Page Menu
Home
Phabricator (Chris)
Search
Configure Global Search
Log In
Files
F118859
No One
Temporary
Actions
View File
Edit File
Delete File
View Transforms
Subscribe
Flag For Later
Award Token
Authored By
Unknown
Size
71 KB
Referenced Files
None
Subscribers
None
View Options
diff --git a/src/Functions.cpp b/src/Functions.cpp
index 72ebff7..56e6720 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1846 +1,1862 @@
/*
* 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 <stdio.h>
#include <math.h>
#include <locale.h>
#include <algorithm>
#include <SDL.h>
#include <SDL_mixer.h>
#include <SDL_syswm.h>
#include <SDL_ttf.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "LevelPack.h"
#include "TitleMenu.h"
#include "OptionsMenu.h"
#include "CreditsMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "InputManager.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include "ScriptExecutor.h"
#include "LevelPackManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Cursors.h"
#include "ScriptAPI.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
#include "libs/tinygettext/log.hpp"
#include "libs/findlocale/findlocale.h"
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shellapi.h>
#include <shlobj.h>
#define TO_UTF8(SRC, DEST) WideCharToMultiByte(CP_UTF8, 0, SRC, -1, DEST, sizeof(DEST), NULL, NULL)
#define TO_UTF16(SRC, DEST) MultiByteToWideChar(CP_UTF8, 0, SRC, -1, DEST, sizeof(DEST)/sizeof(DEST[0]))
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Initialise the soundManager.
//The SoundManager is used to keep track of the sfx in the game.
SoundManager soundManager;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager levelPackManager;
//Map containing changed settings using command line arguments.
map<string,string> tmpSettings;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=nullptr;
SDL_Renderer* sdlRenderer=nullptr;
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Renderer& renderer,Uint32 color){
//NOTE: We let SDL_gfx render it.
SDL_SetRenderDrawColor(&renderer,color >> 24,color >> 16,color >> 8,255);
//rectangleRGBA(&renderer,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
const SDL_Rect r{x,y,w,h};
SDL_RenderDrawRect(&renderer,&r);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Renderer& renderer,Uint32 color){
SDL_Renderer* rd = &renderer;
//FIXME, this may get the wrong color on system with different endianness.
//Fill content's background color from function parameter
SDL_SetRenderDrawColor(rd,color >> 24,color >> 16,color >> 8,color >> 0);
{
const SDL_Rect r{x+1,y+1,w-2,h-2};
SDL_RenderFillRect(rd, &r);
}
SDL_SetRenderDrawColor(rd,0,0,0,255);
//Draw first black borders around content and leave 1 pixel in every corner
SDL_RenderDrawLine(rd,x+1,y,x+w-2,y);
SDL_RenderDrawLine(rd,x+1,y+h-1,x+w-2,y+h-1);
SDL_RenderDrawLine(rd,x,y+1,x,y+h-2);
SDL_RenderDrawLine(rd,x+w-1,y+1,x+w-1,y+h-2);
//Fill the corners with transperent color to create anti-aliased borders
SDL_SetRenderDrawColor(rd,0,0,0,160);
SDL_RenderDrawPoint(rd,x,y);
SDL_RenderDrawPoint(rd,x,y+h-1);
SDL_RenderDrawPoint(rd,x+w-1,y);
SDL_RenderDrawPoint(rd,x+w-1,y+h-1);
//Draw second lighter border around content
SDL_SetRenderDrawColor(rd,0,0,0,64);
{
const SDL_Rect r{x+1,y+1,w-2,h-2};
SDL_RenderDrawRect(rd,&r);
}
SDL_SetRenderDrawColor(rd,0,0,0,50);
//Create anti-aliasing in corners of second border
SDL_RenderDrawPoint(rd,x+1,y+1);
SDL_RenderDrawPoint(rd,x+1,y+h-2);
SDL_RenderDrawPoint(rd,x+w-2,y+1);
SDL_RenderDrawPoint(rd,x+w-2,y+h-2);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Renderer& renderer,Uint32 color){
SDL_SetRenderDrawColor(&renderer,color >> 24,color >> 16,color >> 8,255);
//NOTE: We let SDL_gfx render it.
//lineRGBA(&renderer,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
SDL_RenderDrawLine(&renderer,x1,y1,x2,y2);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Renderer& renderer,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,renderer,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),renderer,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),renderer,color);
}
}
ScreenData creationFailed() {
return ScreenData{ nullptr };
}
ScreenData createScreen(){
//Check if we are going fullscreen.
if(settings->getBoolValue("fullscreen"))
pickFullscreenResolution();
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Set the flags.
Uint32 flags = 0;
Uint32 currentFlags = SDL_GetWindowFlags(sdlWindow);
//#if !defined(ANDROID)
// flags |= SDL_DOUBLEBUF;
//#endif
if(settings->getBoolValue("fullscreen")) {
flags|=SDL_WINDOW_FULLSCREEN; //TODO with SDL2 we can also do SDL_WINDOW_FULLSCREEN_DESKTOP
}
else if(settings->getBoolValue("resizable"))
flags|=SDL_WINDOW_RESIZABLE;
//Create the window and renderer if they don't exist and check if there weren't any errors.
if (!sdlWindow && !sdlRenderer) {
SDL_CreateWindowAndRenderer(SCREEN_WIDTH, SCREEN_HEIGHT, flags, &sdlWindow, &sdlRenderer);
if(!sdlWindow || !sdlRenderer){
std::cerr << "FATAL ERROR: SDL_CreateWindowAndRenderer failed.\nError: " << SDL_GetError() << std::endl;
return creationFailed();
}
SDL_SetRenderDrawBlendMode(sdlRenderer, SDL_BlendMode::SDL_BLENDMODE_BLEND);
// White background so we see the menu on failure.
