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diff --git a/src/Game.cpp b/src/Game.cpp
index 91102c3..ff7182c 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1522 +1,1522 @@
/*
* 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 "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <stdlib.h>
#include <string.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;
string Game::recordFile;
Game::Game(bool loadLevel):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,shadowCam(false)
,player(this),shadow(this),objLastCheckPoint(NULL){
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
ThemeBlockInstance appearance;
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&appearance);
collectable=appearance.currentState->parent->themeObjects[0]->picture.picture;
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
//Check if we should load record file.
if(!recordFile.empty()){
loadRecord(recordFile.c_str());
recordFile.clear();
return;
}
//If we should load the level then load it.
if(loadLevel){
this->loadLevel(levels->getLevelpackPath()+levels->getLevelFile());
levels->saveLevelProgress();
}
}
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();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
recentSwap=recentSwapSaved=-10000;
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Temp var used for block locations.
SDL_Rect box;
//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.
{
//If a theme is configured then load it.
string theme=processFileName(getSettings()->getValue("theme"));
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")) {
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(theme)+"/theme.mnmstheme");
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile" && obj1->value.size()>=3){
int objectType=blockNameMap[obj1->value[0]];
box.x=atoi(obj1->value[1].c_str());
box.y=atoi(obj1->value[2].c_str());
map<string,string> obj;
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
//If the type is collectable, increase the number of totalCollectables
if(objectType==TYPE_COLLECTABLE)
totalCollectables++;
levelObjects.push_back(new Block(box.x,box.y,objectType,this));
levelObjects.back()->setEditorData(obj);
//Check for subnodes on the tile node.
//FIXME: Extend setEditorData to accept a TreeStorageNode so it can be handled there.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
//FIXME: Ugly variable naming.
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2==NULL) continue;
//Check for a script block.
- if(obj2->name=="script" && obj2->value.size()>=1){
+ if(obj2->name=="script" && !obj2->value.empty()){
int eventType=atoi(obj2->value[0].c_str());
Script script;
script.script=obj2->attributes["script"][0].c_str();
dynamic_cast<Block*>(levelObjects.back())->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){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
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){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_C(levels->getDictionaryManager(),editorData["name"]));
}
SDL_Color fg={0,0,0,0};
bmTips[0]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
//Get the background
background=objThemes.getBackground(false);
if(background)
background->resetAnimation(true);
}
void Game::loadLevel(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)){
cout<<"Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(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(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)){
cout<<"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(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cout<<"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(){
//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;
}
//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();
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
shadowCam=!shadowCam;
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Check if we should save/load state.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Add one tick to the time.
time++;
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let the player jump.
player.jump();
//Let him move.
player.move(levelObjects);
//And let the camera follow him.
if(!shadowCam){
player.setMyCamera();
}else{
shadow.setMyCamera();
}
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow jump.
shadow.jump();
//Let the shadow move.
shadow.move(levelObjects);
//Some levelObjects can move so update them.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->move();
}
//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.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){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL && obj->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 collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded();
}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;
}
}
}
//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()){
cout<<"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()){
cout<<"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();
//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)
reset(false);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(){
//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(screen);
//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_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow second because he needs to be behind the player.
shadow.show();
player.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
drawGUIBox(-2,SCREEN_HEIGHT-bmTips[0]->h-4,bmTips[0]->w+8,bmTips[0]->h+6,screen,0xDDDDDDDD);
applySurface(2,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,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)));
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()){
SDL_Color fg={0,0,0,0};
bmTips[gameTipIndex]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
drawGUIBox(-2,-2,bmTips[gameTipIndex]->w+8,bmTips[gameTipIndex]->h+6,screen,0xDDDDDDDD);
applySurface(2,2,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* 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));
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));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[3]=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(),
fg);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0};
bmTips[2]=TTF_RenderUTF8_Blended(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(),
fg);
}
bm=bmTips[2];
}
}
//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){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=TTF_RenderUTF8_Blended(fontText,
_("Your shadow has died."),
fg);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
shadowCam=false;
}
//Draw the tip.
if(bm!=NULL){
int x=(SCREEN_WIDTH-bm->w)/2;
int y=32;
drawGUIBox(x-8,y-8,bm->w+16,bm->h+14,screen,0xDDDDDDDD);
applySurface(x,y,bm,screen,NULL);
}
//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){
//Temp stringstream just to addup all the text nicely
stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontText,temp.str().c_str(),themeTextColorDialog);
//Align the text properly
r.x=SCREEN_WIDTH-collectable->w-bm->w+22;
r.y=SCREEN_HEIGHT-bm->h;
//Draw background
drawGUIBox(SCREEN_WIDTH-bm->w-34,SCREEN_HEIGHT-bm->h-4,bm->w+34+2,bm->h+4+2,screen,0xDDDDDDDD);
//Draw the collectable icon
applySurface(SCREEN_WIDTH-collectable->w+12,SCREEN_HEIGHT-collectable->h+10,collectable,screen,NULL);
//Draw text
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&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){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,220);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Rect r;
/// TRANSLATORS: This is caption for finished level
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),themeTextColorDialog);
//Recreate the level string.
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,_C(levels->getDictionaryManager(),levelName));
}
SDL_Surface* bm2=TTF_RenderUTF8_Blended(fontText,s.c_str(),themeTextColorDialog);
//Now draw the first gui box so that it's bigger than longer text.
int width;
if(bm->w>bm2->w)
width=bm->w+32;
else
width=bm2->w+32;
drawGUIBox((SCREEN_WIDTH-width)/2,4,width,68,screen,0xDDDDDDA1);
// Now draw title.
r.x=(SCREEN_WIDTH-bm->w)/2;
r.y=8-GUI_FONT_RAISE;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(SCREEN_WIDTH-bm2->w)/2;
r.y=44;
SDL_BlitSurface(bm2,NULL,screen,&r);
//Free drawed texts
SDL_FreeSurface(bm);
SDL_FreeSurface(bm2);
//==Create second box==
//Now draw the second gui box.
drawGUIBox(GUIObjectRoot->left,GUIObjectRoot->top,GUIObjectRoot->width,GUIObjectRoot->height,screen,0xDDDDDDA1);
//Draw the medal.
int medal=GUIObjectRoot->value;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
applySurface(GUIObjectRoot->left+16,GUIObjectRoot->top+92,medals,screen,&r);
applySurface(GUIObjectRoot->left+medalX,GUIObjectRoot->top+92,medals,screen,&r);
}
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::string &untranslated_message=(dynamic_cast<Block*>(player.objNotificationBlock))->message;
std::string message=_C(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
int maxWidth = 0;
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
//Find out largest width
if(x>maxWidth)
maxWidth=x;
x=(SCREEN_WIDTH-x)/2;
lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,themeTextColorDialog));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
maxWidth+=SCREEN_WIDTH*0.15;
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,screen,0xDDDDDDA1);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
void Game::resize(){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(){
//Reset the number of collectables
currentCollectables=currentCollectablesSaved=0;
//We show the interlevel popup so interlevel must be true.
interlevel=true;
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject(0,SCREEN_HEIGHT-140,570,135,GUIObjectNone);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//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++;
}
//Add it to the GUIObjectRoot.
GUIObjectRoot->value=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.
GUIObject* obj=new GUIObject(x,10+timeY,-1,36,GUIObjectLabel,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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 GUIObject(x,34+timeY,-1,36,GUIObjectLabel,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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 GUIObject(x,58,-1,36,GUIObjectLabel,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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 GUIObject(x,10+recsY,-1,36,GUIObjectLabel,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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 GUIObject(x,34+recsY,-1,36,GUIObjectLabel,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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 GUIObject(x,58,-1,36,GUIObjectLabel,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->addChild(obj);
obj->render(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 GUIObject(50,92,-1,36,GUIObjectLabel,s1.c_str(),0,true,true,GUIGravityCenter);
GUIObjectRoot->addChild(obj);
obj->render(0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
medalX=x-24;
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIObject(x,10,-1,36,GUIObjectButton,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
b1->render(0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIObject(x,50,-1,36,GUIObjectButton,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
b2->render(0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIObject(x,90,-1,36,GUIObjectButton,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
GUIObjectRoot->addChild(b3);
b3->render(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;
GUIObjectRoot->width=x;
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
//We only need to reset a few things so we don't call reset().
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(true);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(true);
//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){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
player.reset(true);
shadow.reset(true);
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
}
void Game::recordingEnded(){
//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(_("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(player.canSaveState() && shadow.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 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;
}
}
//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 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;
}
}
//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.
time=0;
recordings=0;
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
//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;
//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);
//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){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
//Check if interlevel is true, if so we might need to delete the gui.
if(interlevel){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Also set interlevel to false.
interlevel=false;
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id){
//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;
}
//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(){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
//Don't forget the music.
getMusicManager()->pickMusic();
}else{
if(!levels->congratulationText.empty()){
msgBox(_C(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("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(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;
}
//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();
}
}
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index c9b7f26..df8fe31 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,2949 +1,2935 @@
/*
* 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 "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "LevelPack.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIWindow.h"
#include "GUISpinBox.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <sstream>
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
//Array containing translateble block names
static const char* blockNames[TYPE_MAX]={
__("Block"),__("Player Start"),__("Shadow Start"),
__("Exit"),__("Shadow Block"),__("Spikes"),
__("Checkpoint"),__("Swap"),__("Fragile"),
__("Moving Block"),__("Moving Shadow Block"),__("Moving Spikes"),
__("Teleporter"),__("Button"),__("Switch"),
__("Conveyor Belt"),__("Shadow Conveyor Belt"),__("Notification Block"),__("Collectable"),__("Puhsable")
};
//Array indicates if block is linkable
static const bool isLinkable[TYPE_MAX]={
false,false,false,
false,false,false,
false,false,false,
true,true,true,
true,true,true,
false,false,false,false
};
/////////////////LevelEditorActionsPopup/////////////////
class LevelEditorActionsPopup:private GUIEventCallback{
private:
//The parent object.
LevelEditor* parent;
//The position and size of window.
SDL_Rect rect;
//Array containing the actions in this popup.
GUIListBox* actions;
//GUI image.
SDL_Surface* bmGUI;
//Pointer to the object the actions apply to.
GameObject* target;
//The behaviour names.
vector<string> behaviour;
//The fragile block states.
vector<string> states;
public:
SDL_Rect getRect(){
return rect;
}
void dismiss(){
//Remove the actionsPopup from the parent.
if(parent!=NULL && parent->actionsPopup==this){
parent->actionsPopup=NULL;
}
//And delete ourself.
delete this;
}
SDL_Surface* createItem(const char* caption,int icon){
//FIXME: Add some sort of caching?
SDL_Color fg={0,0,0};
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,caption,fg);
SDL_SetAlpha(tip,0,0xFF);
//Create the surface, we add 16px to the width for an icon.
SDL_Surface* item=SDL_CreateRGBSurface(SDL_SWSURFACE,tip->w+16,24,32,RMASK,GMASK,BMASK,AMASK);
SDL_Rect itemRect={0,0,item->w,item->h};
SDL_FillRect(item,&itemRect,0x00FFFFFF);
itemRect.y=3;
itemRect.h=16;
SDL_FillRect(item,&itemRect,0xFFFFFFFF);
//Draw the text on the item surface.
applySurface(16,0,tip,item,NULL);
//Check if we should draw an icon.
if(icon==1 || icon==2){
//Draw the check (or not).
