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LevelPlaySelect.cpp
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LevelPlaySelect.cpp
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/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"LevelPlaySelect.h"
#include
"GameState.h"
#include
"Functions.h"
#include
"FileManager.h"
#include
"Globals.h"
#include
"LevelSelect.h"
#include
"GUIObject.h"
#include
"GUIListBox.h"
#include
"GUIScrollBar.h"
#include
"GUIOverlay.h"
#include
"InputManager.h"
#include
"ThemeManager.h"
#include
"MD5.h"
#include
"SoundManager.h"
#include
"StatisticsManager.h"
#include
"Game.h"
#include
"WordWrapper.h"
#include
<stdio.h>
#include
<string.h>
#include
<string>
#include
<sstream>
#include
<iostream>
#include
<SDL_ttf_fontfallback.h>
#include
"libs/tinyformat/tinyformat.h"
class
ReplayListOverlay
:
public
GUIOverlay
{
private
:
GUIListBox
*
list
;
public
:
ReplayListOverlay
(
SDL_Renderer
&
renderer
,
GUIObject
*
root
,
GUIListBox
*
list
)
:
GUIOverlay
(
renderer
,
root
),
list
(
list
)
{
keyboardNavigationMode
=
LeftRightFocus
|
TabFocus
|
ReturnControls
;
}
void
handleEvents
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
{
GUIOverlay
::
handleEvents
(
imageManager
,
renderer
);
//Do our own stuff.
if
(
!
list
)
return
;
bool
enabled
=
false
;
//Check vertical movement
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_UP
)){
isKeyboardOnly
=
true
;
list
->
value
--
;
if
(
list
->
value
<
0
)
list
->
value
=
0
;
enabled
=
true
;
//FIXME: ad-hoc stupid code
list
->
scrollScrollbar
(
0xC0000000
);
list
->
scrollScrollbar
(
list
->
value
);
}
else
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_DOWN
)){
isKeyboardOnly
=
true
;
list
->
value
++
;
if
(
list
->
value
>=
(
int
)
list
->
item
.
size
())
list
->
value
=
list
->
item
.
size
()
-
1
;
enabled
=
true
;
//FIXME: ad-hoc stupid code
list
->
scrollScrollbar
(
0xC0000000
);
list
->
scrollScrollbar
(
list
->
value
);
}
if
(
enabled
)
{
GUIObject
*
obj
=
GUIObjectRoot
->
getChild
(
"cmdReplay"
);
if
(
obj
)
obj
->
enabled
=
true
;
obj
=
GUIObjectRoot
->
getChild
(
"cmdReplay2"
);
if
(
obj
)
obj
->
enabled
=
true
;
}
// ???
if
(
isKeyboardOnly
&&
GUIObjectRoot
&&
list
->
eventCallback
&&
inputMgr
.
isKeyDownEvent
(
INPUTMGR_SELECT
)
&&
list
->
value
>=
0
&&
list
->
value
<
(
int
)
list
->
item
.
size
()
&&
GUIObjectRoot
->
getSelectedControl
()
<
0
)
{
list
->
eventCallback
->
GUIEventCallback_OnEvent
(
imageManager
,
renderer
,
"cmdReplay"
,
list
,
GUIEventClick
);
// ???
}
}
};
/////////////////////LEVEL SELECT/////////////////////
LevelPlaySelect
::
LevelPlaySelect
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
:
LevelSelect
(
imageManager
,
renderer
,
_
(
"Select Level"
)),
levelInfoRender
(
imageManager
,
renderer
,
getDataPath
(),
objThemes
.
getTextColor
(
false
)){
//Load the play button if needed.
playButtonImage
=
imageManager
.
loadTexture
(
getDataPath
()
+
"gfx/playbutton.png"
,
renderer
);
//Create the gui.
createGUI
(
imageManager
,
renderer
,
true
);
//Show level list
refresh
(
imageManager
,
renderer
);
}
LevelPlaySelect
::~
LevelPlaySelect
(){
play
=
NULL
;
replayList
=
NULL
;
//Clear the selected level.
if
(
selectedNumber
!=
NULL
){
delete
selectedNumber
;
selectedNumber
=
NULL
;
}
}
void
LevelPlaySelect
::
createGUI
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
initial
){
//Create the play button.