SDL_SetRenderDrawColor(sdlRenderer, 255, 255, 255, 255);
} else if (sdlWindow) {
// Try changing to/from fullscreen
if(SDL_SetWindowFullscreen(sdlWindow, flags & SDL_WINDOW_FULLSCREEN) != 0) {
std::cerr << "WARNING: Failed to switch to fullscreen: " << SDL_GetError() << std::endl;
};
currentFlags = SDL_GetWindowFlags(sdlWindow);
// Change fullscreen resolution
if((currentFlags & SDL_WINDOW_FULLSCREEN ) || (currentFlags & SDL_WINDOW_FULLSCREEN_DESKTOP)) {
SDL_DisplayMode m{0,0,0,0,nullptr};
SDL_GetWindowDisplayMode(sdlWindow,&m);
m.w = SCREEN_WIDTH;
m.h = SCREEN_HEIGHT;
if(SDL_SetWindowDisplayMode(sdlWindow, &m) != 0) {
std::cerr << "WARNING: Failed to set display mode: " << SDL_GetError() << std::endl;
}
} else {
SDL_SetWindowSize(sdlWindow, SCREEN_WIDTH, SCREEN_HEIGHT);
}
}
//Now configure the newly created window (if windowed).
if(settings->getBoolValue("fullscreen")==false)
configureWindow();
//Set the the window caption.
SDL_SetWindowTitle(sdlWindow, ("Me and My Shadow "+version).c_str());
//FIXME Seems to be obsolete
// SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return ScreenData{sdlRenderer};
}
vector<_res> getResolutionList(){
//Vector that will hold the resolutions to choose from.
vector<_res> resolutionList;
//Enumerate available resolutions using SDL_ListModes()
//NOTE: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
// SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SCREEN_FLAGS|SDL_ANYFORMAT);
//NOTe - currently only using the first display (0)
int numDisplayModes = SDL_GetNumDisplayModes(0);
if(numDisplayModes < 1){
cerr<<"ERROR: Can't enumerate available screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
//Fill the resolutionList.
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
//Fill the resolutionList.
for(int i=0;i < numDisplayModes; ++i){
SDL_DisplayMode mode;
int error = SDL_GetDisplayMode(0, i, &mode);
if(error < 0) {
//We failed to get a display mode. Should we crash here?
std::cerr << "ERROR: Failed to get display mode " << i << " " << std::endl;
}
//Check if the resolution is higher than the minimum (800x600).
if(mode.w >= 800 && mode.h >= 600){
_res res={mode.w, mode.h};
resolutionList.push_back(res);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse(resolutionList.begin(),resolutionList.end());
}
}
//Return the resolution list.
return resolutionList;
}
void pickFullscreenResolution(){
//Get the resolution list.
vector<_res> resolutionList=getResolutionList();
//The resolution that will hold the final result, we start with the minimum (800x600).
_res closestMatch={800,600};
int width=atoi(getSettings()->getValue("width").c_str());
//int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for(int i=0;i<(int)resolutionList.size();i++){
//The delta between the closestMatch and the resolution from the list.
int dM=(closestMatch.w-resolutionList[i].w);
//The delta between the target width and the resolution from the list.
int dT=(width-resolutionList[i].w);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if((dM)<(dT)){
closestMatch.w=resolutionList[i].w;
closestMatch.h=resolutionList[i].h;
}
}
//Now set the resolution to the closest match.
char s[64];
sprintf(s,"%d",closestMatch.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",closestMatch.h);
getSettings()->setValue("height",s);
}
void configureWindow(){
//We only need to configure the window if it's resizable.
if(!getSettings()->getBoolValue("resizable"))
return;
//We use a new function in SDL2 to restrict minimum window size
SDL_SetWindowMinimumSize(sdlWindow, 800, 600);
}
void onVideoResize(ImageManager& imageManager, SDL_Renderer &renderer){
//Check if the resize event isn't malformed.
if(event.window.data1<=0 || event.window.data2<=0)
return;
//Check the size limit.
//TODO: SDL2 porting note: This may break on systems non-X11 or Windows systems as the window size won't be limited
//there.
if(event.window.data1<800)
event.window.data1=800;
if(event.window.data2<600)
event.window.data2=600;
//Check if it really resizes.
if(SCREEN_WIDTH==event.window.data1 && SCREEN_HEIGHT==event.window.data2)
return;
char s[32];
//Set the new width and height.
SDL_snprintf(s,32,"%d",event.window.data1);
getSettings()->setValue("width",s);
SDL_snprintf(s,32,"%d",event.window.data2);
getSettings()->setValue("height",s);
//FIXME: THIS doesn't work properly.
//Do resizing.
SCREEN_WIDTH = event.window.data1;
SCREEN_HEIGHT = event.window.data2;
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Tell the theme to resize.
if(!loadTheme(imageManager,renderer,""))
return;
//And let the currentState update it's GUI to the new resolution.
currentState->resize(imageManager, renderer);
}
ScreenData init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
std::cerr << "FATAL ERROR: SDL_Init failed\nError: " << SDL_GetError() << std::endl;
return creationFailed();
}
//Initialze SDL_mixer (audio).
//Note for SDL2 port: Changed frequency from 22050 to 44100.
//22050 caused some sound artifacts on my system, and I'm not sure
//why one would use it in this day and age anyhow.
