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diff --git a/docs/ThemeDescription.txt b/docs/ThemeDescription.txt
index 2d2679f..f7718fe 100644
--- a/docs/ThemeDescription.txt
+++ b/docs/ThemeDescription.txt
@@ -1,149 +1,162 @@
Me and My Shadow Theme File Description
=======================================
(draft)
The theme file contains:
name=<theme name>
1 block subnode
---------------
block(<block name>){...} //subnode specifies the block's appearance
In this subnode:
editorPicture(<file name>,<x>,<y>,<w>,<h>) //specifies the picture shows in editor
1.1 state/characterState/blockState subnode
----------------------
NOTE: blockState and characterState are for backwards compatibility, use state instead.
blockState(<state name>){...} //subnode specifies the appearance of each state of the block
the state name: for example "default" or "activated", detailed information to be announced...
optional attributes:
oneTimeAnimation=<length>,<next state> //if this state is one-time animation only
1.1.1 object subnode
--------------------
object{...} //subnode specifies (multiple) objects to display in each state
optional attributes:
animation=<length>,<loop point> //if object has looped animation
oneTimeAnimation=<length>,<end point>
invisibleAtRunTime=1 //if this object is invisible when playing game
invisibleAtDesignTime=1 //if this object is invisible when editing the map
optional nodes specifies object to display:
1.1.1.1 picture subnode
-----------------------
picture(<file name>,<x>,<y>,<w>,<h>)
1.1.1.2 optionalPicture subnode
-------------------------------
optionalPicture(<file name>,<x>,<y>,<w>,<h>,<probability>)
1.1.1.3 editorPicture subnode
-----------------------------
editorPicture(<file name>,<x>,<y>,<w>,<h>)
If this subnode is set, the picture will be used in the level editor.
1.1.1.4 offset subnode
----------------------
offset(<x>,<y>)
1.1.1.5 pictureAnimation subnode
--------------------------------
pictureAnimation(<file name>){
point(<x>,<y>,<w>,<h>)
point(<x>,<y>,<w>,<h>,<frame count>,<display time of each frame>)
...
}
1.1.1.6 offsetAnimation subnode
-------------------------------
offsetAnimation{
point(<x>,<y>)
point(<x>,<y>,<frame count>,<display time of each frame>)
...
}
2 background subnode
--------------------
Specifies the background of level.
There can be multiple background subnodes.
Each subnode is a layer of background.
Syntax:
background(<file name>){
srcSize=<x>,<y>,<w>,<h> //Specifies the source size and offset of picture (optional, default value=image size)
destSize=<x>,<y>,<w>,<h> //Specifies the destination size and offset of picture (optional, default value=source size)
repeat=<repeat x>,<repeat y> //Repeat in x,y direction? (0 or 1) (optional, default value=1,1)
speed=<speed x>,<speed y> //Specifies the moving speed (pixel/frame, a real number) (optional, default=0,0)
cameraSpeed=<x>,<y> //The speed of following camera (a real number, typically in 0-1) (optional, default=0,0)
}
3 character subnode
-------------------
Specifies the appearance of player and shadow.
Syntax:
character(Player){
...
}
or
character(Shadow){
...
}
The other format is the same as the block subnode.
4 menuBackground subnode (optional)
----------------
Specifies the background of main menu.
The format is the same as the background subnode.
5 menu block (optional)
------------
Specifies the appearance of blocks used in level selection screen.
Syntax:
menu(Block){
...
}
or
menu(ShadowBlock){
...
}
The other format is the same as the block subnode.
NOTE: if you defined menu(Block) but not defined menu(ShadowBlock),
then all blocks used in level selection screen will be menu(Block)
regardless of locked or not.
+
+6 scenery block
+---------------
+
+Defines new scenery block type.
+
+Syntax:
+
+scenery(<name>){
+ ...
+}
+
+The other format is the same as the block subnode.
diff --git a/src/Game.cpp b/src/Game.cpp
index 892e460..d6c7b39 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1693 +1,1693 @@
/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Block.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "MusicManager.h"
#include "Render.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <SDL_ttf.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable", "Pushable"
};
map<string,int> Game::blockNameMap;
map<int,string> Game::gameObjectEventTypeMap;
map<string,int> Game::gameObjectEventNameMap;
map<int,string> Game::levelEventTypeMap;
map<string,int> Game::levelEventNameMap;
string Game::recordFile;
Game::Game(SDL_Renderer &renderer, ImageManager &imageManager):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,cameraMode(CAMERA_PLAYER),cameraModeSaved(CAMERA_PLAYER)
,player(this),shadow(this),objLastCheckPoint(NULL)
,currentCollectables(0),totalCollectables(0),currentCollectablesSaved(0){
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
action=imageManager.loadTexture(getDataPath()+"gfx/actions.png", renderer);
medals=imageManager.loadTexture(getDataPath()+"gfx/medals.png", renderer);
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&collectable);
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
Game::~Game(){
//Simply call our destroy method.
destroy();
//Before we leave make sure the cursor is visible.
SDL_ShowCursor(SDL_ENABLE);
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Loop through the sceneryLayers and delete them.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
delete it->second[i];
}
sceneryLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//If there's a (partial) theme bundled with the levelpack remove that as well.
if(levels->customTheme)
objThemes.removeTheme();
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
recentSwap=recentSwapSaved=-10000;
//Set the music list back to the configured list.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
}
void Game::loadLevelFromNode(ImageManager& imageManager,SDL_Renderer& renderer,TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
//Not needed since loadLevelFromNode is only called from the changeState method, meaning it's a new instance of Game.
//destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
currentCollectables=0;
totalCollectables=0;
currentCollectablesSaved=0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();++i){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")){
//Check for the theme to use.
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(s)+"/theme.mnmstheme",imageManager,renderer);
}
//Also check for bundled (partial) themes.
if(levels->customTheme){
if(objThemes.appendThemeFromFile(levels->levelpackPath+"/theme/theme.mnmstheme",imageManager,renderer)==NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme=false;
}
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
//Get the music.
{
//Check if level music is enabled.
if(getSettings()->getBoolValue("levelmusic")){
//Check if the levelpack has a prefered music list.
if(!levels->levelpackMusicList.empty())
getMusicManager()->setMusicList(levels->levelpackMusicList);
//Check for the music to use.
string &s=editorData["music"];
if(!s.empty()){
getMusicManager()->playMusic(s);
}else{
getMusicManager()->pickMusic();
}
}
}
//Load the data from the level node.
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile"){
Block* block=new Block(this);
if(!block->loadFromNode(imageManager,renderer,obj1)){
delete block;
continue;
}
//If the type is collectable, increase the number of totalCollectables
if(block->type==TYPE_COLLECTABLE)
totalCollectables++;
//Add the block to the levelObjects vector.
levelObjects.push_back(block);
}else if(obj1->name=="scenerylayer" && obj1->value.size()==1){
//Loop through the sub nodes.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2==NULL) continue;
- if(obj2->name=="object"){
+ if(obj2->name=="object" || obj2->name=="scenery"){
//Load the scenery from node.
Scenery* scenery=new Scenery(this);
if(!scenery->loadFromNode(imageManager,renderer,obj2)){
delete scenery;
continue;
}
sceneryLayers[obj1->value[0]].push_back(scenery);
}
}
}else if(obj1->name=="script" && !obj1->value.empty()){
map<string,int>::iterator it=Game::levelEventNameMap.find(obj1->value[0]);
if(it!=Game::levelEventNameMap.end()){
int eventType=it->second;
const std::string& script=obj1->attributes["script"][0];
if(!script.empty()) scripts[eventType]=script;
}
}
}
//Close exits if there are collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if(levels->getLevelCount()>1){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
}
SDL_Color fg={0,0,0,0};
bmTips[0]=textureFromText(renderer, *fontText,s.c_str(),fg);
}
//Get the background
background=objThemes.getBackground(false);
if(background)
background->resetAnimation(true);
//Reset the script environment.
getScriptExecutor()->reset();
//Compile and run script (only in game mode).
if(stateID!=STATE_LEVEL_EDITOR) compileScript();
}
void Game::loadLevel(ImageManager& imageManager,SDL_Renderer& renderer,std::string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cerr<<"ERROR: Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(imageManager,renderer,obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(ImageManager& imageManager, SDL_Renderer& renderer, const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cerr<<"ERROR: Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(imageManager,renderer,obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cerr<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(ImageManager& imageManager, SDL_Renderer& renderer){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Only set isReset true if this isn't a replay.
if(!(player.isPlayFromRecord() && !interlevel))
isReset=true;
//Also delete any gui (most likely the interlevel gui). Only in game mode.
if(GUIObjectRoot && stateID!=STATE_LEVEL_EDITOR){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And set interlevel to false.
interlevel=false;
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Switch the camera mode.
switch(cameraMode){
case CAMERA_PLAYER:
cameraMode=CAMERA_SHADOW;
break;
case CAMERA_SHADOW:
case CAMERA_CUSTOM:
cameraMode=CAMERA_PLAYER;
break;
}
}
}
/////////////////LOGIC///////////////////
void Game::logic(ImageManager& imageManager, SDL_Renderer& renderer){
//Add one tick to the time.
time++;
//FIXME:Resetting dx/dy and xVel/yVel every loop interferes with movement logic of player and blocks.
//First prepare each gameObject for the new frame.
//This includes resetting dx/dy and xVel/yVel.
//for(unsigned int o=0;o<levelObjects.size();o++)
//levelObjects[o]->prepareFrame();
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.target){
//NOTE: Should we check if the target still exists???
e.target->onEvent(e.eventType);
}else if(e.flags|1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
if(levelObjects[i]->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Check if we should save/load state.
//NOTE: This happens after event handling so no eventQueue has to be saved/restored.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Loop through the gameobjects to update them.
for(unsigned int i=0;i<levelObjects.size();i++){
//Send GameObjectEvent_OnEnterFrame event to the script
levelObjects[i]->onEvent(GameObjectEvent_OnEnterFrame);
}
for(unsigned int i=0;i<levelObjects.size();i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
{
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->move();
}
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let him move.
player.move(levelObjects);
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow move.
shadow.move(levelObjects);
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Update the camera.
switch(cameraMode){
case CAMERA_PLAYER:
player.setMyCamera();
break;
case CAMERA_SHADOW:
shadow.setMyCamera();
break;
case CAMERA_CUSTOM:
//NOTE: The target is (should be) screen size independent so calculate the real target x and y here.
int targetX=cameraTarget.x-(SCREEN_WIDTH/2);
int targetY=cameraTarget.y-(SCREEN_HEIGHT/2);
//Move the camera to the cameraTarget.
if(camera.x>targetX){
camera.x-=(camera.x-targetX)>>4;
//Make sure we don't go too far.
if(camera.x<targetX)
camera.x=targetX;
}else if(camera.x<targetX){
camera.x+=(targetX-camera.x)>>4;
//Make sure we don't go too far.
if(camera.x>targetX)
camera.x=targetX;
}
if(camera.y>targetY){
camera.y-=(camera.y-targetY)>>4;
//Make sure we don't go too far.
if(camera.y<targetY)
camera.y=targetY;
}else if(camera.y<targetY){
camera.y+=(targetY-camera.y)>>4;
//Make sure we don't go too far.