if
(
initial
){
play
=
new
GUIButton
(
imageManager
,
renderer
,
SCREEN_WIDTH
-60
,
SCREEN_HEIGHT
-60
,
-1
,
32
,
_
(
"Play"
),
0
,
true
,
true
,
GUIGravityRight
);
replayList
=
new
GUIButton
(
imageManager
,
renderer
,
60
,
SCREEN_HEIGHT
-
60
,
-1
,
32
,
_
(
"More replays"
),
0
,
true
,
true
,
GUIGravityLeft
);
}
else
{
play
->
left
=
SCREEN_WIDTH
-60
;
play
->
top
=
SCREEN_HEIGHT
-60
;
play
->
width
=
-1
;
replayList
->
left
=
60
;
replayList
->
top
=
SCREEN_HEIGHT
-
60
;
play
->
width
=
-1
;
}
play
->
name
=
"cmdPlay"
;
play
->
eventCallback
=
this
;
play
->
enabled
=
false
;
replayList
->
name
=
"cmdReplayList"
;
replayList
->
eventCallback
=
this
;
replayList
->
enabled
=
false
;
if
(
initial
)
{
GUIObjectRoot
->
addChild
(
play
);
GUIObjectRoot
->
addChild
(
replayList
);
}
}
void
LevelPlaySelect
::
refresh
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
change
){
const
int
m
=
levels
->
getLevelCount
();
if
(
change
)
{
// only a temporary position
SDL_Rect
box
=
{
0
,
0
,
50
,
50
};
numbers
.
clear
();
levelInfoRender
.
resetText
(
renderer
,
objThemes
.
getTextColor
(
false
));
//Create the non selected number.
if
(
selectedNumber
==
NULL
){
selectedNumber
=
new
Number
(
imageManager
,
renderer
);
}
selectedNumber
->
init
(
renderer
,
" "
,
box
);
selectedNumber
->
setLocked
(
true
);
selectedNumber
->
setMedal
(
0
);
bestTimeFilePath
.
clear
();
bestRecordingFilePath
.
clear
();
//Disable the play button.
play
->
enabled
=
false
;
replayList
->
enabled
=
false
;
for
(
int
n
=
0
;
n
<
m
;
n
++
){
numbers
.
emplace_back
(
imageManager
,
renderer
);
numbers
[
n
].
init
(
renderer
,
n
,
box
);
numbers
[
n
].
setLocked
(
n
>
0
&&
levels
->
getLocked
(
n
));
int
medal
=
levels
->
getLevel
(
n
)
->
getMedal
();
numbers
[
n
].
setMedal
(
medal
);
}
if
(
levels
->
levelpackPath
==
LEVELS_PATH
||
levels
->
levelpackPath
==
CUSTOM_LEVELS_PATH
)
levelpackDescription
->
caption
=
_
(
"Individual levels which are not contained in any level packs"
);
else
if
(
!
levels
->
levelpackDescription
.
empty
())
levelpackDescription
->
caption
=
_CC
(
levels
->
getDictionaryManager
(),
levels
->
levelpackDescription
);
else
levelpackDescription
->
caption
=
""
;
//invalidate the tooltip
toolTip
.
number
=
-1
;
}
selectedNumber
->
box
=
SDL_Rect
{
40
,
SCREEN_HEIGHT
-
130
,
50
,
50
};
for
(
int
n
=
0
;
n
<
m
;
n
++
){
numbers
[
n
].
box
=
SDL_Rect
{
(
n
%
LEVELS_PER_ROW
)
*
64
+
static_cast
<
int
>
(
SCREEN_WIDTH
*
0.2
)
/
2
,
(
n
/
LEVELS_PER_ROW
)
*
64
+
184
,
50
,
50
};
}
if
(
m
>
LEVELS_DISPLAYED_IN_SCREEN
){
levelScrollBar
->
maxValue
=
(
m
-
LEVELS_DISPLAYED_IN_SCREEN
+
(
LEVELS_PER_ROW
-1
))
/
LEVELS_PER_ROW
;
levelScrollBar
->
visible
=
true
;
}
else
{
levelScrollBar
->
maxValue
=
0
;
levelScrollBar
->
visible
=
false
;
}
}
void
LevelPlaySelect
::
selectNumber
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
unsigned
int
number
,
bool
selected
){
if
(
selected
)
{
if
(
number
>=
0
&&
number
<
levels
->
getLevelCount
())
{
levels
->
setCurrentLevel
(
number
);
setNextState
(
STATE_GAME
);
}
}
else
{
displayLevelInfo
(
imageManager
,
renderer
,
number
);
}
}
void
LevelPlaySelect
::
checkMouse
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
int
x
,
y
;
//Get the current mouse location.