SDL_Rect r={0,0,16,16};
r.x=(icon-1)*16;
applySurface(0,3,bmGUI,item,&r);
}
//Free the tip surface.
SDL_FreeSurface(tip);
//Update the height.
rect.h+=24;
//Check if we should update the width., 8px extra on the width is for four pixels spacing on either side.
if(item->w+8>rect.w)
rect.w=item->w+8;
return item;
}
void updateItem(int index,const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->updateItem(index,action,item);
}
void addItem(const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->addItem(action,item);
}
LevelEditorActionsPopup(LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
//NOTE: The size gets set in the addItem method, height is already four to prevent a scrollbar.
rect.w=0;
rect.h=4;
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
//Create the behaviour vector.
behaviour.push_back(_("On"));
behaviour.push_back(_("Off"));
behaviour.push_back(_("Toggle"));
//Create the states list.
states.push_back(_("Complete"));
states.push_back(_("One step"));
states.push_back(_("Two steps"));
states.push_back(_("Gone"));
//TODO: The width should be based on the longest option.
//Get the type of the target.
int type=target->type;
//Create default actions.
//NOTE: Width and height are determined later on when the options are rendered.
actions=new GUIListBox(0,0,0,0);
actions->eventCallback=this;
addItem("Move",_("Move"));
addItem("Delete",_("Delete"));
//Determine what to do depending on the type.
if(isLinkable[type]){
//Check if it's a moving block type or trigger.
if(type==TYPE_BUTTON || type==TYPE_SWITCH || type==TYPE_PORTAL){
addItem("Link",_("Link"));
addItem("Remove Links",_("Remove Links"));
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
addItem("Automatic",_("Automatic"),(target->getEditorProperty("automatic")=="1")?2:1);
}else{
//Get the current behaviour.
int currentBehaviour=2;
if(target->getEditorProperty("behaviour")=="on"){
currentBehaviour=0;
}else if(target->getEditorProperty("behaviour")=="off"){
currentBehaviour=1;
}
addItem("Behaviour",behaviour[currentBehaviour].c_str());
}
}else{
addItem("Path",_("Path"));
addItem("Remove Path",_("Remove Path"));
//FIXME: We use hardcoded indeces, if the order changes we have a problem.
addItem("Enabled",_("Enabled"),(target->getEditorProperty("disabled")=="0")?2:1);
addItem("Looping",_("Looping"),(target->getEditorProperty("loop")=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
addItem("Enabled",_("Enabled"),(target->getEditorProperty("disabled")=="0")?2:1);
addItem("Speed",_("Speed"));
}
//Check if it's a fragile block.
if(type==TYPE_FRAGILE){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
addItem("State",states[currentState].c_str());
}
//Check if it's a notification block.
if(type==TYPE_NOTIFICATION_BLOCK)
addItem("Message",_("Message"));
//Finally add scripting to the bottom.
addItem("Scripting",_("Scripting"));
//Now set the size of the GUIListBox.
actions->width=rect.w;
actions->height=rect.h;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
~LevelEditorActionsPopup(){
if(actions)
delete actions;
}
void render(){
//Draw the actions.
actions->render(rect.x,rect.y);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
}
void handleEvents(){
//Check if a mouse is pressed outside the popup.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
if(event.type==SDL_MOUSEBUTTONDOWN && !checkCollision(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(rect.x,rect.y);
}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//NOTE: There should only be one GUIObject, so we know what event is fired.
//Get the selected entry.
std::string action=actions->item[actions->value];
if(action=="Move"){
//TODO
dismiss();
return;
}else if(action=="Delete"){
parent->removeObject(target);
dismiss();
return;
}else if(action=="Link"){
parent->linking=true;
parent->linkingTrigger=target;
dismiss();
return;
}else if(action=="Remove Links"){
//Remove all the
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=parent->triggers.find(target);
if(it!=parent->triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//In case of a portal remove its destination field.
if(target->type==TYPE_PORTAL){
target->setEditorProperty("destination","");
}else{
//We give the trigger a new id to prevent activating unlinked targets.
char s[64];
sprintf(s,"%d",parent->currentId);
parent->currentId++;
target->setEditorProperty("id",s);
}
dismiss();
return;
}else if(action=="Path"){
parent->moving=true;
parent->movingBlock=target;
dismiss();
return;
}else if(action=="Remove Path"){
//Set the number of moving positions to zero.
target->setEditorProperty("MovingPosCount","0");
std::map<GameObject*,vector<MovingPosition> >::iterator it;
it=parent->movingBlocks.find(target);
if(it!=parent->movingBlocks.end()){
(*it).second.clear();
}
dismiss();
return;
}else if(action=="Message"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
root->eventCallback=parent;
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Enter message here:"));
root->addChild(obj);
obj=new GUITextArea(50,90,500,100);
//Set the name of the text area, which is used to identify the object later on.
obj->name="message";
string tmp=target->getEditorProperty("message").c_str();
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
obj->caption=tmp.c_str();
root->addChild(obj);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgNotificationBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Enabled"){
//Get the previous state.
bool enabled=(target->getEditorProperty("disabled")=="0");
//Switch the state.
enabled=!enabled;
//NOTE: In case of enabled it is inverted since the property is actually disabled,
target->setEditorProperty("disabled",enabled?"0":"1");
updateItem(actions->value,"Enabled",_("Enabled"),enabled?2:1);
actions->value=-1;
return;
}else if(action=="Looping"){
//Get the previous state.
bool loop=(target->getEditorProperty("loop")=="1");
//Switch the state.
loop=!loop;
target->setEditorProperty("loop",loop?"1":"0");
updateItem(actions->value,"Looping",_("Looping"),loop?2:1);
actions->value=-1;
return;
}else if(action=="Automatic"){
//Get the previous state.
bool automatic=(target->getEditorProperty("automatic")=="1");
//Switch the state.
automatic=!automatic;
target->setEditorProperty("automatic",automatic?"1":"0");
updateItem(actions->value,"Automatic",_("Automatic"),automatic?2:1);
actions->value=-1;
return;
}else if(action=="Behaviour"){
//Get the current behaviour.
int currentBehaviour=2;
string behave=target->getEditorProperty("behaviour");
if(behave=="on"){
currentBehaviour=0;
}else if(behave=="off"){
currentBehaviour=1;
}
//Increase the behaviour.
currentBehaviour++;
if(currentBehaviour>2)
currentBehaviour=0;
//Update the data of the block.
target->setEditorProperty("behaviour",behaviour[currentBehaviour]);
//And update the item.
updateItem(actions->value,"Behaviour",behaviour[currentBehaviour].c_str());
actions->value=-1;
return;
}else if(action=="State"){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
//Increase the state.
currentState++;
if(currentState>3)
currentState=0;
//Update the data of the block.
char s[64];
sprintf(s,"%d",currentState);
target->setEditorProperty("state",s);
//And update the item.
updateItem(actions->value,"State",states[currentState].c_str());
actions->value=-1;
return;
}else if(action=="Speed"){
//Create the GUI.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
root->eventCallback=parent;
GUIObject* obj;
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Enter speed here:"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(240,100,320,36);
//Set the name of the text area, which is used to identify the object later on.
obj2->name="speed";
obj2->number=atof(target->getEditorProperty("speed").c_str());
root->addChild(obj2);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgConveyorBlockOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=root;
root->addChild(obj);
//Add the window to the GUIObjectRoot and the objectWindows map.
GUIObjectRoot->addChild(root);
parent->objectWindows[root]=target;
//And dismiss this popup.
dismiss();
return;
}else if(action=="Scripting"){
//TODO
dismiss();
return;
}
}
};
/////////////////LevelEditorSelectionPopup/////////////////
class LevelEditorSelectionPopup{
private:
//The parent object
LevelEditor* parent;
//The position of window
SDL_Rect rect;
//GUI image
SDL_Surface* bmGUI;
//The selection
std::vector<GameObject*> selection;
//The scrollbar
GUIScrollBar* scrollBar;
//Highlighted object
GameObject* highlightedObj;
//Highlighted button index. 0=none 1=select/deselect 2=delete 3=configure
int highlightedBtn;
public:
int startRow,showedRow;
//If selection is dirty
bool dirty;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return rect.w;
}
int height(){
return rect.h;
}
void updateScrollBar(){
int m=selection.size()-showedRow;
if(m>0){
if(startRow<0) startRow=0;
else if(startRow>m) startRow=m;
if(scrollBar==NULL){
scrollBar=new GUIScrollBar(0,0,16,rect.h-16,ScrollBarVertical,startRow,0,m,1,showedRow);
}
scrollBar->visible=true;
scrollBar->maxValue=m;
scrollBar->value=startRow;
}else{
startRow=0;
if(scrollBar){
scrollBar->visible=false;
scrollBar->value=0;
}
}
}
void updateSelection(){
if(parent!=NULL){
std::vector<GameObject*>& v=parent->levelObjects;
for(int i=selection.size()-1;i>=0;i--){
if(find(v.begin(),v.end(),selection[i])==v.end()){
selection.erase(selection.begin()+i);
}
}
updateScrollBar();
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, std::vector<GameObject*>& selection, int x=0, int y=0){
this->parent=parent;
this->selection=selection;
dirty=false;
scrollBar=NULL;
highlightedObj=NULL;
highlightedBtn=0;
//calc window size
startRow=0;
showedRow=selection.size();
int m=SCREEN_HEIGHT/64-1;
if(showedRow>m) showedRow=m;
rect.w=320;
rect.h=showedRow*64+16;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
updateScrollBar();
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
~LevelEditorSelectionPopup(){
if(scrollBar)
delete scrollBar;
}
void move(int x,int y){
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void render(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,screen,0xFFFFFFFFU);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//the tool tip of item
SDL_Rect tooltipRect;
string tooltip;
if(scrollBar && scrollBar->visible){
startRow=scrollBar->value;
}
highlightedObj=NULL;
highlightedBtn=0;
//draw avaliable item
for(int i=0;i<showedRow;i++){
int j=startRow+i;
if(j>=(int)selection.size()) break;
SDL_Rect r={rect.x+8,rect.y+i*64+8,rect.w-16,64};
if(scrollBar && scrollBar->visible) r.w-=24;
//check highlight
if(checkCollision(mouse,r)){
highlightedObj=selection[j];
SDL_FillRect(screen,&r,0xCCCCCC);
}
int type=selection[j]->type;
//draw tile picture
ThemeBlock* obj=objThemes.getBlock(type);
if(obj){
obj->editorPicture.draw(screen,r.x+7,r.y+7);
}
//draw name
SDL_Color fg={0,0,0};
SDL_Surface* txt=TTF_RenderUTF8_Blended(fontText,_(blockNames[type]),fg);
if(txt!=NULL){
SDL_Rect r2={r.x+64,r.y+(64-txt->h)/2,0,0};
SDL_BlitSurface(txt,NULL,screen,&r2);
SDL_FreeSurface(txt);
}
if(parent!=NULL){
//draw selected
{
std::vector<GameObject*> &v=parent->selection;
bool isSelected=find(v.begin(),v.end(),selection[j])!=v.end();
SDL_Rect r1={isSelected?16:0,0,16,16};
SDL_Rect r2={r.x+r.w-72,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Select");
highlightedBtn=1;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Delete");
highlightedBtn=2;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Configure");
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(!tooltip.empty()){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,tooltip.c_str(),fg);
//Draw only if there's a tooltip available
if(tip!=NULL){
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tip->h>SCREEN_HEIGHT-20)
tooltipRect.y-=tip->h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tip->w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&tooltipRect);
SDL_FreeSurface(tip);
}
}
}
void handleEvents(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
//check mousewheel
if(event.button.button==SDL_BUTTON_WHEELUP){
startRow-=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_WHEELDOWN){
startRow+=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!checkCollision(mouse,rect)){
dismiss();
return;
}
//Check if item is clicked
if(highlightedObj!=NULL && highlightedBtn>0 && parent!=NULL){
std::vector<GameObject*>& v=parent->levelObjects;
if(find(v.begin(),v.end(),highlightedObj)!=v.end()){
switch(highlightedBtn){
case 1:
{
std::vector<GameObject*>& v2=parent->selection;
std::vector<GameObject*>::iterator it=find(v2.begin(),v2.end(),highlightedObj);
if(it==v2.end()){
v2.push_back(highlightedObj);
}else{
v2.erase(it);
}
}
break;
case 2:
parent->removeObject(highlightedObj);
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
}
};
/////////////////MovingPosition////////////////////////////
MovingPosition::MovingPosition(int x,int y,int time){
this->x=x;
this->y=y;
this->time=time;
}
MovingPosition::~MovingPosition(){}
void MovingPosition::updatePosition(int x,int y){
this->x=x;
this->y=y;
}
/////////////////LEVEL EDITOR//////////////////////////////
LevelEditor::LevelEditor():Game(true){
//Get the target time and recordings.
