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diff --git a/data/locale/fi.po b/data/locale/fi.po
new file mode 100644
index 0000000..4889171
--- /dev/null
+++ b/data/locale/fi.po
@@ -0,0 +1,633 @@
+# Finnish translations for PACKAGE package.
+# Copyright (C) 2012 THE PACKAGE'S COPYRIGHT HOLDER
+# This file is distributed under the same license as the PACKAGE package.
+# odamite <odamite@gmail.com>, 2012.
+#
+msgid ""
+msgstr ""
+"Project-Id-Version: PACKAGE VERSION\n"
+"Report-Msgid-Bugs-To: \n"
+"POT-Creation-Date: 2012-04-01 17:56+0300\n"
+"PO-Revision-Date: 2012-04-01 17:58+0300\n"
+"Last-Translator: odamite <odamite@gmail.com>\n"
+"Language-Team: Finnish\n"
+"Language: fi\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8bit\n"
+"Plural-Forms: nplurals=2; plural=(n != 1);\n"
+
+#: src/Addons.cpp:40 src/TitleMenu.cpp:46
+msgid "Addons"
+msgstr "Lisäosat"
+
+#: src/Addons.cpp:59
+msgid "Unable to initialze addon menu:"
+msgstr ""
+
+#: src/Addons.cpp:67 src/Addons.cpp:103 src/LevelSelect.cpp:223
+msgid "Back"
+msgstr "Takaisin"
+
+#: src/Addons.cpp:76
+msgid "Levels"
+msgstr ""
+
+#: src/Addons.cpp:84
+msgid "Level Packs"
+msgstr ""
+
+#: src/Addons.cpp:88
+msgid "Themes"
+msgstr ""
+
+#: src/Addons.cpp:107 src/Addons.cpp:589
+msgid "Install"
+msgstr ""
+
+#: src/Addons.cpp:111
+msgid "Update"
+msgstr ""
+
+#: src/Addons.cpp:415 src/Addons.cpp:432 src/Addons.cpp:449 src/Addons.cpp:471
+#: src/Addons.cpp:485 src/Addons.cpp:499
+msgid "ERROR: Unable to download addon!"
+msgstr ""
+
+#: src/Addons.cpp:415 src/Addons.cpp:432 src/Addons.cpp:449 src/Addons.cpp:471
+#: src/Addons.cpp:485 src/Addons.cpp:499
+msgid "ERROR:"
+msgstr ""
+
+#: src/Addons.cpp:584
+msgid "Uninstall"
+msgstr ""
+
+#: src/Functions.cpp:658 src/Functions.cpp:685 src/Functions.cpp:1040
+#: src/InputManager.cpp:195 src/LevelEditor.cpp:749 src/LevelEditor.cpp:1361
+#: src/LevelEditor.cpp:1418 src/LevelEditor.cpp:1481 src/LevelEditor.cpp:1560
+#: src/LevelEditor.cpp:1665 src/LevelEditor.cpp:1725
+#: src/LevelEditSelect.cpp:176 src/LevelEditSelect.cpp:216
+#: src/LevelEditSelect.cpp:264
+msgid "OK"
+msgstr ""
+
+#: src/Functions.cpp:659 src/Functions.cpp:671 src/Functions.cpp:681
+#: src/Functions.cpp:1044 src/LevelEditor.cpp:753 src/LevelEditor.cpp:1365
+#: src/LevelEditor.cpp:1422 src/LevelEditor.cpp:1485 src/LevelEditor.cpp:1564
+#: src/LevelEditor.cpp:1669 src/LevelEditor.cpp:1729
+#: src/LevelEditSelect.cpp:180 src/LevelEditSelect.cpp:220
+#: src/LevelEditSelect.cpp:268 src/TitleMenu.cpp:284
+msgid "Cancel"
+msgstr ""
+
+#: src/Functions.cpp:663
+msgid "Abort"
+msgstr ""
+
+#: src/Functions.cpp:664 src/Functions.cpp:680
+msgid "Retry"
+msgstr ""
+
+#: src/Functions.cpp:665
+msgid "Ignore"
+msgstr ""
+
+#: src/Functions.cpp:669 src/Functions.cpp:675
+msgid "Yes"
+msgstr ""
+
+#: src/Functions.cpp:670 src/Functions.cpp:676
+msgid "No"
+msgstr ""
+
+#: src/Functions.cpp:808
+#, c-format
+msgid ""
+"%s already exists.\n"
+"Do you want to overwrite it?"
+msgstr ""
+
+#: src/Functions.cpp:808
+msgid "Overwrite Prompt"
+msgstr ""
+
+#: src/Functions.cpp:829
+#, c-format
+msgid "Can't open file %s."
+msgstr ""
+
+#: src/Functions.cpp:829 src/Functions.cpp:847 src/LevelSelect.cpp:214
+msgid "Error"
+msgstr ""
+
+#: src/Functions.cpp:847
+#, c-format
+msgid "Can't open file %d."
+msgstr ""
+
+#: src/Functions.cpp:981
+msgid "Save File"
+msgstr ""
+
+#: src/Functions.cpp:981
+msgid "Load File"
+msgstr ""
+
+#: src/Functions.cpp:985
+msgid "Search In"
+msgstr ""
+
+#: src/Functions.cpp:995
+msgid "File Name"
+msgstr ""
+
+#: src/Game.cpp:212 src/Game.cpp:758
+#, c-format
+msgid "Level %d %s"
+msgstr ""
+
+#: src/Game.cpp:694
+msgid "Your shadow has died."
+msgstr ""
+
+#: src/Game.cpp:714
+#, c-format
+msgid "%d recordings"
+msgstr ""
+
+#: src/Game.cpp:753
+msgid "You've finished:"
+msgstr ""
+
+#: src/Game.cpp:905
+#, c-format
+msgid "Time: %-.2fs"
+msgstr ""
+
+#: src/Game.cpp:908
+#, c-format
+msgid "Best time: %-.2fs"
+msgstr ""
+
+#: src/Game.cpp:912
+#, c-format
+msgid "Target time: %-.2fs"
+msgstr ""
+
+#: src/Game.cpp:917
+#, c-format
+msgid "Recordings: %d"
+msgstr ""
+
+#: src/Game.cpp:920
+#, c-format
+msgid "Best recordings: %d"
+msgstr ""
+
+#: src/Game.cpp:924
+#, c-format
+msgid "Target recordings: %d"
+msgstr ""
+
+#: src/Game.cpp:929
+#, c-format
+msgid "You earned the %s medal"
+msgstr ""
+
+#: src/Game.cpp:929
+msgid "GOLD"
+msgstr ""
+
+#: src/Game.cpp:929
+msgid "SILVER"
+msgstr ""
+
+#: src/Game.cpp:929
+msgid "BRONZE"
+msgstr ""
+
+#: src/Game.cpp:939
+msgid "Menu"
+msgstr ""
+
+#: src/Game.cpp:944
+msgid "Restart"
+msgstr ""
+
+#: src/Game.cpp:949
+msgid "Next"
+msgstr ""
+
+#: src/Game.cpp:976
+msgid "Game replay is done."
+msgstr ""
+
+#: src/Game.cpp:976
+msgid "Game Replay"
+msgstr ""
+
+#: src/Game.cpp:1105 src/Game.cpp:1107
+msgid "Congratulations"
+msgstr ""
+
+#: src/Game.cpp:1107
+msgid "You have finished the levelpack!"
+msgstr ""
+
+#: src/InputManager.cpp:162 src/TitleMenu.cpp:273
+msgid "Config Keys"
+msgstr ""
+
+#: src/InputManager.cpp:165
+msgid "Select an item and press a key to config it."
+msgstr ""
+
+#: src/InputManager.cpp:178
+msgid "Primary key"
+msgstr ""
+
+#: src/InputManager.cpp:179
+msgid "Alternative key"
+msgstr ""
+
+#: src/InputManager.cpp:185
+msgid "Unset the key"
+msgstr ""
+
+#: src/InputManager.cpp:299
+msgid "(Not set)"
+msgstr ""
+
+#: src/LevelEditor.cpp:283
+msgid "Are you sure you want to quit?"
+msgstr ""
+
+#: src/LevelEditor.cpp:283
+msgid "Quit prompt"
+msgstr ""
+
+#: src/LevelEditor.cpp:689 src/LevelEditor.cpp:691 src/LevelEditor.cpp:2311
+#: src/LevelEditor.cpp:2313
+#, c-format
+msgid "Level \"%s\" saved"
+msgstr ""
+
+#: src/LevelEditor.cpp:689 src/LevelEditor.cpp:691 src/LevelEditor.cpp:2311
+#: src/LevelEditor.cpp:2313
+msgid "Saved"
+msgstr ""
+
+#: src/LevelEditor.cpp:704 src/LevelEditor.cpp:2429
+msgid "Level settings"
+msgstr ""
+
+#: src/LevelEditor.cpp:708 src/LevelEditSelect.cpp:155
+msgid "Name:"
+msgstr ""
+
+#: src/LevelEditor.cpp:714 src/TitleMenu.cpp:219
+msgid "Theme:"
+msgstr ""
+
+#: src/LevelEditor.cpp:729
+msgid "Target time (s):"
+msgstr ""
+
+#: src/LevelEditor.cpp:740
+msgid "Target recordings:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1308 src/LevelEditor.cpp:1524
+msgid "Defined"
+msgstr ""
+
+#: src/LevelEditor.cpp:1311 src/LevelEditor.cpp:1527 src/LevelEditor.cpp:1608
+msgid "None"
+msgstr ""
+
+#: src/LevelEditor.cpp:1318
+msgid "Moving block"
+msgstr ""
+
+#: src/LevelEditor.cpp:1321
+msgid "Moving shadow block"
+msgstr ""
+
+#: src/LevelEditor.cpp:1324
+msgid "Moving spikes"
+msgstr ""
+
+#: src/LevelEditor.cpp:1331 src/LevelEditor.cpp:1467
+msgid "Enabled"
+msgstr ""
+
+#: src/LevelEditor.cpp:1337
+msgid "Loop"
+msgstr ""
+
+#: src/LevelEditor.cpp:1343
+msgid "Path"
+msgstr ""
+
+#: src/LevelEditor.cpp:1402
+msgid "Notification block"
+msgstr ""
+
+#: src/LevelEditor.cpp:1405
+msgid "Enter message here:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1459
+msgid "Shadow Conveyor belt"
+msgstr ""
+
+#: src/LevelEditor.cpp:1461
+msgid "Conveyor belt"
+msgstr ""
+
+#: src/LevelEditor.cpp:1473
+msgid "Enter speed here:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1531
+msgid "Portal"
+msgstr ""
+
+#: src/LevelEditor.cpp:1534
+msgid "Activate on touch"
+msgstr ""
+
+#: src/LevelEditor.cpp:1540 src/LevelEditor.cpp:1644
+msgid "Targets:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1614
+msgid "Button"
+msgstr ""
+
+#: src/LevelEditor.cpp:1616
+msgid "Switch"
+msgstr ""
+
+#: src/LevelEditor.cpp:1621
+msgid "Behaviour:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1627
+msgid "On"
+msgstr ""
+
+#: src/LevelEditor.cpp:1628
+msgid "Off"
+msgstr ""
+
+#: src/LevelEditor.cpp:1629
+msgid "Toggle"
+msgstr ""
+
+#: src/LevelEditor.cpp:1705
+msgid "Fragile"
+msgstr ""
+
+#: src/LevelEditor.cpp:1708
+msgid "State:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1714
+msgid "Complete"
+msgstr ""
+
+#: src/LevelEditor.cpp:1715
+msgid "One step"
+msgstr ""
+
+#: src/LevelEditor.cpp:1716
+msgid "Two steps"
+msgstr ""
+
+#: src/LevelEditor.cpp:1717
+msgid "Gone"
+msgstr ""
+
+#: src/LevelEditor.cpp:2414
+msgid "Select"
+msgstr ""
+
+#: src/LevelEditor.cpp:2417
+msgid "Add"
+msgstr ""
+
+#: src/LevelEditor.cpp:2420
+msgid "Delete"
+msgstr ""
+
+#: src/LevelEditor.cpp:2423
+msgid "Configure"
+msgstr ""
+
+#: src/LevelEditor.cpp:2426 src/LevelPlaySelect.cpp:49 src/TitleMenu.cpp:43
+msgid "Play"
+msgstr "Pelaa"
+
+#: src/LevelEditor.cpp:2432
+msgid "Save level"
+msgstr ""
+
+#: src/LevelEditor.cpp:2435
+msgid "Back to menu"
+msgstr ""
+
+#: src/LevelEditor.cpp:2481
+#, c-format
+msgid "Movespeed: %s"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:41 src/TitleMenu.cpp:45
+msgid "Map Editor"
+msgstr "Kenttäeditori"
+
+#: src/LevelEditSelect.cpp:49
+msgid "New Levelpack"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:54
+msgid "Pack Properties"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:59
+msgid "Remove Pack"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:64
+msgid "Move Map"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:70
+msgid "Remove Map"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:76
+msgid "Edit Map"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:139 src/LevelSelect.cpp:214
+#, c-format
+msgid ""
+"Can't load level pack:\n"
+"%s"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:152
+msgid "Properties"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:162
+msgid "Description:"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:169
+msgid "Congratulation text:"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:204 src/LevelEditSelect.cpp:360
+msgid "Add level"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:207
+msgid "File name:"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:244
+msgid "Move level"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:247
+msgid "Level: "
+msgstr ""
+
+#: src/LevelEditSelect.cpp:251
+msgid "MoveLevel"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:257
+msgid "Before"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:258
+msgid "After"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:259
+msgid "Swap"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:442
+msgid "Are you sure?"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:442
+msgid "Remove prompt"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:585
+msgid "No file name given for the new level."
+msgstr ""
+
+#: src/LevelEditSelect.cpp:585
+msgid "Missing file name"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:662
+msgid "The entered level number isn't valid!"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:662
+msgid "Illegal number"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:43
+msgid "Select Level"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:80
+msgid "Choose a level"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:81 src/LevelPlaySelect.cpp:215
+#: src/LevelPlaySelect.cpp:226
+msgid "Time:"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:82 src/LevelPlaySelect.cpp:224
+#: src/LevelPlaySelect.cpp:227
+msgid "Recordings:"
+msgstr ""
+
+#: src/TitleMenu.cpp:44
+msgid "Options"
+msgstr "Asetukset"
+
+#: src/TitleMenu.cpp:47
+msgid "Exit"
+msgstr "Poistu"
+
+#: src/TitleMenu.cpp:105
+msgid "Enable internet in order to install addons."
+msgstr ""
+
+#: src/TitleMenu.cpp:105
+msgid "Internet disabled"
+msgstr ""
+
+#: src/TitleMenu.cpp:178
+msgid "Settings"
+msgstr ""
+
+#: src/TitleMenu.cpp:204
+msgid "Music"
+msgstr ""
+
+#: src/TitleMenu.cpp:209
+msgid "Sound"
+msgstr ""
+
+#: src/TitleMenu.cpp:214
+msgid "Fullscreen"
+msgstr ""
+
+#: src/TitleMenu.cpp:252
+msgid "Level themes"
+msgstr ""
+
+#: src/TitleMenu.cpp:257
+msgid "Internet"
+msgstr ""
+
+#: src/TitleMenu.cpp:263
+msgid "Internet proxy"
+msgstr ""
+
+#: src/TitleMenu.cpp:279
+msgid "Clear Progress"
+msgstr ""
+
+#: src/TitleMenu.cpp:289
+msgid "Save Changes"
+msgstr ""
+
+#: src/TitleMenu.cpp:335
+msgid "Restart needed before the changes have effect."
+msgstr ""
+
+#: src/TitleMenu.cpp:335
+msgid "Restart needed"
+msgstr ""
+
+#: src/TitleMenu.cpp:342
+msgid "Do you really want to reset level progress?"
+msgstr ""
+
+#: src/TitleMenu.cpp:342
+msgid "Warning"
+msgstr ""
diff --git a/data/locale/messages.pot b/data/locale/messages.pot
new file mode 100644
index 0000000..f8a9f43
--- /dev/null
+++ b/data/locale/messages.pot
@@ -0,0 +1,633 @@
+# SOME DESCRIPTIVE TITLE.
+# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
+# This file is distributed under the same license as the PACKAGE package.
+# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
+#
+#, fuzzy
+msgid ""
+msgstr ""
+"Project-Id-Version: PACKAGE VERSION\n"
+"Report-Msgid-Bugs-To: \n"
+"POT-Creation-Date: 2012-04-01 17:56+0300\n"
+"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
+"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
+"Language-Team: LANGUAGE <LL@li.org>\n"
+"Language: \n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=CHARSET\n"
+"Content-Transfer-Encoding: 8bit\n"
+
+#: src/Addons.cpp:40 src/TitleMenu.cpp:46
+msgid "Addons"
+msgstr ""
+
+#: src/Addons.cpp:59
+msgid "Unable to initialze addon menu:"
+msgstr ""
+
+#: src/Addons.cpp:67 src/Addons.cpp:103 src/LevelSelect.cpp:223
+msgid "Back"
+msgstr ""
+
+#: src/Addons.cpp:76
+msgid "Levels"
+msgstr ""
+
+#: src/Addons.cpp:84
+msgid "Level Packs"
+msgstr ""
+
+#: src/Addons.cpp:88
+msgid "Themes"
+msgstr ""
+
+#: src/Addons.cpp:107 src/Addons.cpp:589
+msgid "Install"
+msgstr ""
+
+#: src/Addons.cpp:111
+msgid "Update"
+msgstr ""
+
+#: src/Addons.cpp:415 src/Addons.cpp:432 src/Addons.cpp:449 src/Addons.cpp:471
+#: src/Addons.cpp:485 src/Addons.cpp:499
+msgid "ERROR: Unable to download addon!"
+msgstr ""
+
+#: src/Addons.cpp:415 src/Addons.cpp:432 src/Addons.cpp:449 src/Addons.cpp:471
+#: src/Addons.cpp:485 src/Addons.cpp:499
+msgid "ERROR:"
+msgstr ""
+
+#: src/Addons.cpp:584
+msgid "Uninstall"
+msgstr ""
+
+#: src/Functions.cpp:658 src/Functions.cpp:685 src/Functions.cpp:1040
+#: src/InputManager.cpp:195 src/LevelEditor.cpp:749 src/LevelEditor.cpp:1361
+#: src/LevelEditor.cpp:1418 src/LevelEditor.cpp:1481 src/LevelEditor.cpp:1560
+#: src/LevelEditor.cpp:1665 src/LevelEditor.cpp:1725
+#: src/LevelEditSelect.cpp:176 src/LevelEditSelect.cpp:216
+#: src/LevelEditSelect.cpp:264
+msgid "OK"
+msgstr ""
+
+#: src/Functions.cpp:659 src/Functions.cpp:671 src/Functions.cpp:681
+#: src/Functions.cpp:1044 src/LevelEditor.cpp:753 src/LevelEditor.cpp:1365
+#: src/LevelEditor.cpp:1422 src/LevelEditor.cpp:1485 src/LevelEditor.cpp:1564
+#: src/LevelEditor.cpp:1669 src/LevelEditor.cpp:1729
+#: src/LevelEditSelect.cpp:180 src/LevelEditSelect.cpp:220
+#: src/LevelEditSelect.cpp:268 src/TitleMenu.cpp:284
+msgid "Cancel"
+msgstr ""
+
+#: src/Functions.cpp:663
+msgid "Abort"
+msgstr ""
+
+#: src/Functions.cpp:664 src/Functions.cpp:680
+msgid "Retry"
+msgstr ""
+
+#: src/Functions.cpp:665
+msgid "Ignore"
+msgstr ""
+
+#: src/Functions.cpp:669 src/Functions.cpp:675
+msgid "Yes"
+msgstr ""
+
+#: src/Functions.cpp:670 src/Functions.cpp:676
+msgid "No"
+msgstr ""
+
+#: src/Functions.cpp:808
+#, c-format
+msgid ""
+"%s already exists.\n"
+"Do you want to overwrite it?"
+msgstr ""
+
+#: src/Functions.cpp:808
+msgid "Overwrite Prompt"
+msgstr ""
+
+#: src/Functions.cpp:829
+#, c-format
+msgid "Can't open file %s."
+msgstr ""
+
+#: src/Functions.cpp:829 src/Functions.cpp:847 src/LevelSelect.cpp:214
+msgid "Error"
+msgstr ""
+
+#: src/Functions.cpp:847
+#, c-format
+msgid "Can't open file %d."
+msgstr ""
+
+#: src/Functions.cpp:981
+msgid "Save File"
+msgstr ""
+
+#: src/Functions.cpp:981
+msgid "Load File"
+msgstr ""
+
+#: src/Functions.cpp:985
+msgid "Search In"
+msgstr ""
+
+#: src/Functions.cpp:995
+msgid "File Name"
+msgstr ""
+
+#: src/Game.cpp:212 src/Game.cpp:758
+#, c-format
+msgid "Level %d %s"
+msgstr ""
+
+#: src/Game.cpp:694
+msgid "Your shadow has died."