if(camera.y>targetY)
camera.y=targetY;
}
break;
}
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded(imageManager,renderer);
}else{
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Get current level
LevelPack::Level *level=levels->getLevel();
//Now check if we should update statistics
{
//Get previous and current medal
int oldMedal=level->won?1:0,newMedal=1;
int bestTime=level->time;
int targetTime=level->targetTime;
int bestRecordings=level->recordings;
int targetRecordings=level->targetRecordings;
if(oldMedal){
if(targetTime<0){
oldMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
oldMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
oldMedal++;
}
}else{
bestTime=time;
bestRecordings=recordings;
}
if(bestTime==-1 || bestTime>time) bestTime=time;
if(bestRecordings==-1 || bestRecordings>recordings) bestRecordings=recordings;
if(targetTime<0){
newMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
newMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
newMedal++;
}
//Check if we need to update statistics
if(newMedal>oldMedal){
switch(oldMedal){
case 0:
statsMgr.completedLevels++;
break;
case 2:
statsMgr.silverLevels--;
break;
}
switch(newMedal){
case 2:
statsMgr.silverLevels++;
break;
case 3:
statsMgr.goldLevels++;
break;
}
}
}
//Set the current level won.
level->won=true;
if(level->time==-1 || level->time>time){
level->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cerr<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(level->recordings==-1 || level->recordings>recordings){
level->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cerr<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels->getCurrentLevel()+1<levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel()+1);
}
//And save the progress.
levels->saveLevelProgress();
//Now go to the interlevel screen.
replayPlay(imageManager,renderer);
//Update achievements
if(levels->levelpackName=="tutorial") statsMgr.updateTutorialAchievements();
statsMgr.updateLevelAchievements();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
}
won=false;
//Check if we should reset.
if(isReset)
//NOTE: In case of the interlevel popup the save data needs to be deleted so the restart behaviour is the same for key and button restart.
reset(interlevel);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(ImageManager&,SDL_Renderer &renderer){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground(false);
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(renderer);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_SetRenderDrawColor(&renderer, 255,255,255,255);
SDL_RenderClear(&renderer);
}
}
//Now draw the blackground layers.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
if (it->first >= "f") break; // now we meet a foreground layer
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->show(renderer);
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show(renderer);
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow first, because he needs to be behind the player.
shadow.show(renderer);
player.show(renderer);
//Now draw the foreground layers.
for (; it != sceneryLayers.end(); ++it){
for (unsigned int i = 0; i<it->second.size(); i++)
it->second[i]->show(renderer);
}
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
withTexture(*bmTips[gameTipIndex], [&](SDL_Rect r){
drawGUIBox(-2,SCREEN_HEIGHT-r.h-4,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,SCREEN_HEIGHT-r.h,*bmTips[0],renderer,NULL);
});
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
string keyCode=_(inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false)));
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]=textureFromText(renderer, *fontText, s.c_str(), fg);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
withTexture(*bmTips[gameTipIndex], [&](SDL_Rect r){
drawGUIBox(-2,-2,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,2,*bmTips[gameTipIndex],renderer);
});
}
}
//Set the gameTip to 0.
gameTipIndex=0;
// Limit the scope of bm, as it's a borrowed pointer.
{
//Pointer to the sdl texture that will contain a message, if any.
SDL_Texture* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
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};
bmTips[3]=textureFromText(renderer, *fontText,//TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
fg);
}
bm=bmTips[3].get();
}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]=textureFromText(renderer, *fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
fg);
}
bm=bmTips[2].get();
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=textureFromText(renderer, *fontText,
_("Your shadow has died."),
fg);
}
bm=bmTips[1].get();
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
cameraMode=CAMERA_PLAYER;
}
//Draw the tip.
if(bm!=NULL){
const SDL_Rect textureSize = rectFromTexture(*bm);
int x=(SCREEN_WIDTH-textureSize.w)/2;
int y=32;
drawGUIBox(x-8,y-8,textureSize.w+16,textureSize.h+14,renderer,0xFFFFFFFF);
applyTexture(x,y,*bm,renderer);
}
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if(currentCollectables<=totalCollectables && totalCollectables!=0 && !interlevel && time>0){
if(collectablesTexture.needsUpdate(currentCollectables)) {
//Temp stringstream just to addup all the text nicely
std::stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
collectablesTexture.update(currentCollectables,
textureFromText(renderer,
*fontText,
temp.str().c_str(),
themeTextColorDialog));
}
SDL_Rect bmSize = rectFromTexture(*collectablesTexture.get());
//Draw background
drawGUIBox(SCREEN_WIDTH-bmSize.w-34,SCREEN_HEIGHT-bmSize.h-4,bmSize.w+34+2,bmSize.h+4+2,renderer,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(renderer,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10);
//Draw text
applyTexture(SCREEN_WIDTH-50-bmSize.w+22,SCREEN_HEIGHT-bmSize.h,collectablesTexture.getTexture(),renderer);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
const SDL_Color fg={0,0,0,255},bg={255,255,255,255};
const int alpha = 160;
if (recordingsTexture.needsUpdate(recordings)) {
recordingsTexture.update(recordings,
textureFromTextShaded(
renderer,
*fontText,
tfm::format(_("%d recordings"),recordings).c_str(),
fg,
bg
));
SDL_SetTextureAlphaMod(recordingsTexture.get(),alpha);
}
int y=SCREEN_HEIGHT - textureHeight(*recordingsTexture.get());
applyTexture(0,y,*recordingsTexture.get(), renderer);
if(timeTexture.needsUpdate(time)) {
const size_t len = 32;
char c[len];
SDL_snprintf(c,len,"%-.2fs",time/40.0f);
timeTexture.update(time,
textureFromTextShaded(
renderer,
*fontText,
c,
fg,
bg
));
y-=textureHeight(*timeTexture.get());
}
applyTexture(0,y,*timeTexture.get(), renderer);
}
//Draw the current action in the upper right corner.
if(player.record){
const SDL_Rect r = { 0, 0, 50, 50 };
applyTexture(SCREEN_WIDTH - 50, 0, *action, renderer, &r);
} else if (shadow.state != 0){
const SDL_Rect r={50,0,50,50};
applyTexture(SCREEN_WIDTH-50,0,*action,renderer,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if( interlevel){
dimScreen(renderer,191);
}else if((time & 0x10)==0x10){
// FIXME: replace this ugly ad-hoc animation by a better one
const SDL_Rect r={50,0,50,50};
applyTexture(0,0,*action,renderer,&r);
applyTexture(0,SCREEN_HEIGHT-50,*action,renderer,&r);
applyTexture(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,*action,renderer,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
//Check if we need to update the notification message texture.
const auto& blockId = player.objNotificationBlock;
int maxWidth = 0;
int y = 20;
//We check against blockId rather than the full message, as blockId is most likely shorter.
if(notificationTexture.needsUpdate(blockId)) {
const std::string &untranslated_message=player.objNotificationBlock->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
vector<SurfacePtr> lines;
int num_lines = 0;
//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=0;
TTF_SizeText(fontText,lps,&x,NULL);
//Find out largest width
if(x>maxWidth)
maxWidth=x;
x=(SCREEN_WIDTH-x)/2;
lines.emplace_back(TTF_RenderUTF8_Blended(fontText,lps,themeTextColorDialog));
//Increase y with 25, about the height of the text.
y+=25;
num_lines++;
//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;
SurfacePtr surf = createSurface(maxWidth, y);
for(SurfacePtr &s : lines) {
if(s) {
applySurface((surf->w-s->w)/2,surf->h - y,s.get(),surf.get(),NULL);
y -= 25;
}
}
notificationTexture.update(blockId, textureUniqueFromSurface(renderer,std::move(surf)));
} else {
auto texSize = rectFromTexture(*notificationTexture.get());
maxWidth=texSize.w;
y=texSize.h;
}
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,renderer,0xFFFFFFBF);
applyTexture((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y,notificationTexture.getTexture(),renderer);
}
}
void Game::resize(ImageManager&, SDL_Renderer& /*renderer*/){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(ImageManager& imageManager,SDL_Renderer& renderer){
//Set interlevel true.
interlevel=true;
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
//Reset the game.
reset(true);
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Set the copy of playerButtons back.
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
//Create a new GUIObjectRoot the size of the screen.
GUIObjectRoot=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//Create a GUIFrame for the upper frame.
GUIFrame* upperFrame=new GUIFrame(imageManager,renderer,0,4,0,68);
GUIObjectRoot->addChild(upperFrame);
//Render the You've finished: text and add it to a GUIImage.
//NOTE: The texture is managed by the GUIImage so no need to free it ourselfs.
auto bm = SharedTexture(textureFromText(renderer, *fontGUI,_("You've finished:"),themeTextColorDialog));
const SDL_Rect textureSize = rectFromTexture(*bm);
GUIImage* title=new GUIImage(imageManager,renderer,0,4-GUI_FONT_RAISE,textureSize.w,textureSize.h,bm);
upperFrame->addChild(title);
//Create the sub title.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),levelName));
}
GUIObject* obj=new GUILabel(imageManager,renderer,0,40,0,28,s.c_str(),0,true,true,GUIGravityCenter);
obj->render(renderer,0,0,false);
upperFrame->addChild(obj);
//Determine the width the upper frame should have.
int width;
if(textureSize.w>obj->width)
width=textureSize.w+32;
else
width=obj->width+32;
//Set the left of the title.
title->left=(width-title->width)/2;
//Set the width of the level label to the width of the frame for centering.
obj->width=width;
//Now set the position and width of the frame.
upperFrame->width=width;
upperFrame->left=(SCREEN_WIDTH-width)/2;
//Now create a GUIFrame for the lower frame.
GUIFrame* lowerFrame=new GUIFrame(imageManager,renderer,0,SCREEN_HEIGHT-140,570,135);
GUIObjectRoot->addChild(lowerFrame);
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
int maxWidth=0;
int x=20;
//Is there a target time for this level?
int timeY=0;
bool isTargetTime=true;
if(targetTime<=0){
isTargetTime=false;
timeY=12;
}
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(imageManager,renderer,x,10+timeY,-1,36,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(imageManager,renderer,x,34+timeY,-1,36,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(isTargetTime){
obj=new GUILabel(imageManager,renderer,x,58,-1,36,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth+20;
//Is there target recordings for this level?
int recsY=0;
bool isTargetRecs=true;
if(targetRecordings<0){
isTargetRecs=false;
recsY=12;
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUILabel(imageManager,renderer,x,10+recsY,-1,36,tfm::format(_("Recordings: %d"),recordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUILabel(imageManager,renderer,x,34+recsY,-1,36,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(isTargetRecs){
obj=new GUILabel(imageManager,renderer,x,58,-1,36,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth;
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUILabel(imageManager,renderer,50,92,-1,36,s1.c_str(),0,true,true,GUIGravityCenter);
lowerFrame->addChild(obj);
obj->render(renderer,0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
//Create the rectangle for the earned medal.