levelTime=levels->getLevel()->targetTime;
levelRecordings=levels->getLevel()->targetRecordings;
//This will set some default settings.
reset();
//The level is loaded by the game, so do postLoad.
postLoad();
//Create the GUI root.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
toolbarRect=tmp;
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Count the level editing time.
statsMgr.startLevelEdit();
}
LevelEditor::~LevelEditor(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
levelObjects.clear();
selection.clear();
//Free the placement surface.
SDL_FreeSurface(placement);
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Delete the popup
if(selectionPopup){
delete selectionPopup;
selectionPopup=NULL;
}
//Delete the popup
if(actionsPopup){
delete actionsPopup;
actionsPopup=NULL;
}
//Reset the camera.
camera.x=0;
camera.y=0;
//Count the level editing time.
statsMgr.endLevelEdit();
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
if(LEVEL_WIDTH<SCREEN_WIDTH)
camera.x=-(SCREEN_WIDTH-LEVEL_WIDTH)/2;
else
camera.x=0;
if(LEVEL_HEIGHT<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/2;
else
camera.y=0;
cameraXvel=0;
cameraYvel=0;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setPosition(player.fx,player.fy);
shadow.setPosition(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
//Delete any gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Clear the GUIWindow object map.
objectWindows.clear();
}
void LevelEditor::loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(obj,fileName);
//now do our own stuff.
string s=editorData["time"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=atoi(s.c_str());
}
s=editorData["recordings"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The dimensions of the level.
int maxX=0;
int maxY=0;
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty()){
node.attributes["name"].push_back(levelName);
//Update the level name in the levelpack.
levels->getLevel()->name=levelName;
}
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
}
}
//The width of the level.
maxX=LEVEL_WIDTH;
sprintf(s,"%d",maxX);
node.attributes["size"].push_back(s);
//The height of the level.
maxY=LEVEL_HEIGHT;
sprintf(s,"%d",maxY);
node.attributes["size"].push_back(s);
//Loop through the gameObjects and save them.
for(int o=0;o<(signed)levelObjects.size();o++){
int objectType=levelObjects[o]->type;
//Check if it's a legal gameObject type.
if(objectType>=0 && objectType<TYPE_MAX){
TreeStorageNode* obj1=new TreeStorageNode;
node.subNodes.push_back(obj1);
//It's a tile so name the node tile.
obj1->name="tile";
//Write away the type of the gameObject.
- sprintf(s,"%d",objectType);
obj1->value.push_back(blockName[objectType]);
//Get the box for the location of the gameObject.
SDL_Rect box=levelObjects[o]->getBox(BoxType_Base);
//Put the location in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for(unsigned int i=0;i<obj.size();i++){
if((!obj[i].first.empty()) && (!obj[i].second.empty())){
obj1->attributes[obj[i].first].push_back(obj[i].second);
}
}
}
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//If playing/testing we should the game handle the events.
if(playMode){
Game::handleEvents();
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
playMode=false;
GUIObjectRoot->visible=true;
camera.x=cameraSave.x;
camera.y=cameraSave.y;
//NOTE: To prevent the mouse to still "be pressed" we set it to false.
pressedLeftMouse=false;
}
}else{
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Before we quit ask a make sure question.
if(msgBox(_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
}
}
//Check if we should redirect the event to the actions popup
if(actionsPopup!=NULL){
actionsPopup->handleEvents();
return;
}
//Check if we should redirect the event to selection popup
if(selectionPopup!=NULL){
if(event.type==SDL_MOUSEBUTTONDOWN
|| event.type==SDL_MOUSEBUTTONUP
|| event.type==SDL_MOUSEMOTION)
{
selectionPopup->handleEvents();
return;
}
}
//TODO: Don't handle any Events when GUIWindows process them.
//Check if toolbar is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && tooltip>=0){
int t=tooltip;
if(t<NUMBER_TOOLS){
tool=(Tools)t;
}else{
//The selected button isn't a tool.
//Now check which button it is.
if(t==NUMBER_TOOLS){
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
//Also stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
moving=false;
movingBlock=NULL;
}
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings();
}
if(t==NUMBER_TOOLS+4){
//Go back to the level selection screen of Level Editor
setNextState(STATE_LEVEL_EDIT_SELECT);
//Change the music back to menu music.
getMusicManager()->playMusic("menu");
}
if(t==NUMBER_TOOLS+3){
//Save current level
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
return;
}
//check if shift is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_SHIFT)){
pressedShift=true;
}
if(inputMgr.isKeyUpEvent(INPUTMGR_SHIFT)){
pressedShift=false;
}
//Check if delete is pressed.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_DELETE){
if(!selection.empty()){
//Loop through the selected game objects.
while(!selection.empty()){
//Remove the objects in the selection.
removeObject(selection[0]);
}
//And clear the selection vector.
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
//Check for copy (Ctrl+c) or cut (Ctrl+x).
if(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_c || event.key.keysym.sym==SDLK_x) && (event.key.keysym.mod & KMOD_CTRL)){
//Clear the current clipboard.
clipboard.clear();
//Check if the selection isn't empty.
if(!selection.empty()){
//Loop through the selection to find the left-top block.
int x=selection[0]->getBox().x;
int y=selection[0]->getBox().y;
for(unsigned int o=1; o<selection.size(); o++){
if(selection[o]->getBox().x<x || selection[o]->getBox().y<y){
x=selection[o]->getBox().x;
y=selection[o]->getBox().y;
}
}
//Loop through the selection for the actual copying.
for(unsigned int o=0; o<selection.size(); o++){
//Get the editor data of the object.
vector<pair<string,string> > obj;
selection[o]->getEditorData(obj);
//Loop through the editor data and convert it.
map<string,string> objMap;
for(unsigned int i=0;i<obj.size();i++){
objMap[obj[i].first]=obj[i].second;
}
//Add some entries to the map.
char s[64];
sprintf(s,"%d",selection[o]->getBox().x-x);
objMap["x"]=s;
sprintf(s,"%d",selection[o]->getBox().y-y);
objMap["y"]=s;
sprintf(s,"%d",selection[o]->type);
objMap["type"]=s;
//Overwrite the id to prevent triggers, portals, buttons, movingblocks, etc. from malfunctioning.
//We give an empty string as id, which is invalid and thus suitable.
objMap["id"]="";
//Do the same for destination if the type is portal.
if(selection[o]->type==TYPE_PORTAL){
objMap["destination"]="";
}
//And add the map to the clipboard vector.
clipboard.push_back(objMap);
if(event.key.keysym.sym==SDLK_x){
//Cutting means deleting the game object.
removeObject(selection[o]);
o--;
}
}
//Only clear the selection when Ctrl+x;
if(event.key.keysym.sym==SDLK_x){
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
}
//Check for paste (Ctrl+v).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_v && (event.key.keysym.mod & KMOD_CTRL)){
//First make sure that the clipboard isn't empty.
if(!clipboard.empty()){
//Clear the current selection.
selection.clear();
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Integers containing the diff of the x that occurs when placing a block outside the level size on the top or left.
//We use it to compensate the corrupted x and y locations of the other clipboard blocks.
int diffX=0;
int diffY=0;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
Block* block=new Block(0,0,atoi(clipboard[o]["type"].c_str()),this);
block->setPosition(atoi(clipboard[o]["x"].c_str())+x+diffX,atoi(clipboard[o]["y"].c_str())+y+diffY);
block->setEditorData(clipboard[o]);
if(block->getBox().x<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffX+=(0-(block->getBox().x));
}
if(block->getBox().y<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffY+=(0-(block->getBox().y));
}
//And add the object using the addObject method.
addObject(block);
//Also add the block to the selection.
selection.push_back(block);
}
}
}
//Check if the return button is pressed.
//If so run the configure tool.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_RETURN){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the selected game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check for collision.
if(checkCollision(mouse,levelObjects[o]->getBox())){
//Invoke the onEnterObject.
onEnterObject(levelObjects[o]);
//Break out of the for loop.
break;
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
cameraXvel=0;
cameraYvel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
if(pressedShift){
cameraXvel+=10;
}else{
cameraXvel+=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
if(pressedShift){
cameraXvel-=10;
}else{
cameraXvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_UP)){
if(pressedShift){
cameraYvel-=10;
}else{
cameraYvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if(pressedShift){
cameraYvel+=10;
}else{
cameraYvel+=5;
}
}
//Check if the left mouse button is pressed/holded.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=false;
//We also need to check if dragging is true.
if(dragging){
//Set dragging false and call the onDrop event.
dragging=false;
int x,y;
SDL_GetMouseState(&x,&y);
//We call the drop event.
onDrop(x+camera.x,y+camera.y);
}
}
//Check if the mouse is dragging.
if(pressedLeftMouse && event.type==SDL_MOUSEMOTION){
if(abs(event.motion.xrel)+abs(event.motion.yrel)>=2){
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//We call the dragStart event.
onDragStart(x+camera.x,y+camera.y);
}else{
//Dragging was already true meaning we call onDrag() instead of onDragStart().
onDrag(event.motion.xrel,event.motion.yrel);
}
}
}
//Update cursor.
if(dragging){
if(tool==REMOVE)
currentCursor=CURSOR_REMOVE;
else
currentCursor=CURSOR_DRAG;
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
switch(tool){
case ADD:
//Only change the current type when using the add tool.
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
break;
case SELECT:
//When in configure mode.
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
break;
default:
//When in other mode, just scrolling the map
if(pressedShift)
camera.x-=200;
else camera.y-=200;
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
switch(tool){
case ADD:
//Only change the current type when using the add tool.
currentType--;
if(currentType<0){
currentType=EDITOR_ORDER_MAX-1;
}
break;
case SELECT:
//When in configure mode.