+msgstr ""
+
+#: src/Game.cpp:714
+#, c-format
+msgid "%d recordings"
+msgstr ""
+
+#: src/Game.cpp:753
+msgid "You've finished:"
+msgstr ""
+
+#: src/Game.cpp:905
+#, c-format
+msgid "Time: %-.2fs"
+msgstr ""
+
+#: src/Game.cpp:908
+#, c-format
+msgid "Best time: %-.2fs"
+msgstr ""
+
+#: src/Game.cpp:912
+#, c-format
+msgid "Target time: %-.2fs"
+msgstr ""
+
+#: src/Game.cpp:917
+#, c-format
+msgid "Recordings: %d"
+msgstr ""
+
+#: src/Game.cpp:920
+#, c-format
+msgid "Best recordings: %d"
+msgstr ""
+
+#: src/Game.cpp:924
+#, c-format
+msgid "Target recordings: %d"
+msgstr ""
+
+#: src/Game.cpp:929
+#, c-format
+msgid "You earned the %s medal"
+msgstr ""
+
+#: src/Game.cpp:929
+msgid "GOLD"
+msgstr ""
+
+#: src/Game.cpp:929
+msgid "SILVER"
+msgstr ""
+
+#: src/Game.cpp:929
+msgid "BRONZE"
+msgstr ""
+
+#: src/Game.cpp:939
+msgid "Menu"
+msgstr ""
+
+#: src/Game.cpp:944
+msgid "Restart"
+msgstr ""
+
+#: src/Game.cpp:949
+msgid "Next"
+msgstr ""
+
+#: src/Game.cpp:976
+msgid "Game replay is done."
+msgstr ""
+
+#: src/Game.cpp:976
+msgid "Game Replay"
+msgstr ""
+
+#: src/Game.cpp:1105 src/Game.cpp:1107
+msgid "Congratulations"
+msgstr ""
+
+#: src/Game.cpp:1107
+msgid "You have finished the levelpack!"
+msgstr ""
+
+#: src/InputManager.cpp:162 src/TitleMenu.cpp:273
+msgid "Config Keys"
+msgstr ""
+
+#: src/InputManager.cpp:165
+msgid "Select an item and press a key to config it."
+msgstr ""
+
+#: src/InputManager.cpp:178
+msgid "Primary key"
+msgstr ""
+
+#: src/InputManager.cpp:179
+msgid "Alternative key"
+msgstr ""
+
+#: src/InputManager.cpp:185
+msgid "Unset the key"
+msgstr ""
+
+#: src/InputManager.cpp:299
+msgid "(Not set)"
+msgstr ""
+
+#: src/LevelEditor.cpp:283
+msgid "Are you sure you want to quit?"
+msgstr ""
+
+#: src/LevelEditor.cpp:283
+msgid "Quit prompt"
+msgstr ""
+
+#: src/LevelEditor.cpp:689 src/LevelEditor.cpp:691 src/LevelEditor.cpp:2311
+#: src/LevelEditor.cpp:2313
+#, c-format
+msgid "Level \"%s\" saved"
+msgstr ""
+
+#: src/LevelEditor.cpp:689 src/LevelEditor.cpp:691 src/LevelEditor.cpp:2311
+#: src/LevelEditor.cpp:2313
+msgid "Saved"
+msgstr ""
+
+#: src/LevelEditor.cpp:704 src/LevelEditor.cpp:2429
+msgid "Level settings"
+msgstr ""
+
+#: src/LevelEditor.cpp:708 src/LevelEditSelect.cpp:155
+msgid "Name:"
+msgstr ""
+
+#: src/LevelEditor.cpp:714 src/TitleMenu.cpp:219
+msgid "Theme:"
+msgstr ""
+
+#: src/LevelEditor.cpp:729
+msgid "Target time (s):"
+msgstr ""
+
+#: src/LevelEditor.cpp:740
+msgid "Target recordings:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1308 src/LevelEditor.cpp:1524
+msgid "Defined"
+msgstr ""
+
+#: src/LevelEditor.cpp:1311 src/LevelEditor.cpp:1527 src/LevelEditor.cpp:1608
+msgid "None"
+msgstr ""
+
+#: src/LevelEditor.cpp:1318
+msgid "Moving block"
+msgstr ""
+
+#: src/LevelEditor.cpp:1321
+msgid "Moving shadow block"
+msgstr ""
+
+#: src/LevelEditor.cpp:1324
+msgid "Moving spikes"
+msgstr ""
+
+#: src/LevelEditor.cpp:1331 src/LevelEditor.cpp:1467
+msgid "Enabled"
+msgstr ""
+
+#: src/LevelEditor.cpp:1337
+msgid "Loop"
+msgstr ""
+
+#: src/LevelEditor.cpp:1343
+msgid "Path"
+msgstr ""
+
+#: src/LevelEditor.cpp:1402
+msgid "Notification block"
+msgstr ""
+
+#: src/LevelEditor.cpp:1405
+msgid "Enter message here:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1459
+msgid "Shadow Conveyor belt"
+msgstr ""
+
+#: src/LevelEditor.cpp:1461
+msgid "Conveyor belt"
+msgstr ""
+
+#: src/LevelEditor.cpp:1473
+msgid "Enter speed here:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1531
+msgid "Portal"
+msgstr ""
+
+#: src/LevelEditor.cpp:1534
+msgid "Activate on touch"
+msgstr ""
+
+#: src/LevelEditor.cpp:1540 src/LevelEditor.cpp:1644
+msgid "Targets:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1614
+msgid "Button"
+msgstr ""
+
+#: src/LevelEditor.cpp:1616
+msgid "Switch"
+msgstr ""
+
+#: src/LevelEditor.cpp:1621
+msgid "Behaviour:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1627
+msgid "On"
+msgstr ""
+
+#: src/LevelEditor.cpp:1628
+msgid "Off"
+msgstr ""
+
+#: src/LevelEditor.cpp:1629
+msgid "Toggle"
+msgstr ""
+
+#: src/LevelEditor.cpp:1705
+msgid "Fragile"
+msgstr ""
+
+#: src/LevelEditor.cpp:1708
+msgid "State:"
+msgstr ""
+
+#: src/LevelEditor.cpp:1714
+msgid "Complete"
+msgstr ""
+
+#: src/LevelEditor.cpp:1715
+msgid "One step"
+msgstr ""
+
+#: src/LevelEditor.cpp:1716
+msgid "Two steps"
+msgstr ""
+
+#: src/LevelEditor.cpp:1717
+msgid "Gone"
+msgstr ""
+
+#: src/LevelEditor.cpp:2414
+msgid "Select"
+msgstr ""
+
+#: src/LevelEditor.cpp:2417
+msgid "Add"
+msgstr ""
+
+#: src/LevelEditor.cpp:2420
+msgid "Delete"
+msgstr ""
+
+#: src/LevelEditor.cpp:2423
+msgid "Configure"
+msgstr ""
+
+#: src/LevelEditor.cpp:2426 src/LevelPlaySelect.cpp:49 src/TitleMenu.cpp:43
+msgid "Play"
+msgstr ""
+
+#: src/LevelEditor.cpp:2432
+msgid "Save level"
+msgstr ""
+
+#: src/LevelEditor.cpp:2435
+msgid "Back to menu"
+msgstr ""
+
+#: src/LevelEditor.cpp:2481
+#, c-format
+msgid "Movespeed: %s"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:41 src/TitleMenu.cpp:45
+msgid "Map Editor"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:49
+msgid "New Levelpack"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:54
+msgid "Pack Properties"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:59
+msgid "Remove Pack"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:64
+msgid "Move Map"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:70
+msgid "Remove Map"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:76
+msgid "Edit Map"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:139 src/LevelSelect.cpp:214
+#, c-format
+msgid ""
+"Can't load level pack:\n"
+"%s"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:152
+msgid "Properties"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:162
+msgid "Description:"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:169
+msgid "Congratulation text:"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:204 src/LevelEditSelect.cpp:360
+msgid "Add level"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:207
+msgid "File name:"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:244
+msgid "Move level"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:247
+msgid "Level: "
+msgstr ""
+
+#: src/LevelEditSelect.cpp:251
+msgid "MoveLevel"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:257
+msgid "Before"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:258
+msgid "After"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:259
+msgid "Swap"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:442
+msgid "Are you sure?"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:442
+msgid "Remove prompt"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:585
+msgid "No file name given for the new level."
+msgstr ""
+
+#: src/LevelEditSelect.cpp:585
+msgid "Missing file name"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:662
+msgid "The entered level number isn't valid!"
+msgstr ""
+
+#: src/LevelEditSelect.cpp:662
+msgid "Illegal number"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:43
+msgid "Select Level"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:80
+msgid "Choose a level"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:81 src/LevelPlaySelect.cpp:215
+#: src/LevelPlaySelect.cpp:226
+msgid "Time:"
+msgstr ""
+
+#: src/LevelPlaySelect.cpp:82 src/LevelPlaySelect.cpp:224
+#: src/LevelPlaySelect.cpp:227
+msgid "Recordings:"
+msgstr ""
+
+#: src/TitleMenu.cpp:44
+msgid "Options"
+msgstr ""
+
+#: src/TitleMenu.cpp:47
+msgid "Exit"
+msgstr ""
+
+#: src/TitleMenu.cpp:105
+msgid "Enable internet in order to install addons."
+msgstr ""
+
+#: src/TitleMenu.cpp:105
+msgid "Internet disabled"
+msgstr ""
+
+#: src/TitleMenu.cpp:178
+msgid "Settings"
+msgstr ""
+
+#: src/TitleMenu.cpp:204
+msgid "Music"
+msgstr ""
+
+#: src/TitleMenu.cpp:209
+msgid "Sound"
+msgstr ""
+
+#: src/TitleMenu.cpp:214
+msgid "Fullscreen"
+msgstr ""
+
+#: src/TitleMenu.cpp:252
+msgid "Level themes"
+msgstr ""
+
+#: src/TitleMenu.cpp:257
+msgid "Internet"
+msgstr ""
+
+#: src/TitleMenu.cpp:263
+msgid "Internet proxy"
+msgstr ""
+
+#: src/TitleMenu.cpp:279
+msgid "Clear Progress"
+msgstr ""
+
+#: src/TitleMenu.cpp:289
+msgid "Save Changes"
+msgstr ""
+
+#: src/TitleMenu.cpp:335
+msgid "Restart needed before the changes have effect."
+msgstr ""
+
+#: src/TitleMenu.cpp:335
+msgid "Restart needed"
+msgstr ""
+
+#: src/TitleMenu.cpp:342
+msgid "Do you really want to reset level progress?"
+msgstr ""
+
+#: src/TitleMenu.cpp:342
+msgid "Warning"
+msgstr ""
diff --git a/src/Addons.cpp b/src/Addons.cpp
index cdc7bd3..2c00cff 100644
--- a/src/Addons.cpp
+++ b/src/Addons.cpp
@@ -1,592 +1,592 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Addons.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIObject.h"
#include "GUIScrollBar.h"
#include "GUIListBox.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <string>
#include <sstream>
#include <iostream>
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
using namespace std;
Addons::Addons(){
//Render the title.
SDL_Color black={0,0,0};
- title=TTF_RenderText_Blended(fontTitle,_("Addons"),black);
+ title=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),black);
FILE* addon=fopen((getUserPath(USER_CACHE)+"addons").c_str(),"wb");
action=NONE;
addons=NULL;
//Create the gui.
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Try to get(download) the addonsList.
if(getAddonsList(addon)==false) {
//It failed so we show the error message.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
obj=new GUIObject(90,96,200,32,GUIObjectLabel,_("Unable to initialze addon menu:"));
obj->name="lbl";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(120,130,200,32,GUIObjectLabel,error.c_str());
obj->name="lbl";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(90,550,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
return;
}
//Downloaded the addons file now we can create the GUI.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
obj=new GUIObject(90,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,_("Levels"));
obj->name="cmdLvls";
obj->eventCallback=this;
underlineX=obj->left;
underlineW=obj->width;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100+(SCREEN_WIDTH-200)/3,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,_("Level Packs"));
obj->name="cmdLvlpacks";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,96,(SCREEN_WIDTH-200)/3,32,GUIObjectButton,_("Themes"));
obj->name="cmdThemes";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Create the list for the addons.
//By default levels will be selected.
list=new GUIListBox(90,140,SCREEN_WIDTH-180,SCREEN_HEIGHT-200);
list->item=addonsToList("levels");
list->name="lstAddons";
list->eventCallback=this;
GUIObjectRoot->childControls.push_back(list);
type="levels";
//And the buttons at the bottom of the screen.
obj=new GUIObject(90,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
actionButton=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Install"));
actionButton->name="cmdInstall";
actionButton->eventCallback=this;
GUIObjectRoot->childControls.push_back(actionButton);
updateButton=new GUIObject(100+(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Update"));
updateButton->name="cmdUpdate";
updateButton->enabled=false;
updateButton->visible=false;
updateButton->eventCallback=this;
GUIObjectRoot->childControls.push_back(updateButton);
}
Addons::~Addons(){
delete addons;
//Free the title surface.
SDL_FreeSurface(title);
//If the GUIObjectRoot exist delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
bool Addons::getAddonsList(FILE* file){
//First we download the file.
if(downloadFile("http://meandmyshadow.sourceforge.net/game/addons03",file)==false){
error="ERROR: unable to download addons file!";
cerr<<error<<endl;
return false;
}
fclose(file);
//Load the downloaded file.
ifstream addonFile;
addonFile.open((getUserPath(USER_CACHE)+"addons").c_str());
if(addonFile==false) {
error="ERROR: unable to load addon_list file!";
cerr<<error<<endl;
return false;
}
//Parse the addonsfile.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(addonFile,&obj,true)){
error="ERROR: Invalid file format of addons file!";
cerr<<error<<endl;
return false;
}
}
//Also load the installed_addons file.
ifstream iaddonFile;
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
//The installed_addons file doesn't exist, so we create it.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
iaddons<<" "<<endl;
iaddons.close();
//Also load the installed_addons file.
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
error="ERROR: Unable to create the installed_addons file.";
cerr<<error<<endl;
return false;
}
}
//And parse the installed_addons file.
TreeStorageNode obj1;
{
POASerializer objSerializer;
if(!objSerializer.readNode(iaddonFile,&obj1,true)){
error="ERROR: Invalid file format of the installed_addons!";
cerr<<error<<endl;
return false;
}
}
//Fill the vector.
addons = new std::vector<Addon>;
fillAddonList(*addons,obj,obj1);
//Close the files.
iaddonFile.close();
addonFile.close();
return true;
}
void Addons::fillAddonList(std::vector<Addons::Addon> &list, TreeStorageNode &addons, TreeStorageNode &installed_addons){
//Loop through the blocks of the addons file.
//These should contain the types levels, levelpacks, themes.
for(unsigned int i=0;i<addons.subNodes.size();i++){
TreeStorageNode* block=addons.subNodes[i];
if(block==NULL) continue;
string type;
type=block->name;
//Now loop the entries(subNodes) of the block.
for(unsigned int i=0;i<block->subNodes.size();i++){
TreeStorageNode* entry=block->subNodes[i];
if(entry==NULL) continue;
if(entry->name=="entry" && entry->value.size()==1){
//The entry is valid so create a new Addon.
Addon addon = *(new Addon);
addon.type=type;
addon.name=entry->value[0];
addon.file=entry->attributes["file"][0];
if(!entry->attributes["folder"].empty()){
addon.folder=entry->attributes["folder"][0];
}
addon.author=entry->attributes["author"][0];
addon.version=atoi(entry->attributes["version"][0].c_str());
addon.upToDate=false;
addon.installed=false;
//Check if the addon is already installed.
for(unsigned int i=0;i<installed_addons.subNodes.size();i++){
TreeStorageNode* installed=installed_addons.subNodes[i];
if(installed==NULL) continue;
if(installed->name=="entry" && installed->value.size()==3){
if(addon.type.compare(installed->value[0])==0 && addon.name.compare(installed->value[1])==0) {
addon.installed=true;
addon.installedVersion=atoi(installed->value[2].c_str());
if(addon.installedVersion>=addon.version) {
addon.upToDate=true;
}
}
}
}
//Finally put him in the list.
list.push_back(addon);
}
}
}
}
std::vector<std::string> Addons::addonsToList(const std::string &type){
std::vector<std::string> result;
for(unsigned int i=0;i<addons->size();i++) {
//Check if the addon is from the right type.
if((*addons)[i].type==type) {
string entry = (*addons)[i].name + " by " + (*addons)[i].author;
if((*addons)[i].installed) {
if((*addons)[i].upToDate) {
entry += " *";
} else {
entry += " +";
}
}
result.push_back(entry);
}
}
return result;
}
bool Addons::saveInstalledAddons(){
if(!addons) return false;
//Open the file.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddons) return false;
//Loop all the levels.
TreeStorageNode installed;
for(unsigned int i=0;i<addons->size();i++) {
//Check if the level is installed or not.
if((*addons)[i].installed) {
TreeStorageNode *entry=new TreeStorageNode;
entry->name="entry";
entry->value.push_back((*addons)[i].type);
entry->value.push_back((*addons)[i].name);
char version[64];
sprintf(version,"%d",(*addons)[i].installedVersion);
entry->value.push_back(version);
installed.subNodes.push_back(entry);
}
}
//And write away the file.
POASerializer objSerializer;
objSerializer.writeNode(&installed,iaddons,true,true);
return true;
}
void Addons::handleEvents(){
//Check if we should quit.
if(event.type==SDL_QUIT){
//Save the installed addons before exiting.
saveInstalledAddons();
setNextState(STATE_EXIT);
}
//Check if escape is pressed, if so return to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Addons::logic(){}
void Addons::render(){
//We only need to draw the menu background.
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,16,title,screen,NULL);
//Draw line below selected item
SDL_Rect r;
r.x=underlineX;
r.y=124;
r.w=underlineW;
r.h=2;
SDL_FillRect(screen,&r,0x000000);
}
void Addons::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
if(name=="cmdLvlpacks"){
list->item=addonsToList("levelpacks");
list->value=0;
type="levelpacks";
underlineX=obj->left;
underlineW=obj->width;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="cmdLvls"){
list->item=addonsToList("levels");
list->value=0;
type="levels";
underlineX=obj->left;
underlineW=obj->width;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="cmdThemes"){
list->item=addonsToList("themes");
list->value=0;
type="themes";
underlineX=obj->left;
underlineW=obj->width;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="lstAddons"){
//Get the addon struct that belongs to it.
Addon *addon=NULL;
if(list->item.size()>0) {
string entry = list->item[list->value];
if(type.compare("levels")==0) {
for(unsigned int i=0;i<addons->size();i++) {
std::string prefix=(*addons)[i].name;
if(!entry.compare(0, prefix.size(), prefix)) {
addon=&(*addons)[i];
}
}
} else if(type.compare("levelpacks")==0) {
for(unsigned int i=0;i<addons->size();i++) {
std::string prefix=(*addons)[i].name;
if(!entry.compare(0, prefix.size(), prefix)) {
addon=&(*addons)[i];
}
}
} else if(type.compare("themes")==0) {
for(unsigned int i=0;i<addons->size();i++) {
std::string prefix=(*addons)[i].name;
if(!entry.compare(0, prefix.size(), prefix)) {
addon=&(*addons)[i];
}
}
}
}
selected=addon;
updateActionButton();
updateUpdateButton();
}else if(name=="cmdBack"){
saveInstalledAddons();
setNextState(STATE_MENU);
}else if(name=="cmdUpdate"){
//First remove the addon and then install it again.
if(type.compare("levels")==0) {
if(downloadFile(selected->file,(getUserPath(USER_DATA)+"/levels/"))!=false){
selected->upToDate=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levels");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("levelpacks")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/")<<"."<<endl;
return;
}
if(downloadFile(selected->file,(getUserPath(USER_CACHE)+"/tmp/"))!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/levelpacks/"+selected->folder+"/");
selected->upToDate=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("themes")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"themes/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"themes/"+selected->folder+"/")<<"."<<endl;
return;
}
if(downloadFile(selected->file,(getUserPath(USER_CACHE)+"/tmp/"))!=false){
extractFile((getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true)),(getUserPath(USER_DATA)+"/themes/"+selected->folder+"/"));
selected->upToDate=true;
selected->installedVersion=selected->version;
list->item=addonsToList("themes");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}
}else if(name=="cmdInstall"){
switch(action) {
case NONE:
break;
case INSTALL:
//Download the addon.
if(type.compare("levels")==0) {
if(downloadFile(selected->file,getUserPath(USER_DATA)+"/levels/")!=false){
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levels");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("levelpacks")==0) {
if(downloadFile(selected->file,getUserPath(USER_CACHE)+"/tmp/")!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/levelpacks/"+selected->folder+"/");
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("themes")==0) {
if(downloadFile(selected->file,getUserPath(USER_CACHE)+"/tmp/")!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/themes/"+selected->folder+"/");
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
list->item=addonsToList("themes");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}
break;
case UNINSTALL:
//Uninstall the addon.
if(type.compare("levels")==0) {
if(remove((getUserPath(USER_DATA)+"levels/"+fileNameFromPath(selected->file)).c_str())){
cerr<<"ERROR: Unable to remove the file "<<(getUserPath(USER_DATA) + "levels/" + fileNameFromPath(selected->file))<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
list->item=addonsToList("levels");
updateActionButton();
updateUpdateButton();
}else if(type.compare("levelpacks")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/")<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
list->item=addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
}else if(type.compare("themes")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"themes/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"themes/"+selected->folder+"/")<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
list->item=addonsToList("themes");
updateActionButton();
updateUpdateButton();
}
break;
}
}
}
void Addons::updateUpdateButton(){
//some sanity check
if(selected==NULL){
updateButton->enabled=false;
return;
}
//Check if the selected addon is installed.
if(selected->installed){
//It is installed, but is it uptodate?
if(selected->upToDate){
//The addon is installed and there is no need to show the button.
updateButton->enabled=false;
updateButton->visible=false;
}else{
//Otherwise show the button
updateButton->enabled=true;
updateButton->visible=true;
}
}else{
//The addon isn't installed so we can only install it.
updateButton->enabled=false;
}
}
void Addons::updateActionButton(){
//some sanity check
if(selected==NULL){
actionButton->enabled=false;
action = NONE;
return;
}
//Check if the selected addon is installed.
if(selected->installed){
//It is installed, but is it uptodate?
actionButton->enabled=true;
actionButton->caption=_("Uninstall");
action = UNINSTALL;
}else{
//The addon isn't installed so we can only install it.
actionButton->enabled=true;
actionButton->caption=_("Install");
action = INSTALL;
}
}
diff --git a/src/GUIListBox.cpp b/src/GUIListBox.cpp
index caf1cea..14e5edd 100644
--- a/src/GUIListBox.cpp
+++ b/src/GUIListBox.cpp
@@ -1,353 +1,353 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUIListBox.h"
using namespace std;
GUIListBox::GUIListBox(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible){
//Set the state -1.
state=-1;
//Create the scrollbar and add it to the children.
scrollBar=new GUIScrollBar(0,0,16,0,1,0,0,0,0,0,true,false);
childControls.push_back(scrollBar);
}
bool GUIListBox::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Calculate the scrollbar position.
scrollBar->left=width-16;
scrollBar->height=height;
int m=item.size(),n=(height-4)/24;
if(m>n){
scrollBar->maxValue=m-n;
scrollBar->smallChange=1;
scrollBar->largeChange=n;
scrollBar->visible=true;
b=b||scrollBar->handleEvents(x,y,enabled,visible,b);
}else{
scrollBar->value=0;
scrollBar->maxValue=0;
scrollBar->visible=false;
}
//Set state negative.
state=-1;
//Check if the GUIListBox is visible, enabled and no event has been processed before.
if(enabled&&visible&&!b){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j;
SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x+2;
j-=y+2;
//Check if the mouse is inside the GUIListBox.
if(i>=0&&i<width-4&&j>=0&&j<height-4){
//Calculate the y location with the scrollbar position.
int idx=j/24+scrollBar->value;
//If the entry isn't above the max we have an event.
if(idx>=0&&idx<(int)item.size()){
state=idx;
//Check if the left mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && value!=idx){
value=idx;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
//Check for mouse wheel scrolling.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELDOWN && scrollBar->enabled){
scrollBar->value+=4;
if(scrollBar->value > scrollBar->maxValue)
scrollBar->value = scrollBar->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELUP && scrollBar->enabled){
scrollBar->value-=4;
if(scrollBar->value < 0)
scrollBar->value = 0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIListBox::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Default background opacity
int clr=128;
//TODO: Add hover check?