//unless it's for compatability with some legacy system.
if(Mix_OpenAudio(44100,MIX_DEFAULT_FORMAT,2,1024)==-1){
std::cerr << "FATAL ERROR: Mix_OpenAudio failed\nError: " << Mix_GetError() << std::endl;
return creationFailed();
}
//Set the volume.
Mix_Volume(-1,atoi(settings->getValue("sound").c_str()));
//Increase the number of channels.
soundManager.setNumberOfChannels(48);
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
std::cerr << "FATAL ERROR: TTF_Init failed\nError: " << TTF_GetError() << std::endl;
return creationFailed();
}
//Create the screen.
ScreenData screenData(createScreen());
if(!screenData) {
return creationFailed();
}
//Load key config. Then initialize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->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());
language=lang;
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
language=locale->lang;
if(locale->country!=NULL){
language+=string("_")+string(locale->country);
}
if(locale->variant!=NULL){
language+=string("@")+string(locale->variant);
}
FL_FreeLocale(&locale);
}
//Now set the language in the dictionaryManager.
dictionaryManager->set_language(tinygettext::Language::from_name(language));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext::Log::set_log_info_callback(NULL);
//Set time format to the user-preference of the system.
setlocale(LC_TIME,"");
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Structure that holds the event type/name pair.
struct EventTypeName{
int type;
const char* name;
};
//Create the types of game object event types.
{
const EventTypeName types[]={
{GameObjectEvent_PlayerWalkOn,"playerWalkOn"},
{GameObjectEvent_PlayerIsOn,"playerIsOn"},
{GameObjectEvent_PlayerLeave,"playerLeave"},
{GameObjectEvent_OnCreate,"onCreate"},
{GameObjectEvent_OnEnterFrame,"onEnterFrame"},
{ GameObjectEvent_OnPlayerInteraction, "onPlayerInteraction" },
{GameObjectEvent_OnToggle,"onToggle"},
{GameObjectEvent_OnSwitchOn,"onSwitchOn"},
{GameObjectEvent_OnSwitchOff,"onSwitchOff"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::gameObjectEventNameMap[types[i].name]=types[i].type;
Game::gameObjectEventTypeMap[types[i].type]=types[i].name;
}
}
//Create the types of level event types.
{
const EventTypeName types[]={
{LevelEvent_OnCreate,"onCreate"},
{LevelEvent_OnSave,"onSave"},
{LevelEvent_OnLoad,"onLoad"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::levelEventNameMap[types[i].name]=types[i].type;
Game::levelEventTypeMap[types[i].type]=types[i].name;
}
}
//Nothing went wrong so we return true.
return screenData;
}
static TTF_Font* loadFont(const char* name,int size){
TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
if(tmpFont){
return tmpFont;
}else{
#if defined(ANDROID)
//Android has built-in DroidSansFallback.ttf. (?)
return TTF_OpenFont("/system/fonts/DroidSansFallback.ttf",size);
#else
return TTF_OpenFont((getDataPath()+"font/DroidSansFallback.ttf").c_str(),size);
#endif
}
}
bool loadFonts(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if(fontTitle)
TTF_CloseFont(fontTitle);
if(fontGUI)
TTF_CloseFont(fontGUI);
if(fontGUISmall)
TTF_CloseFont(fontGUISmall);
if(fontText)
TTF_CloseFont(fontText);
if(fontMono)
TTF_CloseFont(fontMono);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle=loadFont(_("knewave"),55);
fontGUI=loadFont(_("knewave"),32);
fontGUISmall=loadFont(_("knewave"),24);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText=loadFont(_("Blokletters-Viltstift"),16);
fontMono=loadFont("VeraMono",12);
if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL || fontMono==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Nothing went wrong so return true.
return true;
}
//Generate small arrows used for some GUI widgets.
static void generateArrows(SDL_Renderer& renderer){
TTF_Font* fontArrow=loadFont(_("knewave"),18);
arrowLeft1=textureFromText(renderer,*fontArrow,"<",objThemes.getTextColor(false));
arrowRight1=textureFromText(renderer,*fontArrow,">",objThemes.getTextColor(false));
arrowLeft2=textureFromText(renderer,*fontArrow,"<",objThemes.getTextColor(true));
arrowRight2=textureFromText(renderer,*fontArrow,">",objThemes.getTextColor(true));
TTF_CloseFont(fontArrow);
}
bool loadTheme(ImageManager& imageManager,SDL_Renderer& renderer,std::string name){
//Load default fallback theme if it isn't loaded yet
if(objThemes.themeCount()==0){
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme", imageManager, renderer)==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
}
//Resize background or load specific theme
bool success=true;
if(name==""||name.empty()){
objThemes.scaleToScreen();
}else{
string theme=processFileName(name);
if(objThemes.appendThemeFromFile(theme+"/theme.mnmstheme", imageManager, renderer)==NULL){
printf("ERROR: Can't load theme %s\n",theme.c_str());
success=false;
}
}
generateArrows(renderer);
//Everything went fine so return true.
return success;
}
static SDL_Cursor* loadCursor(const char* image[]){
int i,row,col;
//The array that holds the data (0=white 1=black)
Uint8 data[4*32];
//The array that holds the alpha mask (0=transparent 1=visible)
Uint8 mask[4*32];
//The coordinates of the hotspot of the cursor.
int hotspotX, hotspotY;
i=-1;
//Loop through the rows and columns.