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
break;
default:
//When in other mode, just scrolling the map
if(pressedShift) camera.x+=200;
else camera.y+=200;
break;
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
GUIObjectRoot->visible=false;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
}
//Check for tool shortcuts.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_a){
tool=ADD;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s){
tool=SELECT;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_d){
//We clear the selection since that can't be used in the deletion tool.
selection.clear();
tool=REMOVE;
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
mouse.x+=camera.x;
mouse.y+=camera.y;
//Boolean if there's a click event fired.
bool clickEvent=false;
//Check if a mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN){
std::vector<GameObject*> clickObjects;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
clickObjects.push_back(levelObjects[o]);
}
}
//Check if there are multiple objects above eachother or just one.
if(clickObjects.size()==1){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(clickObjects[0],isSelected);
}
}else if(clickObjects.size()>1){
//There are more than one object under the mouse
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),clickObjects[0]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
//Only show the selection popup when right clicking.
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(clickObjects[0],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
//Remove the selection popup if there's one.
if(selectionPopup!=NULL)
delete selectionPopup;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
selectionPopup=new LevelEditorSelectionPopup(this,clickObjects,x,y);
}
}
}
//If event is false then we clicked on void.
if(!clickEvent){
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
//Left mouse button on void.
onClickVoid(mouse.x,mouse.y);
}else if(event.button.button==SDL_BUTTON_RIGHT && tool==SELECT){
//Stop linking.
linking=false;
linkingTrigger=NULL;
//Write the path to the moving block.
if(moving){
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
//Stop moving.
moving=false;
movingBlock=NULL;
}
}
}
}
}
//Check for backspace when moving to remove a movingposition.
if(moving && event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_BACKSPACE){
if(movingBlocks[movingBlock].size()>0){
movingBlocks[movingBlock].pop_back();
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings();
}
//NOTE: Do we even need Ctrl+n?
//Check if we should a new level. (Ctrl+n)
//if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_n && (event.key.keysym.mod & KMOD_CTRL)){
// reset();
// //NOTE: We don't have anything to load from so we create an empty TreeStorageNode.
// Game::loadLevelFromNode(new TreeStorageNode,"");
// //Hide selection popup (if any)
// if(selectionPopup!=NULL){
// delete selectionPopup;
// selectionPopup=NULL;
// }
//}
//Check if we should save the level (Ctrl+s).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s && (event.key.keysym.mod & KMOD_CTRL)){
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
GUIWindow* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-300)/2,600,300,true,true,_("Level settings"));
root->eventCallback=this;
GUIObject* obj;
//Create the two textboxes with a label.
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
root->addChild(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
obj->name="name";
root->addChild(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Theme:"));
root->addChild(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
obj->name="theme";
root->addChild(obj);
//target time and recordings.
{
- char c[32];
-
- if(levelTime>=0){
- sprintf(c,"%-.2f",levelTime/40.0f);
- }else{
- c[0]='\0';
- }
obj=new GUIObject(40,150,240,36,GUIObjectLabel,_("Target time (s):"));
root->addChild(obj);
GUISpinBox* obj2=new GUISpinBox(290,150,260,36);
obj2->name="time";
obj2->number=levelTime/40.0f;
obj2->limitMin=0.0f;
obj2->change=0.1f;
root->addChild(obj2);
- if(levelRecordings>=0){
- sprintf(c,"%d",levelRecordings);
- }else{
- c[0]='\0';
- }
obj=new GUIObject(40,200,240,36,GUIObjectLabel,_("Target recordings:"));
root->addChild(obj);
obj2=new GUISpinBox(290,200,260,36);
obj2->number=levelRecordings;
obj2->limitMin=0.0f;
obj2->format="%1.0f";
obj2->name="recordings";
root->addChild(obj2);
}
//Ok and cancel buttons.
obj=new GUIObject(root->width*0.3,300-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsOK";
obj->eventCallback=root;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,300-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsCancel";
obj->eventCallback=root;
root->addChild(obj);
GUIObjectRoot->addChild(root);
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Check for the highest id.
unsigned int id=atoi(levelObjects[o]->getEditorProperty("id").c_str());
if(id>=currentId)
currentId=id+1;
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
break;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Get the editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Add the object to the movingBlocks vector.
vector<MovingPosition> positions;
movingBlocks[levelObjects[o]]=positions;
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[levelObjects[o]].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
break;
}
default:
break;
}
}
}
void LevelEditor::snapToGrid(int* x,int* y){
//Check if the x location is negative.
if(*x<0){
*x=-((abs(*x-50)/50)*50);
}else{
*x=(*x/50)*50;
}
//Now the y location.
if(*y<0){
*y=-((abs(*y-50)/50)*50);
}else{
*y=(*y/50)*50;
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
case SELECT:
{
//Check if we are linking.
if(linking){
//Check if the obj is valid to link to.
switch(obj->type){
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//It's only valid when not linking a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//You can't link a portal to moving blocks, etc.
//Stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
case TYPE_PORTAL:
{
//Make sure that the linkingTrigger is also a portal.
if(linkingTrigger->type!=TYPE_PORTAL){
//The linkingTrigger isn't a portal so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
default:
//It isn't valid so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
break;
}
//Check if the linkingTrigger can handle multiple or only one link.
switch(linkingTrigger->type){
case TYPE_PORTAL:
{
//Portals can only link to one so remove all existing links.
triggers[linkingTrigger].clear();
triggers[linkingTrigger].push_back(obj);
break;
}
default:
{
//The most can handle multiple links.
triggers[linkingTrigger].push_back(obj);
break;
}
}
//Check if it's a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//Portals need to get the id of the other instead of give it's own id.
char s[64];
sprintf(s,"%d",atoi(obj->getEditorProperty("id").c_str()));
linkingTrigger->setEditorProperty("destination",s);
}else{
//Give the object the same id as the trigger.
char s[64];
sprintf(s,"%d",atoi(linkingTrigger->getEditorProperty("id").c_str()));
obj->setEditorProperty("id",s);
}
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
return;
}
}
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
selection.clear();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
removeObject(obj);
break;
}
default:
break;
}
}
void LevelEditor::onRightClickObject(GameObject* obj,bool selected){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(this,obj,x,y);
return;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case ADD:
{
//We need to clear the selection.
selection.clear();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
addObject(new Block(x,y,editorTileOrder[currentType],this));
break;
}
case SELECT:
{
//We need to clear the selection.
selection.clear();
//If we're linking we should stop, user abort.
if(linking){
linking=false;
linkingTrigger=NULL;
//And return.
return;
}
//If we're moving we should add a point.
if(moving){
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//We can drag the selection so check if the selection isn't empty.
if(!selection.empty()){
//The selection isn't empty so search the dragCenter.
//Create a mouse rectangle.
SDL_Rect mouse={x,y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
if(checkCollision(selection[o]->getBox(),mouse)==true){
//We have collision so set the dragCenter.
dragCenter=selection[o];
selectionDrag=true;
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrag(int dx,int dy){
switch(tool){
case REMOVE:
{
//No matter what we delete the item the mouse is above.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
currentCursor=CURSOR_REMOVE;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrop(int x,int y){
switch(tool){
case SELECT:
case ADD:
{
//Check if the drag center isn't null.
if(dragCenter==NULL)
return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Loop through the selection.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r1=selection[o]->getBox();
//We need to place the object at his drop place.
moveObject(selection[o],(r1.x-r.x)+x,(r1.y-r.y)+y);
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=false;
break;
}
default:
break;
}
}
void LevelEditor::onCameraMove(int dx,int dy){
switch(tool){
case REMOVE:
{
//Only delete when the left mouse button is pressed.
if(pressedLeftMouse){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onEnterObject(GameObject* obj){
//NOTE: Function isn't used anymore.
}
void LevelEditor::addObject(GameObject* obj){
//Increase totalCollectables everytime we add a new collectable
if (obj->type==TYPE_COLLECTABLE) {
totalCollectables++;
}
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
levelObjects.push_back(obj);
//Check if the object is inside the level dimensions, etc.
//Just call moveObject() to perform this.
moveObject(obj,obj->getBox().x,obj->getBox().y);
//GameObject type specific stuff.
switch(obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//Add the object to the triggers.
vector<GameObject*> linked;
triggers[obj]=linked;
//Give it it's own id.
char s[64];
sprintf(s,"%d",currentId);
currentId++;
obj->setEditorProperty("id",s);
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the moving blocks.
vector<MovingPosition> positions;
movingBlocks[obj]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[obj].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setPosition(x,y);
//Check if the object is inside the level dimensions.
//If not let the level grow.
if(obj->getBox().x+50>LEVEL_WIDTH){
LEVEL_WIDTH=obj->getBox().x+50;
}
if(obj->getBox().y+50>LEVEL_HEIGHT){
LEVEL_HEIGHT=obj->getBox().y+50;
}
if(obj->getBox().x<0 || obj->getBox().y<0){
//A block on the left (or top) side of the level, meaning we need to shift everything.
//First calc the difference.
int diffx=(0-(obj->getBox().x));
int diffy=(0-(obj->getBox().y));
if(diffx<0) diffx=0;
if(diffy<0) diffy=0;
//Change the level size first.
//The level grows with the difference, 0-(x+50).
LEVEL_WIDTH+=diffx;
LEVEL_HEIGHT+=diffy;
//cout<<"x:"<<diffx<<",y:"<<diffy<<endl; //debug
camera.x+=diffx;
camera.y+=diffy;
//Set the position of player and shadow
//(although it's unnecessary if there is player and shadow start)
player.setPosition(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setPosition(shadow.getBox().x+diffx,shadow.getBox().y+diffy);
for(unsigned int o=0; o<levelObjects.size(); o++){
//FIXME: shouldn't recuesive call me (to prevent stack overflow bugs)
moveObject(levelObjects[o],levelObjects[o]->getBox().x+diffx,levelObjects[o]->getBox().y+diffy);
}
}
//If the object is a player or shadow start then change the start position of the player or shadow.
if(obj->type==TYPE_START_PLAYER){
//Center the player horizontally.
player.fx=obj->getBox().x+(50-23)/2;
player.fy=obj->getBox().y;
//Now reset the player to get him to it's new start position.
player.reset(true);
}
if(obj->type==TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx=obj->getBox().x+(50-23)/2;
shadow.fy=obj->getBox().y;
//Now reset the shadow to get him to it's new start position.
shadow.reset(true);
}
}
void LevelEditor::removeObject(GameObject* obj){
std::vector<GameObject*>::iterator it;
std::map<GameObject*,vector<GameObject*> >::iterator mapIt;
//Increase totalCollectables everytime we add a new collectable
if(obj->type==TYPE_COLLECTABLE){
totalCollectables--;
}
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(obj);
if(mapIt!=triggers.end()){
//It is so we remove it.
triggers.erase(mapIt);
}
//Boolean if it could be a target.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES
|| obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT || obj->type==TYPE_PORTAL){
for(mapIt=triggers.begin();mapIt!=triggers.end();++mapIt){
//Now loop the target vector.
for(unsigned int o=0;o<(*mapIt).second.size();o++){
//Check if the obj is in the target vector.
if((*mapIt).second[o]==obj){
(*mapIt).second.erase(find((*mapIt).second.begin(),(*mapIt).second.end(),obj));
o--;
}
}
}
}
//Check if the object is in the movingObjects.
std::map<GameObject*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(obj);
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Check if the block isn't being configured with a window one way or another.
std::map<GUIObject*,GameObject*>::iterator confIt;
for(confIt=objectWindows.begin();confIt!=objectWindows.end();++confIt){
if((*confIt).second==obj){
destroyWindow((*confIt).first);
}
}
//Now we remove the object from the levelObjects.
it=find(levelObjects.begin(),levelObjects.end(),obj);
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
delete obj;
obj=NULL;
//Set dirty of selection popup
if(selectionPopup!=NULL) selectionPopup->dirty=true;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the message textbox from the GUIWindow.