//Draw the box.
Uint32 color=0xFFFFFFFF|clr;
drawGUIBox(x,y,width,height,screen,color);
//We need to draw the items.
//The number of items.
int m=item.size();
//The number of items that are visible.
int n=(height-4)/24;
//Integer containing the current entry that is being drawn.
int i;
//The y coordinate the current entries reaches.
int j;
//If the number of items is higer than fits on the screen set the begin value (m) to scrollBar->value+n.
if(m>scrollBar->value+n)
m=scrollBar->value+n;
//Loop through the (visible) entries and draw them.
for(i=scrollBar->value,j=y+1;i<m;i++,j+=24){
//The background color for the entry.
int clr=-1;
//If i is the selected entry then give it a light gray background.
if(value==i){
clr=0xDDDDDDFF;
}
//Check if the current entry is selected. If so draw borders around it.
if(state==i)
drawGUIBox(x,j-1,width,25,screen,0x00000000);
//Only draw when clr isn't -1.
if(clr!=-1)
drawGUIBox(x,j-1,width,25,screen,clr);
//Now draw the text.
const char* s=item[i].c_str();
//Make sure the text isn't empty.
if(s && s[0]){
//Render black text.
SDL_Color black={0,0,0,0};
- SDL_Surface *bm=TTF_RenderText_Blended(fontText,s,black);
+ SDL_Surface *bm=TTF_RenderUTF8_Blended(fontText,s,black);
//Calculate the text location, center it vertically.
r.x=x+4;
r.y=j+12-bm->h/2;
//Draw the text and free the rendered surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
GUISingleLineListBox::GUISingleLineListBox(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible),animation(0){}
bool GUISingleLineListBox::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
state&=~0xF;
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x;
j-=y;
//The selected button.
//0=nothing 1=left 2=right.
int idx=0;
//Check which button the mouse is above.
if(i>=0&&i<width&&j>=0&&j<height){
if(i<26 && i<width/2){
//The left arrow.
idx=1;
}else if(i>=width-26){
//The right arrow.
idx=2;
}
}
//If idx is 0 it means the mous doesn't hover any arrow so reset animation.
if(idx==0)
animation=0;
//Check if there's a mouse button press or not.
if(k&SDL_BUTTON(1)){
if(((state>>4)&0xF)==idx)
state|=idx;
}else{
state|=idx;
}
//Check if there's a mouse press.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && idx){
state=idx|(idx<<4);
}else if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && idx && ((state>>4)&0xF)==idx){
int m=(int)item.size();
if(m>0){
if(idx==2){
idx=value+1;
if(idx<0||idx>=m) idx=0;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}else if(idx==1){
idx=value-1;
if(idx<0||idx>=m) idx=m-1;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
}
}
if(event.type==SDL_MOUSEBUTTONUP) state&=0xF;
}else{
//Set state zero.
state=0;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUISingleLineListBox::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//NOTE: logic in the render method since it's the only part that gets called every frame.
if((state&0xF)==0x1 || (state&0xF)==0x2){
animation++;
if(animation>20)
animation=-20;
}
//Get the absolute x and y location.
x+=left;
y+=top;
//Draw the text.
if(value>=0 && value<(int)item.size()){
//Get the text.
const char* lp=item[value].c_str();
//Check if the text is empty or not.
if(lp!=NULL && lp[0]){
//Render black text.
SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderText_Blended(fontGUI,lp,black);
+ SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,lp,black);
//Center the text both vertically as horizontally.
r.x=x+(width-bm->w)/2;
r.y=y+(height-bm->h)/2;
//Draw the text and free the surface afterwards.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
}
//Draw the arrows.
SDL_Rect r2={48,0,16,16};
r.x=x;
if((state&0xF)==0x1)
r.x+=abs(animation/2);
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r2,screen,&r);
r2.x=64;
r.x=x+width-16;
if((state&0xF)==0x2)
r.x-=abs(animation/2);
SDL_BlitSurface(bmGUI,&r2,screen,&r);
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
diff --git a/src/GUIObject.cpp b/src/GUIObject.cpp
index 1f5b786..b39caba 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,458 +1,458 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUIObject.h"
#include <iostream>
#include <list>
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
void GUIObjectHandleEvents(bool kill){
//Make sure that GUIObjectRoot isn't null.
if(GUIObjectRoot)
GUIObjectRoot->handleEvents();
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::~GUIObject(){
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
bool GUIObject::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Type specific event handling.
switch(type){
case GUIObjectButton:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectCheckBox:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value=value?0:1;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectTextBox:
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the text after the carrot.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_DELETE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
value=clamp(value+1,0,caption.length());
}else if(event.key.keysym.sym==SDLK_LEFT){
value=clamp(value-1,0,caption.length());
}
//The event has been processed.
b=true;
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//TODO Move carrot to place clicked
value=caption.length();
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
break;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIObject::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Now do the type specific rendering.
switch(type){
case GUIObjectLabel:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//We don't draw a background and/or border since that label is transparent.
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Color the text will be: black.
SDL_Color black={0,0,0,0};
//Render the text using the small font.
- SDL_Surface* bm=TTF_RenderText_Blended(fontText,lp,black);
+ SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,lp,black);
//Center the text vertically and draw it to the screen.
r.y=y+(height - bm->h)/2;
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
}
break;
case GUIObjectCheckBox:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//We render black text.
SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderText_Blended(fontText,lp,black);
+ SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,lp,black);
//Calculate the location, center it vertically.
r.x=x;
r.y=y+(height - bm->h)/2;
//Draw the text and free the surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
//Draw the check (or not).
SDL_Rect r1={0,0,16,16};
if(value==1||value==2)
r1.x=value*16;
r.x=x+width-20;
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
break;
case GUIObjectButton:
{
//Get the text.
const char* lp=caption.c_str();
//Make sure the text isn't empty.
if(lp!=NULL && lp[0]){
//Draw black text.
SDL_Color black={0,0,0,0};
//Draw in gray when disabled.
if(!enabled)
black.r=black.g=black.b=96;
SDL_Surface* bm;
- bm=TTF_RenderText_Blended(fontGUI,lp,black);
+ bm=TTF_RenderUTF8_Blended(fontGUI,lp,black);
//Center the text both vertically as horizontally.
r.x=x+(width-bm->w)/2;
r.y=y+(height-bm->h)/2;
//Check if the arrows don't fall of.
if(bm->w+32<=width){
//Create a rectangle that selects the right image from bmGUI,
SDL_Rect r2={64,0,16,16};
if(state==1){
applySurface(x+(width-bm->w)/2-25,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
applySurface(x+(width-bm->w)/2+4+bm->w+5,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
}else if(state==2){
applySurface(x+(width-bm->w)/2-20,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
applySurface(x+(width-bm->w)/2+4+bm->w,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
}
}
//Draw the text and free the surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
}
break;
case GUIObjectTextBox:
{
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//Draw the black text.
SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderText_Blended(fontText,lp,black);
+ SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,lp,black);
//Calculate the location, center it vertically.
r.x=x+2;
r.y=y+(height - bm->h)/2;
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(bm,&tmp,screen,&r);
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=height-8;
int advance;
for(int n=0;n<value;n++){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
//And free the surface.
SDL_FreeSurface(bm);
}else{
//Only draw the carrot when focus.
if(state==2){
r.x=x+4;
r.y=y+4;
r.w=2;
r.h=height-8;
SDL_FillRect(screen,&r,0);
}
}
}
break;
case GUIObjectFrame:
{
//Create a rectangle the size of the button and fill it.
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,screen,color);
//Get the title text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//The colors black and white used to render the title with white background.
SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderText_Blended(fontGUI,lp,black);
+ SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,lp,black);
//Calculate the location, center horizontally and vertically relative to the top.
r.x=x+(width-bm->w)/2;
r.y=y+6;
//Draw the text and free the surface.
SDL_BlitSurface(bm,NULL,screen,&r);
//And free the surface.
SDL_FreeSurface(bm);
}
}
break;
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
diff --git a/src/GUITextArea.cpp b/src/GUITextArea.cpp
index fa1bf88..8248796 100644
--- a/src/GUITextArea.cpp
+++ b/src/GUITextArea.cpp
@@ -1,334 +1,334 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUITextArea.h"
using namespace std;
GUITextArea::GUITextArea(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible){
//Set the state 0.
state=0;
key=-1;
keyHoldTime=0;
keyTime=5;
}
bool GUITextArea::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the string.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//Set the key values correct.
this->key=SDLK_BACKSPACE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar(true);
}else if(event.key.keysym.sym==SDLK_DELETE){
//Set the key values correct.
this->key=SDLK_DELETE;
keyHoldTime=0;
keyTime=5;
//Delete one character direct to prevent a lag.
deleteChar(false);
}else if(event.key.keysym.sym==SDLK_RETURN){
//Enter, thus place a newline.
caption+='\n';
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
//Set the key values correct.
this->key=SDLK_RIGHT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
value=clamp(value+1,0,caption.length());
}else if(event.key.keysym.sym==SDLK_LEFT){
//Set the key values correct.
this->key=SDLK_LEFT;
keyHoldTime=0;
keyTime=5;
//Move the carrot once to prevent a lag.
value=clamp(value-1,0,caption.length());
}
//The event has been processed.
b=true;
}else if(state==2 && event.type==SDL_KEYUP && !b){
//Check if released key is the same as the holded key.
if(event.key.keysym.sym==key){
//It is so stop the key.
key=-1;
}
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//TODO Move carrot to place clicked
value=caption.length();
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUITextArea::deleteChar(bool back){
//Boolean if an event should be called.
bool event=false;
//Check if it's backspace or delete.
if(back){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
//Set event true.
event=true;
}
}else{
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
//Set event true.
event=true;
}
}
//If there is an event callback and a character is removed then call it.
if(event && eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
void GUITextArea::render(int x,int y){
//FIXME: Logic in the render method since that is update constant.
if(key!=-1){
//Increase the key time.
keyHoldTime++;
//Make sure the deletionTime isn't to short.
if(keyHoldTime>=keyTime){
keyHoldTime=0;
keyTime--;
if(keyTime<1)
keyTime=1;
//Now check the which key it was.
switch(key){
case SDLK_BACKSPACE:
deleteChar(true);
break;
case SDLK_DELETE:
deleteChar(false);
break;
case SDLK_LEFT:
value=clamp(value-1,0,caption.length());
break;
case SDLK_RIGHT:
value=clamp(value+1,0,caption.length());
break;
}
}
}
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Default background opacity
int clr=128;
//If hovering or focused make background more visible.
if(state==1)
clr=255;
else if (state==2)
clr=230;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
r.x=x+1;
r.y=y+1;
r.w=width-2;
r.h=height-2;
//Pointer to the string.
char* lps=(char*)caption.c_str();
//Pointer to a character.
char* lp=NULL;
//The color black.
SDL_Color black={0,0,0,0};
//The surface that will hold the text.
SDL_Surface* bm=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;
//Draw the black text.
- bm=TTF_RenderText_Blended(fontText,lps,black);
+ bm=TTF_RenderUTF8_Blended(fontText,lps,black);
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(bm,&tmp,screen,&r);
//NOTE: We free the surface later.
//Increase y with 25, about the height of the text.
r.y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
//Restore the character, this way the original string doesn't get destroyed.
*lp=c;
}
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=20;
//Check for any newlines.
size_t pos=0;
while( (caption.find('\n',pos+1)!=string::npos) && (int(caption.find('\n',pos+1))<value)){
pos=caption.find('\n',pos+1);
r.y+=24;
}
int advance;
for(int n=pos;n<value;n++){
if(caption[n]!='\n'){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
//Anyway we free the bm surface.
if(bm!=NULL)
SDL_FreeSurface(bm);
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
diff --git a/src/Game.cpp b/src/Game.cpp
index 76dff0a..911fbde 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1144 +1,1144 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock",
};
map<string,int> Game::blockNameMap;
string Game::recordFile;
Game::Game(bool loadLevel):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,shadowCam(false)
,player(this),shadow(this),objLastCheckPoint(NULL){
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//Check if we should load record file.
if(!recordFile.empty()){
loadRecord(recordFile.c_str());
recordFile.clear();
return;
}
//If we should load the level then load it.
if(loadLevel){
this->loadLevel(levels.getLevelpackPath()+levels.getLevelFile());
levels.saveLevelProgress();
}
}
Game::~Game(){
//Simply call our destroy method.
destroy();
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Temp var used for block locations.
SDL_Rect box;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();i++){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//If a theme is configured then load it.
string theme=processFileName(getSettings()->getValue("theme"));
//Check if it isn't the default theme, because if it is it's already loaded.
if(fileNameFromPath(theme)!="Cloudscape") {
customTheme=objThemes.appendThemeFromFile(theme+"/theme.mnmstheme");
}
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")) {
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(theme)+"/theme.mnmstheme");
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile" && obj1->value.size()>=3){
int objectType=blockNameMap[obj1->value[0]];
box.x=atoi(obj1->value[1].c_str());
box.y=atoi(obj1->value[2].c_str());
map<string,string> obj;
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();i++){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
levelObjects.push_back( new Block ( box.x, box.y, objectType, this) );
levelObjects.back()->setEditorData(obj);
}
}
//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,editorData["name"]);
}
SDL_Color fg={0,0,0,0};
SDL_Color bg={255,255,255,0};
- bmTips[0]=TTF_RenderText_Shaded(fontText,s.c_str(),fg,bg);
+ bmTips[0]=TTF_RenderUTF8_Shaded(fontText,s.c_str(),fg,bg);
if(bmTips[0])
SDL_SetAlpha(bmTips[0],SDL_SRCALPHA,160);
}
//Get the background
background=objThemes.getBackground();
if(background)
background->resetAnimation(true);
}
void Game::loadLevel(string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cout<<"Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cout<<"Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cout<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels.saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Check if it isn't a replay.
if(!player.isPlayFromRecord()){
//Set reset true.
isReset=true;
}else if(interlevel){
//We can also reset during the inter level screen.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
isReset=true;
}
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel();
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
shadowCam=!shadowCam;
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Add one tick to the time.
time++;
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let the player jump.
player.jump();
//Let him move.
player.move(levelObjects);
//And let the camera follow him.
if(!shadowCam){
player.setMyCamera();
}else{
shadow.setMyCamera();
}
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow jump.
shadow.jump();
//Let the shadow move.
shadow.move(levelObjects);
//Some levelObjects can move so update them.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->move();
}
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.flags|1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL && obj->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Check if we won.
if(won){
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Set the current level won.
levels.getLevel()->won=true;
if(levels.getLevel()->time==-1 || levels.getLevel()->time>time){
levels.getLevel()->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(levels.getLevel()->recordings==-1 || levels.getLevel()->recordings>recordings){
levels.getLevel()->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels.getCurrentLevel()+1<levels.getLevelCount()){
levels.setLocked(levels.getCurrentLevel()+1);
}
//And save the progress.
levels.saveLevelProgress();
//Now go to the interlevel screen.
replayPlay();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
won=false;
//Check if we should reset.
if(isReset)
reset(false);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground();
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(screen);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
player.show();
shadow.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
applySurface(0,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,NULL);
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
const char* s=NULL;
switch(gameTipIndex){
case TYPE_CHECKPOINT:
s="Press DOWN key to save the game.";
break;
case TYPE_SWAP:
s="Press DOWN key to swap the position of player and shadow.";
break;
case TYPE_SWITCH:
s="Press DOWN key to activate the switch.";
break;
case TYPE_PORTAL:
s="Press DOWN key to teleport.";
break;
}
//If we have a string then it's a supported GameObject type.
if(s!=NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
- bmTips[gameTipIndex]=TTF_RenderText_Shaded(fontText,s,fg,bg);
+ bmTips[gameTipIndex]=TTF_RenderUTF8_Shaded(fontText,s,fg,bg);
SDL_SetAlpha(bmTips[gameTipIndex],SDL_SRCALPHA,160);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
applySurface(0,0,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//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){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
- bmTips[3]=TTF_RenderText_Shaded(fontText,
+ bmTips[3]=TTF_RenderUTF8_Shaded(fontText,
"Press R to restart current level or press F3 to load the game.",
fg,bg);
SDL_SetAlpha(bmTips[3],SDL_SRCALPHA,160);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
- bmTips[2]=TTF_RenderText_Shaded(fontText,
+ bmTips[2]=TTF_RenderUTF8_Shaded(fontText,
"Press R to restart current level.",
fg,bg);
SDL_SetAlpha(bmTips[2],SDL_SRCALPHA,160);
}
bm=bmTips[2];
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
- bmTips[1]=TTF_RenderText_Shaded(fontText,
+ bmTips[1]=TTF_RenderUTF8_Shaded(fontText,
_("Your shadow has died."),
fg,bg);
SDL_SetAlpha(bmTips[1],SDL_SRCALPHA,160);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
}
//Draw the tip.
if(bm!=NULL)
applySurface(0,0,bm,screen,NULL);
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
- bm=TTF_RenderText_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
+ bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
- bm=TTF_RenderText_Shaded(fontText,c,fg,bg);
+ bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if(interlevel){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,220);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Color black={0,0,0,0};
SDL_Rect r;
- SDL_Surface* bm=TTF_RenderText_Blended(fontGUI,_("You've finished:"),black);
+ SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),black);
//Recreate the level string.
string s;
if (levels.getLevelCount()>0){
s=tfm::format(_("Level %d %s"),levels.getCurrentLevel()+1,levelName);
}
- SDL_Surface* bm2=TTF_RenderText_Blended(fontText,s.c_str(),black);
+ SDL_Surface* bm2=TTF_RenderUTF8_Blended(fontText,s.c_str(),black);
//Now draw the first gui box so that it's bigger than longer text.
int width;
if(bm->w>bm2->w)
width=bm->w+32;
else
width=bm2->w+32;
drawGUIBox((SCREEN_WIDTH-width)/2,4,width,68,screen,0xDDDDDDA1);
// Now draw title.
r.x=(SCREEN_WIDTH-bm->w)/2;
r.y=8;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(SCREEN_WIDTH-bm2->w)/2;
r.y=44;
SDL_BlitSurface(bm2,NULL,screen,&r);
//Free drawed texts
SDL_FreeSurface(bm);
SDL_FreeSurface(bm2);
//==Create second box==
//Now draw the second gui box.
drawGUIBox(GUIObjectRoot->left,GUIObjectRoot->top,GUIObjectRoot->width,GUIObjectRoot->height,screen,0xDDDDDDA1);
//Draw the medal.
int medal=GUIObjectRoot->value;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
applySurface(GUIObjectRoot->left+16,GUIObjectRoot->top+92,medals,screen,&r);
applySurface(GUIObjectRoot->left+370,GUIObjectRoot->top+92,medals,screen,&r);
}
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::vector<char> string_data((dynamic_cast<Block*>(player.objNotificationBlock))->message.begin(), (dynamic_cast<Block*>(player.objNotificationBlock))->message.end());
string_data.push_back('\0');
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
x=(SCREEN_WIDTH-200-x)/2;
//Color the text will be: black.
SDL_Color black={0,0,0,0};
- lines.push_back(TTF_RenderText_Blended(fontText,lps,black));
+ lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,black));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
drawGUIBox(100,SCREEN_HEIGHT-y-25,SCREEN_WIDTH-200,y+20,screen,0xDDDDDDA1);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
void Game::replayPlay(){
interlevel=true;
//cout<<"Game::replayPlay()"<<endl;
//Fix the bug that press "r" to restart a level just before finishing it
//will cause inter-level popup appeares and the game restarts.