SDL_GetMouseState
(
&
x
,
&
y
);
//Check if we should replay the record.
if
(
selectedNumber
!=
NULL
){
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
if
(
!
bestTimeFilePath
.
empty
()){
SDL_Rect
box
=
{
SCREEN_WIDTH
-420
,
SCREEN_HEIGHT
-130
,
372
,
32
};
if
(
pointOnRect
(
mouse
,
box
)){
Game
::
recordFile
=
bestTimeFilePath
;
levels
->
setCurrentLevel
(
selectedNumber
->
getNumber
());
setNextState
(
STATE_GAME
);
return
;
}
}
if
(
!
bestRecordingFilePath
.
empty
()){
SDL_Rect
box
=
{
SCREEN_WIDTH
-420
,
SCREEN_HEIGHT
-98
,
372
,
32
};
if
(
pointOnRect
(
mouse
,
box
)){
Game
::
recordFile
=
bestRecordingFilePath
;
levels
->
setCurrentLevel
(
selectedNumber
->
getNumber
());
setNextState
(
STATE_GAME
);
return
;
}
}
}
//Call the base method from the super class.
LevelSelect
::
checkMouse
(
imageManager
,
renderer
);
}
void
LevelPlaySelect
::
displayLevelInfo
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
int
number
){
//Update currently selected level
if
(
selectedNumber
==
NULL
){
selectedNumber
=
new
Number
(
imageManager
,
renderer
);
}
SDL_Rect
box
=
{
40
,
SCREEN_HEIGHT
-130
,
50
,
50
};
if
(
number
>=
0
&&
number
<
levels
->
getLevelCount
())
{
selectedNumber
->
init
(
renderer
,
number
,
box
);
selectedNumber
->
setLocked
(
false
);
//Show level medal
LevelPack
::
Level
*
level
=
levels
->
getLevel
(
number
);
int
medal
=
level
->
getMedal
();
int
time
=
level
->
time
;
int
targetTime
=
level
->
targetTime
;
int
recordings
=
level
->
recordings
;
int
targetRecordings
=
level
->
targetRecordings
;
selectedNumber
->
setMedal
(
medal
);
//Check if there is auto-saved 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
);
}
}
//If there exists any auto-saved record file, and the MD5 of record is not set,
//then we assume the MD5 is not changed and the record file is updated from old version of MnMS.
if
(
!
bestTimeFilePath
.
empty
()
||
!
bestRecordingFilePath
.
empty
())
{
bool
b
=
true
;
for
(
int
i
=
0
;
i
<
16
;
i
++
)
{
if
(
level
->
md5InLevelProgress
[
i
])
{
b
=
false
;
break
;
}
}
if
(
b
)
{
//Just copy level MD5 to md5InLevelProgress.
memcpy
(
level
->
md5InLevelProgress
,
level
->
md5Digest
,
sizeof
(
level
->
md5Digest
));
}
}
//Check if MD5 is changed
bool
md5Changed
=
false
;
for
(
int
i
=
0
;
i
<
16
;
i
++
)
{
if
(
level
->
md5Digest
[
i
]
!=
level
->
md5InLevelProgress
[
i
])
{
md5Changed
=
true
;
break
;
}
}
//Show best time and recordings
std
::
string
levelTime
;
std
::
string
levelRecs
;
if
(
medal
){
if
(
time
>=
0
)
{
if
(
targetTime
>=
0
)
levelTime
=
tfm
::
format
(
"%-.2fs / %-.2fs"
,
time
/
40.0
,
targetTime
/
40.0
);
else
levelTime
=
tfm
::
format
(
"%-.2fs / -"
,
time
/
40.0
);
if
(
md5Changed
)
{
levelTime
+=
" "
;
/// TRANSLATORS: This means best time or recordings are outdated due to level MD5 changed. Please make it short since there are not enough spaces.
levelTime
+=
_
(
"(old)"
);
}
}
else
levelTime
.
clear
();
if
(
recordings
>=
0
)
{
if
(
targetRecordings
>=
0
)
levelRecs
=
tfm
::
format
(
"%5d / %d"
,
recordings
,
targetRecordings
);
else
levelRecs
=
tfm
::
format
(
"%5d / -"
,
recordings
);
if
(
md5Changed
)
{
levelRecs
+=
" "
;
/// TRANSLATORS: This means best time or recordings are outdated due to level MD5 changed. Please make it short since there are not enough spaces.