GUIObject* message=obj->getChild("message");
if(message){
//Set the message of the notification block.
configuredObject->setEditorProperty("message",message->caption);
}
}
}
//Conveyor belt block configure events.
if(name=="cfgConveyorBlockOK"){
//Get the configuredObject.
GameObject* configuredObject=objectWindows[obj];
if(configuredObject){
//Get the speed textbox from the GUIWindow.
GUISpinBox* speed=(GUISpinBox*)obj->getChild("speed");
if(speed){
//Set the speed of the conveyor belt.
ostringstream ss;
ss << speed->number;
configuredObject->setEditorProperty("speed",ss.str());
}
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
GUIObject* object=obj->getChild("name");
if(object)
levelName=object->caption;
object=obj->getChild("theme");
if(object)
levelTheme=object->caption;
//target time and recordings.
- string s;
GUISpinBox* object2=(GUISpinBox*)obj->getChild("time");
if(object2){
if(object2->number<=0){
levelTime=-1;
}else{
levelTime=int(object2->number*40.0+0.5);
}
}
object2=(GUISpinBox*)obj->getChild("recordings");
if(object){
if(object2->number<=0){
levelRecordings=-1;
}else{
levelRecordings=int(object2->number);
}
}
}
//NOTE: We assume every event came from a window so remove it.
destroyWindow(obj);
}
void LevelEditor::destroyWindow(GUIObject* window){
//Make sure the given pointer isn't null.
if(!window)
return;
//Remove the window from the GUIObject root.
if(GUIObjectRoot){
vector<GUIObject*>::iterator it;
it=find(GUIObjectRoot->childControls.begin(),GUIObjectRoot->childControls.end(),window);
if(it!=GUIObjectRoot->childControls.end()){
GUIObjectRoot->childControls.erase(it);
}
}
//Also remove the window from the objectWindows map.
map<GUIObject*,GameObject*>::iterator it;
it=objectWindows.find(window);
if(it!=objectWindows.end()){
objectWindows.erase(it);
}
//And delete the GUIWindow.
delete window;
}
////////////////LOGIC////////////////////
void LevelEditor::logic(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//In case of a selection or actions popup prevent the camera from moving.
if(selectionPopup || actionsPopup)
return;
//Move the camera.
if(cameraXvel!=0 || cameraYvel!=0){
camera.x+=cameraXvel;
camera.y+=cameraYvel;
//Call the onCameraMove event.
onCameraMove(cameraXvel,cameraYvel);
}
//Move the camera with the mouse.
//TODO: Also call onCameraMove when moving using the mouse.
{
SDL_Rect r[3]={toolbarRect};
int m=1;
setCamera(r,m);
}
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//We loop through the number of tools + the number of buttons.
for(int t=0; t<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-460)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(){
//Always let the game render the game.
Game::render();
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//Render the selectionmarks.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
//Get the location to draw.
SDL_Rect r=selection[o]->getBox();
r.x-=camera.x;
r.y-=camera.y;
drawGUIBox(r.x,r.y,50,50,screen,0xFFFFFF33);
//Draw the selectionMarks.
applySurface(r.x,r.y,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y,selectionMark,screen,NULL);
applySurface(r.x,r.y+r.h-5,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y+r.h-5,selectionMark,screen,NULL);
}
//Clear the placement surface.
SDL_FillRect(placement,NULL,0x00FF00FF);
Uint32 color=SDL_MapRGB(placement->format,themeTextColor.r,themeTextColor.g,themeTextColor.b);
//Draw the dark areas marking the outside of the level.
SDL_Rect r;
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_FillRect(placement,&r,color);
}
if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=SCREEN_WIDTH;
r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,color);
}
//Check if we should draw on the placement surface.
showConfigure();
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Find a block where the mouse is hovering on.
for(unsigned int o=0; o<levelObjects.size(); o++){
SDL_Rect rect=levelObjects[o]->getBox();
if(checkCollision(rect,mouse)==true){
if(tool==REMOVE){
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFF000055);
currentCursor=CURSOR_REMOVE;
}else{
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFFFFFF33);
}
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,screen);
//Render the placement surface.
applySurface(0,0,placement,screen,NULL);
//Render the hud layer.
renderHUD();
//Render selection popup (if any).
if(selectionPopup!=NULL){
if(linking || moving){
//If we switch to linking mode then delete it
//FIXME: Logic in the render method.
delete selectionPopup;
selectionPopup=NULL;
}else{
selectionPopup->render();
}
}
//Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render();
}
}
}
void LevelEditor::renderHUD(){
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 100" to keep the same position with every value
if (movingSpeedWidth==-1){
int w;
TTF_SizeUTF8(fontText,tfm::format(_("Movespeed: %s"),100).c_str(),&w,NULL);
movingSpeedWidth=w+4;
}
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black);
//Draw the text in box and free the surface.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,bm->h+6,screen,0xDDDDDDDD);
applySurface(SCREEN_WIDTH-movingSpeedWidth,2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//On top of all render the toolbar.
applySurface(toolbarRect.x,toolbarRect.y,toolbar,screen,NULL);
//Now render a tooltip.
if(tooltip>=0){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=NULL;
switch(tooltip){
case 0:
tip=TTF_RenderUTF8_Blended(fontText,_("Select"),fg);
break;
case 1:
tip=TTF_RenderUTF8_Blended(fontText,_("Add"),fg);
break;
case 2:
tip=TTF_RenderUTF8_Blended(fontText,_("Delete"),fg);
break;
case 3:
tip=TTF_RenderUTF8_Blended(fontText,_("Configure"),fg);
break;
case 4:
tip=TTF_RenderUTF8_Blended(fontText,_("Play"),fg);
break;
case 6:
tip=TTF_RenderUTF8_Blended(fontText,_("Level settings"),fg);
break;
case 7:
tip=TTF_RenderUTF8_Blended(fontText,_("Save level"),fg);
break;
case 8:
tip=TTF_RenderUTF8_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={(SCREEN_WIDTH-440)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-tip->h;
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-440)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,screen,color);
}
void LevelEditor::showCurrentObject(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the currentType is a legal type.
if(currentType>=0 && currentType<EDITOR_ORDER_MAX){
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[currentType]);
if(obj){
obj->editorPicture.draw(placement,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Loop through the selection.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
ThemeBlock* obj=objThemes.getBlock(selection[o]->type);
if(obj){
SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(placement,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//By default use black color for arrows.
Uint32 color=0x00000000;
//Theme can change the color.
//TODO: use the actual color from the theme.
if(themeTextColor.r>128 && themeTextColor.g>128 && themeTextColor.b>128)
color=0xffffffff;
//Draw the trigger lines.
{
map<GameObject*,vector<GameObject*> >::iterator it;
for(it=triggers.begin();it!=triggers.end();++it){
//Check if the trigger has linked targets.
if(!(*it).second.empty()){
//The location of the trigger.
SDL_Rect r=(*it).first->getBox();
//Loop through the targets.
for(unsigned int o=0;o<(*it).second.size();o++){
//Get the location of the target.
SDL_Rect r1=(*it).second[o]->getBox();
//Draw the line from the center of the trigger to the center of the target.
drawLineWithArrow(r.x-camera.x+25,r.y-camera.y+25,r1.x-camera.x+25,r1.y-camera.y+25,placement,color,32,arrowAnimation%32);
//Also draw two selection marks.
applySurface(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,screen,NULL);
applySurface(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,screen,NULL);
}
}
}
//Draw a line to the mouse from the linkingTrigger when linking.
if(linking){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Draw the line from the center of the trigger to mouse.
drawLineWithArrow(linkingTrigger->getBox().x-camera.x+25,linkingTrigger->getBox().y-camera.y+25,x,y,placement,color,32,arrowAnimation%32);
}
}
//Draw the moving positions.
map<GameObject*,vector<MovingPosition> >::iterator it;
for(it=movingBlocks.begin();it!=movingBlocks.end();++it){
//Check if the block has positions.
if(!(*it).second.empty()){
//The location of the moving block.
SDL_Rect block=(*it).first->getBox();
block.x+=25-camera.x;
block.y+=25-camera.y;
//The location of the previous position.
//The first time it's the moving block's position self.
SDL_Rect r=block;
//Loop through the positions.
for(unsigned int o=0;o<(*it).second.size();o++){
//Draw the line from the center of the previous position to the center of the position.
//x and y are the coordinates for the current moving position.
int x=block.x+(*it).second[o].x;
int y=block.y+(*it).second[o].y;
//Check if we need to draw line
double dx=r.x-x;
double dy=r.y-y;
double d=sqrt(dx*dx+dy*dy);
if(d>0.001f){
if(it->second[o].time>0){
//Calculate offset to contain the moving speed.
int offset=int(d*arrowAnimation/it->second[o].time)%32;
drawLineWithArrow(r.x,r.y,x,y,placement,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,placement);
}
}
//And draw a marker at the end.
applySurface(x-13,y-13,movingMark,screen,NULL);
//Get the box of the previous position.
SDL_Rect tmp={x,y,0,0};
r=tmp;
}
}
}
//Draw a line to the mouse from the previous moving pos.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Check if we should snap the block to grid or not.
if(!pressedShift){
x+=camera.x;
y+=camera.y;
snapToGrid(&x,&y);
x-=camera.x;
y-=camera.y;
}else{
x-=25;
y-=25;
}
int posX,posY;
//Check if there are moving positions for the moving block.
if(!movingBlocks[movingBlock].empty()){
//Draw the line from the center of the previouse moving positions to mouse.
posX=movingBlocks[movingBlock].back().x;
posY=movingBlocks[movingBlock].back().y;
posX-=camera.x;
posY-=camera.y;
posX+=movingBlock->getBox().x;
posY+=movingBlock->getBox().y;
}else{
//Draw the line from the center of the movingblock to mouse.
posX=movingBlock->getBox().x-camera.x;
posY=movingBlock->getBox().y-camera.y;
}
//Calculate offset to contain the moving speed.
int offset=int(double(arrowAnimation)*movingSpeed/10.0)%32;
drawLineWithArrow(posX+25,posY+25,x+25,y+25,placement,color,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
void LevelEditor::resize(){
//Call the resize method of the Game.