//Now when the game is about to finish, we don't allow to restart.
isReset=false;
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-570)/2,SCREEN_HEIGHT-140,570,135,GUIObjectNone);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//The different values.
int bestTime=levels.getLevel()->time;
int targetTime=levels.getLevel()->targetTime;
int bestRecordings=levels.getLevel()->recordings;
int targetRecordings=levels.getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
//Add it to the GUIObjectRoot.
GUIObjectRoot->value=medal;
//Create the labels with the time and best time.
GUIObject* obj=new GUIObject(20,10,150,36,GUIObjectLabel,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(20,34,150,36,GUIObjectLabel,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
if(targetTime>=0){
obj=new GUIObject(20,58,150,36,GUIObjectLabel,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
}
//Now the ones for the recordings.
obj=new GUIObject(210,10,150,36,GUIObjectLabel,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(210,34,150,36,GUIObjectLabel,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
if(targetRecordings>=0){
obj=new GUIObject(210,58,150,36,GUIObjectLabel,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
}
//The medal that is earned.
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUIObject(48,92,150,36,GUIObjectLabel,s1.c_str());
//Center it horizontally.
int width;
TTF_SizeText(fontText,s1.c_str(),&width,NULL);
obj->width=width;
obj->left=(416-width)/2;
GUIObjectRoot->childControls.push_back(obj);
//Create the three buttons, Menu, Restart, Next.
obj=new GUIObject(420,10,128,36,GUIObjectButton,_("Menu"));
obj->name="cmdMenu";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(409,50,150,36,GUIObjectButton,_("Restart"));
obj->name="cmdRestart";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(420,90,128,36,GUIObjectButton,_("Next"));
obj->name="cmdNext";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
//We only need to reset a few things so we don't call reset().
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(true);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(true);
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
player.reset(true);
shadow.reset(true);
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
}
void Game::recordingEnded(){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
msgBox(_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(player.canSaveState() && shadow.canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
//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();
//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;
//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();
//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);
//Reset the stats.
time=0;
recordings=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Also set interlevel to false.
interlevel=false;
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels.getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(){
//Goto the next level.
levels.nextLevel();
//Check if the level exists.
if(levels.getCurrentLevel()<levels.getLevelCount()){
setNextState(STATE_GAME);
//Don't forget the music.
getMusicManager()->pickMusic();
}else{
if(!levels.congratulationText.empty()){
msgBox(levels.congratulationText,MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel();
}
}
diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index c6104a4..b36122a 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,705 +1,705 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "LevelEditSelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <algorithm>
#include <string>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
LevelEditSelect::LevelEditSelect():LevelSelect(_("Map Editor")){
//The levelpack name text field.
levelpackName=new GUIObject(280,104,240,32,GUIObjectTextBox);
levelpackName->eventCallback=this;
levelpackName->visible=false;
GUIObjectRoot->childControls.push_back(levelpackName);
//Create the six buttons at the bottom of the screen.
GUIObject* obj=new GUIObject(20,SCREEN_HEIGHT-120,260,32,GUIObjectButton,_("New Levelpack"));
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
propertiesPack=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-120,280,32,GUIObjectButton,_("Pack Properties"));
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->childControls.push_back(propertiesPack);
removePack=new GUIObject(SCREEN_WIDTH-260,SCREEN_HEIGHT-120,240,32,GUIObjectButton,_("Remove Pack"));
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->childControls.push_back(removePack);
move=new GUIObject(20,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Move Map"));
move->name="cmdMoveMap";
move->eventCallback=this;
move->enabled=false;
GUIObjectRoot->childControls.push_back(move);
remove=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Remove Map"));
remove->name="cmdRmMap";
remove->eventCallback=this;
remove->enabled=false;
GUIObjectRoot->childControls.push_back(remove);
edit=new GUIObject(SCREEN_WIDTH-280,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Edit Map"));
edit->name="cmdEdit";
edit->eventCallback=this;
edit->enabled=false;
GUIObjectRoot->childControls.push_back(edit);
//Set the levelEditGUIObjectRoot.
levelEditGUIObjectRoot=GUIObjectRoot;
//NOTE: We are changing the available list of levelpacks to prevent editing the main/addons levelpacks.
listPacks();
//show level list
refresh();
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::listPacks(){
levelpackLocations.clear();
levelpacks->item.clear();
levelpacks->value=0;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
v.push_back("Levels");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"custom/levelpacks/"+*i;
//Check if we can find the lastlevelpack.
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
packName=*i;
}
}
levelpacks->item=v;
//And call changePack since we changed the levelpack.
changePack();
}
void LevelEditSelect::changePack(){
packName=levelpacks->item[levelpacks->value];
if(packName=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
levels.levelpackPath="";
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[packName]+"/levels.lst")){
msgBox(tfm::format(_("Can't load level pack:\n%s"),packName),MsgBoxOKOnly,"Error");
}
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
void LevelEditSelect::packProperties(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-320)/2,600,320,GUIObjectFrame,_("Properties"));
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,80,480,36,GUIObjectTextBox,packName.c_str());
obj->name="LvlpackName";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,120,240,36,GUIObjectLabel,_("Description:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,150,480,36,GUIObjectTextBox,levels.levelpackDescription.c_str());
obj->name="LvlpackDescription";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,190,240,36,GUIObjectLabel,_("Congratulation text:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,220,480,36,GUIObjectTextBox,levels.congratulationText.c_str());
obj->name="LvlpackCongratulation";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,320-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,320-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::addLevel(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Add level"));
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("File name:"));
GUIObjectRoot->childControls.push_back(obj);
char s[64];
sprintf(s,"map%02d.map",levels.getLevelCount()+1);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,s);
obj->name="LvlFile";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgAddOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgAddCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Move level"));
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("Level: "));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,"1");
obj->name=_("MoveLevel");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(40,120,240,36);
obj->name="lstPlacement";
vector<string> v;
v.push_back(_("Before"));
v.push_back(_("After"));
v.push_back(_("Swap"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
obj->value=0;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgMoveOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgMoveCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::refresh(){
int m=levels.getLevelCount();
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
selectedNumber=NULL;
}
//Disable the level specific buttons.
move->enabled=false;
remove->enabled=false;
edit->enabled=false;
for(int n=0;n<=m;n++){
numbers.push_back(Number());
}
for(int n=0;n<m;n++){
SDL_Rect box={(n%10)*64+80,(n/10)*64+184,0,0};
numbers[n].init(n,box);
}
SDL_Rect box={(m%10)*64+80,(m/10)*64+184,0,0};
numbers[m].init("+",box);
m++; //including the "+" button
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+9)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width,height;
TTF_SizeText(fontText,levels.levelpackDescription.c_str(),&width,&height);
levelpackDescription->left=(800-width)/2;
}
void LevelEditSelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels.setCurrentLevel(number);
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
if(number==numbers.size()-1){
addLevel();
}else if(number>=0 && number<numbers.size()){
selectedNumber=&numbers[number];
//Enable the level specific buttons.
//NOTE: We check if 'remove levelpack' is enabled, if not then it's the Levels levelpack.
if(removePack->enabled)
move->enabled=true;
remove->enabled=true;
edit->enabled=true;
}
}
}
void LevelEditSelect::render(){
//Let the levelselect render.
LevelSelect::render();
}
void LevelEditSelect::renderTooltip(unsigned int number,int dy){
SDL_Color fg={0,0,0};
SDL_Surface* name;
if(number==(unsigned)levels.getLevelCount()){
//Render the name of the level.
- name=TTF_RenderText_Blended(fontText,_("Add level"),fg);
+ name=TTF_RenderUTF8_Blended(fontText,_("Add level"),fg);
}else{
//Render the name of the level.
- name=TTF_RenderText_Blended(fontText,levels.getLevelName(number).c_str(),fg);
+ name=TTF_RenderUTF8_Blended(fontText,levels.getLevelName(number).c_str(),fg);
}
//Check if name isn't null.
if(name==NULL)
return;
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
r.w=name->w;
r.h=name->h;
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFF00|240;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
}
void LevelEditSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//NOTE: We check for the levelpack change to enable/disable some levelpack buttons.
if(name=="cmdLvlPack"){
//Set the name of the levelpack.
packName=((GUISingleLineListBox*)obj)->item[obj->value];
//Check if it matches the Levels levelpack.
if(((GUISingleLineListBox*)obj)->item[obj->value]=="Levels"){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
getSettings()->setValue("lastlevelpack","Levels");
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh();
return;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the edit button.
if(name=="cmdNewLvlpack"){
//Clear the current pack.
packName.clear();
levels.clear();
//Create a new pack.
packProperties();
}else if(name=="cmdLvlpackProp"){
//Show the pack properties.
packProperties();
}else if(name=="cmdRmLvlpack"){
//Show an "are you sure" message.
if(msgBox(_("Are you sure?"),MsgBoxYesNo,_("Remove prompt"))==MsgBoxYes){
//Remove the directory.
if(!removeDirectory(levelpackLocations[packName].c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levelpackLocations[packName]<<endl;
}
//Remove it from the vector (levelpack list).
vector<string>::iterator it;
it=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it!=levelpacks->item.end()){
levelpacks->item.erase(it);
}
//And call changePack.
levelpacks->value=levelpacks->item.size()-1;
changePack();
refresh();
}
}else if(name=="cmdMoveMap"){
if(selectedNumber!=NULL){
moveLevel();
}
}else if(name=="cmdRmMap"){
if(selectedNumber!=NULL){
if(packName!="Levels"){
if(!removeFile((levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels.removeLevel(selectedNumber->getNumber());
levels.saveLevels(levelpackLocations[packName]+"/levels.lst");
}else{
//This is the levels levelpack so we just remove the file.
if(!removeFile(levels.getLevel(selectedNumber->getNumber())->file.c_str())){
cerr<<"ERROR: Unable to remove level "<<(levelpackLocations[packName]+"/"+levels.getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
changePack();
}
//And refresh the selection screen.
refresh();
}
}else if(name=="cmdEdit"){
if(selectedNumber!=NULL){
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
//Check for levelpack properties events.
if(name=="cfgOK"){
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlpackName"){
//Check if the name changed.
if(packName!=GUIObjectRoot->childControls[i]->caption){
//Delete the old one.
if(!packName.empty()){
if(!renameDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+packName).c_str(),(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to move levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+packName)<<" to "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
//Also change the levelpack location.
map<string,string>::iterator it;
it=levelpackLocations.find(packName);
if(it!=levelpackLocations.end()){
levelpackLocations.erase(it);
}
//And the levelpack list.
vector<string>::iterator it1;
it1=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it1!=levelpacks->item.end()){
levelpacks->item.erase(it1);
if((unsigned)levelpacks->value>levelpacks->item.size())
levelpacks->value=levelpacks->item.size()-1;
}
//Also add the levelpack location
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}else{
if(!createDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
if(!createFile((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst").c_str())){
cerr<<"ERROR: Unable to create levelpack file "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst")<<endl;
}
//Also add the levelpack location.
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}
//And set the new name.
packName=GUIObjectRoot->childControls[i]->caption;
changePack();
}
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackDescription"){
levels.levelpackDescription=GUIObjectRoot->childControls[i]->caption;
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackCongratulation"){
levels.congratulationText=GUIObjectRoot->childControls[i]->caption;
}
}
//Refresh the leveleditselect to show the correct information.
refresh();
//Save the configuration.
levels.saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
getSettings()->setValue("lastlevelpack",packName);
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgCancel"){
//Check if packName is empty, if so it was a new levelpack and we need to revert to an existing one.
if(packName.empty()){
packName=levelpacks->item[levelpacks->value];
changePack();
}
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for add level events.
if(name=="cfgAddOK"){
//Check if the file name isn't null.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlFile"){
if(GUIObjectRoot->childControls[i]->caption.empty()){
msgBox(_("No file name given for the new level."),MsgBoxOKOnly,_("Missing file name"));
return;
}else{
string tmp_caption = GUIObjectRoot->childControls[i]->caption;
//Replace all spaces with a underline.
size_t j;
for(;(j=tmp_caption.find(" "))!=string::npos;){
tmp_caption.replace(j,1,"_");
}
//If there isn't ".map" extension add it.
size_t found=tmp_caption.find_first_of(".");
if(found!=string::npos)
tmp_caption.replace(tmp_caption.begin()+found+1,tmp_caption.end(),"map");
else if (tmp_caption.substr(found+1)!="map")
tmp_caption.append(".map");
/* Create path and file in it */
string path=(levelpackLocations[packName]+"/"+tmp_caption);
if(packName=="Levels"){
path=(getUserPath(USER_DATA)+"/custom/levels/"+tmp_caption);
}
//First check if the file doesn't exist already.
FILE* f;
f=fopen(path.c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
levelEditGUIObjectRoot->render();
//Notify the user.
msgBox(("The file "+tmp_caption+" already exists.").c_str(),MsgBoxOKOnly,"Error");
return;
}
if(!createFile(path.c_str())){
cerr<<"ERROR: Unable to create level file "<<path<<endl;
}
levels.addLevel(path);
if(packName!="Levels")
levels.saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
}
}
}
}else if(name=="cfgAddCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for move level events.
if(name=="cfgMoveOK"){
//Check if the entered level number is valid.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
int level=0;
int placement=0;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="MoveLevel"){
level=atoi(GUIObjectRoot->childControls[i]->caption.c_str());
if(level<=0 || level>levels.getLevelCount()){
msgBox(_("The entered level number isn't valid!"),MsgBoxOKOnly,_("Illegal number"));
return;
}
}
if(GUIObjectRoot->childControls[i]->name=="lstPlacement"){
placement=GUIObjectRoot->childControls[i]->value;
}
}
//Now we execute the swap/move.
//Check for the place before.
if(placement==0){
//We place the selected level before the entered level.
levels.moveLevel(selectedNumber->getNumber(),level-1);
}else if(placement==1){
//We place the selected level after the entered level.
if(level<selectedNumber->getNumber())
levels.moveLevel(selectedNumber->getNumber(),level);
else
levels.moveLevel(selectedNumber->getNumber(),level+1);
}else if(placement==2){
//We swap the selected level with the entered level.
levels.swapLevel(selectedNumber->getNumber(),level-1);
}
//And save the change.
if(packName!="Levels")
levels.saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgMoveCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index 02bed05..c9b312d 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,2704 +1,2704 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Levels.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
static GUIObject *levelTimeProperty,*levelRecordingsProperty;
/////////////////MovingPosition////////////////////////////
MovingPosition::MovingPosition(int x,int y,int time){
this->x=x;
this->y=y;
this->time=time;
}
MovingPosition::~MovingPosition(){}
void MovingPosition::updatePosition(int x,int y){
this->x=x;
this->y=y;
}
/////////////////LEVEL EDITOR//////////////////////////////
LevelEditor::LevelEditor():Game(true){
//Get the target time and recordings.
levelTime=levels.getLevel()->targetTime;
levelRecordings=levels.getLevel()->targetRecordings;
//This will set some default settings.
reset();
//The level is loaded by the game, so do postLoad.
postLoad();
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={170,555,460,50};
toolbarRect=tmp;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,800,600,32,0x000000FF,0x0000FF00,0x00FF0000,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
}
LevelEditor::~LevelEditor(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
levelObjects.clear();
selection.clear();
//Free the placement surface.
SDL_FreeSurface(placement);
//Reset the camera.
camera.x=0;
camera.y=0;
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
camera.x=0;
camera.y=0;
cameraXvel=0;
cameraYvel=0;
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setPosition(player.fx,player.fy);
shadow.setPosition(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
}
void LevelEditor::loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(obj,fileName);
//now do our own stuff.
string s=editorData["time"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=atoi(s.c_str());
}
s=editorData["recordings"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The dimensions of the level.
int maxX=0;
int maxY=0;
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty())
node.attributes["name"].push_back(levelName);
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
}
}
//The width of the level.
maxX=LEVEL_WIDTH;
sprintf(s,"%d",maxX);
node.attributes["size"].push_back(s);
//The height of the level.
maxY=LEVEL_HEIGHT;
sprintf(s,"%d",maxY);
node.attributes["size"].push_back(s);
//Loop through the gameObjects and save them.
for(int o=0;o<(signed)levelObjects.size();o++){
int objectType=levelObjects[o]->type;
//Check if it's a legal gameObject type.
if(objectType>=0 && objectType<TYPE_MAX){
TreeStorageNode* obj1=new TreeStorageNode;
node.subNodes.push_back(obj1);
//It's a tile so name the node tile.
obj1->name="tile";
//Write away the type of the gameObject.
sprintf(s,"%d",objectType);
obj1->value.push_back(blockName[objectType]);
//Get the box for the location of the gameObject.
SDL_Rect box=levelObjects[o]->getBox(BoxType_Base);
//Put the location in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for(unsigned int i=0;i<obj.size();i++){
if((!obj[i].first.empty()) && (!obj[i].second.empty())){
obj1->attributes[obj[i].first].push_back(obj[i].second);
}
}
}
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//If playing/testing we should the game handle the events.
if(playMode){
Game::handleEvents();
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
playMode=false;
camera.x=cameraSave.x;
camera.y=cameraSave.y;
//NOTE: To prevent the mouse to still "be pressed" we set it to false.
pressedLeftMouse=false;
}
}else{
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Before we quit ask a make sure question.
if(msgBox(_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
}
}
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_SHIFT)){
pressedShift=true;
}
if(inputMgr.isKeyUpEvent(INPUTMGR_SHIFT)){
pressedShift=false;
}
//Check if delete is pressed.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_DELETE){
if(!selection.empty()){
//Loop through the selected game objects.
while(!selection.empty()){
//Remove the objects in the selection.
removeObject(selection[0]);
}
//And clear the selection vector.
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
//Check for copy (Ctrl+c) or cut (Ctrl+x).
if(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_c || event.key.keysym.sym==SDLK_x) && (event.key.keysym.mod & KMOD_CTRL)){
//Clear the current clipboard.
clipboard.clear();
//Check if the selection isn't empty.
if(!selection.empty()){
//Loop through the selection to find the left-top block.
int x=selection[0]->getBox().x;
int y=selection[0]->getBox().y;
for(unsigned int o=1; o<selection.size(); o++){
if(selection[o]->getBox().x<x || selection[o]->getBox().y<y){
x=selection[o]->getBox().x;
y=selection[o]->getBox().y;
}
}
//Loop through the selection for the actual copying.
for(unsigned int o=0; o<selection.size(); o++){
//Get the editor data of the object.
vector<pair<string,string> > obj;
selection[o]->getEditorData(obj);
//Loop through the editor data and convert it.
map<string,string> objMap;
for(unsigned int i=0;i<obj.size();i++){
objMap[obj[i].first]=obj[i].second;
}
//Add some entries to the map.
char s[64];
sprintf(s,"%d",selection[o]->getBox().x-x);
objMap["x"]=s;
sprintf(s,"%d",selection[o]->getBox().y-y);
objMap["y"]=s;
sprintf(s,"%d",selection[o]->type);
objMap["type"]=s;
//Overwrite the id to prevent triggers, portals, buttons, movingblocks, etc. from malfunctioning.
//We give an empty string as id, which is invalid and thus suitable.
objMap["id"]="";
//Do the same for destination if the type is portal.
if(selection[o]->type==TYPE_PORTAL){
objMap["destination"]="";
}
//And add the map to the clipboard vector.
clipboard.push_back(objMap);
if(event.key.keysym.sym==SDLK_x){
//Cutting means deleting the game object.
removeObject(selection[o]);
o--;
}
}
//Only clear the selection when Ctrl+x;
if(event.key.keysym.sym==SDLK_x){
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
}
//Check for paste (Ctrl+v).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_v && (event.key.keysym.mod & KMOD_CTRL)){
//First make sure that the clipboard isn't empty.
if(!clipboard.empty()){
//Clear the current selection.
selection.clear();
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Integers containing the diff of the x that occurs when placing a block outside the level size on the top or left.
//We use it to compensate the corrupted x and y locations of the other clipboard blocks.
int diffX=0;
int diffY=0;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
Block* block=new Block(0,0,atoi(clipboard[o]["type"].c_str()),this);
block->setPosition(atoi(clipboard[o]["x"].c_str())+x+diffX,atoi(clipboard[o]["y"].c_str())+y+diffY);
block->setEditorData(clipboard[o]);
if(block->getBox().x<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffX+=(0-(block->getBox().x));
}
if(block->getBox().y<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffY+=(0-(block->getBox().y));
}
//And add the object using the addObject method.
addObject(block);
//Also add the block to the selection.
selection.push_back(block);
}
}
}
//Check if the return button is pressed.
//If so run the configure tool.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_RETURN){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the selected game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check for collision.
if(checkCollision(mouse,levelObjects[o]->getBox())){
tool=CONFIGURE;
//Invoke the onEnterObject.
onEnterObject(levelObjects[o]);
//Break out of the for loop.
break;
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
cameraXvel=0;
cameraYvel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
if(pressedShift){
cameraXvel+=10;
}else{
cameraXvel+=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
if(pressedShift){
cameraXvel-=10;
}else{
cameraXvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_UP)){
if(pressedShift){
cameraYvel-=10;
}else{
cameraYvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if(pressedShift){
cameraYvel+=10;
}else{
cameraYvel+=5;
}
}
//Check if the left mouse button is pressed/holded.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=false;
//We also need to check if dragging is true.
if(dragging){
//Set dragging false and call the onDrop event.
dragging=false;
int x,y;
SDL_GetMouseState(&x,&y);
//We call the drop event.
onDrop(x+camera.x,y+camera.y);
}
}
//Check if the mouse is dragging.
if(pressedLeftMouse && event.type==SDL_MOUSEMOTION){
if(abs(event.motion.xrel)+abs(event.motion.yrel)>=2){
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//We call the dragStart event.
onDragStart(x+camera.x,y+camera.y);
}else{
//Dragging was already true meaning we call onDrag() instead of onDragStart().
onDrag(event.motion.xrel,event.motion.yrel);
}
}
}
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
//Only change the current type when using the add tool.
if(tool==ADD){
currentType++;
if(currentType>=EDITOR_ORDER_MAX){
currentType=0;
}
}
//When in configure mode.
if(tool==CONFIGURE){
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
//Only change the current type when using the add tool.
if(tool==ADD){
currentType--;
if(currentType<0){
currentType=EDITOR_ORDER_MAX-1;
}
}
//When in configure mode.
if(tool==CONFIGURE){
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
}
//Check for tool shortcuts.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_a){
tool=ADD;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s){
tool=SELECT;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_d){
//We clear the selection since that can't be used in the deletion tool.
selection.clear();
tool=REMOVE;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_w){
tool=CONFIGURE;
}
//Check for certain events.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
//We didn't hit the toolbar so convert the mouse location to ingame location.
mouse.x+=camera.x;
mouse.y+=camera.y;
//Boolean if there's a click event fired.
bool clickEvent=false;
//Check if a mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN){
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//We have collision meaning that the mouse is above an object.
