float with the current x position.
float currentX;
//Float with the current y position.
float currentY;
//Stored x location for when loading a state.
float savedX;
//Stored y location for when loading a state.
float savedY;
public:
//Constructor.
ThemeBackgroundPicture(){
//Set some default values.
texture=NULL;
memset(&srcSize,0,sizeof(srcSize));
memset(&destSize,0,sizeof(destSize));
memset(&cachedSrcSize,0,sizeof(cachedSrcSize));
memset(&cachedDestSize,0,sizeof(cachedDestSize));
scale=true;
repeatX=true;
repeatY=true;
speedX=0.0f;
speedY=0.0f;
cameraX=0.0f;
cameraY=0.0f;
currentX=0.0f;
currentY=0.0f;
savedX=0.0f;
savedY=0.0f;
}
//Method that will update the animation.
void updateAnimation(){
//Move the picture along the x-axis.
currentX+=speedX;
if(repeatX && destSize.w>0){
float f=(float)destSize.w;
if(currentX>f || currentX<-f) currentX-=f*floor(currentX/f);
}
//Move the picture along the y-axis.
currentY+=speedY;
if(repeatY && destSize.h>0){
float f=(float)destSize.h;
if(currentY>f || currentY<-f) currentY-=f*floor(currentY/f);
}
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
currentX=0.0f;
currentY=0.0f;
if(save){
savedX=0.0f;
savedY=0.0f;
}
}
//Method that will save the animation.
void saveAnimation(){
savedX=currentX;
savedY=currentY;
}
//Method that will load the animation.
void loadAnimation(){
currentX=savedX;
currentY=savedY;
}
//Method used to draw the ThemeBackgroundPicture.
//dest: Pointer to the SDL_Renderer the picture should be drawn on.
void draw(SDL_Renderer& dest);
//Method used to load the ThemeBackgroundPicture from a node.
//objNode: The TreeStorageNode to load the picture from.
//themePath: The path to the theme.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
//This method will scale the background picture (if needed and configured) to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void scaleToScreen();
};
//Class that forms the complete background of a theme.
//It is in fact nothing more than a vector containing multiple ThemeBackgroundPictures.
class ThemeBackground{
private:
//Vector containing the ThemeBackgroundPictures.
vector<ThemeBackgroundPicture> picture;
public:
//Method that will update the animation of all the background pictures.
void updateAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].updateAnimation();
}
}
//Method that will reset the animation of all the background pictures.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<picture.size();i++){
picture[i].resetAnimation(save);
}
}
//Method that will save the animation of all the background pictures.
void saveAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].saveAnimation();
}
}
//Method that will load the animation of all the background pictures.
void loadAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].loadAnimation();
}
}
//Method that will scale the background pictures (if set) to the current screen resolution.
void scaleToScreen(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].scaleToScreen();
}
}
//This method will draw all the background pictures.
//dest: Pointer to the SDL_Renderer to draw them on.
void draw(SDL_Renderer& renderer){
for(unsigned int i=0;i<picture.size();i++){
picture[i].draw(renderer);
}
}
//Method that will add a ThemeBackgroundPicture to the ThemeBackground.
//objNode: The treeStorageNode to read from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool addPictureFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer){
picture.push_back(ThemeBackgroundPicture());
return picture.back().loadFromNode(objNode,themePath, imageManager, renderer);
}
};
//The ThemeManager is actually a whole theme, filled with ThemeBlocks and ThemeBackground.
class ThemeManager{
private:
//The ThemeBlock of the shadow.
ThemeBlock* shadow;
//The ThemeBlock of the player.
ThemeBlock* player;
//Array containing a ThemeBlock for every block type.
ThemeBlock* objBlocks[TYPE_MAX];
//The ThemeBackground.
ThemeBackground* objBackground;
//ThemeBackground for menu.
ThemeBackground* menuBackground;
//Level selection background block.
ThemeBlock* menuBlock;
+ //Level selection background block for locked level.
+ ThemeBlock* menuShadowBlock;
public:
//String containing the path to the string.
string themePath;
//String containing the theme name.
string themeName;
public:
//Constructor.