Game::resize();
//Now update the placement surface.
if(placement)
SDL_FreeSurface(placement);
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-460)/2;
toolbarRect.y=SCREEN_HEIGHT-50;
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT,
TYPE_COLLECTABLE,
TYPE_PUSHABLE
};
diff --git a/src/LevelPack.cpp b/src/LevelPack.cpp
index 49b5998..13033e0 100644
--- a/src/LevelPack.cpp
+++ b/src/LevelPack.cpp
@@ -1,523 +1,523 @@
/*
* 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 "LevelPack.h"
#include "Functions.h"
#include "FileManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "MD5.h"
#include <string>
#include <vector>
#include <fstream>
#include <algorithm>
#include <iostream>
using namespace std;
LevelPack::LevelPack():currentLevel(0),loaded(false),levels(){
//We need to set the pointer to the dictionaryManager to NULL.
dictionaryManager=NULL;
}
LevelPack::~LevelPack(){
//We call clear, since that already takes care of the deletion, including the dictionaryManager.
clear();
}
void LevelPack::clear(){
currentLevel=0;
loaded=false;
levels.clear();
levelpackDescription.clear();
levelpackPath.clear();
levelProgressFile.clear();
congratulationText.clear();
//Also delte the dictionaryManager if it isn't null.
if(dictionaryManager){
delete dictionaryManager;
dictionaryManager=NULL;
}
}
bool LevelPack::loadLevels(const std::string& levelListFile){
//We're going to load a new levellist so first clean any existing levels.
clear();
//If the levelListFile is empty we have nothing to load so we return false.
if(levelListFile.empty()){
cerr<<"ERROR: No levellist file given."<<endl;
return false;
}
//Process the levelListFile, create a new string since lecelListFile is constant.
string levelListNew=levelListFile;
levelpackPath=pathFromFileName(levelListNew);
//Create two input streams, one for the levellist file and one for the levelprogress.
ifstream level(levelListNew.c_str());
if(!level){
cerr<<"ERROR: Can't load level list "<<levelListNew<<endl;
return false;
}
//Load the level list file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(level,&obj,true)){
cerr<<"ERROR: Invalid file format of level list "<<levelListNew<<endl;
return false;
}
}
//Check if there are translations for the levels.
{
//Try to open the locale folder in the levelpack to detect if there are translations for the levelpack.
vector<string> v;
v=enumAllDirs(pathFromFileName(levelListNew),false);
if(std::find(v.begin(),v.end(),"locale")!=v.end()){
//Folder is present so configure the levelDictionaryManager.
dictionaryManager=new tinygettext::DictionaryManager();
dictionaryManager->add_directory(pathFromFileName(levelListNew)+"locale/");
dictionaryManager->set_charset("UTF-8");
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}else{
dictionaryManager=NULL;
}
}
//Look for the name.
{
vector<string> &v=obj.attributes["name"];
if(!v.empty()){
levelpackName=v[0];
}else{
//Name is not defined so take the folder name.
levelpackName=pathFromFileName(levelListFile);
//Remove the last character '/'
levelpackName=levelpackName.substr(0,levelpackName.size()-1);
levelpackName=fileNameFromPath(levelpackName);
}
}
//Look for the description.
{
vector<string> &v=obj.attributes["description"];
if(!v.empty())
levelpackDescription=v[0];
}
//Look for the congratulation text.
{
vector<string> &v=obj.attributes["congratulations"];
if(!v.empty())
congratulationText=v[0];
}
//Loop through the level list entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
- if(obj1->value.size()>=1 && obj1->name=="levelfile"){
+ if(!obj1->value.empty() && obj1->name=="levelfile"){
Level level;
level.file=obj1->value[0];
level.targetTime=0;
level.targetRecordings=0;
//Open the level file to retrieve the name and target time/recordings.
TreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile((levelpackPath+level.file).c_str(),&obj,true)){
//Calc the MD5 FIRST because query obj.attributes will modify internal structure.
obj.name.clear();
obj.calcMD5(level.md5Digest);
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(level.file);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
}
//The default for locked is true, unless it's the first one.
level.locked=!levels.empty();
level.won=false;
level.time=-1;
level.recordings=-1;
//Add the level to the levels.
levels.push_back(level);
}
}
loaded=true;
return true;
}
void LevelPack::loadProgress(const std::string& levelProgressFile){
//Open the levelProgress file.
ifstream levelProgress;
if(!levelProgressFile.empty()){
this->levelProgressFile=levelProgressFile;
levelProgress.open(processFileName(this->levelProgressFile).c_str());
}
//Check if the file exists.
if(levelProgress){
//Now load the progress/statistics.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(levelProgress,&obj,true)){
cerr<<"ERROR: Invalid file format of level progress file."<<endl;
}
}
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
- if(obj1->value.size()>=1 && obj1->name=="level"){
+ if(!obj1->value.empty() && obj1->name=="level"){
//We've found an entry for a level, now search the correct level.
Level* level=NULL;
for(unsigned int o=0;o<levels.size();o++){
if(obj1->value[0]==levels[o].file){
level=&levels[o];
break;
}
}
//Check if we found the level.
if(!level)
continue;
//Get the progress/statistics.
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->first=="locked"){
level->locked=(i->second[0]=="1");
}
if(i->first=="won"){
level->won=(i->second[0]=="1");
}
if(i->first=="time"){
level->time=(atoi(i->second[0].c_str()));
}
if(i->first=="recordings"){
level->recordings=(atoi(i->second[0].c_str()));
}
}
}
}
}
}
void LevelPack::saveLevels(const std::string& levelListFile){
//Get the fileName.
string levelListNew=processFileName(levelListFile);
//Open an output stream.
ofstream level(levelListNew.c_str());
//Check if we can use the file.
if(!level){
cerr<<"ERROR: Can't save level list "<<levelListNew<<endl;
return;
}
//Storage node that will contain the data that should be written.
TreeStorageNode obj;
//Make sure that there's a description.
if(!levelpackDescription.empty())
obj.attributes["description"].push_back(levelpackDescription);
//Make sure that there's a congratulation text.
if(!congratulationText.empty())
obj.attributes["congratulations"].push_back(congratulationText);
//Add the levels to the file.
for(unsigned int i=0;i<levels.size();i++){
TreeStorageNode* obj1=new TreeStorageNode;
obj1->name="levelfile";
obj1->value.push_back(fileNameFromPath(levels[i].file));
obj1->value.push_back(levels[i].name);
obj.subNodes.push_back(obj1);
}
//Write the it away.
POASerializer objSerializer;
objSerializer.writeNode(&obj,level,false,true);
}
void LevelPack::updateLanguage() {
if(dictionaryManager!=NULL)
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}
void LevelPack::addLevel(const string& levelFileName,int levelno){
//Fill in the details.
Level level;
if(!levelpackPath.empty() && levelFileName.compare(0,levelpackPath.length(),levelpackPath)==0){
level.file=fileNameFromPath(levelFileName);
}else{
level.file=levelFileName;
}
level.targetTime=0;
level.targetRecordings=0;
//Get the name of the level.
TreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile(levelFileName.c_str(),&obj,true)){
//Calc the MD5 FIRST because query obj.attributes will modify internal structure.
obj.name.clear();
obj.calcMD5(level.md5Digest);
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(levelFileName);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
}
//Set if it should be locked or not.
level.won=false;
level.time=-1;
level.recordings=-1;
level.locked=levels.empty()?false:true;
//Check if the level should be at the end or somewhere in the middle.
if(levelno<0 || levelno>=int(levels.size())){
levels.push_back(level);
}else{
levels.insert(levels.begin()+levelno,level);
}
//NOTE: We set loaded to true.
loaded=true;
}
void LevelPack::moveLevel(unsigned int level1,unsigned int level2){
if(level1>=levels.size())
return;
if(level2>=levels.size())
return;
if(level1==level2)
return;
levels.insert(levels.begin()+level2,levels[level1]);
if(level2<=level1)
levels.erase(levels.begin()+level1+1);
else
levels.erase(levels.begin()+level1);
}
void LevelPack::saveLevelProgress(){
//Check if the levels are loaded and a progress file is given.
if(!loaded || levelProgressFile.empty())
return;
//Open the progress file.
ofstream levelProgress(processFileName(levelProgressFile).c_str());
if(!levelProgress)
return;
//Open an output stream.
TreeStorageNode node;
//Loop through the levels.
for(unsigned int o=0;o<levels.size();o++){
TreeStorageNode* obj=new TreeStorageNode;
node.subNodes.push_back(obj);
char s[64];
//Set the name of the node.
obj->name="level";
obj->value.push_back(levels[o].file);
//Set the values.
obj->attributes["locked"].push_back(levels[o].locked?"1":"0");
obj->attributes["won"].push_back(levels[o].won?"1":"0");
sprintf(s,"%d",levels[o].time);
obj->attributes["time"].push_back(s);
sprintf(s,"%d",levels[o].recordings);
obj->attributes["recordings"].push_back(s);
}
//Create a POASerializer and write away the leve node.
POASerializer objSerializer;
objSerializer.writeNode(&node,levelProgress,true,true);
}
const string& LevelPack::getLevelName(int level){
if(level<0)
level=currentLevel;
return levels[level].name;
}
const unsigned char* LevelPack::getLevelMD5(int level){
if(level<0)
level=currentLevel;
return levels[level].md5Digest;
}
void LevelPack::getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
if(level<0)
level=currentLevel;
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//get level pack path.
string levelpackPath=LevelPack::levelpackPath;
string s=levels[level].file;
//process level pack name
for(;;){
string::size_type lps=levelpackPath.find_last_of("/\\");
if(lps==string::npos){
break;
}else if(lps==levelpackPath.size()-1){
levelpackPath.resize(lps);
}else{
levelpackPath=levelpackPath.substr(lps+1);
break;
}
}
//profess file name
{
string::size_type lps=s.find_last_of("/\\");
if(lps!=string::npos) s=s.substr(lps+1);
}
//check if it's custom level
{
string path="%USER%/records/autosave/";
if(!levelpackPath.empty()){
path+=levelpackPath;
path+='/';
}
path=processFileName(path);
if(createPath) createDirectory(path.c_str());
s=path+s;
}
//calculate MD5
s+='-';
s+=Md5::toString(levels[level].md5Digest);
//over
bestTimeFilePath=s+"-best-time.mnmsrec";
bestRecordingFilePath=s+"-best-recordings.mnmsrec";
}
void LevelPack::setLevelName(unsigned int level,const std::string& name){
if(level<levels.size())
levels[level].name=name;
}
const string& LevelPack::getLevelFile(int level){
if(level<0)
level=currentLevel;
return levels[level].file;
}
const string& LevelPack::getLevelpackPath(){
return levelpackPath;
}
struct LevelPack::Level* LevelPack::getLevel(int level){
if(level<0)
return &levels[currentLevel];
return &levels[level];
}
void LevelPack::resetLevel(int level){
if(level<0)
level=currentLevel;
//Set back to default.
levels[level].locked=(level!=0);
levels[level].won=false;
levels[level].time=-1;
levels[level].recordings=-1;
}
void LevelPack::nextLevel(){
currentLevel++;
}
bool LevelPack::getLocked(unsigned int level){
return levels[level].locked;
}
void LevelPack::setCurrentLevel(unsigned int level){
currentLevel=level;
}
void LevelPack::setLocked(unsigned int level,bool locked){
levels[level].locked=locked;
}
void LevelPack::swapLevel(unsigned int level1,unsigned int level2){
if(level1<levels.size()&&level2<levels.size()){
swap(levels[level1],levels[level2]);
}
}
void LevelPack::removeLevel(unsigned int level){
if(level<levels.size()){
levels.erase(levels.begin()+level);
}
}
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 38bee2e..9b60f1b 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,461 +1,459 @@
/*
* 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 "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#ifdef __APPLE__
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_ttf.h>
#endif
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
using namespace std;
/////////////////////LEVEL SELECT/////////////////////
static string levelDescription,levelMedal2,levelMedal3,levelTime,levelRecs;
static string bestTimeFilePath,bestRecordingFilePath;
LevelPlaySelect::LevelPlaySelect():LevelSelect(_("Select Level")){
//Load the play button if needed.