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),levelObjects[o]);
//Set event true since there's a click event.
clickEvent=true;
//Check if the clicked object is in the selection or not.
bool isSelected=(it!=selection.end());
if(event.button.button==SDL_BUTTON_LEFT){
onClickObject(levelObjects[o],isSelected);
}else if(event.button.button==SDL_BUTTON_RIGHT){
onRightClickObject(levelObjects[o],isSelected);
}
}
}
}
//If event is false then we clicked on void.
if(!clickEvent){
if(event.type==SDL_MOUSEBUTTONDOWN){
if(event.button.button==SDL_BUTTON_LEFT){
//Left mouse button on void.
onClickVoid(mouse.x,mouse.y);
}else if(event.button.button==SDL_BUTTON_RIGHT && tool==CONFIGURE){
//Stop linking.
linking=false;
linkingTrigger=NULL;
//Write the path to the moving block.
if(moving){
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
//Stop moving.
moving=false;
movingBlock=NULL;
}
}
}
}
}
//Check for backspace when moving to remove a movingposition.
if(moving && event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_BACKSPACE){
if(movingBlocks[movingBlock].size()>0){
movingBlocks[movingBlock].pop_back();
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings();
}
//Check if we should a new level. (Ctrl+n)
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_n && (event.key.keysym.mod & KMOD_CTRL)){
reset();
loadLevel(getDataPath()+"misc/Empty.map");
}
//Check if we should save the level (Ctrl+s) or save levelpack (Ctrl+Shift+s).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s && (event.key.keysym.mod & KMOD_CTRL)){
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-300)/2,600,300,GUIObjectFrame,_("Level settings"));
GUIObject* obj;
//NOTE: We reuse the objectProperty and secondProperty.
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Theme:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%-.2f",levelTime/40.0f);
}else{
c[0]='\0';
}
obj=new GUIObject(40,150,240,36,GUIObjectLabel,_("Target time (s):"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(290,150,260,36,GUIObjectTextBox,c);
levelTimeProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
}else{
c[0]='\0';
}
obj=new GUIObject(40,200,240,36,GUIObjectLabel,_("Target recordings:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(290,200,260,36,GUIObjectTextBox,c);
levelRecordingsProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
}
//Ok and cancel buttons.
obj=new GUIObject(100,300-44,150,36,GUIObjectButton,_("OK"));
obj->name="lvlSettingsOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,300-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="lvlSettingsCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Get the editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Check for the highest id.
for(unsigned int i=0;i<objMap.size();i++){
if(objMap[i].first=="id"){
unsigned int id=atoi(objMap[i].second.c_str());
if(id>=currentId){
currentId=id+1;
}
}
}
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
return;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the movingBlocks vector.
vector<MovingPosition> positions;
movingBlocks[levelObjects[o]]=positions;
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[levelObjects[o]].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
break;
}
default:
break;
}
}
}
void LevelEditor::snapToGrid(int* x,int* y){
//Check if the x location is negative.
if(*x<0){
*x=-((abs(*x-50)/50)*50);
}else{
*x=(*x/50)*50;
}
//Now the y location.
if(*y<0){
*y=-((abs(*y-50)/50)*50);
}else{
*y=(*y/50)*50;
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
//NOTE: We put CONFIGURE above ADD and SELECT to use the same method of selection.
//Meaning there's no break at the end of CONFIGURE.
case CONFIGURE:
{
//Check if we are linking.
if(linking){
//Check if the obj is valid to link to.
switch(obj->type){
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//It's only valid when not linking a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//You can't link a portal to moving blocks, etc.
//Stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
case TYPE_PORTAL:
{
//Make sure that the linkingTrigger is also a portal.
if(linkingTrigger->type!=TYPE_PORTAL){
//The linkingTrigger isn't a portal so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
default:
//It isn't valid so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
break;
}
//Check if the linkingTrigger can handle multiple or only one link.
switch(linkingTrigger->type){
case TYPE_PORTAL:
{
//Portals can only link to one so remove all existing links.
triggers[linkingTrigger].clear();
triggers[linkingTrigger].push_back(obj);
break;
}
default:
{
//The most can handle multiple links.
triggers[linkingTrigger].push_back(obj);
break;
}
}
//Check if it's a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//Portals need to get the id of the other instead of give it's own id.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["destination"]=s;
linkingTrigger->setEditorData(editorData);
}
}else{
//Give the object the same id as the trigger.
vector<pair<string,string> > objMap;
linkingTrigger->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["id"]=s;
obj->setEditorData(editorData);
}
}
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
}
}
case SELECT:
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
selection.clear();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
removeObject(obj);
break;
}
default:
break;
}
}
void LevelEditor::onRightClickObject(GameObject* obj,bool selected){
switch(tool){
case CONFIGURE:
{
//Make sure we aren't doing anything special.
if(moving || linking)
break;
//Check if it's a trigger.
if(obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Set linking true.
linking=true;
linkingTrigger=obj;
}
//Check if it's a moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Set moving true.
moving=true;
movingBlock=obj;
}
break;
}
case SELECT:
case ADD:
{
//We deselect the object if it's selected.
if(selected){
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),obj);
//Remove the object from selection.
if(it!=selection.end()){
selection.erase(it);
}
}else{
//It wasn't a selected object so switch to configure mode.
//Check if it's the right type of object.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES ||
obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
tool=CONFIGURE;
onRightClickObject(obj,selected);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case SELECT:
{
//We need to clear the selection.
selection.clear();
break;
}
case ADD:
{
//We need to clear the selection.
selection.clear();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
addObject(new Block(x,y,editorTileOrder[currentType],this));
break;
}
case CONFIGURE:
{
//We need to clear the selection.
selection.clear();
//If we're linking we should stop, user abort.
if(linking){
linking=false;
linkingTrigger=NULL;
//And return.
return;
}
//If we're moving we should add a point.
if(moving){
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//We can drag the selection so check if the selection isn't empty.
if(!selection.empty()){
//The selection isn't empty so search the dragCenter.
//Create a mouse rectangle.
SDL_Rect mouse={x,y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
if(checkCollision(selection[o]->getBox(),mouse)==true){
//We have collision so set the dragCenter.
dragCenter=selection[o];
selectionDrag=true;
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrag(int dx,int dy){
switch(tool){
case REMOVE:
{
//No matter what we delete the item the mouse is above.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrop(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Loop through the selection.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r1=selection[o]->getBox();
//We need to place the object at his drop place.
moveObject(selection[o],(r1.x-r.x)+x,(r1.y-r.y)+y);
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=false;
break;
}
default:
break;
}
}
void LevelEditor::onCameraMove(int dx,int dy){
switch(tool){
case REMOVE:
{
//Only delete when the left mouse button is pressed.
if(pressedLeftMouse){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onEnterObject(GameObject* obj){
switch(tool){
case CONFIGURE:
{
//Check if the type is an moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check if the moving block has a path..
string s1;
bool path=false;
if(!movingBlocks[obj].empty()){
s1=_("Defined");
path=true;
}else{
s1=_("None");
}
//Now create the GUI.
string s;
switch(obj->type){
case TYPE_MOVING_BLOCK:
s=_("Moving block");
break;
case TYPE_MOVING_SHADOW_BLOCK:
s=_("Moving shadow block");
break;
case TYPE_MOVING_SPIKES:
s=_("Moving spikes");
break;
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(70,50,280,36,GUIObjectCheckBox,_("Enabled"),(objMap[2].second!="1"));
obj->name="cfgMovingBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,80,280,36,GUIObjectCheckBox,_("Loop"),(objMap[3].second!="0"));
obj->name="cfgMovingBlockLoop";
obj->eventCallback=this;
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,110,280,36,GUIObjectLabel,_("Path"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(330,110,280,36,GUIObjectLabel,s1.c_str());
GUIObjectRoot->childControls.push_back(obj);
if(path){
obj=new GUIObject(400,110,36,36,GUIObjectButton,"x");
obj->name="cfgMovingBlockClrPath";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}else{
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(400,115,36,36,GUIObjectButton,"+");
obj->name="cfgMovingBlockMakePath";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgMovingBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
//Check which type of object it is.
if(obj->type==TYPE_NOTIFICATION_BLOCK){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Now create the GUI.
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-250)/2,600,250,GUIObjectFrame,_("Notification block"));
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Enter message here:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUITextArea(50,90,500,100);
string tmp=objMap[1].second.c_str();
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
obj->caption=tmp.c_str();
//Set the textField.
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,250-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgNotificationBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,250-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Now create the GUI.
string s;
if(obj->type==TYPE_CONVEYOR_BELT){
s=_("Shadow Conveyor belt");
}else{
s=_("Conveyor belt");
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(40,60,220,36,GUIObjectCheckBox,_("Enabled"),(objMap[1].second!="1"));
obj->name="cfgConveyorBlockEnabled";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Enter speed here:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(240,100,320,36,GUIObjectTextBox,objMap[2].second.c_str());
//Set the textField.
secondObjectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgConveyorBlockOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_PORTAL){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check how many targets there are for this object.
string s1;
bool target=false;
if(!triggers[obj].empty()){
s1=_("Defined");
target=true;
}else{
s1=_("None");
}
//Now create the GUI.
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Portal"));
GUIObject* obj;
obj=new GUIObject(70,60,310,36,GUIObjectCheckBox,_("Activate on touch"),(objMap[1].second=="1"));
obj->name="cfgPortalAutomatic";
obj->eventCallback=this;
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,100,240,36,GUIObjectLabel,_("Targets:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(360,100,100,36,GUIObjectLabel,s1.c_str());
GUIObjectRoot->childControls.push_back(obj);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(460,105,36,36,GUIObjectButton,"+");
obj->name="cfgPortalLink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Check if there are targets defined.
if(target){
obj=new GUIObject(500,100,36,36,GUIObjectButton,"x");
obj->name="cfgPortalUnlink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgPortalOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Open a message popup.
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Check how many targets there are for this object.
string s1;
bool targets=false;
if(!triggers[obj].empty()){
s1=tfm::format("%d Defined",(int)triggers[obj].size());
targets=true;
}else{
s1=_("None");
}
//Now create the GUI.
string s;
if(obj->type==TYPE_BUTTON){
s=_("Button");
}else{
s=_("Switch");
}
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,s.c_str());
GUIObject* obj;
obj=new GUIObject(70,60,240,36,GUIObjectLabel,_("Behaviour:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(250,60,300,36);
obj->name="lstBehaviour";
vector<string> v;
v.push_back(_("On"));
v.push_back(_("Off"));
v.push_back(_("Toggle"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
//Get the current behaviour.
if(objMap[1].second=="on"){
obj->value=0;
}else if(objMap[1].second=="off"){
obj->value=1;
}else{
//There's no need to check for the last one, since it's also the default.
obj->value=2;
}
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(70,100,240,36,GUIObjectLabel,_("Targets:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(250,100,100,36,GUIObjectLabel,s1.c_str());
GUIObjectRoot->childControls.push_back(obj);
//NOTE: The '+' is translated 5 pixels down to align with the 'x'.
obj=new GUIObject(350,105,36,36,GUIObjectButton,"+");
obj->name="cfgTriggerLink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Check if there are targets defined.
if(targets){
obj=new GUIObject(390,100,36,36,GUIObjectButton,"x");
obj->name="cfgTriggerUnlink";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgTriggerOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
if(obj->type==TYPE_FRAGILE){
//First delete any existing gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Get the properties and check if it contains the state data.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
//Set the object we configure.
configuredObject=obj;
//Create the GUI.
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Fragile"));
GUIObject* obj;
obj=new GUIObject(70,60,240,36,GUIObjectLabel,_("State:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(250,60,300,36);
obj->name="lstBehaviour";
vector<string> v;
v.push_back(_("Complete"));
v.push_back(_("One step"));
v.push_back(_("Two steps"));
v.push_back(_("Gone"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
//Get the current state.
obj->value=atoi(objMap[1].second.c_str());
objectProperty=obj;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgFragileOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::addObject(GameObject* obj){
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
levelObjects.push_back(obj);
//Check if the object is inside the level dimensions, etc.
//Just call moveObject() to perform this.
moveObject(obj,obj->getBox().x,obj->getBox().y);
//GameObject type specific stuff.
switch(obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//Add the object to the triggers.
vector<GameObject*> linked;
triggers[obj]=linked;
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the moving blocks.
vector<MovingPosition> positions;
movingBlocks[obj]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[obj].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setPosition(x,y);
//Check if the object is inside the level dimensions.
//If not let the level grow.
if(obj->getBox().x+50>LEVEL_WIDTH){
LEVEL_WIDTH=obj->getBox().x+50;
}
if(obj->getBox().y+50>LEVEL_HEIGHT){
LEVEL_HEIGHT=obj->getBox().y+50;
}
if(obj->getBox().x<0 || obj->getBox().y<0){
//A block on the left (or top) side of the level, meaning we need to shift everything.
//First calc the difference.
int diffx=(0-(obj->getBox().x));
int diffy=(0-(obj->getBox().y));
if(diffx<0) diffx=0;
if(diffy<0) diffy=0;
//Change the level size first.
//The level grows with the difference, 0-(x+50).
LEVEL_WIDTH+=diffx;
LEVEL_HEIGHT+=diffy;
//cout<<"x:"<<diffx<<",y:"<<diffy<<endl; //debug
camera.x+=diffx;
camera.y+=diffy;
//Set the position of player and shadow
//(although it's unnecessary if there is player and shadow start)
player.setPosition(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setPosition(shadow.getBox().x+diffx,shadow.getBox().y+diffy);
for(unsigned int o=0; o<levelObjects.size(); o++){
//FIXME: shouldn't recuesive call me (to prevent stack overflow bugs)
moveObject(levelObjects[o],levelObjects[o]->getBox().x+diffx,levelObjects[o]->getBox().y+diffy);
}
}
//If the object is a player or shadow start then change the start position of the player or shadow.
if(obj->type==TYPE_START_PLAYER){
//Center the player horizontally.
player.fx=obj->getBox().x+(50-23)/2;
player.fy=obj->getBox().y;
//Now reset the player to get him to it's new start position.
player.reset(true);
}
if(obj->type==TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx=obj->getBox().x+(50-23)/2;
shadow.fy=obj->getBox().y;
//Now reset the shadow to get him to it's new start position.
shadow.reset(true);
}
}
void LevelEditor::removeObject(GameObject* obj){
std::vector<GameObject*>::iterator it;
std::map<GameObject*,vector<GameObject*> >::iterator mapIt;
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(obj);
if(mapIt!=triggers.end()){
//It is so we remove it.
triggers.erase(mapIt);
}
//Boolean if it could be a target.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES
|| obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT || obj->type==TYPE_PORTAL){
for(mapIt=triggers.begin();mapIt!=triggers.end();++mapIt){
//Now loop the target vector.
for(unsigned int o=0;o<(*mapIt).second.size();o++){
//Check if the obj is in the target vector.
if((*mapIt).second[o]==obj){
(*mapIt).second.erase(find((*mapIt).second.begin(),(*mapIt).second.end(),obj));
o--;
}
}
}
}
//Check if the object is in the movingObjects.
std::map<GameObject*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(obj);
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Now we remove the object from the levelObjects.
it=find(levelObjects.begin(),levelObjects.end(),obj);
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
delete obj;
obj=NULL;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["message"]=objectProperty->caption;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Conveyor belt block configure events.
if(name=="cfgConveyorBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["speed"]=secondObjectProperty->caption;
editorData["disabled"]=(objectProperty->value==0)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Moving block configure events.
if(name=="cfgMovingBlockOK"){
if(GUIObjectRoot){
//Set if the moving block is enabled/disabled.
std::map<std::string,std::string> editorData;
editorData["disabled"]=(objectProperty->value==0)?"1":"0";
editorData["loop"]=(secondObjectProperty->value==1)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgMovingBlockClrPath"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["MovingPosCount"]="0";
configuredObject->setEditorData(editorData);
std::map<GameObject*,vector<MovingPosition> >::iterator it;
it=movingBlocks.find(configuredObject);
if(it!=movingBlocks.end()){
(*it).second.clear();
}
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgMovingBlockMakePath"){
if(GUIObjectRoot){
//Set moving.
moving=true;
movingBlock=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Portal block configure events.
if(name=="cfgPortalOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["automatic"]=(objectProperty->value==1)?"1":"0";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgPortalLink"){
//We set linking true.
linking=true;
linkingTrigger=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
if(name=="cfgPortalUnlink"){
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=triggers.find(configuredObject);
if(it!=triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//We reset the destination.
std::map<std::string,std::string> editorData;
editorData["destination"]="";
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Trigger block configure events.
if(name=="cfgTriggerOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
std::map<std::string,std::string> editorData;
editorData["behaviour"]=(dynamic_cast<GUISingleLineListBox*>(objectProperty))->item[objectProperty->value];
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="cfgTriggerLink"){
//We set linking true.
linking=true;
linkingTrigger=configuredObject;
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
if(name=="cfgTriggerUnlink"){
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=triggers.find(configuredObject);
if(it!=triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//We give the trigger a new id to prevent activating unlinked targets.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Fragile configuration.
if(name=="cfgFragileOK"){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",objectProperty->value);
editorData["state"]=s;
configuredObject->setEditorData(editorData);
//And delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
if(GUIObjectRoot){
delete GUIObjectRoot;
}
GUIObjectRoot=NULL;
}
//Cancel.
if(name=="cfgCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
levelName=objectProperty->caption;
levelTheme=secondObjectProperty->caption;
//target time and recordings.
string s=levelTimeProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=int(atof(s.c_str())*40.0+0.5);
}
s=levelRecordingsProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
//And delete the GUI.
if(GUIObjectRoot){
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="lvlSettingsCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
////////////////LOGIC////////////////////
void LevelEditor::logic(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//Move the camera.
if(cameraXvel!=0 || cameraYvel!=0){
camera.x+=cameraXvel;
camera.y+=cameraYvel;
//Call the onCameraMove event.
onCameraMove(cameraXvel,cameraYvel);
}
//Move the camera with the mouse.
setCamera();
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//We loop through the number of tools + the number of buttons.
for(int t=0; t<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={180+(t*40)+(t*10),555,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
//Check if there's a mouse click.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
if(t<NUMBER_TOOLS){
tool=(Tools)t;
}else{
//The selected button isn't a tool.
//Now check which button it is.
if(t==NUMBER_TOOLS){
playMode=true;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
if(tool==CONFIGURE){
//Also stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
moving=false;
movingBlock=NULL;
}
}
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings();
}
if(t==NUMBER_TOOLS+4){
//Go back to the level selection screen of Level Editor
setNextState(STATE_LEVEL_EDIT_SELECT);
//Change the music back to menu music.
getMusicManager()->playMusic("menu");
}
if(t==NUMBER_TOOLS+3){
//Save current level
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(){
//Always let the game render the game.
Game::render();
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//Render the selectionmarks.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
//Get the location to draw.
SDL_Rect r=selection[o]->getBox();
r.x-=camera.x;
r.y-=camera.y;
//Draw the selectionMarks.
applySurface(r.x,r.y,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y,selectionMark,screen,NULL);
applySurface(r.x,r.y+r.h-5,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y+r.h-5,selectionMark,screen,NULL);
}
//Clear the placement surface.
SDL_FillRect(placement,NULL,0x00FF00FF);
//Draw the dark areas marking the outside of the level.
SDL_Rect r;
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
r.h=600;
SDL_FillRect(placement,&r,0);
}
if(camera.x>LEVEL_WIDTH-800){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=800-(LEVEL_WIDTH-camera.x);
r.h=600;
SDL_FillRect(placement,&r,0);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=800;
r.h=0-camera.y;
SDL_FillRect(placement,&r,0);
}
if(camera.y>LEVEL_HEIGHT-600){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=800;
r.h=600-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,0);
}
//Check if we should draw on the placement surface.
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
if(tool==CONFIGURE){
showConfigure();
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,screen);
//Render the placement surface.
applySurface(0,0,placement,screen,NULL);
//Render the hud layer.
renderHUD();
//On top of all render the toolbar.
applySurface(170,550,toolbar,screen,NULL);
//Now render a tooltip.
if(tooltip>=0){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=NULL;
switch(tooltip){
case 0:
- tip=TTF_RenderText_Blended(fontText,_("Select"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Select"),fg);
break;
case 1:
- tip=TTF_RenderText_Blended(fontText,_("Add"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Add"),fg);
break;
case 2:
- tip=TTF_RenderText_Blended(fontText,_("Delete"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Delete"),fg);
break;
case 3:
- tip=TTF_RenderText_Blended(fontText,_("Configure"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Configure"),fg);
break;
case 4:
- tip=TTF_RenderText_Blended(fontText,_("Play"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Play"),fg);
break;
case 6:
- tip=TTF_RenderText_Blended(fontText,_("Level settings"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Level settings"),fg);
break;
case 7:
- tip=TTF_RenderText_Blended(fontText,_("Save level"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Save level"),fg);
break;
case 8:
- tip=TTF_RenderText_Blended(fontText,_("Back to menu"),fg);
+ tip=TTF_RenderUTF8_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={180+(tooltip*40)+(tooltip*10),555,40,40};
r.y=550-tip->h;
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
//Draw a rectangle around the current tool.