//NOTE: We assume a cursor size of 32x32.
for(row=0;row<32;++row){
for(col=0; col<32;++col){
if(col % 8) {
data[i]<<=1;
mask[i]<<=1;
}else{
++i;
data[i]=mask[i]=0;
}
switch(image[4+row][col]){
case '+':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
default:
break;
}
}
}
//Get the hotspot x and y locations from the last line of the cursor.
sscanf(image[4+row],"%d,%d",&hotspotX,&hotspotY);
return SDL_CreateCursor(data,mask,32,32,hotspotX,hotspotY);
}
bool loadFiles(ImageManager& imageManager, SDL_Renderer& renderer){
//Load the fonts.
if(!loadFonts())
return false;
//Show a loading screen
{
int w = 0,h = 0;
SDL_GetRendererOutputSize(&renderer, &w, &h);
SDL_Color fg={255,255,255,0};
TexturePtr loadingTexture = textureFromText(renderer, *fontTitle, _("Loading..."),fg);
SDL_Rect loadingRect = rectFromTexture(*loadingTexture);
loadingRect.x = (w-loadingRect.w)/2;
loadingRect.y = (h-loadingRect.h)/2;
SDL_RenderCopy(sdlRenderer, loadingTexture.get(), NULL, &loadingRect);
SDL_RenderPresent(sdlRenderer);
SDL_RenderClear(sdlRenderer);
}
musicManager.destroy();
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Load all the music lists from the data and user data path.
{
vector<string> musicLists=enumAllFiles((getDataPath()+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
musicLists=enumAllFiles((getUserPath(USER_DATA)+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
}
//Set the list to the configured one.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Check if music is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Load the sound effects
soundManager.loadSound((getDataPath()+"sfx/jump.wav").c_str(),"jump");
soundManager.loadSound((getDataPath()+"sfx/hit.wav").c_str(),"hit");
soundManager.loadSound((getDataPath()+"sfx/checkpoint.wav").c_str(),"checkpoint");
soundManager.loadSound((getDataPath()+"sfx/swap.wav").c_str(),"swap");
soundManager.loadSound((getDataPath()+"sfx/toggle.ogg").c_str(),"toggle");
soundManager.loadSound((getDataPath()+"sfx/error.wav").c_str(),"error");
soundManager.loadSound((getDataPath()+"sfx/collect.wav").c_str(),"collect");
soundManager.loadSound((getDataPath()+"sfx/achievement.ogg").c_str(),"achievement");
//Load the cursor images from the Cursor.h file.
cursors[CURSOR_POINTER]=loadCursor(pointer);
cursors[CURSOR_CARROT]=loadCursor(ibeam);
cursors[CURSOR_DRAG]=loadCursor(closedhand);
cursors[CURSOR_SIZE_HOR]=loadCursor(size_hor);
cursors[CURSOR_SIZE_VER]=loadCursor(size_ver);
cursors[CURSOR_SIZE_FDIAG]=loadCursor(size_fdiag);
cursors[CURSOR_SIZE_BDIAG]=loadCursor(size_bdiag);
cursors[CURSOR_REMOVE]=loadCursor(remove_cursor);
cursors[CURSOR_POINTING_HAND] = loadCursor(pointing_hand);
//Set the default cursor right now.
SDL_SetCursor(cursors[CURSOR_POINTER]);
levelPackManager.destroy();
//Now sum up all the levelpacks.
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getDataPath()+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"custom/levelpacks/"+*i);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack* levelsPack=new LevelPack;
levelsPack->levelpackName="Levels";
levelsPack->levelpackPath="Levels/";
//NOTE: Set the type of 'levels' to main so it won't be added to the custom packs, even though it contains non-main levels.
levelsPack->type=COLLECTION;
LevelPack* customLevelsPack=new LevelPack;
customLevelsPack->levelpackName="Custom Levels";
customLevelsPack->levelpackPath="Custom Levels/";
customLevelsPack->type=COLLECTION;
//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){
levelsPack->addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}
//List the custom levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
customLevelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
customLevelsPack->setLocked(customLevelsPack->getLevelCount()-1);
}
//Add them to the manager.
levelPackManager.addLevelPack(levelsPack);
levelPackManager.addLevelPack(customLevelsPack);
//Load statistics
statsMgr.loadPicture(renderer, imageManager);
statsMgr.registerAchievements(imageManager);
statsMgr.loadFile(getUserPath(USER_CONFIG)+"statistics");
//Do something ugly and slow
statsMgr.reloadCompletedLevelsAndAchievements();
statsMgr.reloadOtherAchievements();
//Load the theme, both menu and default.
//NOTE: Loading theme may fail and returning false would stop everything, default theme will be used instead.
if (!loadTheme(imageManager,renderer,getSettings()->getValue("theme"))){
getSettings()->setValue("theme","%DATA%/themes/Cloudscape");
saveSettings();
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
- settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
- settings->parseFile();
+ //Check the version of config file.
+ int version = 0;
+ std::string cfgV05 = getUserPath(USER_CONFIG) + "meandmyshadow_V0.5.cfg";
+ std::string cfgV04 = getUserPath(USER_CONFIG) + "meandmyshadow.cfg";
+
+ if (fileExists(cfgV05.c_str())) {
+ //We find a config file of current version.
+ version = 0x000500;
+ } else if (fileExists(cfgV04.c_str())) {
+ //We find a config file of V0.4 version or earlier.
+ copyFile(cfgV04.c_str(), cfgV05.c_str());
+ version = 0x000400;
+ } else {
+ //No config file found, just create a new one.
+ version = 0x000500;
+ }
+ settings=new Settings(cfgV05);
+ settings->parseFile(version);
//Now apply settings changed through command line arguments, if any.
map<string,string>::iterator it;
for(it=tmpSettings.begin();it!=tmpSettings.end();++it){
settings->setValue(it->first,it->second);
}
tmpSettings.clear();
//Always return true?
return true;
}
bool saveSettings(){
return settings->save();
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
SoundManager* getSoundManager(){
return &soundManager;
}
LevelPackManager* getLevelPackManager(){
return &levelPackManager;
}
void flipScreen(SDL_Renderer& renderer){
// Render the data from the back buffer.