playButtonImage=loadImage(getDataPath()+"gfx/playbutton.png");
timeIcon=loadImage(getDataPath()+"gfx/time.png");
recordingsIcon=loadImage(getDataPath()+"gfx/recordings.png");
//Create the gui.
createGUI(true);
//Show level list
refresh();
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
recordingsIcon=NULL;
timeIcon=NULL;
}
void LevelPlaySelect::createGUI(bool initial){
//Create the play button.
if(initial){
play=new GUIObject(SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Play"));
}else{
play->left=SCREEN_WIDTH-240;
play->top=SCREEN_HEIGHT-60;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
if(initial)
GUIObjectRoot->addChild(play);
}
void LevelPlaySelect::refresh(bool change){
int m=levels->getLevelCount();
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
//Recreate the non selected number.
selectedNumber=new Number();
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(" ",box);
selectedNumber->setLocked(true);
levelDescription=_("Choose a level");
levelMedal2=string(_("Time:"));
levelMedal3=string(_("Recordings:"));
levelTime=string("- / -");
levelRecs=string("- / -");
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.push_back(Number());
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(n,box);
numbers[n].setLocked(levels->getLocked(n));
int medal=levels->getLevel(n)->won;
if(medal){
if(levels->getLevel(n)->targetTime<0 || levels->getLevel(n)->time<=levels->getLevel(n)->targetTime)
medal++;
if(levels->getLevel(n)->targetRecordings<0 || levels->getLevel(n)->recordings<=levels->getLevel(n)->targetRecordings)
medal++;
}
numbers[n].setMedal(medal);
}
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+(LEVELS_PER_ROW-1))/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if(!levels->levelpackDescription.empty())
levelpackDescription->caption=_C(levels->getDictionaryManager(),levels->levelpackDescription);
else
levelpackDescription->caption="";
}
void LevelPlaySelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
displayLevelInfo(number);
}
}
void LevelPlaySelect::checkMouse(){
int x,y;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestTimeFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestRecordingFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse();
}
void LevelPlaySelect::displayLevelInfo(int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number();
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(number,box);
selectedNumber->setLocked(false);
//Show level description
levelDescription=levels->getLevelName(number);
//Show level medal
int medal=levels->getLevel(number)->won;
int time=levels->getLevel(number)->time;
int targetTime=levels->getLevel(number)->targetTime;
int recordings=levels->getLevel(number)->recordings;
int targetRecordings=levels->getLevel(number)->targetRecordings;
if(medal){
if(targetTime<0){
medal=-1;
}else{
if(targetTime<0 || time<=targetTime)
medal++;
if(targetRecordings<0 || recordings<=targetRecordings)
medal++;
}
}
selectedNumber->setMedal(medal);
//Show best time and recordings
if(medal){
char s[64];
if(time>0)
if(targetTime>0)
sprintf(s,"%-.2fs / %-.2fs",time/40.0f,targetTime/40.0f);
else
sprintf(s,"%-.2fs / -",time/40.0f);
else
s[0]='\0';
levelTime=string(s);
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
levelRecs=string(s);
}else{
levelTime=string("- / -");
levelRecs=string("- / -");
}
//Show the play button.
play->enabled=true;
//Check if there is auto record file
levels->getLevelAutoSaveRecordPath(number,bestTimeFilePath,bestRecordingFilePath,false);
if(!bestTimeFilePath.empty()){
FILE *f;
f=fopen(bestTimeFilePath.c_str(),"rb");
if(f==NULL){
bestTimeFilePath.clear();
}else{
fclose(f);
}
}
if(!bestRecordingFilePath.empty()){
FILE *f;
f=fopen(bestRecordingFilePath.c_str(),"rb");
if(f==NULL){
bestRecordingFilePath.clear();
}else{
fclose(f);
}
}
}
void LevelPlaySelect::render(){
//First let the levelselect render.
LevelSelect::render();
- int x,y,dy=0,m=levels->getLevelCount();
+ int x,y,dy=0;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
- if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
- m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(0);
SDL_Surface* bm;
if(!levelDescription.empty()){
bm=TTF_RenderUTF8_Blended(fontText,_C(levels->getDictionaryManager(),levelDescription.c_str()),themeTextColor);
applySurface(100,SCREEN_HEIGHT-130+(50-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Only show the replay if the level is completed (won).
if(selectedNumber->getNumber()>=0 && selectedNumber->getNumber()<levels->getLevelCount()) {
if(levels->getLevel(selectedNumber->getNumber())->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(SCREEN_WIDTH-80,SCREEN_HEIGHT-130,playButtonImage,screen,&r);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(SCREEN_WIDTH-80,SCREEN_HEIGHT-98,playButtonImage,screen,&r);
}
}
}
if(!levelMedal2.empty()){
//Draw the icon.
applySurface(SCREEN_WIDTH-405,SCREEN_HEIGHT-130+3,timeIcon,screen,NULL);
//Now draw the text (title).
bm=TTF_RenderUTF8_Blended(fontText,levelMedal2.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-380,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
//Now draw the second text (value).
bm=TTF_RenderUTF8_Blended(fontText,levelTime.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-bm->w-80,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal3.empty()){
//Draw the icon.
applySurface(SCREEN_WIDTH-405,SCREEN_HEIGHT-98+(6)/2,recordingsIcon,screen,NULL);
//Now draw the text (title).
bm=TTF_RenderUTF8_Blended(fontText,levelMedal3.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-380,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
//Now draw the second text (value).
bm=TTF_RenderUTF8_Blended(fontText,levelRecs.c_str(),themeTextColor);
applySurface(SCREEN_WIDTH-bm->w-80,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
}
}
void LevelPlaySelect::renderTooltip(unsigned int number,int dy){
SDL_Color themeTextColor={0,0,0};
char s[64];
//Render the name of the level.
SDL_Surface* name=TTF_RenderUTF8_Blended(fontText,_C(levels->getDictionaryManager(),levels->getLevelName(number)),themeTextColor);
SDL_Surface* time=NULL;
SDL_Surface* recordings=NULL;
//The time it took.
if(levels->getLevel(number)->time>0){
sprintf(s,"%-.2fs",levels->getLevel(number)->time/40.0f);
time=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
sprintf(s,"%d",levels->getLevel(number)->recordings);
recordings=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
}
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(time!=NULL && recordings!=NULL){
r.w=(name->w)>(25+time->w+40+recordings->w)?(name->w):(25+time->w+40+recordings->w);
r.h=name->h+5+20;
}else{
r.w=name->w;
r.h=name->h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFF00|240;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(time!=NULL){
//Now draw the time.
applySurface(r2.x,r2.y,timeIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(time,NULL,screen,&r2);
r2.x+=time->w+15;
}
if(recordings!=NULL){
//Now draw the recordings.
applySurface(r2.x,r2.y,recordingsIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(recordings,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
SDL_FreeSurface(time);
SDL_FreeSurface(recordings);
}
void LevelPlaySelect::resize(){
//Let the LevelSelect do his stuff.
LevelSelect::resize();
//Now create our gui again.
createGUI(false);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
}
diff --git a/src/MusicManager.cpp b/src/MusicManager.cpp
index 3fa75a0..e4f406d 100644
--- a/src/MusicManager.cpp
+++ b/src/MusicManager.cpp
@@ -1,362 +1,362 @@
/*
* Copyright (C) 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 "MusicManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "FileManager.h"
#include "Functions.h"
#include <stdio.h>
#include <fstream>
#include <iostream>
#include <algorithm>
using namespace std;
MusicManager::MusicManager(){
Mix_HookMusicFinished(musicStoppedHook);
Mix_VolumeMusic(MIX_MAX_VOLUME);
enabled=false;
currentList="default";
lastTime=0;
playing=NULL;
}
MusicManager::~MusicManager(){
//We call destroy().
destroy();
}
void MusicManager::destroy(){
//Loop through the imageCollection and free them.
std::map<std::string,Music*>::iterator i;
for(i=musicCollection.begin();i!=musicCollection.end();++i){
if(i->second!=NULL){
Mix_FreeMusic(i->second->music);
if(i->second->loop)
Mix_FreeMusic(i->second->loop);
delete i->second;
}
}
playing=NULL;
//And clear the collection and the lists.
musicCollection.clear();
musicLists.clear();
}
void MusicManager::setEnabled(bool enable){
//Set the new status.
if(enabled!=enable)
enabled=enable;
else
return;
if(enable){
//It got turned on, so start the menu music.
playMusic("menu",false);
}else{
//Stop the current music.
Mix_HaltMusic();
Mix_VolumeMusic(atoi(getSettings()->getValue("music").c_str()));
}
}
void MusicManager::setVolume(int volume){
Mix_VolumeMusic(volume);
}
string MusicManager::loadMusic(const std::string &file){
//Open the .music file.
ifstream musicFile;
musicFile.open(file.c_str());
string returnString="";
//Check if the file exists.
if(musicFile){
//Now parse the file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(musicFile,&obj,true)){
cerr<<"ERROR: Invalid file format of music description file."<<endl;
}
}
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
- if(obj1->value.size()>=1 && obj1->name=="music"){
+ if(!obj1->value.empty() && obj1->name=="music"){
//Make sure that this music isn't already loaded.
map<string,Music*>::iterator it=musicCollection.find(obj1->value[0]);
if(it==musicCollection.end()){
//We've found an entry for a music file.
Music* music=new Music;
music->music=NULL;
music->loop=NULL;
//Load some data.
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->first=="file"){
//Load the music file.
music->music=Mix_LoadMUS((getDataPath()+"music/"+i->second[0]).c_str());
}
if(i->first=="loopfile"){
//Load the loop file.
music->loop=Mix_LoadMUS((getDataPath()+"music/"+i->second[0]).c_str());
}
if(i->first=="trackname"){
music->trackName=i->second[0];
}
if(i->first=="author"){
music->author=i->second[0];
}
if(i->first=="license"){
music->license=i->second[0];
}
if(i->first=="start"){
music->start=(atoi(i->second[0].c_str()));
}
if(i->first=="volume"){
music->volume=(atoi(i->second[0].c_str()));
}
if(i->first=="loopstart"){
music->loopStart=(atoi(i->second[0].c_str()));
}
if(i->first=="loopend"){
music->loopEnd=(atoi(i->second[0].c_str()));
}
}
//Set the default value for lastTime.
music->lastTime=-1;
music->name=obj1->value[0];
//Now add it to the collection.
musicCollection[obj1->value[0]]=music;
}
//Add the name of the music to the return string even if it's already loaded.