levelRecs
+=
_
(
"(old)"
);
}
}
else
levelRecs
.
clear
();
}
else
{
levelTime
=
"- / -"
;
levelRecs
=
"- / -"
;
}
//Show the play button.
play
->
enabled
=
true
;
replayList
->
enabled
=
true
;
//Show level description
levelInfoRender
.
update
(
renderer
,
objThemes
.
getTextColor
(
false
),
_CC
(
levels
->
getDictionaryManager
(),
levels
->
getLevelName
(
number
)),
levelTime
,
levelRecs
);
}
else
{
levelInfoRender
.
resetText
(
renderer
,
objThemes
.
getTextColor
(
false
));
selectedNumber
->
init
(
renderer
,
" "
,
box
);
selectedNumber
->
setLocked
(
true
);
selectedNumber
->
setMedal
(
0
);
bestTimeFilePath
.
clear
();
bestRecordingFilePath
.
clear
();
//Disable the play button.
play
->
enabled
=
false
;
replayList
->
enabled
=
false
;
}
}
void
LevelPlaySelect
::
handleEvents
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Call handleEvents() of base class.
LevelSelect
::
handleEvents
(
imageManager
,
renderer
);
//Check if the cheat code is input which is used to skip locked level.
//NOTE: The cheat code is NOT in plain text, since we don't want you to find it out immediately.
//NOTE: If you type it wrong, please press a key which is NOT a-z before retype it (as the code suggests).
if
(
event
.
type
==
SDL_KEYDOWN
)
{
static
Uint32
hash
=
0
;
if
(
event
.
key
.
keysym
.
sym
>=
SDLK_a
&&
event
.
key
.
keysym
.
sym
<=
SDLK_z
)
{
Uint32
c
=
event
.
key
.
keysym
.
sym
-
SDLK_a
+
1
;
hash
=
hash
*
1296096U
+
c
;
if
(
hash
==
498506457U
)
{
if
(
selectedNumber
)
{
int
n
=
selectedNumber
->
getNumber
();
if
(
n
>=
0
&&
n
<
(
int
)
numbers
.
size
()
-
1
&&
numbers
[
n
+
1
].
getLocked
())
{
//unlock the level temporarily
numbers
[
n
+
1
].
setLocked
(
false
);
//play a sound effect
getSoundManager
()
->
playSound
(
"hit"
);
//new achievement
statsMgr
.
newAchievement
(
"cheat"
);
}
}
hash
=
0
;
}
}
else
{
hash
=
0
;
}
}
if
(
section
==
3
)
{
//Check focus movement
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_DOWN
)
||
inputMgr
.
isKeyDownEvent
(
INPUTMGR_RIGHT
)){
isKeyboardOnly
=
true
;
section2
++
;
}
else
if
(
inputMgr
.
isKeyDownEvent
(
INPUTMGR_UP
)
||
inputMgr
.
isKeyDownEvent
(
INPUTMGR_LEFT
)){
isKeyboardOnly
=
true
;
section2
--
;
}
if
(
section2
>
4
)
section2
=
1
;
else
if
(
section2
<
1
)
section2
=
4
;
//Check if enter is pressed
if
(
isKeyboardOnly
&&
inputMgr
.
isKeyDownEvent
(
INPUTMGR_SELECT
)
&&
selectedNumber
)
{
int
n
=
selectedNumber
->
getNumber
();
if
(
n
>=
0
)
{
switch
(
section2
)
{
case
1
:
if
(
!
bestTimeFilePath
.
empty
())
{
Game
::
recordFile
=
bestTimeFilePath
;
levels
->
setCurrentLevel
(
n
);
setNextState
(
STATE_GAME
);
}
break
;
case
2
:
if
(
!
bestRecordingFilePath
.
empty
())
{
Game
::
recordFile
=
bestRecordingFilePath
;
levels
->
setCurrentLevel
(
n
);
setNextState
(
STATE_GAME
);
}
break
;
case
3
:
displayReplayList
(
imageManager
,
renderer
,
n
);
break
;
case
4
:
selectNumber
(
imageManager
,
renderer
,
n
,
true
);
break
;
}
}
}
}
}
void
LevelPlaySelect
::
render
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//First let the levelselect render.