SDL_RenderPresent(&renderer);
}
void clean(){
//Save statistics
statsMgr.saveFile(getUserPath(USER_CONFIG)+"statistics");
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Delete dictionaryManager.
delete dictionaryManager;
//Get rid of the currentstate.
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//These calls to destroy makes sure stuff is
//deleted before SDL is uninitialised (as these managers are stack allocated
//globals.)
//Destroy the musicManager.
musicManager.destroy();
//Destroy all sounds
soundManager.destroy();
//Destroy the cursors.
for(int i=0;i<CURSOR_MAX;i++){
SDL_FreeCursor(cursors[i]);
cursors[i]=NULL;
}
//Destroy the levelPackManager.
levelPackManager.destroy();
levels=NULL;
//Close all joysticks.
inputMgr.closeAllJoysticks();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontGUISmall);
TTF_CloseFont(fontText);
TTF_CloseFont(fontMono);
TTF_Quit();
//Remove the temp surface.
SDL_DestroyRenderer(sdlRenderer);
SDL_DestroyWindow(sdlWindow);
arrowLeft1.reset(nullptr);
arrowLeft2.reset(nullptr);
arrowRight1.reset(nullptr);
arrowRight2.reset(nullptr);
//Stop audio.and quit
Mix_CloseAudio();
//SDL2 porting note. Not sure why this was only done on apple.
//#ifndef __APPLE__
Mix_Quit();
//#endif
//And finally quit SDL.
SDL_Quit();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(ImageManager& imageManager, SDL_Renderer& renderer, int fade){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Fade out, if fading is enabled.
if (currentState && settings->getBoolValue("fading")) {
for (; fade >= 0; fade -= 17) {
currentState->render(imageManager, renderer);
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if (GUIObjectRoot) GUIObjectRoot->render(renderer);
dimScreen(renderer, static_cast<Uint8>(255 - fade));
//draw new achievements (if any) as overlay
statsMgr.render(imageManager, renderer);
flipScreen(renderer);
SDL_Delay(25);
}
}
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
{
currentState=NULL;
Game* game=new Game(renderer, imageManager);
currentState=game;
//Check if we should load record file or a level.
if(!Game::recordFile.empty()){
game->loadRecord(imageManager,renderer,Game::recordFile.c_str());
Game::recordFile.clear();
}else{
game->loadLevel(imageManager,renderer,levels->getLevelFile());
levels->saveLevelProgress();
}
}
break;
case STATE_MENU:
currentState=new Menu(imageManager, renderer);
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect(imageManager, renderer);
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect(imageManager, renderer);
break;
case STATE_LEVEL_EDITOR:
{
currentState=NULL;
LevelEditor* levelEditor=new LevelEditor(renderer, imageManager);
currentState=levelEditor;
//Load the selected level.
levelEditor->loadLevel(imageManager,renderer,levels->getLevelFile());
}
break;
case STATE_OPTIONS:
currentState=new Options(imageManager, renderer);
break;
case STATE_ADDONS:
currentState=new Addons(renderer, imageManager);
break;
case STATE_CREDITS:
currentState=new Credits(imageManager,renderer);
break;
case STATE_STATISTICS:
currentState=new StatisticsScreen(imageManager,renderer);
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
void channelFinishedHook(int channel){
soundManager.channelFinished(channel);
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
int parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-f" || argument=="-fullscreen" || argument=="--fullscreen"){
tmpSettings["fullscreen"]="1";
}else if(argument=="-w" || argument=="-windowed" || argument=="--windowed"){
tmpSettings["fullscreen"]="0";
}else if(argument=="-mv" || argument=="-music" || argument=="--music"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set the music volume.
tmpSettings["music"]=argv[i];
}else if(argument=="-sv" || argument=="-sound" || argument=="--sound"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set sound volume.
tmpSettings["sound"]=argv[i];
}else if(argument=="-set" || argument=="--set"){
//We need a second and a third argument so we increase i.
i+=2;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//And set the setting.
tmpSettings[argv[i-1]]=argv[i];
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("%s\n",version.c_str());
return 0;
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return -1;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return -1;
}
}
//If everything went well we can return true.
return 1;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(ImageManager& imageManager,SDL_Renderer& renderer, string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject* root=new GUIFrame(imageManager,renderer,(SCREEN_WIDTH-600)/2,200,600,200,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//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;
//Add a GUIObjectLabel with the sentence.
root->addChild(new GUILabel(imageManager,renderer,0,y,root->width,25,lps,0,true,true,GUIGravityCenter));
//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;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
root->top=(SCREEN_HEIGHT-y)/2;
root->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y-=40;
double places[3]={0.0};
if(count==1){
places[0]=0.5;
}else if(count==2){
places[0]=0.4;
places[1]=0.6;
}else if(count==3){
places[0]=0.3;
places[1]=0.5;
places[2]=0.7;
}
//Loop to add the buttons.
for(int i=0;i<count;i++){
obj=new GUIButton(imageManager,renderer,root->width*places[i],y,-1,36,button[i].c_str(),value[i],true,true,GUIGravityCenter);
obj->eventCallback=&objHandler;
root->addChild(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay* overlay=new GUIOverlay(renderer,root);
overlay->keyboardNavigationMode = 0x7 | ((count == 1) ? 0 : 0x8);
overlay->enterLoop(imageManager, renderer, true, count == 1);
//And return the result.
return (msgBoxResult)objHandler.ret;
}
//SDL2 port note: Commented this out since it was unused.