SDL_Rect r;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
//Create the medal on the left side.
obj=new GUIImage(imageManager,renderer,16,92,30,30,medals,r);
lowerFrame->addChild(obj);
//And the medal on the right side.
obj=new GUIImage(imageManager,renderer,x-24,92,30,30,medals,r);
lowerFrame->addChild(obj);
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIButton(imageManager,renderer,x,10,-1,36,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
lowerFrame->addChild(b1);
b1->render(renderer,0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIButton(imageManager,renderer,x,50,-1,36,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
lowerFrame->addChild(b2);
b2->render(renderer,0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIButton(imageManager,renderer,x,90,-1,36,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
lowerFrame->addChild(b3);
b3->render(renderer,0,0,true);
maxWidth=b1->width;
if(b2->width>maxWidth)
maxWidth=b2->width;
if(b3->width>maxWidth)
maxWidth=b3->width;
b1->left=b2->left=b3->left=x+maxWidth/2;
x+=maxWidth;
lowerFrame->width=x;
lowerFrame->left=(SCREEN_WIDTH-lowerFrame->width)/2;
}
}
void Game::recordingEnded(ImageManager& imageManager, SDL_Renderer& renderer){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
//Show the cursor so that the user can press the ok button.
SDL_ShowCursor(SDL_ENABLE);
//Now show the message box.
msgBox(imageManager,renderer,_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
recentSwapSaved=recentSwap;
//Save the camera mode and target.
cameraModeSaved=cameraMode;
cameraTargetSaved=cameraTarget;
//Save the current collectables
currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentSave+1000>t){
statsMgr.newAchievement("panicSave");
}
recentSave=t;
//Update statistics.
statsMgr.saveTimes++;
//Update achievements
switch(statsMgr.saveTimes){
case 1000:
statsMgr.newAchievement("save1k");
break;
}
}
//Execute the onSave event.
executeScript(LevelEvent_OnSave);
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
recentSwap=recentSwapSaved;
//Load the camera mode and target.
cameraMode=cameraModeSaved;
cameraTarget=cameraTargetSaved;
//Load the current collactbles
currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements.
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentLoad+1000>t){
statsMgr.newAchievement("panicLoad");
}
recentLoad=t;
//Update statistics.
statsMgr.loadTimes++;
//Update achievements
switch(statsMgr.loadTimes){
case 1000:
statsMgr.newAchievement("load1k");
break;
}
}
//Execute the onLoad event, if any.
executeScript(LevelEvent_OnLoad);
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
void Game::reset(bool save){
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats if interlevel isn't true.
if(!interlevel){
time=0;
recordings=0;
}
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
//Reset the camera.
cameraMode=CAMERA_PLAYER;
if(save) cameraModeSaved=CAMERA_PLAYER;
cameraTarget.x=cameraTarget.y=cameraTarget.w=cameraTarget.h=0;
if(save) cameraTargetSaved.x=cameraTargetSaved.y=cameraTargetSaved.w=cameraTargetSaved.h=0;
//Reset the number of collectables
currentCollectables=0;
if(save)
currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Clear the event queue, since all the events are from before the reset.
eventQueue.clear();
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the script environment
//NOTE: The scriptExecutor will only be reset between levels. (Why? by acme_pjz)
getScriptExecutor()->reset();
//Recompile and run script, only in game mode and edit mode with 'R' key pressed.
//FIXME: We use an ad-hoc method to check if 'R' key is pressed, by checking isReset.
if(stateID!=STATE_LEVEL_EDITOR || isReset) compileScript();
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::compileScript(){
compiledScripts.clear();
for(map<int,string>::iterator it=scripts.begin();it!=scripts.end();++it){
compiledScripts[it->first]=getScriptExecutor()->compileScript(it->second);
}
for(unsigned int i=0;i<levelObjects.size();i++){
Block *block=levelObjects[i];
block->compiledScripts.clear();
for(map<int,string>::iterator it=block->scripts.begin();it!=block->scripts.end();++it){
block->compiledScripts[it->first]=getScriptExecutor()->compileScript(it->second);
}
}
//Call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
void Game::executeScript(int eventType){
map<int,int>::iterator it;
//Check if there's a script for the given event.
it=compiledScripts.find(eventType);
if(it!=compiledScripts.end()){
//There is one so execute it.
getScriptExecutor()->executeScript(it->second);
}
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id,GameObject* target){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Or there's a target given.
if(target)
e.target=target;
else
e.target=NULL;
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(ImageManager& imageManager, SDL_Renderer& renderer){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
}else{
if(!levels->congratulationText.empty()){
msgBox(imageManager,renderer,_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(imageManager,renderer,_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(ImageManager& imageManager,SDL_Renderer& renderer, string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
interlevel=false;
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
diff --git a/src/Scenery.cpp b/src/Scenery.cpp
index 1970949..170dcbc 100644
--- a/src/Scenery.cpp
+++ b/src/Scenery.cpp
@@ -1,187 +1,213 @@
/*
* Copyright (C) 2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me And My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameObjects.h"
#include "Scenery.h"
#include "Functions.h"
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
Scenery::Scenery(Game* parent):
GameObject(parent),
xSave(0),
ySave(0),
dx(0),
- dy(0)
+ dy(0),
+ themeBlock(NULL)
{}
Scenery::~Scenery(){
//Destroy the themeBlock since it isn't needed anymore.
- themeBlock.destroy();
+ internalThemeBlock.destroy();
}
void Scenery::show(SDL_Renderer& renderer){
//Check if the scenery is visible.
if(checkCollision(camera,box)==true || (stateID==STATE_LEVEL_EDITOR && checkCollision(camera,boxBase)==true)){
//Now draw normal.
appearance.draw(renderer, box.x - camera.x, box.y - camera.y, box.w, box.h);
}
}
SDL_Rect Scenery::getBox(int boxType){
SDL_Rect r={0,0,0,0};
switch(boxType){
case BoxType_Base:
return boxBase;
case BoxType_Previous:
r.x=box.x-dx;
r.y=box.y-dy;
r.w=box.w;
r.h=box.h;
return r;
case BoxType_Delta:
r.x=dx;
r.y=dy;
return r;
case BoxType_Velocity:
return r;
case BoxType_Current:
return box;
}
return r;
}
void Scenery::setLocation(int x,int y){
//The scenery has moved so calculate the delta.
dx=x-box.x;
dy=y-box.y;
//And set its new location.
box.x=x;
box.y=y;
}
void Scenery::saveState(){
//Store the location.
xSave=box.x-boxBase.x;
ySave=box.y-boxBase.y;
//And any animations.
appearance.saveAnimation();
}
void Scenery::loadState(){
//Restore the location.
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
//And load the animation.
appearance.loadAnimation();
}
void Scenery::reset(bool save){
//Reset the scenery to its original location.
box.x=boxBase.x;
box.y=boxBase.y;
if(save)
xSave=ySave=0;
//Also reset the appearance.
appearance.resetAnimation(save);
appearance.changeState("default");
//NOTE: We load the animation right after changing it to prevent a transition.
if(save)
appearance.loadAnimation();
}
void Scenery::playAnimation(){}
void Scenery::onEvent(int eventType){
//NOTE: Scenery should not interact with the player or vice versa.
}
int Scenery::queryProperties(int propertyType,Player* obj){
//NOTE: Scenery doesn't have any properties.
return 0;
}
void Scenery::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){
}
void Scenery::setEditorData(std::map<std::string,std::string>& obj){
}
std::string Scenery::getEditorProperty(std::string property){
//First get the complete editor data.
vector<pair<string,string> > objMap;
vector<pair<string,string> >::iterator it;
getEditorData(objMap);
//Loop through the entries.
for(it=objMap.begin();it!=objMap.end();++it){
if(it->first==property)
return it->second;
}
//Nothing found.
return "";
}
void Scenery::setEditorProperty(std::string property,std::string value){
//Create a map to hold the property.
std::map<std::string,std::string> editorData;
editorData[property]=value;
//And call the setEditorData method.
setEditorData(editorData);
}
bool Scenery::loadFromNode(ImageManager& imageManager, SDL_Renderer& renderer, TreeStorageNode* objNode){
- //Make sure there are enough arguments.
- if(objNode->value.size()<4)
- return false;
-
- //Load position and size.
- box.x=boxBase.x=atoi(objNode->value[0].c_str());
- box.y=boxBase.y=atoi(objNode->value[1].c_str());
- box.w=boxBase.w=atoi(objNode->value[2].c_str());
- box.h=boxBase.h=atoi(objNode->value[3].c_str());
-
- //Load the appearance.
- themeBlock.loadFromNode(objNode,levels->levelpackPath,imageManager,renderer);
- themeBlock.createInstance(&appearance);
+ if (objNode->name == "object") {
+ //Make sure there are enough arguments.
+ if (objNode->value.size() < 2)
+ return false;
+
+ //Load position and size.
+ box.x = boxBase.x = atoi(objNode->value[0].c_str());
+ box.y = boxBase.y = atoi(objNode->value[1].c_str());
+ box.w = boxBase.w = (objNode->value.size() >= 3) ? atoi(objNode->value[2].c_str()) : 50;
+ box.h = boxBase.h = (objNode->value.size() >= 4) ? atoi(objNode->value[3].c_str()) : 50;
+
+ //Load the appearance.
+ if (!internalThemeBlock.loadFromNode(objNode, levels->levelpackPath, imageManager, renderer)) return false;
+ themeBlock = &internalThemeBlock;
+ themeBlock->createInstance(&appearance);
+
+ return true;
+ } else if (objNode->name == "scenery") {
+ //Make sure there are enough arguments.
+ if (objNode->value.size() < 3)
+ return false;
+
+ //Load position and size.
+ box.x = boxBase.x = atoi(objNode->value[1].c_str());
+ box.y = boxBase.y = atoi(objNode->value[2].c_str());
+ box.w = boxBase.w = (objNode->value.size() >= 4) ? atoi(objNode->value[3].c_str()) : 50;
+ box.h = boxBase.h = (objNode->value.size() >= 5) ? atoi(objNode->value[4].c_str()) : 50;
+
+ //Load the appearance.
+ themeBlock = objThemes.getScenery(objNode->value[0].c_str());
+ if (!themeBlock) {
+ fprintf(stderr, "ERROR: Can't find scenery with name '%s'.\n", objNode->value[0].c_str());
+ return false;
+ }
+ themeBlock->createInstance(&appearance);
+
+ return true;
+ }
- return true;
+ return false;
}
void Scenery::prepareFrame(){
//Reset the delta variables.
dx=dy=0;
}
void Scenery::move(){
//Update our appearance.
appearance.updateAnimation();
}
diff --git a/src/Scenery.h b/src/Scenery.h
index ec3d015..93a5cb1 100644
--- a/src/Scenery.h
+++ b/src/Scenery.h
@@ -1,113 +1,115 @@
/*
* Copyright (C) 2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCENERY_H
#define SCENERY_H
#include "GameObjects.h"
#include "ThemeManager.h"
#include <vector>
#include <SDL.h>
class Scenery: public GameObject{
private:
//Save variables for the current location of the scenery.
int xSave,ySave;
//Delta variables, if the scenery moves these must be set to the delta movement.
int dx,dy;
public:
//The ThemeBlock, kept so it can be deleted later on.
- ThemeBlock themeBlock;
+ ThemeBlock internalThemeBlock;
+ // The pointer points to the real ThemeBlock, either point to internalThemeBlock, or a ThemeBlock in ThemeManager, or NULL.
+ ThemeBlock* themeBlock;
//The Appearance of the scenery.
//NOTE: We use a ThemeBlockInstance since it allows for all sorts of things like animations.
ThemeBlockInstance appearance;
//Constructor.
//objParent: Pointer to the Game object.
Scenery(Game* objParent);
//Desturctor.