LevelSelect
::
render
(
imageManager
,
renderer
);
int
x
,
y
,
dy
=
0
;
//Get the current mouse location.
SDL_GetMouseState
(
&
x
,
&
y
);
if
(
levelScrollBar
)
dy
=
levelScrollBar
->
value
;
//Upper bound of levels we'd like to display.
y
+=
dy
*
64
;
SDL_Rect
mouse
=
{
x
,
y
,
0
,
0
};
//Show currently selected level (if any)
if
(
selectedNumber
!=
NULL
){
selectedNumber
->
show
(
renderer
,
0
);
const
int
num
=
selectedNumber
->
getNumber
();
bool
arcade
=
false
;
//Only show the replay button if the level is completed (won).
if
(
num
>=
0
&&
num
<
levels
->
getLevelCount
())
{
auto
lev
=
levels
->
getLevel
(
num
);
arcade
=
lev
->
arcade
;
if
(
lev
->
won
){
if
(
!
bestTimeFilePath
.
empty
()){
SDL_Rect
r
=
{
0
,
0
,
32
,
32
};
const
SDL_Rect
box
=
{
SCREEN_WIDTH
-408
,
SCREEN_HEIGHT
-130
,
360
,
32
};
if
(
isKeyboardOnly
?
(
section
==
3
&&
section2
==
1
)
:
pointOnRect
(
mouse
,
box
)){
r
.
x
=
32
;
drawGUIBox
(
box
.
x
,
box
.
y
,
box
.
w
,
box
.
h
,
renderer
,
0xFFFFFF40
);
}
const
SDL_Rect
dstRect
=
{
SCREEN_WIDTH
-80
,
SCREEN_HEIGHT
-130
,
r
.
w
,
r
.
h
};
SDL_RenderCopy
(
&
renderer
,
playButtonImage
.
get
(),
&
r
,
&
dstRect
);
}
if
(
!
bestRecordingFilePath
.
empty
()){
SDL_Rect
r
=
{
0
,
0
,
32
,
32
};
const
SDL_Rect
box
=
{
SCREEN_WIDTH
-408
,
SCREEN_HEIGHT
-98
,
360
,
32
};
if
(
isKeyboardOnly
?
(
section
==
3
&&
section2
==
2
)
:
pointOnRect
(
mouse
,
box
)){
r
.
x
=
32
;
drawGUIBox
(
box
.
x
,
box
.
y
,
box
.
w
,
box
.
h
,
renderer
,
0xFFFFFF40
);
}
const
SDL_Rect
dstRect
=
{
SCREEN_WIDTH
-80
,
SCREEN_HEIGHT
-98
,
r
.
w
,
r
.
h
};
SDL_RenderCopy
(
&
renderer
,
playButtonImage
.
get
(),
&
r
,
&
dstRect
);
}
}
}
levelInfoRender
.
render
(
renderer
,
arcade
);
}
//Draw highlight for play button.
if
(
isKeyboardOnly
)
{
if
(
play
&&
play
->
enabled
)
{
play
->
state
=
(
section
==
3
&&
section2
==
4
)
?
1
:
0
;
}
if
(
replayList
&&
replayList
->
enabled
)
{
replayList
->
state
=
(
section
==
3
&&
section2
==
3
)
?
1
:
0
;
}
}
}
void
LevelPlaySelect
::
renderTooltip
(
SDL_Renderer
&
renderer
,
unsigned
int
number
,
int
dy
){
if
(
!
toolTip
.
name
||
toolTip
.
number
!=
number
)
{
WordWrapper
wrapper
;
wrapper
.
font
=
fontText
;
wrapper
.
maxWidth
=
int
(
SCREEN_WIDTH
*
0.5f
);
wrapper
.
wordWrap
=
true
;
wrapper
.
hyphen
=
"-"
;
std
::
vector
<
std
::
string
>
lines
;
wrapper
.
addString
(
lines
,
_CC
(
levels
->
getDictionaryManager
(),
levels
->
getLevelName
(
number
)));
//Render the name of the level.
toolTip
.
name
=
textureFromMultilineText
(
renderer
,
*
fontText
,
lines
,
objThemes
.
getTextColor
(
true
));
toolTip
.
time
=
nullptr
;
toolTip
.
recordings
=
nullptr
;
toolTip
.
number
=
number
;
//The time it took.
if
(
levels
->
getLevel
(
number
)
->
time
>
0
){
toolTip
.