#if 0
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer,std::string name,GUIObject* obj,int /*eventType*/) override {
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).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(imageManager,renderer);
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(imageManager,renderer, tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render(imageManager,renderer);
//The file can't be opened so tell the user.
msgBox(imageManager,renderer, tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render(imageManager,renderer);
//Unable to open file so tell the user.
msgBox(imageManager,renderer, tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(ImageManager& imageManager,SDL_Renderer& renderer, string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIFrame(100,100-base_y/2,600,400+base_y,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->addChild(new GUILabel(8,40,184,36,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->addItems(pathNames);
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
}
//Add the FileName label and textfield.
root->addChild(new GUILabel(8,20+base_y,184,36,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUITextBox(160,20+base_y,432,36,s.c_str());
root->addChild(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIButton(200,360+base_y,192,36,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->addChild(obj);
obj=new GUIButton(400,360+base_y,192,36,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->addChild(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(renderer,root);
overlay->enterLoop(imageManager,renderer);
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
#endif
// A helper function to read a character from utf8 string
// s: the string
// p [in,out]: the position
// return value: the character readed, in utf32 format, 0 means end of string, -1 means error
int utf8ReadForward(const char* s, int& p) {
int ch = (unsigned char)s[p];
if (ch < 0x80){
if (ch) p++;
return ch;
} else if (ch < 0xC0){
// skip invalid characters
while (((unsigned char)s[p] & 0xC0) == 0x80) p++;
return -1;
} else if (ch < 0xE0){
int c2 = (unsigned char)s[++p];
if ((c2 & 0xC0) != 0x80) return -1;
ch = ((ch & 0x1F) << 6) | (c2 & 0x3F);
p++;
return ch;
} else if (ch < 0xF0){
int c2 = (unsigned char)s[++p];
if ((c2 & 0xC0) != 0x80) return -1;
int c3 = (unsigned char)s[++p];
if ((c3 & 0xC0) != 0x80) return -1;
ch = ((ch & 0xF) << 12) | ((c2 & 0x3F) << 6) | (c3 & 0x3F);
p++;
return ch;
} else if (ch < 0xF8){
int c2 = (unsigned char)s[++p];
if ((c2 & 0xC0) != 0x80) return -1;
int c3 = (unsigned char)s[++p];
if ((c3 & 0xC0) != 0x80) return -1;
int c4 = (unsigned char)s[++p];
if ((c4 & 0xC0) != 0x80) return -1;
ch = ((ch & 0x7) << 18) | ((c2 & 0x3F) << 12) | ((c3 & 0x3F) << 6) | (c4 & 0x3F);
if (ch >= 0x110000) ch = -1;
p++;
return ch;
} else {
p++;
return -1;
}
}
// A helper function to read a character backward from utf8 string (experimental)
// s: the string
// p [in,out]: the position
// return value: the character readed, in utf32 format, 0 means end of string, -1 means error
int utf8ReadBackward(const char* s, int& p) {
if (p <= 0) return 0;
do {
p--;
} while (p > 0 && ((unsigned char)s[p] & 0xC0) == 0x80);
int tmp = p;
return utf8ReadForward(s, tmp);
}
#ifndef WIN32
// ad-hoc function to check if a program is installed
static bool programExists(const std::string& program) {
std::string p = tfm::format("which \"%s\" 2>&1", program);
const int BUFSIZE = 128;
char buf[BUFSIZE];
FILE *fp;
if ((fp = popen(p.c_str(), "r")) == NULL) {
return false;
}
while (fgets(buf, BUFSIZE, fp) != NULL) {
// Drop all outputs since 'which' returns -1 when the program is not found
}
if (pclose(fp)) {
return false;
}
return true;
}
#endif
void openWebsite(const std::string& url) {
#ifdef WIN32
wchar_t ws[4096];
TO_UTF16(url.c_str(), ws);
SDL_SysWMinfo info = {};
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(sdlWindow, &info);
ShellExecuteW(info.info.win.window, L"open", ws, NULL, NULL, SW_SHOW);
#else
static int method = -1;
// Some of these methods are copied from https://stackoverflow.com/questions/5116473/
const char* methods[] = {
"xdg-open", "xdg-open \"%s\"",
"gnome-open", "gnome-open \"%s\"",
"kde-open", "kde-open \"%s\"",
"open", "open \"%s\"",
"python", "python -m webbrowser \"%s\"",
"sensible-browser", "sensible-browser \"%s\"",
"x-www-browser", "x-www-browser \"%s\"",
NULL,
};
if (method < 0) {
for (method = 0; methods[method]; method += 2) {
if (programExists(methods[method])) break;
}
}
if (methods[method]) {