~Scenery();
//Method used to draw the scenery.
void show(SDL_Renderer& renderer) override;
//Returns the box of a given type.
//boxType: The type of box that should be returned.
//See GameObjects.h for the types.
//Returns: The box.
virtual SDL_Rect getBox(int boxType=BoxType_Current);
//Method used to set the location of the scenery.
//NOTE: The new location isn't stored as base location.
//x: The new x location.
//y: The new y location.
virtual void setLocation(int x,int y);
//Save the state of the scenery so we can load it later on.
virtual void saveState();
//Load the saved state of the scenery.
virtual void loadState();
//Reset the scenery.
//save: Boolean if the saved state should also be deleted.
virtual void reset(bool save);
//Play an animation.
virtual void playAnimation();
//Method called when there's an event.
//eventType: The type of event.
//See GameObjects.h for the eventtypes.
virtual void onEvent(int eventType);
//Method used to retrieve a property from the scenery.
//propertyType: The type of property requested.
//See GameObjects.h for the properties.
//obj: Pointer to the player.
//Returns: Integer containing the value of the property.
virtual int queryProperties(int propertyType,Player* obj);
//Get the editor data of the scenery.
//obj: The vector that will be filled with the editorData.
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj);
//Set the editor data of the scenery.
//obj: The new editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj);
//Get a single property of the scenery.
//property: The property to return.
//Returns: The value for the requested property.
virtual std::string getEditorProperty(std::string property);
//Set a single property of the scenery.
//property: The property to set.
//value: The new value for the property.
virtual void setEditorProperty(std::string property,std::string value);
//Method for loading the Scenery object from a node.
//objNode: Pointer to the storage node to load from.
//Returns: True if it succeeds without errors.
virtual bool loadFromNode(ImageManager& imageManager,SDL_Renderer& renderer,TreeStorageNode* objNode) override;
//Method used for resetting the dx/dy and xVel/yVel variables.
virtual void prepareFrame();
//Method used for updating any animations.
virtual void move();
};
#endif
diff --git a/src/ThemeManager.cpp b/src/ThemeManager.cpp
index f833e06..9c35693 100644
--- a/src/ThemeManager.cpp
+++ b/src/ThemeManager.cpp
@@ -1,972 +1,994 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ThemeManager.h"
#include "POASerializer.h"
#include "Functions.h"
#include "FileManager.h"
#include "Game.h"
#include "ImageManager.h"
#include <iostream>
using namespace std;
//The ThemeStack that is be used by the GameState.
ThemeStack objThemes;
bool ThemeManager::loadFile(const string& fileName, ImageManager &imageManager, SDL_Renderer &renderer){
POASerializer objSerializer;
TreeStorageNode objNode;
//First we destroy the current ThemeManager.
destroy();
//Now we try to load the file, if it fails we return false.
if(!objSerializer.loadNodeFromFile(fileName.c_str(),&objNode,true)){
cerr<<"ERROR: Unable to open theme file: "<<fileName<<endl;
return false;
}
//Set the themePath.
themePath=pathFromFileName(fileName);
//Retrieve the name of the theme from the file.
{
vector<string> &v=objNode.attributes["name"];
if(!v.empty()) themeName=v[0];
}
//Reset themeable colors to default
themeTextColor.r=themeTextColor.g=themeTextColor.b=0;
themeTextColorDialog.r=themeTextColorDialog.g=themeTextColorDialog.b=0;
//Read themeable colors if any
vector<string> &ct=objNode.attributes["textColor"];
if(!ct.empty()){
themeTextColor.r=atoi(ct[0].c_str());
themeTextColor.g=atoi(ct[1].c_str());
themeTextColor.b=atoi(ct[2].c_str());
}
vector<string> &ct2=objNode.attributes["textColorDialog"];
if(!ct2.empty()){
themeTextColorDialog.r=atoi(ct2[0].c_str());
themeTextColorDialog.g=atoi(ct2[1].c_str());
themeTextColorDialog.b=atoi(ct2[2].c_str());
}
//Loop the subnodes of the theme.
for(unsigned int i=0;i<objNode.subNodes.size();i++){
TreeStorageNode *obj=objNode.subNodes[i];
//Check if it's a block or a background.
- if(obj->name=="block" && !obj->value.empty()){
- map<string,int>::iterator it=Game::blockNameMap.find(obj->value[0]);
- if(it!=Game::blockNameMap.end()){
- int idx=it->second;
- if(!objBlocks[idx]) objBlocks[idx]=new ThemeBlock;
- if(!objBlocks[idx]->loadFromNode(obj,themePath, imageManager, renderer)){
- cerr<<"ERROR: Unable to load "<<Game::blockName[idx]<<" for theme "<<fileName<<endl;
+ if (obj->name == "block" && !obj->value.empty()){
+ map<string, int>::iterator it = Game::blockNameMap.find(obj->value[0]);
+ if (it != Game::blockNameMap.end()){
+ int idx = it->second;
+ if (!objBlocks[idx]) objBlocks[idx] = new ThemeBlock;
+ if (!objBlocks[idx]->loadFromNode(obj, themePath, imageManager, renderer)){
+ cerr << "ERROR: Unable to load " << Game::blockName[idx] << " for theme " << fileName << endl;
delete objBlocks[idx];
- objBlocks[idx]=NULL;
+ objBlocks[idx] = NULL;
return false;
}
}
+ } else if (obj->name == "scenery" && !obj->value.empty()){
+ std::string& name = obj->value[0];
+ if (!objScenery[name]) objScenery[name] = new ThemeBlock;
+ if (!objScenery[name]->loadFromNode(obj, themePath, imageManager, renderer)){
+ cerr << "ERROR: Unable to load scenery '" << name << "' for theme " << fileName << endl;
+ delete objScenery[name];
+ objScenery[name] = NULL;
+ return false;
+ }
}else if(obj->name=="background" && !obj->value.empty()){
if(!objBackground) objBackground=new ThemeBackground();
if(!objBackground->addPictureFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load background for theme "<<fileName<<endl;
delete objBackground;
objBackground=NULL;
return false;
}
}else if(obj->name=="character" && !obj->value.empty()){
if(obj->value[0]=="Shadow"){
if(!shadow) shadow=new ThemeBlock();
if(!shadow->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load shadow for theme "<<fileName<<endl;
delete shadow;
shadow=NULL;
return false;
}
}else if(obj->value[0]=="Player"){
if(!player) player=new ThemeBlock();
if(!player->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load player for theme "<<fileName<<endl;
delete player;
player=NULL;
return false;
}
}
}else if(obj->name=="menuBackground" && !obj->value.empty()){
if(!menuBackground) menuBackground=new ThemeBackground();
if(!menuBackground->addPictureFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load background for theme "<<fileName<<endl;
delete menuBackground;
menuBackground=NULL;
return false;
}
}else if(obj->name=="menu" && obj->value[0]=="Block"){
if(!menuBlock) menuBlock=new ThemeBlock;
if(!menuBlock->loadFromNode(obj,themePath, imageManager, renderer)){
cerr<<"ERROR: Unable to load menu block for theme "<<fileName<<endl;
delete menuBlock;
menuBlock=NULL;
return false;
}
} else if (obj->name == "menu" && obj->value[0] == "ShadowBlock"){
if (!menuShadowBlock) menuShadowBlock = new ThemeBlock;
if (!menuShadowBlock->loadFromNode(obj, themePath, imageManager, renderer)){
cerr << "ERROR: Unable to load menu shadow block for theme " << fileName << endl;
delete menuShadowBlock;
menuShadowBlock = NULL;
return false;
}
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlock::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager &imageManager, SDL_Renderer &renderer){
destroy();
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
//Check if the subnode is an editorPicture or a blockState.
if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath, imageManager, renderer)) return false;
//NOTE: blockState and characterState are for backwards compatability, use state instead.
}else if((obj->name=="blockState" || obj->name=="characterState" || obj->name=="state") && !obj->value.empty()){
string& s=obj->value[0];
map<string,ThemeBlockState*>::iterator it=blockStates.find(s);
if(it==blockStates.end()) blockStates[s]=new ThemeBlockState;
if(!blockStates[s]->loadFromNode(obj,themePath, imageManager, renderer)) return false;
}else if(obj->name=="transitionState" && obj->value.size()==2){
pair<string,string> s=pair<string,string>(obj->value[0],obj->value[1]);
map<pair<string,string>,ThemeBlockState*>::iterator it=transitions.find(s);
if(it==transitions.end()) transitions[s]=new ThemeBlockState;
if(!transitions[s]->loadFromNode(obj,themePath, imageManager, renderer)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeBlockState::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager& imageManager, SDL_Renderer& renderer){
destroy();
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
//Check if there are enough values for the oneTimeAnimation attribute.
if(v.size()>=2 && !v[0].empty()){
oneTimeAnimationLength=atoi(v[0].c_str());
nextState=v[1];
}
}
//Loop the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="object"){
ThemeObject *obj1=new ThemeObject();
if(!obj1->loadFromNode(obj,themePath, imageManager, renderer)){
delete obj1;
return false;
}
themeObjects.push_back(obj1);
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemeObject::loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer){
destroy();
//Retrieve the animation attribute.
{
vector<string> &v=objNode->attributes["animation"];
if(v.size()>=2){
animationLength=atoi(v[0].c_str());
animationLoopPoint=atoi(v[1].c_str());
}
}
//Retrieve the oneTimeAnimation attribute.
{
vector<string> &v=objNode->attributes["oneTimeAnimation"];
if(v.size()>=2){
animationLength=atoi(v[0].c_str());
animationLoopPoint=atoi(v[1].c_str())|0x80000000;
}
}
//Retrieve the invisibleAtRunTime attribute.
{
vector<string> &v=objNode->attributes["invisibleAtRunTime"];
if(!v.empty() && !v[0].empty()){
invisibleAtRunTime=atoi(v[0].c_str())?true:false;
}
}
//Retrieve the invisibleAtDesignTime attribute.