Uint32 color=0xFFFFFF00;
drawGUIBox(180+(tool*40)+(tool*10),554,42,42,screen,color);
}
}
void LevelEditor::renderHUD(){
//Switch the tool.
switch(tool){
case CONFIGURE:
//If moving show the moving speed in the top right corner.
if(moving){
SDL_Rect r={620,0,180,30};
SDL_FillRect(screen,&r,0);
//Shrink the rectangle by one pixel and fill with white leaving an one pixel border.
r.x+=1;
r.w-=2;
r.h-=1;
SDL_FillRect(screen,&r,0xFFFFFF);
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Color white={255,255,255,255};
- SDL_Surface* bm=TTF_RenderText_Shaded(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black,white);
+ SDL_Surface* bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black,white);
r.x+=2;
r.y+=2;
//Draw the text and free the surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
break;
default:
break;
}
}
void LevelEditor::showCurrentObject(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the currentType is a legal type.
if(currentType>=0 && currentType<EDITOR_ORDER_MAX){
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[currentType]);
if(obj){
obj->editorPicture.draw(placement,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Loop through the selection.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
ThemeBlock* obj=objThemes.getBlock(selection[o]->type);
if(obj){
SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(placement,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//Draw the trigger lines.
{
map<GameObject*,vector<GameObject*> >::iterator it;
for(it=triggers.begin();it!=triggers.end();it++){
//Check if the trigger has linked targets.
if(!(*it).second.empty()){
//The location of the trigger.
SDL_Rect r=(*it).first->getBox();
//Loop through the targets.
for(unsigned int o=0;o<(*it).second.size();o++){
//Get the location of the target.
SDL_Rect r1=(*it).second[o]->getBox();
//Draw the line from the center of the trigger to the center of the target.
drawLineWithArrow(r.x-camera.x+25,r.y-camera.y+25,r1.x-camera.x+25,r1.y-camera.y+25,placement,0,32,arrowAnimation%32);
//Also draw two selection marks.
applySurface(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,screen,NULL);
applySurface(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,screen,NULL);
}
}
}
//Draw a line to the mouse from the linkingTrigger when linking.
if(linking){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Draw the line from the center of the trigger to mouse.
drawLineWithArrow(linkingTrigger->getBox().x-camera.x+25,linkingTrigger->getBox().y-camera.y+25,x,y,placement,0,32,arrowAnimation%32);
}
}
//Draw the moving positions.
map<GameObject*,vector<MovingPosition> >::iterator it;
for(it=movingBlocks.begin();it!=movingBlocks.end();it++){
//Check if the block has positions.
if(!(*it).second.empty()){
//The location of the moving block.
SDL_Rect block=(*it).first->getBox();
block.x+=25-camera.x;
block.y+=25-camera.y;
//The location of the previous position.
//The first time it's the moving block's position self.
SDL_Rect r=block;
//Loop through the positions.
for(unsigned int o=0;o<(*it).second.size();o++){
//Draw the line from the center of the previous position to the center of the position.
//x and y are the coordinates for the current moving position.
int x=block.x+(*it).second[o].x;
int y=block.y+(*it).second[o].y;
//Check if we need to draw line
double dx=r.x-x;
double dy=r.y-y;
double d=sqrt(dx*dx+dy*dy);
if(d>0.001f){
if(it->second[o].time>0){
//Calculate offset to contain the moving speed.
int offset=int(d*arrowAnimation/it->second[o].time)%32;
drawLineWithArrow(r.x,r.y,x,y,placement,0,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,placement);
}
}
//And draw a marker at the end.
applySurface(x-13,y-13,movingMark,screen,NULL);
//Get the box of the previous position.
SDL_Rect tmp={x,y,0,0};
r=tmp;
}
}
}
//Draw a line to the mouse from the previous moving pos.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Check if we should snap the block to grid or not.
if(!pressedShift){
x+=camera.x;
y+=camera.y;
snapToGrid(&x,&y);
x-=camera.x;
y-=camera.y;
}else{
x-=25;
y-=25;
}
int posX,posY;
//Check if there are moving positions for the moving block.
if(!movingBlocks[movingBlock].empty()){
//Draw the line from the center of the previouse moving positions to mouse.
posX=movingBlocks[movingBlock].back().x;
posY=movingBlocks[movingBlock].back().y;
posX-=camera.x;
posY-=camera.y;
posX+=movingBlock->getBox().x;
posY+=movingBlock->getBox().y;
}else{
//Draw the line from the center of the movingblock to mouse.
posX=movingBlock->getBox().x-camera.x;
posY=movingBlock->getBox().y-camera.y;
}
//Calculate offset to contain the moving speed.
int offset=int(double(arrowAnimation)*movingSpeed/10.0)%32;
drawLineWithArrow(posX+25,posY+25,x+25,y+25,placement,0,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT
};
diff --git a/src/LevelPlaySelect.cpp b/src/LevelPlaySelect.cpp
index 0772aa8..6ecf978 100644
--- a/src/LevelPlaySelect.cpp
+++ b/src/LevelPlaySelect.cpp
@@ -1,427 +1,427 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
using namespace std;
/////////////////////LEVEL SELECT/////////////////////
static string levelDescription,levelMedal2,levelMedal3;
static string bestTimeFilePath,bestRecordingFilePath;
LevelPlaySelect::LevelPlaySelect():LevelSelect(_("Select Level")){
//Load the play button if needed.
playButtonImage=loadImage(getDataPath()+"gfx/playbutton.png");
timeIcon=loadImage(getDataPath()+"gfx/time.png");
recordingsIcon=loadImage(getDataPath()+"gfx/recordings.png");
play=new GUIObject(SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Play"));
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
GUIObjectRoot->childControls.push_back(play);
//show level list
refresh();
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
recordingsIcon=NULL;
timeIcon=NULL;
}
void LevelPlaySelect::refresh(){
int m=levels.getLevelCount();
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
//Recreate the non selected number.
selectedNumber=new Number();
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(" ",box);
selectedNumber->setLocked(true);
levelDescription=_("Choose a level");
levelMedal2=string(_("Time:"))+" - / -";
levelMedal3=string(_("Recordings:"))+" - / -";
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.push_back(Number());
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%10)*64+80,(n/10)*64+184,0,0};
numbers[n].init(n,box);
numbers[n].setLocked(levels.getLocked(n));
int medal=levels.getLevel(n)->won;
if(medal){
if(levels.getLevel(n)->targetTime<0 || levels.getLevel(n)->time<=levels.getLevel(n)->targetTime)
medal++;
if(levels.getLevel(n)->targetRecordings<0 || levels.getLevel(n)->recordings<=levels.getLevel(n)->targetRecordings)
medal++;
}
numbers[n].setMedal(medal);
}
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+9)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width;
TTF_SizeText(fontText,levels.levelpackDescription.c_str(),&width,NULL);
levelpackDescription->width=width;
levelpackDescription->left=(SCREEN_WIDTH-width)/2;
}
void LevelPlaySelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels.setCurrentLevel(number);
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
displayLevelInfo(number);
}
}
void LevelPlaySelect::checkMouse(){
int x,y;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={380,470,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestTimeFilePath;
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={380,502,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestRecordingFilePath;
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse();
}
void LevelPlaySelect::displayLevelInfo(int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number();
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(number,box);
selectedNumber->setLocked(false);
//Show level description
levelDescription=levels.getLevelName(number);
//Show level medal
int medal=levels.getLevel(number)->won;
int time=levels.getLevel(number)->time;
int targetTime=levels.getLevel(number)->targetTime;
int recordings=levels.getLevel(number)->recordings;
int targetRecordings=levels.getLevel(number)->targetRecordings;
if(medal){
if(targetTime<0){
medal=-1;
}else{
if(targetTime<0 || time<=targetTime)
medal++;
if(targetRecordings<0 || recordings<=targetRecordings)
medal++;
}
}
selectedNumber->setMedal(medal);
//Show best time and recordings TODO: don't include text and value in same string!
if(medal){
char s[64];
if(time>0)
if(targetTime>0)
sprintf(s,"%-.2fs / %-.2fs",time/40.0f,targetTime/40.0f);
else
sprintf(s,"%-.2fs / -",time/40.0f);
else
s[0]='\0';
levelMedal2=string(_("Time:"))+" "+s;
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
levelMedal3=string(_("Recordings:"))+" "+s;
}else{
levelMedal2=string(_("Time:"))+" - / -";
levelMedal3=string(_("Recordings:"))+" - / -";
}
//Show the play button.
play->enabled=true;
//Check if there is auto record file
levels.getLevelAutoSaveRecordPath(number,bestTimeFilePath,bestRecordingFilePath,false);
if(!bestTimeFilePath.empty()){
FILE *f;
f=fopen(bestTimeFilePath.c_str(),"rb");
if(f==NULL){
bestTimeFilePath.clear();
}else{
fclose(f);
}
}
if(!bestRecordingFilePath.empty()){
FILE *f;
f=fopen(bestRecordingFilePath.c_str(),"rb");
if(f==NULL){
bestRecordingFilePath.clear();
}else{
fclose(f);
}
}
}
void LevelPlaySelect::render(){
//First let the levelselect render.
LevelSelect::render();
int x,y,dy=0,m=levels.getLevelCount();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(0);
SDL_Color fg={0,0,0};
SDL_Surface* bm;
if(!levelDescription.empty()){
- bm=TTF_RenderText_Blended(fontText,levelDescription.c_str(),fg);
+ bm=TTF_RenderUTF8_Blended(fontText,levelDescription.c_str(),fg);
applySurface(100,SCREEN_HEIGHT-130+(50-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Only show the replay if the level is completed (won).
if(selectedNumber->getNumber()>0 && selectedNumber->getNumber()<levels.getLevelCount()) {
if(levels.getLevel(selectedNumber->getNumber())->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={380,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(720,SCREEN_HEIGHT-130,playButtonImage,screen,&r);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
SDL_Rect box={380,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_FillRect(screen,&box,0xFFCCCCCC);
}
applySurface(720,SCREEN_HEIGHT-98,playButtonImage,screen,&r);
}
}
}
if(!levelMedal2.empty()){
//Draw the icon.
applySurface(395,SCREEN_HEIGHT-130+3,timeIcon,screen,NULL);
//Now draw the text.
- bm=TTF_RenderText_Blended(fontText,levelMedal2.c_str(),fg);
+ bm=TTF_RenderUTF8_Blended(fontText,levelMedal2.c_str(),fg);
applySurface(420,SCREEN_HEIGHT-130+3,bm,screen,NULL);
SDL_FreeSurface(bm);
}
if(!levelMedal3.empty()){
//Draw the icon.
applySurface(395,SCREEN_HEIGHT-98+(6)/2,recordingsIcon,screen,NULL);
//Now draw the text.
- bm=TTF_RenderText_Blended(fontText,levelMedal3.c_str(),fg);
+ bm=TTF_RenderUTF8_Blended(fontText,levelMedal3.c_str(),fg);
applySurface(420,SCREEN_HEIGHT-98+(32-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
}
}
void LevelPlaySelect::renderTooltip(unsigned int number,int dy){
SDL_Color fg={0,0,0};
char s[64];
//Render the name of the level.
- SDL_Surface* name=TTF_RenderText_Blended(fontText,levels.getLevelName(number).c_str(),fg);
+ SDL_Surface* name=TTF_RenderUTF8_Blended(fontText,levels.getLevelName(number).c_str(),fg);
SDL_Surface* time=NULL;
SDL_Surface* recordings=NULL;
//The time it took.
if(levels.getLevel(number)->time>0){
sprintf(s,"%-.2fs",levels.getLevel(number)->time/40.0f);
- time=TTF_RenderText_Blended(fontText,s,fg);
+ time=TTF_RenderUTF8_Blended(fontText,s,fg);
}
//The number of recordings it took.
if(levels.getLevel(number)->recordings>=0){
sprintf(s,"%d",levels.getLevel(number)->recordings);
- recordings=TTF_RenderText_Blended(fontText,s,fg);
+ recordings=TTF_RenderUTF8_Blended(fontText,s,fg);
}
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(time!=NULL && recordings!=NULL){
r.w=(name->w)>(25+time->w+40+recordings->w)?(name->w):(25+time->w+40+recordings->w);
r.h=name->h+5+20;
}else{
r.w=name->w;
r.h=name->h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFF00|240;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(time!=NULL){
//Now draw the time.
applySurface(r2.x,r2.y,timeIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(time,NULL,screen,&r2);
r2.x+=time->w+15;
}
if(recordings!=NULL){
//Now draw the recordings.
applySurface(r2.x,r2.y,recordingsIcon,screen,NULL);
r2.x+=25;
SDL_BlitSurface(recordings,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
SDL_FreeSurface(time);
SDL_FreeSurface(recordings);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels.setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
}
diff --git a/src/LevelSelect.cpp b/src/LevelSelect.cpp
index 25b570f..946b9d6 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,386 +1,386 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
////////////////////NUMBER////////////////////////
Number::Number(){
image=NULL;
number=0;
medal=0;
selected=false;
locked=false;
//Set the default dimensions.
box.x=0;
box.y=0;
box.h=50;
box.w=50;
//Load the medals image.
background=loadImage(getDataPath()+"gfx/level.png");
backgroundLocked=loadImage(getDataPath()+"gfx/levellocked.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
}
Number::~Number(){
//We only need to free the SDLSurface.
if(image) SDL_FreeSurface(image);
}
void Number::init(int number,SDL_Rect box){
//First set the number and update our status.
this->number=number;
//Write our text, number+1 since the counting doens't start with 0, but with 1.
std::stringstream text;
number++;
text<<number;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
//Create the text image.
//Also check which font to use, if the number is higher than 100 use the small font.
- image=TTF_RenderText_Blended(fontGUI,text.str().c_str(),black);
+ image=TTF_RenderUTF8_Blended(fontGUI,text.str().c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::init(std::string text,SDL_Rect box){
//First set the number and update our status.
this->number=-1;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
- image=TTF_RenderText_Blended(fontGUI,text.c_str(),black);
+ image=TTF_RenderUTF8_Blended(fontGUI,text.c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::show(int dy){
//First draw the background, also apply the yOffset(dy).
if(!locked)
applySurface(box.x,box.y-dy,background,screen,NULL);
else
applySurface(box.x,box.y-dy,backgroundLocked,screen,NULL);
//Now draw the text image over the background.
//We draw it centered inside the box.
applySurface((box.x+25-(image->w/2)),box.y+((TTF_FontAscent(fontGUI)+TTF_FontDescent(fontGUI))/2)-dy,image,screen,NULL);
//Draw the selection mark.
if(selected){
drawGUIBox(box.x,box.y-dy,50,50,screen,0xFFFFFF23);
}
//Draw the medal.
if(medal>0){
SDL_Rect r={(medal-1)*30,0,30,30};
applySurface(box.x+30,(box.y+30)-dy,medals,screen,&r);
}
}
void Number::setLocked(bool locked){
this->locked=locked;
}
void Number::setMedal(int medal){
this->medal=medal;
}
/////////////////////LEVEL SELECT/////////////////////
LevelSelect::LevelSelect(string titleText){
//clear the selected level
selectedNumber=NULL;
//Render the title.
SDL_Color black={0,0,0};
- title=TTF_RenderText_Blended(fontTitle,titleText.c_str(),black);
+ title=TTF_RenderUTF8_Blended(fontTitle,titleText.c_str(),black);
//create GUI (test only)
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//the level select scroll bar
levelScrollBar=new GUIScrollBar(SCREEN_WIDTH-64,184,16,242,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->childControls.push_back(levelScrollBar);
//level pack description
levelpackDescription=new GUIObject(60,140,800,32,GUIObjectLabel);
GUIObjectRoot->childControls.push_back(levelpackDescription);
levelpacks=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getDataPath()+"levelpacks/"+*i;
}
vector<string> v2=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"levelpacks/"+*i;
}
vector<string> v3=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v3.begin(); i!=v3.end(); ++i){
levelpackLocations[*i]=getUserPath(USER_DATA)+"custom/levelpacks/"+*i;
}
v.insert(v.end(),v2.begin(),v2.end());
v.insert(v.end(),v3.begin(),v3.end());
//Now we add a special levelpack that will contain the levels not in a levelpack.
v.push_back("Levels");
levelpacks->item=v;
levelpacks->value=0;
//Check if we can find the lastlevelpack.
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
}
}
//Get the name of the selected levelpack.
string levelpackName=levelpacks->item[levelpacks->value];
string s1=getUserPath(USER_DATA)+"progress/"+levelpackName+".progress";
//Check if this is the special Levels levelpack.
if(levelpackName=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
}else{
//This isn't so load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[levelpackName]+"/levels.lst")){
msgBox(tfm::format(_("Can't load level pack:\n%s"),levelpackName),MsgBoxOKOnly,_("Error"));
}
}
//Load the progress.
levels.loadProgress(s1);
//And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->childControls.push_back(levelpacks);
obj=new GUIObject(20,20,100,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
//Free the rendered title surface.
SDL_FreeSurface(title);
}
void LevelSelect::handleEvents(){
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check for a mouse click.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
checkMouse();
}
//Check if escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
//Check for scrolling down and up.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && levelScrollBar){
if(levelScrollBar->value<levelScrollBar->maxValue) levelScrollBar->value++;
return;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && levelScrollBar){
if(levelScrollBar->value>0) levelScrollBar->value--;
return;
}
}
void LevelSelect::checkMouse(){
int x,y,dy=0,m=numbers.size();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if there's a scrollbar, if so get the value.
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*10; n<m; n++){
if(!numbers[n].getLocked()){
if(checkCollision(mouse,numbers[n].box)==true){
if(numbers[n].selected){
selectNumber(n,true);
}else{
//Select current level
for(int i=0;i<levels.getLevelCount();i++){
numbers[i].selected=(i==n);
}
selectNumber(n,false);
}
break;
}
}
}
}
void LevelSelect::logic(){}
void LevelSelect::render(){
int x,y,dy=0,m=numbers.size();
int idx=-1;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*10+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*10+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Draw the menu background.
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//Loop through the level blocks and draw them.
for(int n=dy*10;n<m;n++){
numbers[n].show(dy*64);
if(numbers[n].getLocked()==false && checkCollision(mouse,numbers[n].box)==true)
idx=n;
}
//Show the tool tip text.
if(idx>=0){
renderTooltip(idx,dy);
}
}
void LevelSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
string s;
if(name=="cmdLvlPack"){
s=levelpackLocations[((GUISingleLineListBox*)obj)->item[obj->value]];
getSettings()->setValue("lastlevelpack",((GUISingleLineListBox*)obj)->item[obj->value]);
}else if(name=="cmdBack"){
setNextState(STATE_MENU);
return;
}else{
return;
}
//new: reset the level list scroll bar
if(levelScrollBar)
levelScrollBar->value=0;
string s1=getUserPath(USER_DATA)+"progress/"+((GUISingleLineListBox*)obj)->item[obj->value]+".progress";
//Check if this is the special Levels levelpack.
if(((GUISingleLineListBox*)obj)->item[obj->value]=="Levels"){
//Clear the current levels.
levels.clear();
levels.setCurrentLevel(0);
//List the custom levels and add them one for one.
vector<string> v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levels.setLocked(levels.getLevelCount()-1);
}
}else{
//This isn't so load the levelpack in the normal way.
if(!levels.loadLevels(levelpackLocations[((GUISingleLineListBox*)obj)->item[obj->value]]+"/levels.lst")){
msgBox(tfm::format("Can't load level pack:\n%s",((GUISingleLineListBox*)obj)->item[obj->value]),MsgBoxOKOnly,"Error");
}
}
//Load the progress file.
levels.loadProgress(s1);
//And refresh the numbers.
refresh();
}
diff --git a/src/Main.cpp b/src/Main.cpp
index 27d0b5e..f77a902 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -1,182 +1,205 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Functions.h"
#include "Timer.h"
#include "Objects.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIObject.h"
#include "InputManager.h"
#include "MD5.h"
+#include "libs/tinygettext/tinygettext.hpp"
+extern "C" {
+#include "libs/findlocale/findlocale.h"
+}
#include <SDL/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
//Variables for recording.