time
=
textureFromText
(
renderer
,
*
fontText
,
tfm
::
format
(
"%-.2fs"
,
levels
->
getLevel
(
number
)
->
time
/
40.0
).
c_str
(),
objThemes
.
getTextColor
(
true
));
}
//The number of recordings it took.
if
(
levels
->
getLevel
(
number
)
->
recordings
>=
0
){
toolTip
.
recordings
=
textureFromText
(
renderer
,
*
fontText
,
tfm
::
format
(
"%d"
,
levels
->
getLevel
(
number
)
->
recordings
).
c_str
(),
objThemes
.
getTextColor
(
true
));
}
}
const
SDL_Rect
nameSize
=
rectFromTexture
(
*
toolTip
.
name
);
//Now draw a square the size of the three texts combined.
SDL_Rect
r
=
numbers
[
number
].
box
;
r
.
y
-=
dy
*
64
;
if
(
toolTip
.
time
&&
toolTip
.
recordings
){
const
int
recW
=
textureWidth
(
*
toolTip
.
recordings
);
const
int
timeW
=
textureWidth
(
*
toolTip
.
time
);
r
.
w
=
(
nameSize
.
w
)
>
(
25
+
timeW
+
40
+
recW
)
?
(
nameSize
.
w
)
:
(
25
+
timeW
+
40
+
recW
);
r
.
h
=
nameSize
.
h
+
5
+
20
;
}
else
{
r
.
w
=
nameSize
.
w
;
r
.
h
=
nameSize
.
h
;
}
//Make sure the tooltip doesn't go outside the window.
if
(
r
.
y
>
SCREEN_HEIGHT
-200
){
r
.
y
-=
nameSize
.
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
=
0xFFFFFFFF
;
drawGUIBox
(
r
.
x
-5
,
r
.
y
-5
,
r
.
w
+
10
,
r
.
h
+
10
,
renderer
,
color
);
//Calc the position to draw.
SDL_Rect
r2
=
r
;
//Now we render the name if the surface isn't null.
if
(
toolTip
.
name
){
//Draw the name.
applyTexture
(
r2
.
x
,
r2
.
y
,
toolTip
.
name
,
renderer
);
}
//Increase the height to leave a gap between name and stats.
r2
.
y
+=
30
;
if
(
toolTip
.
time
){
//Now draw the time.
applyTexture
(
r2
.
x
,
r2
.
y
,
levelInfoRender
.
timeIcon
,
renderer
);
r2
.
x
+=
25
;
applyTexture
(
r2
.
x
,
r2
.
y
,
toolTip
.
time
,
renderer
);
r2
.
x
+=
textureWidth
(
*
toolTip
.
time
)
+
15
;
}
if
(
toolTip
.
recordings
){
//Now draw the recordings.
if
(
levels
->
getLevel
(
number
)
->
arcade
)
{
levelInfoRender
.
collectable
.
draw
(
renderer
,
r2
.
x
-
16
,
r2
.
y
-
16
);
}
else
{
applyTexture
(
r2
.
x
,
r2
.
y
,
levelInfoRender
.
recordingsIcon
,
renderer
);
}
r2
.
x
+=
25
;
applyTexture
(
r2
.
x
,
r2
.
y
,
toolTip
.
recordings
,
renderer
);
}
}
void
LevelPlaySelect
::
resize
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
){
//Let the LevelSelect do his stuff.
LevelSelect
::
resize
(
imageManager
,
renderer
);
//Now create our gui again.
createGUI
(
imageManager
,
renderer
,
false
);
}
void
LevelPlaySelect
::
GUIEventCallback_OnEvent
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
std
::
string
name
,
GUIObject
*
obj
,
int
eventType
){
//Let the level select handle his GUI events.