{
vector<string> &v=objNode->attributes["invisibleAtDesignTime"];
if(!v.empty() && !v[0].empty()){
invisibleAtDesignTime=atoi(v[0].c_str())?true:false;
}
}
//Loop the subnodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode *obj=objNode->subNodes[i];
if(obj->name=="picture" || obj->name=="pictureAnimation"){
if(!picture.loadFromNode(obj,themePath, imageManager, renderer)){
return false;
}
}else if(obj->name=="editorPicture"){
if(!editorPicture.loadFromNode(obj,themePath, imageManager, renderer)){
return false;
}
}else if(obj->name=="optionalPicture" && obj->value.size()>=6){
ThemePicture *objPic=new ThemePicture();
double f=atof(obj->value[5].c_str());
if(!objPic->loadFromNode(obj,themePath, imageManager, renderer)){
delete objPic;
return false;
}
optionalPicture.push_back(pair<double,ThemePicture*>(f,objPic));
}else if(obj->name=="offset" || obj->name=="offsetAnimation"){
if(!offset.loadFromNode(obj)) return false;
}else if(obj->name=="positioning"){
if(!positioning.loadFromNode(obj)) return false;
}
}
//Done and nothing went wrong so return true.
return true;
}
bool ThemePicture::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager &imageManager, SDL_Renderer &renderer){
destroy();
//Check if the node has enough values.
if(!objNode->value.empty()){
//Load the texture.
texture=imageManager.loadTexture(themePath+objNode->value[0], renderer);
if(!texture) {
return false;
}
//Check if it's an animation.
if(objNode->name=="pictureAnimation"){
if(!offset.loadFromNode(objNode)) return false;
return true;
}else if(objNode->value.size()>=5){
typeOffsetPoint r={atoi(objNode->value[1].c_str()),
atoi(objNode->value[2].c_str()),
atoi(objNode->value[3].c_str()),
atoi(objNode->value[4].c_str()),0,0};
offset.offsetData.push_back(r);
offset.length=0;
return true;
}
}
//Done and nothing went wrong so return true.
return false;
}
bool ThemeOffsetData::loadFromNode(TreeStorageNode* objNode){
destroy();
//Check what kind of offset it is.
if(objNode->name=="pictureAnimation"){
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode* obj=objNode->subNodes[i];
if(obj->name=="point" && obj->value.size()>=4){
typeOffsetPoint r={atoi(obj->value[0].c_str()),
atoi(obj->value[1].c_str()),
atoi(obj->value[2].c_str()),
atoi(obj->value[3].c_str()),1,1};
if(obj->value.size()>=5) r.frameCount=atoi(obj->value[4].c_str());
if(obj->value.size()>=6) r.frameDisplayTime=atoi(obj->value[5].c_str());
offsetData.push_back(r);
length+=r.frameCount*r.frameDisplayTime;
}
}
return true;
}else if(objNode->name=="offsetAnimation"){
for(unsigned int i=0;i<objNode->subNodes.size();i++){
TreeStorageNode* obj=objNode->subNodes[i];
if(obj->name=="point" && obj->value.size()>=2){
typeOffsetPoint r={atoi(obj->value[0].c_str()),
atoi(obj->value[1].c_str()),0,0,1,1};
if(obj->value.size()>=3) r.frameCount=atoi(obj->value[2].c_str());
if(obj->value.size()>=4) r.frameDisplayTime=atoi(obj->value[3].c_str());
offsetData.push_back(r);
length+=r.frameCount*r.frameDisplayTime;
}
}
return true;
}else if(objNode->name=="offset" && objNode->value.size()>=2){
typeOffsetPoint r={atoi(objNode->value[0].c_str()),
atoi(objNode->value[1].c_str()),0,0,0,0};
if(objNode->value.size()>2)
r.w=atoi(objNode->value[2].c_str());
if(objNode->value.size()>3)
r.h=atoi(objNode->value[3].c_str());
offsetData.push_back(r);
length=0;
return true;
}
//Done and nothing went wrong so return true.
return false;
}
bool ThemePositioningData::loadFromNode(TreeStorageNode* objNode){
destroy();
//Check if enough values are set.
if(objNode->value.size()>=2){
//Check horizontal alignment.
if(objNode->value[0]=="left"){
horizontalAlign=LEFT;
}else if(objNode->value[0]=="centre"){
horizontalAlign=CENTRE;
}else if(objNode->value[0]=="right"){
horizontalAlign=RIGHT;
}else if(objNode->value[0]=="repeat"){
horizontalAlign=REPEAT;
}
//Check vertical alignment.
if(objNode->value[1]=="top"){
verticalAlign=TOP;
}else if(objNode->value[1]=="middle"){
verticalAlign=MIDDLE;
}else if(objNode->value[1]=="bottom"){
verticalAlign=BOTTOM;
}else if(objNode->value[1]=="repeat"){
verticalAlign=REPEAT;
}
//Done and nothing went wrong so return true.
return true;
}
return false;
}
void ThemeObjectInstance::draw(SDL_Renderer& renderer,int x,int y,int w,int h,SDL_Rect *clipRect){
//Get the picture.
//SDL_Surface *src=picture->picture;
SDL_Texture* src = picture->texture.get();
if(src==NULL) return;
int ex=0,ey=0,ew=0,eh=0;
int xx=0,yy=0,ww=0,hh=0;
int animationNew=animation&0x7FFFFFFF;
{
const vector<typeOffsetPoint> &v=picture->offset.offsetData;
if(picture->offset.length==0 || animationNew<v[0].frameDisplayTime){
xx=v[0].x;
yy=v[0].y;
ww=v[0].w;
hh=v[0].h;
}else if(animationNew>=picture->offset.length){
int i=v.size()-1;
xx=v[i].x;
yy=v[i].y;
ww=v[i].w;
hh=v[i].h;
}else{
int t=animationNew-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
xx=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
yy=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ww=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
hh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//Get the offset.
{
vector<typeOffsetPoint> &v=parent->offset.offsetData;
if(v.empty()){
ex=0;
ey=0;
}else if(parent->offset.length==0 || animationNew<v[0].frameDisplayTime){
ex=v[0].x;
ey=v[0].y;
ew=v[0].w;
eh=v[0].h;
}else if(animationNew>=parent->offset.length){
int i=v.size()-1;
ex=v[i].x;
ey=v[i].y;
ew=v[i].w;
eh=v[i].h;
}else{
int t=animationNew-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
ex=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ey=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ew=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
eh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//And finally draw the ThemeObjectInstance.
if(clipRect){
int d;
d=clipRect->x-ex;
if(d>0){
ex+=d;
xx+=d;
ww-=d;
}
d=clipRect->y-ey;
if(d>0){
ey+=d;
yy+=d;
hh-=d;
}
if(ww>clipRect->w) ww=clipRect->w;
if(hh>clipRect->h) hh=clipRect->h;
}
if(ww>0&&hh>0){
SDL_Rect r1={xx,yy,ww,hh};
SDL_Rect r2={x+ex,y+ey,0,0};
//Only align horizontally when there's a width.
if(w!=0){
switch(parent->positioning.horizontalAlign){
case LEFT:
//NOTE: No need to change the x location, left is default.
break;
case CENTRE:
r2.x+=(w-r1.w)/2;
break;
case RIGHT:
r2.x+=w-ww;
break;
}
}
//Only align vertically when there's a height.
if(h!=0){
switch(parent->positioning.verticalAlign){
case TOP:
//NOTE: No need to change the y location, top is default.
break;
case MIDDLE:
r2.y+=(h-r1.h)/2;
break;
case BOTTOM:
r2.y+=h-hh;
break;
}
}
//Set the targets to the draw location plus one to ensure it gets drawn at least once.
int targetX=r2.x+1;
int targetY=r2.y+1;
if(w!=0 && parent->positioning.horizontalAlign==REPEAT)
targetX=x+w-ew;
if(h!=0 && parent->positioning.verticalAlign==REPEAT)
targetY=y+h-eh;
//As long as we haven't exceeded the horizontal target keep drawing.
while(r2.x<targetX){
//Store the y position for when more than one column has to be drawn.
const int y2=r2.y;
//As long as we haven't exceeded the vertical target keep drawing.
while(r2.y<targetY){
//Check if we should clip.
SDL_Rect srcrect={r1.x,r1.y,r1.w,r1.h};
if(w!=0 && r2.x+r1.w>x+w-ew)
srcrect.w-=(r2.x+r1.w)-(x+w-ew);
if(h!=0 && r2.y+r1.h>y+h-eh)
srcrect.h-=(r2.y+r1.h)-(y+h-eh);
//NOTE: dstrect will hold the blit rectangle after calling SDL_BlitSurface, so we can't use r2.
const SDL_Rect dstrect={r2.x,r2.y,srcrect.w,srcrect.h};
SDL_RenderCopy(&renderer, src, &srcrect, &dstrect);
r2.y+=r1.h;
}
r2.x+=r1.w;
//Reset the y position before drawing a new column.
r2.y=y2;
}
}
}
void ThemeObjectInstance::updateAnimation(){
//First get the animation length.
int m;
m=parent->animationLength;
//If it's higher than 0 then we have an animation.
if(m>0 && animation>=0){
//Increase the animation frame.
animation++;
//Check if the animation is beyond the length, if so set it to the looppoint.
if(animation>=m)
animation=parent->animationLoopPoint;
}
}
void ThemeBlockInstance::updateAnimation(){
//Make sure the currentState isn't null.
if(currentState!=NULL){
//Call the updateAnimation method of the currentState.
currentState->updateAnimation();
//Get the length of the animation.
int m=currentState->parent->oneTimeAnimationLength;
//If it's higher than 0 then we have an animation.
//Also check if it's past the lenght, meaning done.
if(m>0 && currentState->animation>=m){
//Now we can change the state to the nextState.
changeState(currentState->parent->nextState);
}
}
}
void ThemeBlock::createInstance(ThemeBlockInstance* obj){
//Make sure the given ThemeBlockInstance is ready.
obj->blockStates.clear();
obj->transitions.clear();
obj->currentState=NULL;
//Loop through the blockstates.
for(map<string,ThemeBlockState*>::iterator it=blockStates.begin();it!=blockStates.end();++it){
//Get the themeBlockStateInstance of the given ThemeBlockInstance.
ThemeBlockStateInstance &obj1=obj->blockStates[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Create the state instance.
createStateInstance(&obj1);
}
//Loop through the transitions.
for(map<pair<string,string>,ThemeBlockState*>::iterator it=transitions.begin();it!=transitions.end();++it){
//Get the themeBlockStateInstance of the given ThemeBlockInstance.
ThemeBlockStateInstance &obj1=obj->transitions[it->first];
//Set the parent of the state instance.
obj1.parent=it->second;
//Create the state instance.
createStateInstance(&obj1);
}
//Change the state to the default one.
//FIXME: Is that needed?
obj->changeState("default");
}
void ThemeBlock::createStateInstance(ThemeBlockStateInstance* obj){
//Get the vector with themeObjects.
vector<ThemeObject*> &v=obj->parent->themeObjects;
//Loop through them.
for(unsigned int i=0;i<v.size();i++){
//Create an instance for every one.