//To enable picture recording uncomment the next line:
//#define RECORD_PICUTRE_SEQUENCE
#ifdef RECORD_PICUTRE_SEQUENCE
bool recordPictureSequence=false;
int recordPictureIndex=0;
#endif
int main(int argc, char** argv) {
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL,"");
#endif
+
//First parse the comand line arguments.
if(!parseArguments(argc,argv)){
printf("Usage: %s [OPTIONS] ...\n",argv[0]);
printf("Avaliable options:\n");
printf(" %-20s %s\n","--data-dir <dir>","Specifies the data directory.");
printf(" %-20s %s\n","--user-dir <dir>","Specifies the user preferences directory.");
printf(" %-20s %s\n","--version","Display the version and quit.");
printf(" %-20s %s\n","--help","Display this help.");
return 0;
}
//Try to configure the dataPath, userPath, etc...
if(configurePaths()==false){
fprintf(stderr,"FATAL ERROR: Failed to configure paths.\n");
return 1;
}
//Load the settings.
if(loadSettings()==false){
fprintf(stderr,"FATAL ERROR: Failed to load config file.\n");
return 1;
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(init()==false) {
fprintf(stderr,"FATAL ERROR: Failed to initalize game.\n");
return 1;
}
//Load some important files like the background music, default theme.
if(loadFiles()==false){
fprintf(stderr,"FATAL ERROR: Failed to load necessary files.\n");
return 1;
}
+ //Init tinygettext for translations for the right language
+ dictionary_manager = new tinygettext::DictionaryManager();
+ dictionary_manager->add_directory(getDataPath()+"locale");
+ dictionary_manager->set_charset("UTF-8");
+
+ //Check if user have defined own language. If not, find it out for the player using findlocale
+ string lang=getSettings()->getValue("lang");
+ if(lang.length()>0){
+ printf("Locale set by user to %s\n",lang.c_str());
+ dictionary_manager->set_language(tinygettext::Language::from_name(lang));
+ }else{
+ FL_Locale *locale;
+ FL_FindLocale(&locale, FL_MESSAGES);
+ printf("Locale isn't set by user: %s\n",locale->lang);
+ dictionary_manager->set_language(tinygettext::Language::from_name(locale->lang));
+ FL_FreeLocale(&locale);
+ }
+
//Load key config. Then initalize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Load the configured music list.
getMusicManager()->loadMusicList((getDataPath()+"music/"+getSettings()->getValue("musiclist")+".list"));
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu();
//Seed random.
srand((unsigned)time(NULL));
//Check if sound is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Create the temp surface, just a replica of the screen surface.
tempSurface=SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
int fadeIn=0;
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
FPS.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
#ifdef RECORD_PICUTRE_SEQUENCE
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_F10){
recordPictureSequence=!recordPictureSequence;
printf("Record Picture Sequence %s\n",recordPictureSequence?"ON":"OFF");
}
#endif
//Let the input manager handle the events.
inputMgr.updateState(true);
//Let the currentState handle the events.
currentState->handleEvents();
//Also pass the events to the GUI.
GUIObjectHandleEvents();
}
//update input state (??)
inputMgr.updateState(false);
//Now it's time for the state to do his logic.
currentState->logic();
currentState->render();
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if(GUIObjectRoot) GUIObjectRoot->render();
if(fadeIn>0&&fadeIn<255){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fadeIn);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
fadeIn+=17;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(recordPictureSequence){
char s[64];
recordPictureIndex++;
sprintf(s,"pic%08d.bmp",recordPictureIndex);
printf("Save screen to %s\n",s);
SDL_SaveBMP(screen,(getUserPath(USER_CACHE)+s).c_str());
}
#endif
//And draw the screen surface to the actual screen.
flipScreen();
if(nextState!=STATE_NULL){
fadeIn=17;
changeState();
}
int t=FPS.getTicks();
t=(1000/g_FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//close all joysticks.
inputMgr.closeAllJoysticks();
//The game has ended, save the settings just to be sure.
saveSettings();
SDL_FreeSurface(tempSurface);
levels.saveLevelProgress();
clean();
//End of program.
return 0;
}
diff --git a/src/Settings.cpp b/src/Settings.cpp
index 467963b..1ef1983 100644
--- a/src/Settings.cpp
+++ b/src/Settings.cpp
@@ -1,233 +1,234 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Settings.h"
#include <SDL/SDL.h>
#include <string>
#include <stdio.h>
using namespace std;
Settings::Settings(const string fileName): fileName(fileName){
char s[32];
settings["sound"]="1";
settings["music"]="1";
settings["musiclist"]="default";
settings["fullscreen"]="0";
settings["width"]="800";
settings["height"]="600";
#ifdef HARDWARE_ACCELERATION
settings["gl"]="1";
#else
settings["gl"]="0";
#endif
settings["theme"]="Cloudscape";
settings["leveltheme"]="1";
settings["internet"]="1";
settings["lastlevelpack"]="tutorial";
settings["internet-proxy"]="";
+ settings["lang"]="";
//key settings
sprintf(s,"%d",(int)SDLK_UP);
settings["key_up"]=settings["key_jump"]=s;
sprintf(s,"%d",(int)SDLK_DOWN);
settings["key_down"]=settings["key_action"]=s; //SDLK_DOWN
sprintf(s,"%d",(int)SDLK_LEFT);
settings["key_left"]=s; //SDLK_LEFT
sprintf(s,"%d",(int)SDLK_RIGHT);
settings["key_right"]=s; //SDLK_RIGHT
sprintf(s,"%d",(int)SDLK_SPACE);
settings["key_space"]=s; //SDLK_SPACE
sprintf(s,"%d",(int)SDLK_ESCAPE);
settings["key_escape"]=s; //SDLK_ESCAPE
sprintf(s,"%d",(int)SDLK_r);
settings["key_restart"]=s; //SDLK_r
sprintf(s,"%d",(int)SDLK_TAB);
settings["key_tab"]=s;
sprintf(s,"%d",(int)SDLK_F2);
settings["key_save"]=s; //SDLK_F2
sprintf(s,"%d",(int)SDLK_F3);
settings["key_load"]=s; //SDLK_F3
sprintf(s,"%d",(int)SDLK_F4);
settings["key_swap"]=s; //SDLK_F4
sprintf(s,"%d",(int)SDLK_F5);
settings["key_teleport"]=s; //SDLK_F5
sprintf(s,"%d",(int)SDLK_F12);
settings["key_suicide"]=s;
sprintf(s,"%d",(int)SDLK_RSHIFT);
settings["key_shift"]=s; //SDLK_RSHIFT
sprintf(s,"%d",(int)SDLK_PAGEUP);
settings["key_next"]=s; //SDLK_PAGEUP
sprintf(s,"%d",(int)SDLK_PAGEDOWN);
settings["key_previous"]=s; //SDLK_PAGEDOWN
settings["key_up2"]=settings["key_down2"]=settings["key_left2"]=settings["key_right2"]=
settings["key_jump2"]=settings["key_action2"]=
settings["key_space2"]=settings["key_escape2"]=settings["key_restart2"]=settings["key_tab2"]=
settings["key_save2"]=settings["key_load2"]=settings["key_swap2"]=settings["key_teleport2"]=
settings["key_suicide2"]=settings["key_shift2"]=settings["key_next2"]=settings["key_previous2"]="0";
}
void Settings::parseFile(){
//We open the settings file.
ifstream file;
file.open(fileName.c_str());
if(!file){
cout<<"Can't find config file!"<<endl;
createFile();
}
//Now we're going to walk throught the file line by line.
string line;
while(getline(file,line)){
string temp = line;
unComment(temp);
if(temp.empty() || empty(temp))
continue;
//The line is good so we parse it.
parseLine(temp);
}
//And close the file.
file.close();
}
void Settings::parseLine(const string &line){
if((line.find('=') == line.npos) || !validLine(line))
cout<<"Warning illegal line in config file!"<<endl;
string temp = line;
temp.erase(0, temp.find_first_not_of("\t "));
int seperator = temp.find('=');
//Get the key and trim it.
string key, value;
key = line.substr(0, seperator);
if(key.find('\t')!=line.npos || key.find(' ')!=line.npos)
key.erase(key.find_first_of("\t "));
//Get the value and trim it.
value = line.substr(seperator + 1);
value.erase(0, value.find_first_not_of("\t "));
value.erase(value.find_last_not_of("\t ") + 1);
//Add the setting to the settings map.
setValue(key,value);
}
bool Settings::validLine(const string &line){
string temp = line;
temp.erase(0, temp.find_first_not_of("\t "));
if(temp[0] == '=')
return false;
for(size_t i = temp.find('=') + 1; i < temp.length(); i++)
return true;
return false;
}
void Settings::unComment(string &line){
if (line.find('#') != line.npos)
line.erase(line.find('#'));
}
bool Settings::empty(const string &line){
return (line.find_first_not_of(' ')==line.npos);
}
string Settings::getValue(const string &key){
if(settings.find(key) == settings.end()){
cout<<"Key "<<key<<" couldn't be found!"<<endl;
return "";
}
return settings[key];
}
bool Settings::getBoolValue(const string &key){
if(settings.find(key) == settings.end()){
cout<<"Key "<<key<<" couldn't be found!"<<endl;
return false;
}
return (settings[key] == "1");
}
void Settings::setValue(const string &key, const string &value){
if(settings.find(key) == settings.end()){
cout<<"Key "<<key<<" couldn't be found!"<<endl;
return;
}
settings[key]=value;
}
void Settings::createFile(){
ofstream file;
file.open(fileName.c_str());
//Default Config file.
file<<"#MeAndMyShadow config file. Created on "<<endl;
map<string, string>::iterator iter;
for(iter = settings.begin(); iter != settings.end(); ++iter){
file << iter->first << " = " << iter->second << endl;
}
//And close the file.
file.close();
}
void Settings::save(){
ofstream file;
file.open(fileName.c_str());
//First get the date and time.
time_t rawtime;
struct tm* timedate;
time(&rawtime);
timedate=localtime(&rawtime);
//Now write it to the first line of the config file.
//Note: There's no endl at the end since that's already in asctime(timeinfo).
file<<"#MeAndMyShadow config file. Created on "<<asctime(timedate);
//Loop through the settings and save them.
map<string,string>::const_iterator iter;
for(iter=settings.begin(); iter!=settings.end(); ++iter){
file<<iter->first<<" = "<<iter->second<<endl;
}
file.close();
}
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index a3c0b9e..6902da5 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,418 +1,418 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Functions.h"
#include "GameState.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIListBox.h"
#include "InputManager.h"
#include <iostream>
#include <algorithm>
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
//Integer containing the highlighted/selected menu option.
static int highlight=0;
Menu::Menu(){
highlight=0;
animation=0;
//Load the title image.
title=loadImage(getDataPath()+"gfx/menu/title.png");
//Now render the five entries.
SDL_Color black={0,0,0};
- entries[0]=TTF_RenderText_Blended(fontTitle,_("Play"),black);
- entries[1]=TTF_RenderText_Blended(fontTitle,_("Options"),black);
- entries[2]=TTF_RenderText_Blended(fontTitle,_("Map Editor"),black);
- entries[3]=TTF_RenderText_Blended(fontTitle,_("Addons"),black);
- entries[4]=TTF_RenderText_Blended(fontTitle,_("Exit"),black);
- entries[5]=TTF_RenderText_Blended(fontTitle,">",black);
- entries[6]=TTF_RenderText_Blended(fontTitle,"<",black);
+ entries[0]=TTF_RenderUTF8_Blended(fontTitle,_("Play"),black);
+ entries[1]=TTF_RenderUTF8_Blended(fontTitle,_("Options"),black);
+ entries[2]=TTF_RenderUTF8_Blended(fontTitle,_("Map Editor"),black);
+ entries[3]=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),black);
+ entries[4]=TTF_RenderUTF8_Blended(fontTitle,_("Exit"),black);
+ entries[5]=TTF_RenderUTF8_Blended(fontTitle,">",black);
+ entries[6]=TTF_RenderUTF8_Blended(fontTitle,"<",black);
}
Menu::~Menu(){
//We need to free the five text surfaceses.
for(unsigned int i=0;i<7;i++)
SDL_FreeSurface(entries[i]);
}
void Menu::handleEvents(){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Calculate which option is highlighted using the location of the mouse.
//Only if mouse is 'doing something'
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-200)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
}
}
//Down/Up -arrows move highlight
if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
highlight++;
if(highlight>=6)
highlight=5;
}
if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
highlight--;
if(highlight<1)
highlight=1;
}
//Check if there's a press event.
if((event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT) ||
(event.type==SDL_KEYUP && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_KP_ENTER))){
//We have one so check which selected/highlighted option needs to be done.
switch(highlight){
case 1:
//Enter the levelSelect state.
setNextState(STATE_LEVEL_SELECT);
break;
case 2:
//Enter the options state.
setNextState(STATE_OPTIONS);
break;
case 3:
//Enter the levelEditor, but first set the level to a default leveledit map.
levelName="";
setNextState(STATE_LEVEL_EDIT_SELECT);
break;
case 4:
//Check if internet is enabled.
if(!getSettings()->getBoolValue("internet")){
msgBox(_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the help state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
break;
}
}
//We also need to quit the menu when escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_EXIT);
}
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
}
//Nothing to do here
void Menu::logic(){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(){
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
applySurface((SCREEN_WIDTH-entries[i]->w)/2,(SCREEN_HEIGHT-200)/2+64*i+(64-entries[i]->h)/2,entries[i],screen,NULL);
}
//Check if an option is selected/highlighted.
if(highlight>0){
//Draw the '>' sign, which is entry 5.
int x=(SCREEN_WIDTH-entries[highlight-1]->w)/2-(25-abs(animation)/2)-entries[5]->w;
int y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[5]->h)/2;
applySurface(x,y,entries[5],screen,NULL);
//Draw the '<' sign, which is entry 6.
x=(SCREEN_WIDTH-entries[highlight-1]->w)/2+entries[highlight-1]->w+(25-abs(animation)/2);
y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[6]->h)/2;
applySurface(x,y,entries[6],screen,NULL);
}
}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some varables for the options.
static bool sound,music,fullscreen,leveltheme,internet;
static string themeName;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
Options::Options(){
//Render the title.
SDL_Color black={0,0,0};
- title=TTF_RenderText_Blended(fontTitle,_("Settings"),black);
+ title=TTF_RenderUTF8_Blended(fontTitle,_("Settings"),black);
//Set some default settings.
music=getSettings()->getBoolValue("music");
sound=getSettings()->getBoolValue("sound");
fullscreen=getSettings()->getBoolValue("fullscreen");
themeName=processFileName(getSettings()->getValue("theme"));
leveltheme=getSettings()->getBoolValue("leveltheme");
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
//Set the restartFlag false.
restartFlag=false;
//Variables for positioning
int x = (SCREEN_WIDTH-540)/2;
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,GUIObjectNone);
//Now we create GUIObjects for every option.
GUIObject *obj=new GUIObject(x,150,240,36,GUIObjectCheckBox,_("Music"),music?1:0);
obj->name="chkMusic";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,190,240,36,GUIObjectCheckBox,_("Sound"),sound?1:0);
obj->name="chkSound";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,230,240,36,GUIObjectCheckBox,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,270,240,36,GUIObjectLabel,_("Theme:"));
obj->name="theme";
GUIObjectRoot->childControls.push_back(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(x+220,270,300,36);
theme->name="lstTheme";
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i = v.begin(); i != v.end(); ++i){
themeLocations[*i]=getUserPath(USER_DATA)+"themes/"+*i;
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i = v2.begin(); i != v2.end(); ++i){
themeLocations[*i]=getDataPath()+"themes/"+*i;
}
v.insert(v.end(), v2.begin(), v2.end());
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<string>::iterator i = v.begin(); i != v.end(); ++i){
if(themeLocations[*i]==themeName) {
value=i-v.begin();
}
}
theme->item=v;
if(value==-1)
value=theme->item.size()-1;
theme->value=value;
//NOTE: We call the event handling method to correctly set the themename.
GUIEventCallback_OnEvent("lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
GUIObjectRoot->childControls.push_back(theme);
obj=new GUIObject(x,310,240,36,GUIObjectCheckBox,_("Level themes"),leveltheme?1:0);
obj->name="chkLeveltheme";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,350,240,36,GUIObjectCheckBox,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: proxy settings
obj=new GUIObject(x,390,240,36,GUIObjectLabel,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x+220,390,300,36,GUIObjectTextBox,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: key settings
obj=new GUIObject((SCREEN_WIDTH-240)/2-150,SCREEN_HEIGHT-120,240,36,GUIObjectButton,_("Config Keys"));
obj->name="cmdKeys";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Reset progress settings.
obj=new GUIObject((SCREEN_WIDTH-260)/2+150,SCREEN_HEIGHT-120,260,36,GUIObjectButton,_("Clear Progress"));
obj->name="cmdReset";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject((SCREEN_WIDTH-284)/2-150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,_("Cancel"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject((SCREEN_WIDTH-284)/2+150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,_("Save Changes"));
obj->name="cmdSave";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And free the title image.
SDL_FreeSurface(title);
}
void Options::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//TODO: Reset the key changes.
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
getSettings()->setValue("sound",sound?"1":"0");
getSettings()->setValue("music",music?"1":"0");
getMusicManager()->setEnabled(music);
getSettings()->setValue("fullscreen",fullscreen?"1":"0");
getSettings()->setValue("leveltheme",leveltheme?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return show a restart message, if needed.
if(restartFlag)
msgBox(_("Restart needed before the changes have effect."),MsgBoxOKOnly,_("Restart needed"));
//Now return to the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdKeys"){
inputMgr.showConfig();
}else if(name=="cmdReset"){
if(msgBox(_("Do you really want to reset level progress?"),MsgBoxYesNo,_("Warning"))==MsgBoxYes){
//We delete the progress folder.
#ifdef WIN32
removeDirectory((getUserPath()+"progress").c_str());
createDirectory((getUserPath()+"progress").c_str());
#else
removeDirectory((getUserPath(USER_DATA)+"/progress").c_str());
createDirectory((getUserPath(USER_DATA)+"/progress").c_str());
#endif
}
return;
}else if(name=="chkMusic"){
music=obj->value?true:false;
}else if(name=="chkSound"){
sound=obj->value?true:false;
}else if(name=="chkFullscreen"){
fullscreen=obj->value?true:false;
//Check if fullscreen changed.
if(fullscreen==getSettings()->getBoolValue("fullscreen")){
//We disable the restart message flag.
restartFlag=false;
}else{
//We set the restart message flag.
restartFlag=true;
}
}else if(name=="chkLeveltheme"){
leveltheme=obj->value?true:false;
}else if(name=="chkInternet"){
internet=obj->value?true:false;
}else if(name=="chkProxy"){
useProxy=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Check if the theme is installed in the data path.
if(themeLocations[theme->item[theme->value]].find(getDataPath())!=string::npos){
themeName="%DATA%/themes/"+fileNameFromPath(themeLocations[theme->item[theme->value]]);
}else if(themeLocations[theme->item[theme->value]].find(getUserPath(USER_DATA))!=string::npos){
themeName="%USER%/themes/"+fileNameFromPath(themeLocations[theme->item[theme->value]]);
}else{
themeName=themeLocations[theme->item[theme->value]];
}
}
}else if(name=="txtProxy"){
internetProxy=obj->caption;
//Check if the internetProxy field is empty.
useProxy=!internetProxy.empty();
}
}
void Options::handleEvents(){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
//Nothing to do here.
void Options::logic(){}
void Options::render(){
//Render the menu background image.
applySurface(0,0,menuBackground,screen,NULL);
//Now render the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//NOTE: The rendering of the GUI is done in Main.
}
diff --git a/src/libs/findlocale/findlocale.c b/src/libs/findlocale/findlocale.c
new file mode 100644
index 0000000..4be15e3
--- /dev/null
+++ b/src/libs/findlocale/findlocale.c
@@ -0,0 +1,516 @@
+/*
+Copyright (C) 2004 Adam D. Moss (the "Author"). All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is fur-
+nished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FIT-
+NESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CON-
+NECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+Except as contained in this notice, the name of the Author of the
+Software shall not be used in advertising or otherwise to promote the sale,
+use or other dealings in this Software without prior written authorization
+from the Author.