std::string p = tfm::format(methods[method + 1], url);
system(p.c_str());
} else {
fprintf(stderr, "TODO: openWebsite is not implemented on your system\n");
}
#endif
}
std::string appendURLToLicense(const std::string& license) {
// if the license doesn't include url, try to detect it from a predefined list
if (license.find("://") == std::string::npos) {
std::string normalized;
for (char c : license) {
if ((c >= '0' && c <= '9') || (c >= 'A' && c <= 'Z')) {
normalized.push_back(c);
} else if (c >= 'a' && c <= 'z') {
normalized.push_back(c + ('A' - 'a'));
}
}
const char* licenses[] = {
// AGPL
"AGPL1", "AGPLV1", NULL, "http://www.affero.org/oagpl.html",
"AGPL2", "AGPLV2", NULL, "http://www.affero.org/agpl2.html",
"AGPL", NULL, "https://gnu.org/licenses/agpl.html",
// LGPL
"LGPL21", "LGPLV21", NULL, "https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html",
"LGPL2", "LGPLV2", NULL, "https://www.gnu.org/licenses/old-licenses/lgpl-2.0.html",
"LGPL", NULL, "https://www.gnu.org/copyleft/lesser.html",
// GPL
"GPL1", "GPLV1", NULL, "https://www.gnu.org/licenses/old-licenses/gpl-1.0.html",
"GPL2", "GPLV2", NULL, "https://www.gnu.org/licenses/old-licenses/gpl-2.0.html",
"GPL", NULL, "https://gnu.org/licenses/gpl.html",
// CC BY-NC-ND
"CCBYNCND1", "CCBYNDNC1", NULL, "https://creativecommons.org/licenses/by-nd-nc/1.0",
"CCBYNCND25", "CCBYNDNC25", NULL, "https://creativecommons.org/licenses/by-nc-nd/2.5",
"CCBYNCND2", "CCBYNDNC2", NULL, "https://creativecommons.org/licenses/by-nc-nd/2.0",
"CCBYNCND3", "CCBYNDNC3", NULL, "https://creativecommons.org/licenses/by-nc-nd/3.0",
"CCBYNCND", "CCBYNDNC", NULL, "https://creativecommons.org/licenses/by-nc-nd/4.0",
// CC BY-NC-SA
"CCBYNCSA1", NULL, "https://creativecommons.org/licenses/by-nc-sa/1.0",
"CCBYNCSA25", NULL, "https://creativecommons.org/licenses/by-nc-sa/2.5",
"CCBYNCSA2", NULL, "https://creativecommons.org/licenses/by-nc-sa/2.0",
"CCBYNCSA3", NULL, "https://creativecommons.org/licenses/by-nc-sa/3.0",
"CCBYNCSA", NULL, "https://creativecommons.org/licenses/by-nc-sa/4.0",
// CC BY-ND
"CCBYND1", NULL, "https://creativecommons.org/licenses/by-nd/1.0",
"CCBYND25", NULL, "https://creativecommons.org/licenses/by-nd/2.5",
"CCBYND2", NULL, "https://creativecommons.org/licenses/by-nd/2.0",
"CCBYND3", NULL, "https://creativecommons.org/licenses/by-nd/3.0",
"CCBYND", NULL, "https://creativecommons.org/licenses/by-nd/4.0",
// CC BY-NC
"CCBYNC1", NULL, "https://creativecommons.org/licenses/by-nc/1.0",
"CCBYNC25", NULL, "https://creativecommons.org/licenses/by-nc/2.5",
"CCBYNC2", NULL, "https://creativecommons.org/licenses/by-nc/2.0",
"CCBYNC3", NULL, "https://creativecommons.org/licenses/by-nc/3.0",
"CCBYNC", NULL, "https://creativecommons.org/licenses/by-nc/4.0",
// CC BY-SA
"CCBYSA1", NULL, "https://creativecommons.org/licenses/by-sa/1.0",
"CCBYSA25", NULL, "https://creativecommons.org/licenses/by-sa/2.5",
"CCBYSA2", NULL, "https://creativecommons.org/licenses/by-sa/2.0",
"CCBYSA3", NULL, "https://creativecommons.org/licenses/by-sa/3.0",
"CCBYSA", NULL, "https://creativecommons.org/licenses/by-sa/4.0",
// CC BY
"CCBY1", NULL, "https://creativecommons.org/licenses/by/1.0",
"CCBY25", NULL, "https://creativecommons.org/licenses/by/2.5",
"CCBY2", NULL, "https://creativecommons.org/licenses/by/2.0",
"CCBY3", NULL, "https://creativecommons.org/licenses/by/3.0",
"CCBY", NULL, "https://creativecommons.org/licenses/by/4.0",
// CC0
"CC0", NULL, "https://creativecommons.org/publicdomain/zero/1.0",
// WTFPL
"WTFPL", NULL, "http://www.wtfpl.net/",
// end
NULL,
};
for (int i = 0; licenses[i]; i++) {
bool found = false;
for (; licenses[i]; i++) {
if (normalized.find(licenses[i]) != std::string::npos) found = true;
}
i++;
if (found) {
return license + tfm::format(" <%s>", licenses[i]);
}
}
}
return license;
}
int getKeyboardRepeatDelay() {
static int ret = -1;
if (ret < 0) {
#ifdef WIN32
int i = 0;
SystemParametersInfoW(SPI_GETKEYBOARDDELAY, 0, &i, 0);
// NOTE: these weird numbers are derived from Microsoft's documentation explaining the return value of SystemParametersInfo.
i = clamp(i, 0, 3);
ret = (i + 1) * 10;
#else
// TODO: platform-dependent code
// Assume it's 250ms, i.e. 10 frames
ret = 10;
#endif
// Debug
#ifdef _DEBUG
printf("getKeyboardRepeatDelay() = %d\n", ret);
#endif
}
return ret;
}
int getKeyboardRepeatInterval() {
static int ret = -1;
if (ret < 0) {
#ifdef WIN32
int i = 0;
SystemParametersInfoW(SPI_GETKEYBOARDSPEED, 0, &i, 0);
// NOTE: these weird numbers are derived from Microsoft's documentation explaining the return value of SystemParametersInfo.