ThemeObjectInstance p;
//Set the parent.
p.parent=v[i];
//Choose the picture.
if(stateID==STATE_LEVEL_EDITOR){
if(p.parent->invisibleAtDesignTime)
continue;
if(p.parent->editorPicture.texture!=NULL)
p.picture=&p.parent->editorPicture;
}else{
if(p.parent->invisibleAtRunTime)
continue;
}
//Get the number of optional Pictures.
int m=p.parent->optionalPicture.size();
//If p.picture is null, not an editor picture, and there are optional pictures then give one random.
if(p.picture==NULL && m>0){
double f=0.0,f1=1.0/256.0;
for(int j=0;j<8;j++){
f+=f1*(double)(rand()&0xff);
f1*=(1.0/256.0);
}
for(int j=0;j<m;j++){
f-=p.parent->optionalPicture[j].first;
if(f<0.0){
p.picture=p.parent->optionalPicture[j].second;
break;
}
}
}
//If random turned out to give nothing then give the non optional picture.
if(p.picture==NULL && p.parent->picture.texture!=NULL)
p.picture=&p.parent->picture;
//If the picture isn't null then can we give it to the ThemeBlockStateInstance.
if(p.picture!=NULL)
obj->objects.push_back(p);
}
}
void ThemePicture::draw(SDL_Renderer& renderer,int x,int y,int animation,SDL_Rect *clipRect){
//Get the Picture.
if(texture==NULL) return;
int ex=0,ey=0,xx,yy,ww,hh;
{
const vector<typeOffsetPoint> &v=offset.offsetData;
if(offset.length==0 || animation<v[0].frameDisplayTime){
xx=v[0].x;
yy=v[0].y;
ww=v[0].w;
hh=v[0].h;
}else if(animation>=offset.length){
int i=v.size()-1;
xx=v[i].x;
yy=v[i].y;
ww=v[i].w;
hh=v[i].h;
}else{
int t=animation-v[0].frameDisplayTime;
for(unsigned int i=1;i<v.size();i++){
int tt=t/v[i].frameDisplayTime;
if(tt>=0 && tt<v[i].frameCount){
xx=(int)((float)v[i-1].x+(float)(v[i].x-v[i-1].x)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
yy=(int)((float)v[i-1].y+(float)(v[i].y-v[i-1].y)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
ww=(int)((float)v[i-1].w+(float)(v[i].w-v[i-1].w)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
hh=(int)((float)v[i-1].h+(float)(v[i].h-v[i-1].h)*(float)(tt+1)/(float)v[i].frameCount+0.5f);
break;
}else{
t-=v[i].frameCount*v[i].frameDisplayTime;
}
}
}
}
//Draw the Picture.
if(clipRect){
int d;
d=clipRect->x-ex;
if(d>0){
ex+=d;
xx+=d;
ww-=d;
}
d=clipRect->y-ey;
if(d>0){
ey+=d;
yy+=d;
hh-=d;
}
if(ww>clipRect->w) ww=clipRect->w;
if(hh>clipRect->h) hh=clipRect->h;
}
if(ww>0&&hh>0){
SDL_Rect r1={xx,yy,ww,hh};
SDL_Rect r2={x+ex,y+ey,ww,hh};
SDL_RenderCopy(&renderer, texture.get(), &r1, &r2);
}
}
//This method will scale the background picture (if needed and configured) to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void ThemeBackgroundPicture::scaleToScreen(){
//Only scale if needed.
if(scale){
// SDL2 allows us to scale the texture when rendering, so
// we only need to adjust the size of the destination rect.
destSize.w = SCREEN_WIDTH;
destSize.h = SCREEN_HEIGHT;
}
}
void ThemeBackgroundPicture::draw(SDL_Renderer &dest){
//Check if the picture is visible.
if(!(texture&&srcSize.w>0&&srcSize.h>0&&destSize.w>0&&destSize.h>0))
return;
//Calculate the draw area.
int sx=(int)((float)destSize.x+currentX-cameraX*(float)camera.x+0.5f);
int sy=(int)((float)destSize.y+currentY-cameraY*(float)camera.y+0.5f);
int ex,ey;
//Include repeating.
if(repeatX){
sx%=destSize.w;
if(sx>0) sx-=destSize.w;
ex=SCREEN_WIDTH;
}else{
if(sx<=-(int)destSize.w || sx>=SCREEN_WIDTH) return;
ex=sx+1;
}
if(repeatY){
sy%=destSize.h;
if(sy>0) sy-=destSize.h;
ey=SCREEN_HEIGHT;
}else{
if(sy<=-(int)destSize.h || sy>=SCREEN_HEIGHT) return;
ey=sy+1;
}
//And finally draw the ThemeBackgroundPicture.
for(int x=sx;x<ex;x+=destSize.w){
for(int y=sy;y<ey;y+=destSize.h){
// NOTE: Rendercopy cares about w/h here
// so had to add it for SDL2 port.
SDL_Rect r={x,y,destSize.w,destSize.h};
//SDL_BlitSurface(picture,&srcSize,dest,&r);
SDL_RenderCopy(&dest, texture.get(), &srcSize, &r);
}
}
}
bool ThemeBackgroundPicture::loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager &imageManager, SDL_Renderer& renderer){
//Load the picture directly into a texture.
texture = imageManager.loadTexture(themePath+objNode->value[0], renderer);
if (!texture) {
return false;
}
//Retrieve the source size.
{
vector<string> &v=objNode->attributes["srcSize"];
if(v.size()>=4){
srcSize.x=atoi(v[0].c_str());
srcSize.y=atoi(v[1].c_str());
srcSize.w=atoi(v[2].c_str());
srcSize.h=atoi(v[3].c_str());
}else{
srcSize.x=0;
srcSize.y=0;
// This gets the width and height of the texture.
SDL_QueryTexture(texture.get(), NULL, NULL, &srcSize.w, &srcSize.h);
}
//Cache the sourcesize.
cachedSrcSize=srcSize;
}
//Retrieve the destination size.
{
vector<string> &v=objNode->attributes["destSize"];
if(v.size()>=4){
destSize.x=atoi(v[0].c_str());
destSize.y=atoi(v[1].c_str());
destSize.w=atoi(v[2].c_str());
destSize.h=atoi(v[3].c_str());
}else{
destSize.x=0;
destSize.y=0;
destSize.w=SCREEN_WIDTH;
destSize.h=SCREEN_HEIGHT;
}
//Cache the destsize.
cachedDestSize=destSize;
}
//Retrieve if we should scale to screen.
{
//Get scaleToScreen.
vector<string> &v=objNode->attributes["scaleToScreen"];
//Boolean if the image should be scaled, default is true.
scale=true;
if(!v.empty()){
scale=atoi(v[0].c_str());
}
//Now scaleToScreen.
//NOTE: We don't check if scaleToScreen is true or false since that is done in scaleToScreen();
scaleToScreen();
}
//Retrieve if it should be repeated.
{
vector<string> &v=objNode->attributes["repeat"];
if(v.size()>=2){
repeatX=atoi(v[0].c_str())?true:false;
repeatY=atoi(v[1].c_str())?true:false;
}else{
repeatX=true;
repeatY=true;
}
}
//Retrieve the speed.
{
vector<string> &v=objNode->attributes["speed"];
if(v.size()>=2){
speedX=atof(v[0].c_str());
speedY=atof(v[1].c_str());
}else{
speedX=0.0f;
speedY=0.0f;
}
}
//Retrieve the camera speed.
{
vector<string> &v=objNode->attributes["cameraSpeed"];
if(v.size()>=2){
cameraX=atof(v[0].c_str());
cameraY=atof(v[1].c_str());
}else{
cameraX=0.0f;
cameraY=0.0f;
}
}
//Done and nothing went wrong so return true.
return true;
}
//Constructor.
ThemeStack::ThemeStack(){
}
//Destructor.
ThemeStack::~ThemeStack(){
//Loop through the themes and delete them.
for(unsigned int i=0;i<objThemes.size();i++)
delete objThemes[i];
}
//Method that will destroy the ThemeStack.
void ThemeStack::destroy(){
//Loop through the themes and delete them.
for(unsigned int i=0;i<objThemes.size();i++)
delete objThemes[i];
//Clear the vector to prevent dangling pointers.
objThemes.clear();
}
//Method that will append a theme to the stack.
//obj: The ThemeManager to add.
void ThemeStack::appendTheme(ThemeManager* obj){
objThemes.push_back(obj);
//debug
#if defined(DEBUG) || defined(_DEBUG)
cout<<"ThemeStack::appendTheme(): theme count="<<objThemes.size()<<endl;
#endif
}
//Method that will remove the last theme added to the stack.
void ThemeStack::removeTheme(){
//Make sure that the stack isn't empty.
if(!objThemes.empty()){
delete objThemes.back();
objThemes.pop_back();
}
}
//Method that will append a theme that will be loaded from file.
//fileName: The file to load the theme from.
//Returns: Pointer to the newly added theme, NULL if failed.
ThemeManager* ThemeStack::appendThemeFromFile(const string& fileName, ImageManager &imageManager, SDL_Renderer &renderer){
//Create a new themeManager.
ThemeManager* obj=new ThemeManager();
//Let it load from the given file.
if(!obj->loadFile(fileName, imageManager, renderer)){
//Failed thus delete the theme and return null.
cerr<<"ERROR: Failed loading theme "<<fileName<<endl;
delete obj;
return NULL;
}else{
//Succeeded, add it to the stack and return it.
objThemes.push_back(obj);
return obj;
}
}
//Method that is used to let the themes scale.
void ThemeStack::scaleToScreen(){
//Loop through the themes and call their scaleToScreen method.
for(unsigned int i=0;i<objThemes.size();i++)
objThemes[i]->scaleToScreen();
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//Returns: Pointer to the ThemeBlock.
ThemeBlock* ThemeStack::getBlock(int index,bool menu){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the block from the theme.
ThemeBlock* obj=objThemes[i]->getBlock(index,menu);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
+ThemeBlock* ThemeStack::getScenery(const std::string& name) {
+ //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]->getScenery(name);
+ //Check if it isn't null.
+ if (obj)
+ return obj;
+ }
+
+ //Nothing found.
+ return NULL;
+}
//Get a pointer to the ThemeBlock of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeBlock.
ThemeBlock* ThemeStack::getCharacter(bool isShadow){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeBlock from the theme.
ThemeBlock* obj=objThemes[i]->getCharacter(isShadow);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
//Get a pointer to the ThemeBackground of the theme.
//Returns: Pointer to the ThemeBackground.
ThemeBackground* ThemeStack::getBackground(bool menu){
//Loop through the themes from top to bottom.
for(int i=objThemes.size()-1;i>=0;i--){
//Get the ThemeBackground from the theme.
ThemeBackground* obj=objThemes[i]->getBackground(menu);
//Check if it isn't null.
if(obj)
return obj;
}
//Nothing found.
return NULL;
}
diff --git a/src/ThemeManager.h b/src/ThemeManager.h
index dd9c13a..38353e3 100644
--- a/src/ThemeManager.h
+++ b/src/ThemeManager.h
@@ -1,918 +1,941 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef THEMEMANAGER_H
#define THEMEMANAGER_H
#include "Globals.h"
#include <string>
#include <vector>
#include <utility>
#include <iostream>
using namespace std;
class ImageManager;
class TreeStorageNode;
//Structure containing offset data for one frame.
struct typeOffsetPoint{
//The location (x,y) and size (w,h).
int x,y,w,h;
//The frame to which this offset applies.
int frameCount;
//The number of frames this offset is shown.
int frameDisplayTime;
};
//We already need the classes so declare them here.
class ThemeOffsetData;
class ThemePicture;
class ThemeObject;
class ThemeBlockState;
class ThemeBlock;
//Instance class of a ThemeObject, this is used by the other Instance classes.
class ThemeObjectInstance{
public:
//Pointer to the picture.
ThemePicture* picture;
//Pointer to the parent the object an instance os is.
ThemeObject* parent;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeObjectInstance():picture(NULL),parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeObject.
//dest: The destination surface to draw the ThemeObject on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
void draw(SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect* clipRect=NULL);
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved animation should be deleted.
void resetAnimation(bool save){
animation=0;
if(save){
savedAnimation=0;
}
}
//Method that will save the animation.
void saveAnimation(){
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
animation=savedAnimation;
}
};
//Instance class of a ThemeBlockState, this is used by the ThemeBlockInstance.
class ThemeBlockStateInstance{
public:
//Pointer to the parent the state an instance of is.
ThemeBlockState *parent;
//Vector containing the ThemeObjectInstances.
vector<ThemeObjectInstance> objects;
//Integer containing the current animation frame.
int animation;
//Integer containing the saved animation frame.
int savedAnimation;
public:
//Constructor.
ThemeBlockStateInstance():parent(NULL),animation(0),savedAnimation(0){}
//Method used to draw the ThemeBlockState.