ThemeManager(){
//Make sure the pointers are set to NULL.
objBackground=NULL;
//Reserve enough memory for the ThemeBlocks.
memset(objBlocks,0,sizeof(objBlocks));
shadow=NULL;
player=NULL;
menuBackground=NULL;
menuBlock=NULL;
+ menuShadowBlock = NULL;
}
//Destructor.
~ThemeManager(){
//Delete the ThemeBlock of the shadow.
if(shadow)
delete shadow;
//Delete the ThemeBlock of the player.
if(player)
delete player;
//Loop through the ThemeBlocks and delete them.
for(int i=0;i<TYPE_MAX;i++){
if(objBlocks[i])
delete objBlocks[i];
}
//Delete the ThemeBackgrounds.
if(objBackground)
delete objBackground;
if(menuBackground)
delete menuBackground;
if(menuBlock)
delete menuBlock;
+ if (menuShadowBlock)
+ delete menuShadowBlock;
}
//Method used to destroy the ThemeManager.
void destroy(){
//Delete the ThemeBlock of the shadow.
if(shadow)
delete shadow;
//Delete the ThemeBlock of the player.
if(player)
delete player;
//Loop through the ThemeBlocks and delete them.
for(int i=0;i<TYPE_MAX;i++){
if(objBlocks[i])
delete objBlocks[i];
}
//Delete the ThemeBackground.
if(objBackground)
delete objBackground;
//And clear the themeName.
themeName.clear();
}
//Method that will load the theme from a file.
//fileName: The file to load the theme from.
//Returns: True if it succeeds.
bool loadFile(const string& fileName, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that will scale the theme to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void scaleToScreen(){
//We only need to scale the background.
if(objBackground)
objBackground->scaleToScreen();
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//menu: Boolean if get spefial blocks for menu
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getBlock(int index,bool menu){
- if(!menu)
+ if (!menu)
return objBlocks[index];
else
- if(index==TYPE_BLOCK)
- if(menuBlock)
+ if (index == TYPE_BLOCK)
+ if (menuBlock)
return menuBlock;
else
return objBlocks[TYPE_BLOCK];
- else if(index==TYPE_SHADOW_BLOCK)
- if(menuBlock)
+ else if (index == TYPE_SHADOW_BLOCK)
+ if (menuShadowBlock)
+ return menuShadowBlock;
+ else if (menuBlock)
return menuBlock;
else
return objBlocks[TYPE_SHADOW_BLOCK];
else
return objBlocks[index];
}
//Get a pointer to the ThemeBlock of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getCharacter(bool isShadow){
if(isShadow)
return shadow;
return player;
}
//Get a pointer to the ThemeBackground of the theme.
//bool: Boolean if get menu background
//Returns: Pointer to the ThemeBackground.
ThemeBackground* getBackground(bool menu){
if(menu&&menuBackground)
return menuBackground;
else
return objBackground;
}
};
//Class that combines multiple ThemeManager into one stack.
//If a file is not in a certain theme it will use one of a lower theme.
class ThemeStack{
private:
//Vector containing the themes in the stack.
vector<ThemeManager*> objThemes;
public:
//Constructor.
ThemeStack();
//Destructor.
~ThemeStack();
//Method that will destroy the ThemeStack.
void destroy();
//Method that will append a theme to the stack.
//obj: The ThemeManager to add.
void appendTheme(ThemeManager* obj);
//Method that will remove the last theme added to the stack.
void removeTheme();
//Method that will append a theme that will be loaded from file.
//fileName: The file to load the theme from.
//Returns: Pointer to the newly added theme, NULL if failed.
ThemeManager* appendThemeFromFile(const string& fileName, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that is used to let the themes scale.
void scaleToScreen();
//Get the number of themes in the stack.
//Returns: The theme count.
int themeCount(){
return (int)objThemes.size();
}
//Operator overloading so that the themes can be accesed using the [] operator.
//i: The index.
ThemeManager* operator[](int i){
return objThemes[i];
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getBlock(int index,bool menu=false);
//Get a pointer to the ThemeBlock of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getCharacter(bool isShadow);
//Get a pointer to the ThemeBackground of the theme.
//Returns: Pointer to the ThemeBackground.
ThemeBackground* getBackground(bool menu);
};
//The ThemeStack that is be used by the GameState.
extern ThemeStack objThemes;
#endif
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