+*/
+
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+
+#ifdef WIN32
+#include <windows.h>
+#include <winnt.h>
+#endif
+
+#include "findlocale.h"
+
+static int
+is_lcchar(const int c) {
+ return isalnum(c);
+}
+
+static void
+lang_country_variant_from_envstring(const char *str,
+ char **lang,
+ char **country,
+ char **variant) {
+ int end = 0;
+ int start;
+
+ /* get lang, if any */
+ start = end;
+ while (is_lcchar(str[end])) {
+ ++end;
+ }
+ if (start != end) {
+ int i;
+ int len = end - start;
+ char *s = malloc(len + 1);
+ for (i=0; i<len; ++i) {
+ s[i] = tolower(str[start + i]);
+ }
+ s[i] = '\0';
+ *lang = s;
+ } else {
+ *lang = NULL;
+ }
+
+ if (str[end] && str[end]!=':') { /* not at end of str */
+ ++end;
+ }
+
+ /* get country, if any */
+ start = end;
+ while (is_lcchar(str[end])) {
+ ++end;
+ }
+ if (start != end) {
+ int i;
+ int len = end - start;
+ char *s = malloc(len + 1);
+ for (i=0; i<len; ++i) {
+ s[i] = toupper(str[start + i]);
+ }
+ s[i] = '\0';
+ *country = s;
+ } else {
+ *country = NULL;
+ }
+
+ if (str[end] && str[end]!=':') { /* not at end of str */
+ ++end;
+ }
+
+ /* get variant, if any */
+ start = end;
+ while (str[end] && str[end]!=':') {
+ ++end;
+ }
+ if (start != end) {
+ int i;
+ int len = end - start;
+ char *s = malloc(len + 1);
+ for (i=0; i<len; ++i) {
+ s[i] = str[start + i];
+ }
+ s[i] = '\0';
+ *variant = s;
+ } else {
+ *variant = NULL;
+ }
+}
+
+
+static int
+accumulate_locstring(const char *str, FL_Locale *l) {
+ char *lang = NULL;
+ char *country = NULL;
+ char *variant = NULL;
+ if (str) {
+ lang_country_variant_from_envstring(str, &lang, &country, &variant);
+ if (lang) {
+ l->lang = lang;
+ l->country = country;
+ l->variant = variant;
+ return 1;
+ }
+ }
+ free(lang); free(country); free(variant);
+ return 0;
+}
+
+
+static int
+accumulate_env(const char *name, FL_Locale *l) {
+ char *env;
+ char *lang = NULL;
+ char *country = NULL;
+ char *variant = NULL;
+ env = getenv(name);
+ if (env) {
+ return accumulate_locstring(env, l);
+ }
+ free(lang); free(country); free(variant);
+ return 0;
+}
+
+
+static void
+canonise_fl(FL_Locale *l) {
+ /* this function fixes some common locale-specifying mistakes */
+ /* en_UK -> en_GB */
+ if (l->lang && 0 == strcmp(l->lang, "en")) {
+ if (l->country && 0 == strcmp(l->country, "UK")) {
+ free((void*)l->country);
+ l->country = strdup("GB");
+ }
+ }
+ /* ja_JA -> ja_JP */
+ if (l->lang && 0 == strcmp(l->lang, "ja")) {
+ if (l->country && 0 == strcmp(l->country, "JA")) {
+ free((void*)l->country);
+ l->country = strdup("JP");
+ }
+ }
+}
+
+
+#ifdef WIN32
+#include <stdio.h>
+#define ML(pn,sn) MAKELANGID(LANG_##pn, SUBLANG_##pn##_##sn)
+#define MLN(pn) MAKELANGID(LANG_##pn, SUBLANG_DEFAULT)
+#define RML(pn,sn) MAKELANGID(LANG_##pn, SUBLANG_##sn)
+typedef struct {
+ LANGID id;
+ char* code;
+} IDToCode;
+static const IDToCode both_to_code[] = {
+ {ML(ENGLISH,US), "en_US.ISO_8859-1"},
+ {ML(ENGLISH,CAN), "en_CA"}, /* english / canadian */
+ {ML(ENGLISH,UK), "en_GB"},
+ {ML(ENGLISH,EIRE), "en_IE"},
+ {ML(ENGLISH,AUS), "en_AU"},
+ {MLN(GERMAN), "de_DE"},
+ {MLN(SPANISH), "es_ES"},
+ {ML(SPANISH,MEXICAN), "es_MX"},
+ {MLN(FRENCH), "fr_FR"},
+ {ML(FRENCH,CANADIAN), "fr_CA"},
+ {ML(FRENCH,BELGIAN), "fr_BE"}, /* ? */
+ {ML(DUTCH,BELGIAN), "nl_BE"}, /* ? */
+ {ML(PORTUGUESE,BRAZILIAN), "pt_BR"},
+ {MLN(PORTUGUESE), "pt_PT"},
+ {MLN(SWEDISH), "sv_SE"},
+ {ML(CHINESE,HONGKONG), "zh_HK"},
+ /* these are machine-generated and not yet verified */
+ {RML(AFRIKAANS,DEFAULT), "af_ZA"},
+ {RML(ALBANIAN,DEFAULT), "sq_AL"},
+ {RML(ARABIC,ARABIC_ALGERIA), "ar_DZ"},
+ {RML(ARABIC,ARABIC_BAHRAIN), "ar_BH"},
+ {RML(ARABIC,ARABIC_EGYPT), "ar_EG"},
+ {RML(ARABIC,ARABIC_IRAQ), "ar_IQ"},
+ {RML(ARABIC,ARABIC_JORDAN), "ar_JO"},
+ {RML(ARABIC,ARABIC_KUWAIT), "ar_KW"},
+ {RML(ARABIC,ARABIC_LEBANON), "ar_LB"},
+ {RML(ARABIC,ARABIC_LIBYA), "ar_LY"},
+ {RML(ARABIC,ARABIC_MOROCCO), "ar_MA"},
+ {RML(ARABIC,ARABIC_OMAN), "ar_OM"},
+ {RML(ARABIC,ARABIC_QATAR), "ar_QA"},
+ {RML(ARABIC,ARABIC_SAUDI_ARABIA), "ar_SA"},
+ {RML(ARABIC,ARABIC_SYRIA), "ar_SY"},
+ {RML(ARABIC,ARABIC_TUNISIA), "ar_TN"},
+ {RML(ARABIC,ARABIC_UAE), "ar_AE"},
+ {RML(ARABIC,ARABIC_YEMEN), "ar_YE"},
+ {RML(ARMENIAN,DEFAULT), "hy_AM"},
+ {RML(AZERI,AZERI_CYRILLIC), "az_AZ"},
+ {RML(AZERI,AZERI_LATIN), "az_AZ"},
+ {RML(BASQUE,DEFAULT), "eu_ES"},
+ {RML(BELARUSIAN,DEFAULT), "be_BY"},
+/*{RML(BRETON,DEFAULT), "br_FR"},*/
+ {RML(BULGARIAN,DEFAULT), "bg_BG"},
+ {RML(CATALAN,DEFAULT), "ca_ES"},
+ {RML(CHINESE,CHINESE_HONGKONG), "zh_HK"},
+ {RML(CHINESE,CHINESE_MACAU), "zh_MO"},
+ {RML(CHINESE,CHINESE_SIMPLIFIED), "zh_CN"},
+ {RML(CHINESE,CHINESE_SINGAPORE), "zh_SG"},
+ {RML(CHINESE,CHINESE_TRADITIONAL), "zh_TW"},
+/*{RML(CORNISH,DEFAULT), "kw_GB"},*/
+ {RML(CZECH,DEFAULT), "cs_CZ"},
+ {RML(DANISH,DEFAULT), "da_DK"},
+ {RML(DUTCH,DUTCH), "nl_NL"},
+ {RML(DUTCH,DUTCH_BELGIAN), "nl_BE"},
+/*{RML(DUTCH,DUTCH_SURINAM), "nl_SR"},*/
+ {RML(ENGLISH,ENGLISH_AUS), "en_AU"},
+ {RML(ENGLISH,ENGLISH_BELIZE), "en_BZ"},
+ {RML(ENGLISH,ENGLISH_CAN), "en_CA"},
+ {RML(ENGLISH,ENGLISH_CARIBBEAN), "en_CB"},
+ {RML(ENGLISH,ENGLISH_EIRE), "en_IE"},
+ {RML(ENGLISH,ENGLISH_JAMAICA), "en_JM"},
+ {RML(ENGLISH,ENGLISH_NZ), "en_NZ"},
+ {RML(ENGLISH,ENGLISH_PHILIPPINES), "en_PH"},
+ {RML(ENGLISH,ENGLISH_SOUTH_AFRICA), "en_ZA"},
+ {RML(ENGLISH,ENGLISH_TRINIDAD), "en_TT"},
+ {RML(ENGLISH,ENGLISH_UK), "en_GB"},
+ {RML(ENGLISH,ENGLISH_US), "en_US"},
+ {RML(ENGLISH,ENGLISH_ZIMBABWE), "en_ZW"},
+/*{RML(ESPERANTO,DEFAULT), "eo_"},*/
+ {RML(ESTONIAN,DEFAULT), "et_EE"},
+ {RML(FAEROESE,DEFAULT), "fo_FO"},
+ {RML(FARSI,DEFAULT), "fa_IR"},
+ {RML(FINNISH,DEFAULT), "fi_FI"},
+ {RML(FRENCH,FRENCH), "fr_FR"},
+ {RML(FRENCH,FRENCH_BELGIAN), "fr_BE"},
+ {RML(FRENCH,FRENCH_CANADIAN), "fr_CA"},
+ {RML(FRENCH,FRENCH_LUXEMBOURG), "fr_LU"},
+ {RML(FRENCH,FRENCH_MONACO), "fr_MC"},
+ {RML(FRENCH,FRENCH_SWISS), "fr_CH"},
+/*{RML(GAELIC,GAELIC), "ga_IE"},*/
+/*{RML(GAELIC,GAELIC_MANX), "gv_GB"},*/
+/*{RML(GAELIC,GAELIC_SCOTTISH), "gd_GB"},*/
+/*{RML(GALICIAN,DEFAULT), "gl_ES"},*/
+ {RML(GEORGIAN,DEFAULT), "ka_GE"},
+ {RML(GERMAN,GERMAN), "de_DE"},
+ {RML(GERMAN,GERMAN_AUSTRIAN), "de_AT"},
+ {RML(GERMAN,GERMAN_LIECHTENSTEIN), "de_LI"},
+ {RML(GERMAN,GERMAN_LUXEMBOURG), "de_LU"},
+ {RML(GERMAN,GERMAN_SWISS), "de_CH"},
+ {RML(GREEK,DEFAULT), "el_GR"},
+ {RML(GUJARATI,DEFAULT), "gu_IN"},
+ {RML(HEBREW,DEFAULT), "he_IL"},
+ {RML(HINDI,DEFAULT), "hi_IN"},
+ {RML(HUNGARIAN,DEFAULT), "hu_HU"},
+ {RML(ICELANDIC,DEFAULT), "is_IS"},
+ {RML(INDONESIAN,DEFAULT), "id_ID"},
+ {RML(ITALIAN,ITALIAN), "it_IT"},
+ {RML(ITALIAN,ITALIAN_SWISS), "it_CH"},
+ {RML(JAPANESE,DEFAULT), "ja_JP"},
+ {RML(KANNADA,DEFAULT), "kn_IN"},
+ {RML(KAZAK,DEFAULT), "kk_KZ"},
+ {RML(KONKANI,DEFAULT), "kok_IN"},
+ {RML(KOREAN,KOREAN), "ko_KR"},
+/*{RML(KYRGYZ,DEFAULT), "ky_KG"},*/
+ {RML(LATVIAN,DEFAULT), "lv_LV"},
+ {RML(LITHUANIAN,LITHUANIAN), "lt_LT"},
+ {RML(MACEDONIAN,DEFAULT), "mk_MK"},
+ {RML(MALAY,MALAY_BRUNEI_DARUSSALAM), "ms_BN"},
+ {RML(MALAY,MALAY_MALAYSIA), "ms_MY"},
+ {RML(MARATHI,DEFAULT), "mr_IN"},
+/*{RML(MONGOLIAN,DEFAULT), "mn_MN"},*/
+ {RML(NORWEGIAN,NORWEGIAN_BOKMAL), "nb_NO"},
+ {RML(NORWEGIAN,NORWEGIAN_NYNORSK), "nn_NO"},
+ {RML(POLISH,DEFAULT), "pl_PL"},
+ {RML(PORTUGUESE,PORTUGUESE), "pt_PT"},
+ {RML(PORTUGUESE,PORTUGUESE_BRAZILIAN), "pt_BR"},
+ {RML(PUNJABI,DEFAULT), "pa_IN"},
+ {RML(ROMANIAN,DEFAULT), "ro_RO"},
+ {RML(RUSSIAN,DEFAULT), "ru_RU"},
+ {RML(SANSKRIT,DEFAULT), "sa_IN"},
+ {RML(SERBIAN,DEFAULT), "hr_HR"},
+ {RML(SERBIAN,SERBIAN_CYRILLIC), "sr_SP"},
+ {RML(SERBIAN,SERBIAN_LATIN), "sr_SP"},
+ {RML(SLOVAK,DEFAULT), "sk_SK"},
+ {RML(SLOVENIAN,DEFAULT), "sl_SI"},
+ {RML(SPANISH,SPANISH), "es_ES"},
+ {RML(SPANISH,SPANISH_ARGENTINA), "es_AR"},
+ {RML(SPANISH,SPANISH_BOLIVIA), "es_BO"},
+ {RML(SPANISH,SPANISH_CHILE), "es_CL"},
+ {RML(SPANISH,SPANISH_COLOMBIA), "es_CO"},
+ {RML(SPANISH,SPANISH_COSTA_RICA), "es_CR"},
+ {RML(SPANISH,SPANISH_DOMINICAN_REPUBLIC), "es_DO"},
+ {RML(SPANISH,SPANISH_ECUADOR), "es_EC"},
+ {RML(SPANISH,SPANISH_EL_SALVADOR), "es_SV"},
+ {RML(SPANISH,SPANISH_GUATEMALA), "es_GT"},
+ {RML(SPANISH,SPANISH_HONDURAS), "es_HN"},
+ {RML(SPANISH,SPANISH_MEXICAN), "es_MX"},
+ {RML(SPANISH,SPANISH_MODERN), "es_ES"},
+ {RML(SPANISH,SPANISH_NICARAGUA), "es_NI"},
+ {RML(SPANISH,SPANISH_PANAMA), "es_PA"},
+ {RML(SPANISH,SPANISH_PARAGUAY), "es_PY"},
+ {RML(SPANISH,SPANISH_PERU), "es_PE"},
+ {RML(SPANISH,SPANISH_PUERTO_RICO), "es_PR"},
+ {RML(SPANISH,SPANISH_URUGUAY), "es_UY"},
+ {RML(SPANISH,SPANISH_VENEZUELA), "es_VE"},
+ {RML(SWAHILI,DEFAULT), "sw_KE"},
+ {RML(SWEDISH,SWEDISH), "sv_SE"},
+ {RML(SWEDISH,SWEDISH_FINLAND), "sv_FI"},
+/*{RML(SYRIAC,DEFAULT), "syr_SY"},*/
+ {RML(TAMIL,DEFAULT), "ta_IN"},
+ {RML(TATAR,DEFAULT), "tt_TA"},
+ {RML(TELUGU,DEFAULT), "te_IN"},
+ {RML(THAI,DEFAULT), "th_TH"},
+ {RML(TURKISH,DEFAULT), "tr_TR"},
+ {RML(UKRAINIAN,DEFAULT), "uk_UA"},
+ {RML(URDU,URDU_PAKISTAN), "ur_PK"},
+ {RML(UZBEK,UZBEK_CYRILLIC), "uz_UZ"},
+ {RML(UZBEK,UZBEK_LATIN), "uz_UZ"},
+ {RML(VIETNAMESE,DEFAULT), "vi_VN"},
+/*{RML(WALON,DEFAULT), "wa_BE"},*/
+/*{RML(WELSH,DEFAULT), "cy_GB"},*/
+};
+static const IDToCode primary_to_code[] = {
+ {LANG_AFRIKAANS, "af"},
+ {LANG_ARABIC, "ar"},
+ {LANG_AZERI, "az"},
+ {LANG_BULGARIAN, "bg"},
+/*{LANG_BRETON, "br"},*/
+ {LANG_BELARUSIAN, "by"},
+ {LANG_CATALAN, "ca"},
+ {LANG_CZECH, "cs"},
+/*{LANG_WELSH, "cy"},*/
+ {LANG_DANISH, "da"},
+ {LANG_GERMAN, "de"},
+ {LANG_GREEK, "el"},
+ {LANG_ENGLISH, "en"},
+/*{LANG_ESPERANTO, "eo"},*/
+ {LANG_SPANISH, "es"},
+ {LANG_ESTONIAN, "et"},
+ {LANG_BASQUE, "eu"},
+ {LANG_FARSI, "fa"},
+ {LANG_FINNISH, "fi"},
+ {LANG_FAEROESE, "fo"},
+ {LANG_FRENCH, "fr"},
+/*{LANG_GAELIC, "ga"},*/
+/*{LANG_GALICIAN, "gl"},*/
+ {LANG_GUJARATI, "gu"},
+ {LANG_HEBREW, "he"},
+ {LANG_HINDI, "hi"},
+ {LANG_SERBIAN, "hr"},
+ {LANG_HUNGARIAN, "hu"},
+ {LANG_ARMENIAN, "hy"},
+ {LANG_INDONESIAN, "id"},
+ {LANG_ITALIAN, "it"},
+ {LANG_JAPANESE, "ja"},
+ {LANG_GEORGIAN, "ka"},
+ {LANG_KAZAK, "kk"},
+ {LANG_KANNADA, "kn"},
+ {LANG_KOREAN, "ko"},
+/*{LANG_KYRGYZ, "ky"},*/
+ {LANG_LITHUANIAN, "lt"},
+ {LANG_LATVIAN, "lv"},
+ {LANG_MACEDONIAN, "mk"},
+/*{LANG_MONGOLIAN, "mn"},*/
+ {LANG_MARATHI, "mr"},
+ {LANG_MALAY, "ms"},
+ {LANG_NORWEGIAN, "nb"},
+ {LANG_DUTCH, "nl"},
+ {LANG_NORWEGIAN, "nn"},
+ {LANG_NORWEGIAN, "no"},/* unofficial? */
+ {LANG_PUNJABI, "pa"},
+ {LANG_POLISH, "pl"},
+ {LANG_PORTUGUESE, "pt"},
+ {LANG_ROMANIAN, "ro"},
+ {LANG_RUSSIAN, "ru"},
+ {LANG_SLOVAK, "sk"},
+ {LANG_SLOVENIAN, "sl"},
+ {LANG_ALBANIAN, "sq"},
+ {LANG_SERBIAN, "sr"},
+ {LANG_SWEDISH, "sv"},
+ {LANG_SWAHILI, "sw"},
+ {LANG_TAMIL, "ta"},
+ {LANG_THAI, "th"},
+ {LANG_TURKISH, "tr"},
+ {LANG_TATAR, "tt"},
+ {LANG_UKRAINIAN, "uk"},
+ {LANG_URDU, "ur"},
+ {LANG_UZBEK, "uz"},
+ {LANG_VIETNAMESE, "vi"},
+/*{LANG_WALON, "wa"},*/
+ {LANG_CHINESE, "zh"},
+};
+static int num_primary_to_code =
+ sizeof(primary_to_code) / sizeof(*primary_to_code);
+static int num_both_to_code =
+ sizeof(both_to_code) / sizeof(*both_to_code);
+
+static const int
+lcid_to_fl(LCID lcid,
+ FL_Locale *rtn) {
+ LANGID langid = LANGIDFROMLCID(lcid);
+ LANGID primary_lang = PRIMARYLANGID(langid);
+ LANGID sub_lang = SUBLANGID(langid);
+ int i;
+ /* try to find an exact primary/sublanguage combo that we know about */
+ for (i=0; i<num_both_to_code; ++i) {
+ if (both_to_code[i].id == langid) {
+ accumulate_locstring(both_to_code[i].code, rtn);
+ return 1;
+ }
+ }
+ /* fallback to just checking the primary language id */
+ for (i=0; i<num_primary_to_code; ++i) {
+ if (primary_to_code[i].id == primary_lang) {
+ accumulate_locstring(primary_to_code[i].code, rtn);
+ return 1;
+ }
+ }
+ return 0;
+}
+#endif
+
+
+FL_Success
+FL_FindLocale(FL_Locale **locale, FL_Domain domain) {
+ FL_Success success = FL_FAILED;
+ FL_Locale *rtn = malloc(sizeof(FL_Locale));
+ rtn->lang = NULL;
+ rtn->country = NULL;
+ rtn->variant = NULL;
+
+#ifdef WIN32
+ /* win32 >= mswindows95 */
+ {
+ LCID lcid = GetThreadLocale();
+ if (lcid_to_fl(lcid, rtn)) {
+ success = FL_CONFIDENT;
+ }
+ if (success == FL_FAILED) {
+ /* assume US English on mswindows systems unless we know otherwise */
+ if (accumulate_locstring("en_US.ISO_8859-1", rtn)) {
+ success = FL_DEFAULT_GUESS;
+ }
+ }
+ }
+#else
+ /* assume unixoid */
+ {
+ /* examples: */
+ /* sv_SE.ISO_8859-1 */
+ /* fr_FR.ISO8859-1 */
+ /* no_NO_NB */
+ /* no_NO_NY */
+ /* no_NO */
+ /* de_DE */
+ /* try the various vars in decreasing order of authority */
+ if (accumulate_env("LC_ALL", rtn) ||
+ accumulate_env("LC_MESSAGES", rtn) ||
+ accumulate_env("LANG", rtn) ||
+ accumulate_env("LANGUAGE", rtn)) {
+ success = FL_CONFIDENT;
+ }
+ if (success == FL_FAILED) {
+ /* assume US English on unixoid systems unless we know otherwise */
+ if (accumulate_locstring("en_US.ISO_8859-1", rtn)) {
+ success = FL_DEFAULT_GUESS;
+ }
+ }
+ }
+#endif
+
+ if (success != FL_FAILED) {
+ canonise_fl(rtn);
+ }
+
+ *locale = rtn;
+ return success;
+}
+
+
+void
+FL_FreeLocale(FL_Locale **locale) {
+ if (locale) {
+ FL_Locale *l = *locale;
+ if (l) {
+ if (l->lang) {
+ free((void*)l->lang);
+ }
+ if (l->country) {
+ free((void*)l->country);
+ }
+ if (l->variant) {
+ free((void*)l->variant);
+ }
+ free(l);
+ *locale = NULL;
+ }
+ }
+}
diff --git a/src/libs/findlocale/findlocale.h b/src/libs/findlocale/findlocale.h
new file mode 100644
index 0000000..ab689a0
--- /dev/null
+++ b/src/libs/findlocale/findlocale.h
@@ -0,0 +1,60 @@
+/*
+Copyright (C) 2004 Adam D. Moss (the "Author"). All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is fur-
+nished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FIT-
+NESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CON-
+NECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+Except as contained in this notice, the name of the Author of the
+Software shall not be used in advertising or otherwise to promote the sale,
+use or other dealings in this Software without prior written authorization
+from the Author.
+*/
+
+#ifndef __findlocale_h_
+#define __findlocale_h_
+
+typedef const char* FL_Lang;
+typedef const char* FL_Country;
+typedef const char* FL_Variant;
+
+typedef struct {
+ FL_Lang lang;
+ FL_Country country;
+ FL_Variant variant;
+} FL_Locale;
+
+typedef enum {
+ /* for some reason we failed to even guess: this should never happen */
+ FL_FAILED = 0,
+ /* couldn't query locale -- returning a guess (almost always English) */
+ FL_DEFAULT_GUESS = 1,
+ /* the returned locale type was found by successfully asking the system */
+ FL_CONFIDENT = 2
+} FL_Success;
+
+typedef enum {
+ FL_MESSAGES = 0
+} FL_Domain;
+
+/* This allocates/fills in a FL_Locale structure with pointers to
+ strings (which should be treated as static), or NULL for inappropriate /
+ undetected fields. */
+FL_Success FL_FindLocale(FL_Locale **locale, FL_Domain domain);
+/* This should be used to free the struct written by FL_FindLocale */
+void FL_FreeLocale(FL_Locale **locale);
+
+#endif /*__findlocale_h_*/

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