//dest: The destination surface to draw the ThemeBlockState on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
void draw(SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect *clipRect=NULL){
for(unsigned int i=0;i<objects.size();i++){
objects[i].draw(renderer,x,y,w,h,clipRect);
}
}
//Method that will update the animation.
void updateAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].updateAnimation();
}
animation++;
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<objects.size();i++){
objects[i].resetAnimation(save);
}
animation=0;
if(save){
savedAnimation=0;
}
}
//Method that will save the animation.
void saveAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].saveAnimation();
}
savedAnimation=animation;
}
//Method that will load a saved animation.
void loadAnimation(){
for(unsigned int i=0;i<objects.size();i++){
objects[i].loadAnimation();
}
animation=savedAnimation;
}
};
//Instance of a ThemeBlock, this is used by blocks in the game to prevent changing the theme in game.
//It also allows animation to run independently.
class ThemeBlockInstance{
public:
//Pointer to the current state.
ThemeBlockStateInstance* currentState;
//The name of the current state.
string currentStateName;
//Map containing the blockStates.
map<string,ThemeBlockStateInstance> blockStates;
//Map containing the blockTransitionStates.
map<pair<string,string>,ThemeBlockStateInstance> transitions;
//String containing the name of the saved state.
string savedStateName;
public:
//Constructor.
ThemeBlockInstance():currentState(NULL){}
//Method used to draw the ThemeBlock.
//renderer: The destination renderer to draw the ThemeBlock on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool draw(SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect *clipRect=NULL){
if(currentState!=NULL){
currentState->draw(renderer,x,y,w,h,clipRect);
return true;
}
return false;
}
//Method that will draw a specific state.
//s: The name of the state to draw.
//dest: The destination surface to draw the ThemeBlock on.
//x: The x location of the area to draw in.
//y: The y location of the area to draw in.
//w: The width of the area to draw in.
//h: The height of the area to draw in.
//clipRect: Rectangle used to clip.
//Returns: True if it succeeds.
bool drawState(const string& s,SDL_Renderer& renderer,int x,int y,int w=0,int h=0,SDL_Rect *clipRect=NULL){
map<string,ThemeBlockStateInstance>::iterator it=blockStates.find(s);
if(it!=blockStates.end()){
it->second.draw(renderer,x,y,w,h,clipRect);
return true;
}
return false;
}
//Method that will change the current state.
//s: The name of the state to change to.
//reset: Boolean if the animation should reset.
//Returns: True if it succeeds (exists).
bool changeState(const string& s,bool reset=true){
bool newState=false;
//First check if there's a transition.
{
pair<string,string> s1=pair<string,string>(currentStateName,s);
map<pair<string,string>,ThemeBlockStateInstance>::iterator it=transitions.find(s1);
if(it!=transitions.end()){
currentState=&it->second;
//NOTE: We set the currentState name to target state name.
//Worst case senario is that the animation is skipped when saving/loading at a checkpoint.
currentStateName=s;
newState=true;
}
}
//If there isn't a transition go directly to the state.
if(!newState){
//Get the new state.
map<string,ThemeBlockStateInstance>::iterator it=blockStates.find(s);
//Check if it exists.
if(it!=blockStates.end()){
currentState=&it->second;
currentStateName=it->first;
newState=true;
}
}
//Check if a state has been found.
if(newState){
//FIXME: Is it needed to set the savedStateName here?
if(savedStateName.empty())
savedStateName=currentStateName;
//If reset then reset the animation.
if(reset)
currentState->resetAnimation(true);
return true;
}
//It doesn't so return false.
return false;
}
//Method that will update the animation.
void updateAnimation();
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.resetAnimation(save);
}
if(save){
savedStateName.clear();
}
}
//Method that will save the animation.
void saveAnimation(){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.saveAnimation();
}
savedStateName=currentStateName;
}
//Method that will restore a saved animation.
void loadAnimation(){
for(map<string,ThemeBlockStateInstance>::iterator it=blockStates.begin();it!=blockStates.end();++it){
it->second.loadAnimation();
}
changeState(savedStateName,false);
}
};
//Class containing the offset data.
class ThemeOffsetData{
public:
//Vector containing the offsetDatas.
vector<typeOffsetPoint> offsetData;
//The length of the "animation" in frames.
int length;
public:
//Constructor.
ThemeOffsetData():length(0){}
//Destructor.
~ThemeOffsetData(){}
//Method used to destroy the offsetData.
void destroy(){
//Set length to zero.
length=0;
//And clear the offsetData vector.
offsetData.clear();
}
//Method that will load the offsetData from a node.
//objNode: Pointer to the TreeStorageNode to read the data from.
//Returns: True if it succeeds without errors.
bool loadFromNode(TreeStorageNode* objNode);
};
enum Alignment{
//Horizontal alignments
LEFT,
CENTRE,
RIGHT,
//Vertical alignments
TOP,
MIDDLE,
BOTTOM,
//NOTE: Repeat can be used for both horizontal and vertical alignments.
REPEAT
};
//Class containing the positioning and repeat data.
class ThemePositioningData{
public:
//Horizontal and vertical alignment data.
Alignment horizontalAlign,verticalAlign;
public:
//Constructor.
ThemePositioningData(){}
//Destructor.
~ThemePositioningData(){}
//Method used to destroy the positioningData.
void destroy(){
horizontalAlign=REPEAT;
verticalAlign=REPEAT;
}
//Method that will load the positioningData from a node.
//objNode: Pointer to the TreeStorageNode to read the data from.
//Returns: True if it succeeds without errors.
bool loadFromNode(TreeStorageNode* objNode);
};
//This is the lowest level of the theme system.
//It's a picture with offset data.
class ThemePicture{
public:
//Pointer to actual texture. Handled by ImageManager.
SharedTexture texture;
//Offset data for the picture.
ThemeOffsetData offset;
int x;
int y;
public:
//Constructor.
ThemePicture():texture(NULL), x(0), y(0){}
//Destructor.
~ThemePicture(){}
//Method used to destroy the picture.
void destroy(){
//Freeing handled by ImageManager.
//TODO: Unload unused images
texture=NULL;
//Destroy the offset data.
offset.destroy();
}
bool loadFromNode(TreeStorageNode* objNode, string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that will draw the ThemePicture.
//dest: The destination surface.
//x: The x location on the dest to draw the picture.
//y: The y location on the dest to draw the picture.
//animation: The frame of the animation to draw.
//clipRect: Rectangle to clip the picture.
void draw(SDL_Renderer& renderer,int x,int y,int animation=0, SDL_Rect* clipRect=NULL);
};
//The ThemeObject class is used to contain a basic theme element.
//Contains the picture, animation information, etc...
class ThemeObject{
public:
//Integer containing the length of the animation.
int animationLength;
//Integer containing the frame from where the animation is going to loop.
int animationLoopPoint;
//Boolean if the animation is invisible at run time (Game state).
bool invisibleAtRunTime;
//Boolean if the animation is invisible at design time (Level editor).
bool invisibleAtDesignTime;
//Picture of the ThemeObject.
ThemePicture picture;
//Picture of the ThemeObject shown when in the level editor.
ThemePicture editorPicture;
//Vector containing optionalPicture for the ThemeObject.
vector<pair<double,ThemePicture*> > optionalPicture;
//ThemeOffsetData for the ThemeObject.
ThemeOffsetData offset;
//ThemePositionData for the ThemeObject.
ThemePositioningData positioning;
public:
//Constructor.
ThemeObject():animationLength(0),animationLoopPoint(0),invisibleAtRunTime(false),invisibleAtDesignTime(false){}
//Destructor.
~ThemeObject(){
//Loop through the optionalPicture and delete them.
for(unsigned int i=0;i<optionalPicture.size();i++){
delete optionalPicture[i].second;
}
}
//Method that will destroy the ThemeObject.
void destroy(){
//Loop through the optionalPicture and delete them.
for(unsigned int i=0;i<optionalPicture.size();i++){
delete optionalPicture[i].second;
}
optionalPicture.clear();
animationLength=0;
animationLoopPoint=0;
invisibleAtRunTime=false;
invisibleAtDesignTime=false;
picture.destroy();
editorPicture.destroy();
offset.destroy();
positioning.destroy();
}
//Method that will load a ThemeObject from a node.
//objNode: The TreeStorageNode to read the object from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
};
//Class containing a single state of a themed block.
class ThemeBlockState{
public:
//The length in frames of the oneTimeAnimation.
int oneTimeAnimationLength;
//String containing the name of the next state.
string nextState;
//Vector containing the themeObjects that make up this state.
vector<ThemeObject*> themeObjects;
public:
//Constructor.
ThemeBlockState():oneTimeAnimationLength(0){}
//Destructor.
~ThemeBlockState(){
//Loop through the ThemeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
}
//Method that will destroy the ThemeBlockState.
void destroy(){
//Loop through the ThemeObjects and delete them.
for(unsigned int i=0;i<themeObjects.size();i++){
delete themeObjects[i];
}
//Clear the themeObjects vector.
themeObjects.clear();
//Set the length to 0.
oneTimeAnimationLength=0;
//Clear the nextState string.
nextState.clear();
}
//Method that will load a ThemeBlockState from a node.
//objNode: The TreeStorageNode to read the state from.
//themePath: Path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
};
//Class containing the needed things for a themed block.
class ThemeBlock{
public:
//Picture that is shown only in the level editor.
ThemePicture editorPicture;
//Map containing ThemeBlockStates for the different states of a block.
map<string,ThemeBlockState*> blockStates;
//Map containing the transition states between blocks states.
map<pair<string,string>,ThemeBlockState*> transitions;
public:
//Constructor.
ThemeBlock(){}
//Destructor/
~ThemeBlock(){
//Loop through the ThemeBlockStates and delete them,
for(map<string,ThemeBlockState*>::iterator i=blockStates.begin();i!=blockStates.end();++i){
delete i->second;
}
//Loop through the ThemeBlockStates and delete them,
for(map<pair<string,string>,ThemeBlockState*>::iterator i=transitions.begin();i!=transitions.end();++i){
delete i->second;
}
}
//Method that will destroy the ThemeBlock.
void destroy(){
//Loop through the ThemeBlockStates and delete them,
for(map<string,ThemeBlockState*>::iterator i=blockStates.begin();i!=blockStates.end();++i){
delete i->second;
}
//Loop through the ThemeBlockStates transitions and delete them,
for(map<pair<string,string>,ThemeBlockState*>::iterator i=transitions.begin();i!=transitions.end();++i){
delete i->second;
}
//Clear the blockStates map.
blockStates.clear();
transitions.clear();
editorPicture.destroy();
}
//Method that will load a ThemeBlock from a node.
//objNode: The TreeStorageNode to load the ThemeBlock from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that will create a ThemeBlockInstance.
//obj: Pointer that will be filled with the instance.
void createInstance(ThemeBlockInstance* obj);
private:
//Method that will create a ThemeBlockStateInstance.
//obj: Pointer that will be filled with the instance.
void createStateInstance(ThemeBlockStateInstance* obj);
};
//ThemeBackgroundPicture is a class containing the picture for the background.
class ThemeBackgroundPicture{
private:
//Rectangle that should be taken from the picture.
//NOTE The size is pixels of the image.
SDL_Rect cachedSrcSize;
//Rectangle with the size it will have on the destination (screen).
//NOTE The size is in pixels or in precentages (if scaleToScreen is true).