//This is to allow music to be in multiple music lists.
if(!returnString.empty())
returnString+=',';
returnString+=obj1->value[0];
}
}
}
//Return the return string.
return returnString;
}
bool MusicManager::loadMusicList(const std::string &file){
//Open the .list file.
ifstream musicFile;
musicFile.open(file.c_str());
//Check if the file exists.
if(musicFile){
//Now parse the file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(musicFile,&obj,true)){
cerr<<"ERROR: Invalid file format of music list file."<<endl;
return false;
}
}
//Get the name of the list.
std::string name;
{
map<string,vector<string> >::iterator it=obj.attributes.find("name");
if(it!=obj.attributes.end()){
name=obj.attributes["name"][0];
}else{
cerr<<"ERROR: No name for music list "<<file<<endl;
return false;
}
}
//Check if the list isn't already loaded.
std::map<std::string,std::vector<std::string> >::iterator it=musicLists.find(name);
if(it!=musicLists.end())
return true;
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
- if(obj1->value.size()>=1 && obj1->name=="musicfile"){
+ if(!obj1->value.empty() && obj1->name=="musicfile"){
//Load the music file.
string result=loadMusic(getDataPath()+"music/"+obj1->value[0]);
if(!result.empty()){
if(result.find(',')!=string::npos){
size_t pos=result.find(',');
while(pos!=string::npos){
musicLists[name].push_back(result.substr(pos,result.find(',',pos+1)));
}
}else{
musicLists[name].push_back(result);
}
}
}
}
}else{
cerr<<"ERROR: Unable to open music list file "<<file<<endl;
return false;
}
//Nothing went wrong so return true.
return true;
}
void MusicManager::playMusic(const std::string &name,bool fade){
//Make sure music is enabled.
if(!enabled)
return;
//Check if the music is in the collection.
Music* music=musicCollection[name];
if(music==NULL){
cerr<<"ERROR: Unable to play music "<<name<<endl;
return;
}
//Now check if we should fade the previous one out.
if(fade){
Mix_FadeOutMusic(375);
//Set the next music.
nextMusic=name;
}else{
if(music->loopStart<=0 && music->loop==NULL){
Mix_FadeInMusicPos(music->music,-1,0,music->start);
}else{
Mix_FadeInMusicPos(music->music,0,0,music->start);
}
Mix_VolumeMusic(music->volume*float(atoi(getSettings()->getValue("music").c_str())/float(MIX_MAX_VOLUME)));
//Set the playing pointer.
playing=music;
}
}
void MusicManager::pickMusic(){
//Make sure the currentList exists.
vector<std::string> list=musicLists[currentList];
if(currentList.empty()){
cerr<<"ERROR: Unknown music list "<<currentList<<endl;
return;
}
//Shuffle the list.
random_shuffle(list.begin(),list.end());
//Now loop through the music and search the oldest.
Music* oldest=NULL;
for(unsigned int i=0;i<list.size();i++){
//Check if oldest is set.
if(oldest==NULL){
//It isn't so pick the first music.
oldest=musicCollection[list[i]];
continue;
}
//Check if this song is null.
if(musicCollection[list[i]]==NULL)
continue;
//Check if this music is never played.
if(musicCollection[list[i]]->lastTime==-1){
oldest=musicCollection[list[i]];
//And break out.
break;
}
//Check if this music is older.
if(musicCollection[list[i]]->lastTime<oldest->lastTime){
oldest=musicCollection[list[i]];
}
}
//Check if oldest ins't null.
if(oldest!=NULL){
playMusic(oldest->name);
//Set the lastTime and increase it.
oldest->lastTime=lastTime;
lastTime++;
}
}
void MusicManager::musicStopped(){
//Check if there's a music to play.
if(!nextMusic.empty()){
//Check if the music is in the collection.
Music* music=musicCollection[nextMusic];
if(music==NULL){
cerr<<"ERROR: Unable to play music "<<nextMusic<<endl;
return;
}
if(music->loopStart<=0){
Mix_FadeInMusicPos(music->music,-1,375,music->start);
}else{
Mix_FadeInMusicPos(music->music,0,375,music->start);
}
Mix_VolumeMusic(music->volume*float(atoi(getSettings()->getValue("music").c_str())/float(MIX_MAX_VOLUME)));
//Set playing.
playing=music;
//Now reset nextMusic.
nextMusic.clear();
}else{
//Check what kind of loop.
if(playing->loop!=NULL){
Mix_FadeInMusicPos(playing->loop,-1,0,playing->loopStart);
}else{
//This is for looping the end of music.
Mix_FadeInMusicPos(playing->music,0,0,playing->loopStart);
}
}
}
void MusicManager::setMusicList(const string &list){
//Check if the list exists.
}
vector<string> MusicManager::createCredits(){
//Vector that will be returned.
vector<string> result;
//Loop through the music tracks.
std::map<std::string,Music*>::iterator it;
for(it=musicCollection.begin();it!=musicCollection.end();++it){
result.push_back(" - "+it->second->trackName);
result.push_back(" License: "+it->second->license);
result.push_back(" Attribution: "+it->second->author);
}
//And return the result.
return result;
}
diff --git a/src/ThemeManager.cpp b/src/ThemeManager.cpp
index 059d4a0..59078e4 100644
--- a/src/ThemeManager.cpp
+++ b/src/ThemeManager.cpp
@@ -1,989 +1,989 @@
/*
* 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"
#ifdef __APPLE__
#include <SDL_gfx/SDL_rotozoom.h>
#else
#include <SDL/SDL_rotozoom.h>
#endif
#include <string.h>
#include <iostream>
using namespace std;
//The ThemeStack that is be used by the GameState.
ThemeStack objThemes;
bool ThemeManager::loadFile(const string& fileName){
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)){
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)){
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 ThemeCharacter();
if(!shadow->loadFromNode(obj,themePath)){
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 ThemeCharacter();
if(!player->loadFromNode(obj,themePath)){
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)){
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)){
cerr<<"ERROR: Unable to load menu block for theme "<<fileName<<endl;
delete menuBlock;
menuBlock=NULL;
return false;
}
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlock::loadFromNode(TreeStorageNode* objNode, string themePath){
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)) return false;
}else if(obj->name=="blockState" && !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)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlockState::loadFromNode(TreeStorageNode* objNode, string themePath){
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)){
delete obj1;
return false;
}
themeObjects.push_back(obj1);
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeCharacter::loadFromNode(TreeStorageNode* objNode,string themePath){
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 characterState.
if(obj->name=="characterState" && !obj->value.empty()){
string& s=obj->value[0];
map<string,ThemeCharacterState*>::iterator it=characterStates.find(s);
if(it==characterStates.end()) characterStates[s]=new ThemeCharacterState;
if(!characterStates[s]->loadFromNode(obj,themePath)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeCharacterState::loadFromNode(TreeStorageNode* objNode,string themePath){
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)){
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){
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)){
return false;
}
}else if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath)){
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)){
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;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemePicture::loadFromNode(TreeStorageNode* objNode,string themePath){
destroy();
//Check if the node has enough values.
if(!objNode->value.empty()){
//Load teh picture.
picture=loadImage(themePath+objNode->value[0]);
if(picture==NULL) 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};
offsetData.push_back(r);
length=0;
return true;
}
//Done and nothing went wrong so return true.
return false;
}
void ThemeObjectInstance::draw(SDL_Surface *dest,int x,int y,SDL_Rect *clipRect){
//Get the picture.
SDL_Surface *src=picture->picture;
if(src==NULL) return;
int ex=0,ey=0,xx=0,yy=0,ww=0,hh=0;
int animationNew=animation&0x7FFFFFFF;
{
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;
}else if(animationNew>=parent->offset.length){
int i=v.size()-1;
ex=v[i].x;
ey=v[i].y;
}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);
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};
SDL_BlitSurface(src,&r1,dest,&r2);
}
}
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 ThemeCharacterInstance::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->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;
//Get the vector with themeObjects.
vector<ThemeObject*> &v=it->second->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.picture!=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.picture!=NULL)
p.picture=&p.parent->picture;
//If the picture isn't null then can we give it to the ThemeBlockStateInstance.
if(p.picture!=NULL)
obj1.objects.push_back(p);
}
}
//Change the state to the default one.
//FIXME: Is that needed?
obj->changeState("default");
}
void ThemeCharacter::createInstance(ThemeCharacterInstance* obj){
//Make sure the given ThemeCharacterInstance is ready.
obj->characterStates.clear();
obj->currentState=NULL;
//Loop through the characterstates.
for(map<string,ThemeCharacterState*>::iterator it=characterStates.begin();it!=characterStates.end();++it){
//Get the themeCharacterStateInstance of the given ThemeCharacterInstance.
ThemeCharacterStateInstance &obj1=obj->characterStates[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Get the vector with themeObjects.
vector<ThemeObject*> &v=it->second->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];
//Make sure it isn't invisible at runtime.
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.picture!=NULL)
p.picture=&p.parent->picture;
//If the picture isn't null then can we give it to the ThemeCharacterStateInstance.
if(p.picture!=NULL)
obj1.objects.push_back(p);
}
}
//Set it to the standing right state.
obj->changeState("standright");
}
void ThemePicture::draw(SDL_Surface *dest,int x,int y,int animation,SDL_Rect *clipRect){
//Get the Picture.
if(picture==NULL) return;
int ex=0,ey=0,xx,yy,ww,hh;
{
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,0,0};
SDL_BlitSurface(picture,&r1,dest,&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){
//Free the surface of the scaled picture, if scaled.
if(picture!=cachedPicture)
SDL_FreeSurface(picture);
//Set src and destSize back to the initial cached value.
srcSize=cachedSrcSize;
destSize=cachedDestSize;
//Scale the image.
//Calculate the x and y factors.
double xFactor=double(SCREEN_WIDTH)/double(100);
double yFactor=double(SCREEN_HEIGHT)/double(100);
//The default scaling method is chosen (destSize in precentages).
destSize.x*=xFactor;
destSize.w*=xFactor;
destSize.y*=yFactor;
destSize.h*=yFactor;
//Now update the image.
xFactor=(double(destSize.w)/double(srcSize.w));
yFactor=(double(destSize.h)/double(srcSize.h));
if(xFactor!=1 || yFactor!=1){
picture=zoomSurface(cachedPicture,xFactor,yFactor,0);
//Also update the source size.
srcSize.x*=xFactor;
srcSize.y*=yFactor;
srcSize.w*=xFactor;
srcSize.h*=yFactor;
}else{
//We don't need to scale the image
picture=cachedPicture;
}
}
}
void ThemeBackgroundPicture::draw(SDL_Surface *dest){
//Check if the picture is visible.
if(!(picture&&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){
SDL_Rect r={x,y,0,0};
SDL_BlitSurface(picture,&srcSize,dest,&r);
}
}
}
bool ThemeBackgroundPicture::loadFromNode(TreeStorageNode* objNode,string themePath){
//Load the picture.
picture=loadImage(themePath+objNode->value[0]);
//Store pointer to the cached picture.
cachedPicture=picture;
if(picture==NULL) 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;
srcSize.w=picture->w;
srcSize.h=picture->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=100;
destSize.h=100;
}
//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.size()>=1){
+ 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){
//Create a new themeManager.
ThemeManager* obj=new ThemeManager();
//Let it load from the given file.
if(!obj->loadFile(fileName)){
//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 ThemeCharacter of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeCharacter.
ThemeCharacter* ThemeStack::getCharacter(bool isShadow){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeCharacter from the theme.
ThemeCharacter* 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;
}

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