LevelSelect
::
GUIEventCallback_OnEvent
(
imageManager
,
renderer
,
name
,
obj
,
eventType
);
//Check for the play button.
if
(
name
==
"cmdPlay"
){
if
(
selectedNumber
){
levels
->
setCurrentLevel
(
selectedNumber
->
getNumber
());
setNextState
(
STATE_GAME
);
}
}
else
if
(
name
==
"cmdReplayList"
)
{
if
(
selectedNumber
){
displayReplayList
(
imageManager
,
renderer
,
selectedNumber
->
getNumber
());
}
}
else
if
(
name
==
"cmdCancel"
)
{
if
(
GUIObjectRoot
)
{
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
}
else
if
(
name
==
"cmdReplay"
||
name
==
"cmdReplay2"
)
{
if
(
GUIObjectRoot
)
{
if
(
auto
list
=
dynamic_cast
<
GUIListBox
*>
(
GUIObjectRoot
->
getChild
(
"lstReplays"
)))
{
//Make sure an item is selected.
if
(
list
->
value
>=
0
&&
list
->
value
<
(
int
)
list
->
item
.
size
())
{
Game
::
recordFile
=
list
->
item
[
list
->
value
];
if
(
name
==
"cmdReplay2"
)
Game
::
recordFile
=
"?"
+
Game
::
recordFile
;
delete
GUIObjectRoot
;
GUIObjectRoot
=
NULL
;
}
}
}
}
else
if
(
name
==
"lstReplays"
)
{
if
(
auto
list
=
dynamic_cast
<
GUIListBox
*>
(
GUIObjectRoot
->
getChild
(
"lstReplays"
)))
{
bool
enabled
=
(
list
->
value
>=
0
&&
list
->
value
<
(
int
)
list
->
item
.
size
());
GUIObject
*
obj
=
GUIObjectRoot
->
getChild
(
"cmdReplay"
);
if
(
obj
)
obj
->
enabled
=
enabled
;
obj
=
GUIObjectRoot
->
getChild
(
"cmdReplay2"
);
if
(
obj
)
obj
->
enabled
=
enabled
;
}
}
}
void
LevelPlaySelect
::
displayReplayList
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
int
number
)
{
//Get levelpack autosave record path
std
::
string
path
=
levels
->
getLevelpackAutoSaveRecordPath
(
false
);
//Get prefix
std
::
string
prefix
=
levels
->
getLevelAutoSaveRecordPrefix
(
number
);
//Enumerate and filter replays
std
::
vector
<
std
::
string
>
files
=
enumAllFiles
(
path
,
"mnmsrec"
);
for
(
int
i
=
files
.
size
()
-
1
;
i
>=
0
;
i
--
)
{
if
(
files
[
i
].
size
()
<
prefix
.
size
()
||
files
[
i
].
substr
(
0
,
prefix
.
size
())
!=
prefix
)
{
files
.
erase
(
files
.
begin
()
+
i
);
}
}
if
(
files
.
empty
())
{
//There are no replays
msgBox
(
imageManager
,
renderer
,
_
(
"There are no replays for this level."
),
MsgBoxOKOnly
,
_
(
"Error"
));
return
;
}
const
std
::
string
levelMD5
=
Md5
::
toString
(
levels
->
getLevelMD5
(
number
));
const
bool
levelArcade
=
levels
->
getLevel
(
number
)
->
arcade
;
//Create a root object.
GUIObject
*
root
=
new
GUIFrame
(
imageManager
,
renderer
,
(
SCREEN_WIDTH
-
600
)
/
2
,
(
SCREEN_HEIGHT
-
500
)
/
2
,
600
,
500
,
_
(
"More replays"
));
GUIListBox
*
list
=
new
GUIListBox
(
imageManager
,
renderer
,
40
,
80
,
520
,
300
);
list
->
name
=
"lstReplays"
;
list
->
eventCallback
=
this
;
root
->
addChild
(
list
);
SDL_Color
color
=
objThemes
.
getTextColor
(
true
);
SDL_Color
grayed
=
{
(
Uint8
)(
128
+
color
.
r
/
2
),
(
Uint8
)(
128
+
color
.
g
/
2
),
(
Uint8
)(
128
+
color
.
b
/
2
),
};
for
(
int
i
=
0
,
m
=
files
.
size
();
i
<
m
;
i
++
)
{
std
::
string
s
=
files
[
i
].
substr
(
prefix
.
size
()
+
1
,
files
[
i
].
size
()
-
prefix
.
size
()
-
9
);
std
::
string
version
;
bool
err
=
false
;
if
(
s
.
size
()
>=
33
&&
s
[
32
]
==
'-'
)
{
for
(
int
lp
=
0
;
lp
<
32
;
lp
++
)
{
char
c
=
s
[
lp
];
if
((
c
>=
'0'
&&
c
<=
'9'
)
||
(
c
>=
'a'
&&
c
<=
'f'
))
{
version
.
push_back
(
c
);
}
else
if
(
c
>=
'A'
&&
c
<=
'F'
)
{
version
.