SDL_Rect cachedDestSize;
//Pointer to the SDL_Texture containing the picture. (Creation/destruction handled by ImageManager)
SharedTexture texture;
//Rectangle that should be taken from the picture.
//NOTE The size is pixels of the image.
SDL_Rect srcSize;
//Rectangle with the size it will have on the destination (screen).
//NOTE The size is in pixels even though the loaded value from the theme description file can be in precentages (if scaleToScreen is true).
SDL_Rect destSize;
//Boolean if the background picture should be scaled to screen.
bool scale;
//Boolean if the image should be repeated over the x-axis.
bool repeatX;
//Boolean if the image should be repeated over the y-axis.
bool repeatY;
//Float containing the speed the background picture moves along the x-axis.
float speedX;
//Float containing the speed the background picture moves along the y-axis.
float speedY;
//Float containing the horizontal speed the picture will have when moving the camera (horizontally).
float cameraX;
//Float containing the vertical speed the picture will have when moving the camera (vertically).
float cameraY;
private:
//Float with the current x position.
float currentX;
//Float with the current y position.
float currentY;
//Stored x location for when loading a state.
float savedX;
//Stored y location for when loading a state.
float savedY;
public:
//Constructor.
ThemeBackgroundPicture(){
//Set some default values.
texture=NULL;
memset(&srcSize,0,sizeof(srcSize));
memset(&destSize,0,sizeof(destSize));
memset(&cachedSrcSize,0,sizeof(cachedSrcSize));
memset(&cachedDestSize,0,sizeof(cachedDestSize));
scale=true;
repeatX=true;
repeatY=true;
speedX=0.0f;
speedY=0.0f;
cameraX=0.0f;
cameraY=0.0f;
currentX=0.0f;
currentY=0.0f;
savedX=0.0f;
savedY=0.0f;
}
//Method that will update the animation.
void updateAnimation(){
//Move the picture along the x-axis.
currentX+=speedX;
if(repeatX && destSize.w>0){
float f=(float)destSize.w;
if(currentX>f || currentX<-f) currentX-=f*floor(currentX/f);
}
//Move the picture along the y-axis.
currentY+=speedY;
if(repeatY && destSize.h>0){
float f=(float)destSize.h;
if(currentY>f || currentY<-f) currentY-=f*floor(currentY/f);
}
}
//Method that will reset the animation.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
currentX=0.0f;
currentY=0.0f;
if(save){
savedX=0.0f;
savedY=0.0f;
}
}
//Method that will save the animation.
void saveAnimation(){
savedX=currentX;
savedY=currentY;
}
//Method that will load the animation.
void loadAnimation(){
currentX=savedX;
currentY=savedY;
}
//Method used to draw the ThemeBackgroundPicture.
//dest: Pointer to the SDL_Renderer the picture should be drawn on.
void draw(SDL_Renderer& dest);
//Method used to load the ThemeBackgroundPicture from a node.
//objNode: The TreeStorageNode to load the picture from.
//themePath: The path to the theme.
bool loadFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer);
//This method will scale the background picture (if needed and configured) to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void scaleToScreen();
};
//Class that forms the complete background of a theme.
//It is in fact nothing more than a vector containing multiple ThemeBackgroundPictures.
class ThemeBackground{
private:
//Vector containing the ThemeBackgroundPictures.
vector<ThemeBackgroundPicture> picture;
public:
//Method that will update the animation of all the background pictures.
void updateAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].updateAnimation();
}
}
//Method that will reset the animation of all the background pictures.
//save: Boolean if the saved state should be deleted.
void resetAnimation(bool save){
for(unsigned int i=0;i<picture.size();i++){
picture[i].resetAnimation(save);
}
}
//Method that will save the animation of all the background pictures.
void saveAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].saveAnimation();
}
}
//Method that will load the animation of all the background pictures.
void loadAnimation(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].loadAnimation();
}
}
//Method that will scale the background pictures (if set) to the current screen resolution.
void scaleToScreen(){
for(unsigned int i=0;i<picture.size();i++){
picture[i].scaleToScreen();
}
}
//This method will draw all the background pictures.
//dest: Pointer to the SDL_Renderer to draw them on.
void draw(SDL_Renderer& renderer){
for(unsigned int i=0;i<picture.size();i++){
picture[i].draw(renderer);
}
}
//Method that will add a ThemeBackgroundPicture to the ThemeBackground.
//objNode: The treeStorageNode to read from.
//themePath: The path to the theme.
//Returns: True if it succeeds.
bool addPictureFromNode(TreeStorageNode* objNode,string themePath, ImageManager& imageManager, SDL_Renderer& renderer){
picture.push_back(ThemeBackgroundPicture());
return picture.back().loadFromNode(objNode,themePath, imageManager, renderer);
}
};
//The ThemeManager is actually a whole theme, filled with ThemeBlocks and ThemeBackground.
class ThemeManager{
private:
//The ThemeBlock of the shadow.
ThemeBlock* shadow;
//The ThemeBlock of the player.
ThemeBlock* player;
//Array containing a ThemeBlock for every block type.
ThemeBlock* objBlocks[TYPE_MAX];
+
+ //Map containing all scenery blocks.
+ std::map<std::string, ThemeBlock*> objScenery;
//The ThemeBackground.
ThemeBackground* objBackground;
//ThemeBackground for menu.
ThemeBackground* menuBackground;
//Level selection background block.
ThemeBlock* menuBlock;
//Level selection background block for locked level.
ThemeBlock* menuShadowBlock;
public:
//String containing the path to the string.
string themePath;
//String containing the theme name.
string themeName;
public:
//Constructor.
ThemeManager(){
//Make sure the pointers are set to NULL.
objBackground=NULL;
//Reserve enough memory for the ThemeBlocks.
memset(objBlocks,0,sizeof(objBlocks));
shadow=NULL;
player=NULL;
menuBackground=NULL;
menuBlock=NULL;
menuShadowBlock = NULL;
}
//Destructor.
~ThemeManager(){
- //Delete the ThemeBlock of the shadow.
- if(shadow)
- delete shadow;
- //Delete the ThemeBlock of the player.
- if(player)
- delete player;
- //Loop through the ThemeBlocks and delete them.
- for(int i=0;i<TYPE_MAX;i++){
- if(objBlocks[i])
- delete objBlocks[i];
- }
- //Delete the ThemeBackgrounds.
- if(objBackground)
- delete objBackground;
- if(menuBackground)
- delete menuBackground;
- if(menuBlock)
- delete menuBlock;
- if (menuShadowBlock)
- delete menuShadowBlock;
+ //Just call destroy().
+ destroy();
}
//Method used to destroy the ThemeManager.
void destroy(){
//Delete the ThemeBlock of the shadow.
- if(shadow)
+ if (shadow) {
delete shadow;
+ shadow = NULL;
+ }
//Delete the ThemeBlock of the player.
- if(player)
+ if (player) {
delete player;
+ player = NULL;
+ }
//Loop through the ThemeBlocks and delete them.
for(int i=0;i<TYPE_MAX;i++){
- if(objBlocks[i])
+ if (objBlocks[i]) {
delete objBlocks[i];
+ objBlocks[i] = NULL;
+ }
}
- //Delete the ThemeBackground.
- if(objBackground)
+ //Delete all scenery blocks
+ for (auto it = objScenery.begin(); it != objScenery.end(); ++it) {
+ delete it->second;
+ }
+ objScenery.clear();
+ //Delete the ThemeBackgrounds, etc.
+ if (objBackground) {
delete objBackground;
-
- //And clear the themeName.
+ objBackground = NULL;
+ }
+ if (menuBackground) {
+ delete menuBackground;
+ menuBackground = NULL;
+ }
+ if (menuBlock) {
+ delete menuBlock;
+ menuBlock = NULL;
+ }
+ if (menuShadowBlock) {
+ delete menuShadowBlock;
+ menuShadowBlock = NULL;
+ }
+
+ //And clear the themeName, etc.
themeName.clear();
+ themePath.clear();
}
//Method that will load the theme from a file.
//fileName: The file to load the theme from.
//Returns: True if it succeeds.
bool loadFile(const string& fileName, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that will scale the theme to the current SCREEN_WIDTH and SCREEN_HEIGHT.
void scaleToScreen(){
//We only need to scale the background.
if(objBackground)
objBackground->scaleToScreen();
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//menu: Boolean if get spefial blocks for menu
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getBlock(int index,bool menu){
if (!menu)
return objBlocks[index];
else
if (index == TYPE_BLOCK)
if (menuBlock)
return menuBlock;
else
return objBlocks[TYPE_BLOCK];
else if (index == TYPE_SHADOW_BLOCK)
if (menuShadowBlock)
return menuShadowBlock;
else if (menuBlock)
return menuBlock;
else
return objBlocks[TYPE_SHADOW_BLOCK];
else
return objBlocks[index];
}
+ //Get a pointer to the ThemeBlock of a given scenery type.
+ //name: The name of scenery block.
+ ThemeBlock* getScenery(const std::string& name){
+ auto it = objScenery.find(name);
+ if (it == objScenery.end())
+ return NULL;
+ else
+ return it->second;
+ }
//Get a pointer to the ThemeBlock of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getCharacter(bool isShadow){
if(isShadow)
return shadow;
return player;
}
//Get a pointer to the ThemeBackground of the theme.
//bool: Boolean if get menu background
//Returns: Pointer to the ThemeBackground.
ThemeBackground* getBackground(bool menu){
if(menu&&menuBackground)
return menuBackground;
else
return objBackground;
}
};
//Class that combines multiple ThemeManager into one stack.
//If a file is not in a certain theme it will use one of a lower theme.
class ThemeStack{
private:
//Vector containing the themes in the stack.
vector<ThemeManager*> objThemes;
public:
//Constructor.
ThemeStack();
//Destructor.
~ThemeStack();
//Method that will destroy the ThemeStack.
void destroy();
//Method that will append a theme to the stack.
//obj: The ThemeManager to add.
void appendTheme(ThemeManager* obj);
//Method that will remove the last theme added to the stack.
void removeTheme();
//Method that will append a theme that will be loaded from file.
//fileName: The file to load the theme from.
//Returns: Pointer to the newly added theme, NULL if failed.
ThemeManager* appendThemeFromFile(const string& fileName, ImageManager& imageManager, SDL_Renderer& renderer);
//Method that is used to let the themes scale.
void scaleToScreen();
//Get the number of themes in the stack.
//Returns: The theme count.
int themeCount(){
return (int)objThemes.size();
}
//Operator overloading so that the themes can be accesed using the [] operator.
//i: The index.
ThemeManager* operator[](int i){
return objThemes[i];
}
//Get a pointer to the ThemeBlock of a given block type.
//index: The type of block.
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getBlock(int index,bool menu=false);
+ //Get a pointer to the ThemeBlock of a given scenery type.
+ //name: The name of scenery block.
+ ThemeBlock* getScenery(const std::string& name);
//Get a pointer to the ThemeBlock of the shadow or the player.
//isShadow: Boolean if it's the shadow
//Returns: Pointer to the ThemeBlock.
ThemeBlock* getCharacter(bool isShadow);
//Get a pointer to the ThemeBackground of the theme.
//Returns: Pointer to the ThemeBackground.
ThemeBackground* getBackground(bool menu);
};
//The ThemeStack that is be used by the GameState.
extern ThemeStack objThemes;
#endif

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