push_back
(
c
+
(
'a'
-
'A'
));
}
else
{
err
=
true
;
break
;
}
}
}
else
{
err
=
true
;
}
size_t
lps
=
s
.
find_first_of
(
'-'
);
if
(
err
)
{
if
(
lps
==
std
::
string
::
npos
)
version
.
clear
();
else
version
=
s
.
substr
(
0
,
lps
);
}
s
=
s
.
substr
(
lps
+
1
);
if
(
s
==
"best-time"
)
{
s
=
_
(
"Best time"
);
}
else
if
(
s
==
"best-recordings"
)
{
if
(
levelArcade
)
{
s
=
_
(
"Best collectibles"
);
}
else
{
s
=
_
(
"Best recordings"
);
}
}
//Create a surface.
SurfacePtr
surf
(
createSurface
(
list
->
width
,
48
));
//Create description text.
{
SurfacePtr
tmp
(
TTF_RenderUTF8_Blended
(
fontText
,
s
.
c_str
(),
color
));
SDL_SetSurfaceBlendMode
(
tmp
.
get
(),
SDL_BLENDMODE_NONE
);
applySurface
(
240
,
12
,
tmp
.
get
(),
surf
.
get
(),
NULL
);
}
//Create version text.
{
std
::
string
ver
;
if
(
err
)
{
/// TRANSLATORS: This means the replay file has unknown version (file name doesn't contain MD5).
ver
=
_
(
"Unknown version"
);
}
else
{
ver
=
(
version
==
levelMD5
)
?
/// TRANSLATORS: This means the replay file matches the level (different MD5).
_
(
"Current version"
)
:
/// TRANSLATORS: This means the replay file doesn't match the level (different MD5).
_
(
"Outdated version"
);
}
SurfacePtr
tmp
(
TTF_RenderUTF8_Blended
(
fontText
,
ver
.
c_str
(),
color
));
SDL_SetSurfaceBlendMode
(
tmp
.
get
(),
SDL_BLENDMODE_NONE
);
applySurface
(
4
,
version
.
empty
()
?
12
:
2
,
tmp
.
get
(),
surf
.
get
(),
NULL
);
}
//Create MD5 text.
if
(
!
version
.
empty
())
{
SurfacePtr
tmp
(
TTF_RenderUTF8_Blended
(
fontMono
,
version
.
c_str
(),
grayed
));
SDL_SetSurfaceBlendMode
(
tmp
.
get
(),
SDL_BLENDMODE_NONE
);
applySurface
(
4
,
24
,
tmp
.
get
(),
surf
.
get
(),
NULL
);
}
//Done creating surface
list
->
addItem
(
renderer
,
path
+
files
[
i
],
textureFromSurface
(
renderer
,
std
::
move
(
surf
)));
}
GUIButton
*
obj
=
new
GUIButton
(
imageManager
,
renderer
,
40
,
500
-
88
,
-1
,
36
,
_
(
"Replay"
),
0
,
false
,
true
,
GUIGravityLeft
);
obj
->
name
=
"cmdReplay"
;
obj
->
smallFont
=
true
;
obj
->
eventCallback
=
this
;
root
->
addChild
(
obj
);
obj
=
new
GUIButton
(
imageManager
,
renderer
,
600
-
40
,
500
-
88
,
-1
,
36
,
_
(
"Close"
),
0
,
true
,
true
,
GUIGravityRight
);
obj
->
name
=
"cmdCancel"
;
obj
->
smallFont
=
true
;
obj
->
eventCallback
=
this
;
root
->
addChild
(
obj
);
obj
=
new
GUIButton
(
imageManager
,
renderer
,
300
,
500
-
44
,
-1
,
36
,
_
(
"Try the replay with current version of level"
),
0
,
false
,
true
,
GUIGravityCenter
);
obj
->
name
=
"cmdReplay2"
;
obj
->
smallFont
=
true
;
obj
->
eventCallback
=
this
;
root
->
addChild
(
obj
);
Game
::
recordFile
.
clear
();
(
new
ReplayListOverlay
(
renderer
,
root
,
list
))
->
enterLoop
(
imageManager
,
renderer
,
true
,
false
);
if
(
!
Game
::
recordFile
.
empty
())
{
levels
->
setCurrentLevel
(
number
);
setNextState
(
STATE_GAME
);
}
}
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LevelPlaySelect.cpp (25 KB)
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