i = clamp(i, 0, 31);
ret = (int)floor(40.0f / (2.5f + 0.887097f * (float)i) + 0.5f);
#else
// TODO: platform-dependent code
// Assume it's 25ms, i.e. 1 frame
ret = 1;
#endif
// Debug
#ifdef _DEBUG
printf("getKeyboardRepeatInterval() = %d\n", ret);
#endif
}
return ret;
}
diff --git a/src/Settings.cpp b/src/Settings.cpp
index 5800bf7..c6e0def 100644
--- a/src/Settings.cpp
+++ b/src/Settings.cpp
@@ -1,268 +1,276 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Settings.h"
#include "FileManager.h"
#include <SDL.h>
#include <string>
#include <stdio.h>
using namespace std;
// Hardcode the addon url unless specified by command line arguments
#define DEFAULT_ADDON_URL "https://github.com/acmepjz/meandmyshadow-addons/raw/master/addons05"
-Settings::Settings(const string fileName): fileName(fileName){
+Settings::Settings(const string& fileName): fileName(fileName){
char s[32];
settings["sound"]="128";
settings["music"]="128";
settings["musiclist"]="default";
settings["fullscreen"]="0";
settings["width"]="800";
settings["height"]="600";
settings["resizable"]="1";
settings["theme"]="%DATA%/themes/Cloudscape";
settings["internet"]="1";
settings["lastlevelpack"]="tutorial";
settings["internet-proxy"]="";
settings["lang"]="";
settings["addon_url"] = DEFAULT_ADDON_URL;
//The record mode.
settings["quickrecord"]="0";
//Boolean if fading between states is enabled.
settings["fading"]="1";
//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
settings["key_cancelRecording"]="0"; //not set by default
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
sprintf(s,"%d",(int)SDLK_RETURN);
settings["key_select"]=s; //SDLK_RETURN
settings["key_up2"]=settings["key_down2"]=settings["key_left2"]=settings["key_right2"]=
settings["key_jump2"]=settings["key_action2"]=
settings["key_space2"]=settings["key_cancelRecording2"]=
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"]=
settings["key_select2"]="0";
}
-void Settings::parseFile(){
+void Settings::parseFile(int version){
//Open the config file for reading.
ifstream file;
file.open(fileName.c_str());
if(!file){
//Check if the file exists.
if(fileExists(fileName.c_str())){
cerr<<"ERROR: Unable to read config file, default values will be used!"<<endl;
}else{
cout<<"Creating a new config file."<<endl;
createFile();
}
//No need to parse the unreadable or newly created config file.
return;
}
//Read the config 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);
+ parseLine(temp,version);
}
//And close the file.
file.close();
// Hardcode the addon url unless specified by command line arguments
settings["addon_url"] = DEFAULT_ADDON_URL;
}
-void Settings::parseLine(const string &line){
+void Settings::parseLine(const string &line,int version){
if((line.find('=') == line.npos) || !validLine(line))
cerr<<"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);
+ //Check the version.
+ //Currently in V0.5 we don't read key config saved in versions which is earlier than V0.5, since they are incompatible (SDL1.2 vs SDL2).
+ if (version < 0x000500) {
+ if (key.size() >= 4 && key.substr(0, 4) == "key_") {
+ return;
+ }
+ }
+
//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()){
cerr<<"WARNING: Key "<<key<<" couldn't be found!"<<endl;
return "";
}
return settings[key];
}
bool Settings::getBoolValue(const string &key){
if(settings.find(key) == settings.end()){
cerr<<"WARNING: Key "<<key<<" couldn't be found!"<<endl;
return false;
}
return (settings[key] != "0");
}
void Settings::setValue(const string &key, const string &value){
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();
}
bool Settings::save(){
//Open the settings file.
ofstream file;
file.open(fileName.c_str());
//Check if the file could be opened.
if(!file)
return false;
//First get the date and time.
time_t rawtime;
struct tm* timedate;
char str_time[80];
time(&rawtime);
timedate=localtime(&rawtime);
//NOTE: Function asctime() is marked obsolete in POSIX. So we're using strftime() instead.
strftime(str_time,80,"%a %b %d %H:%M:%S %Y",timedate);
//Now write it to the first line of the config file.
file<<"#MeAndMyShadow config file. Created on "<<str_time<<endl;
//Loop through the settings and save them.
map<string,string>::const_iterator iter;
for(iter=settings.begin(); iter!=settings.end(); ++iter){
if (iter->first == "addon_url") {
// Hardcode the addon url
file << iter->first << " = " DEFAULT_ADDON_URL << endl;
} else {
file << iter->first << " = " << iter->second << endl;
}
}
file.close();
//No errors so return true.
return true;
}
diff --git a/src/Settings.h b/src/Settings.h
index 9fdc810..ea0fec0 100644
--- a/src/Settings.h
+++ b/src/Settings.h
@@ -1,84 +1,84 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SETTINGS_H
#define SETTINGS_H
#include <iostream>
#include <string>
#include <sstream>
#include <map>
#include <fstream>
#include <ctime>
//The Settings class is used for loading/saving the config file and keeping track of the settings.
class Settings{
private:
//The name of the settingsfile.
const std::string fileName;
//Map containing all the settings.
//The key is the name of the setting.
std::map<std::string,std::string> settings;
//Method that will create the config file.
void createFile();
//Parse a given line and, if valid, add it to the settings map.
//line: The line to parse.
- void parseLine(const std::string &line);
+ void parseLine(const std::string &line,int version);
//Validates a given line. (Check if it contains a '=')
//line: The line to validate.
//Returns: True if the line is valid.
bool validLine(const std::string &line);
//Remove comments from a given line.
//Comments start with '#' and continues to the end of the line.
//line: The line to uncomment.
void unComment(std::string &line);
//Checks if the line is empty.
//line: The line to check.
//Returns: True if the line is emtpy.
bool empty(const std::string &line);
public:
//Constructor.
//fileName: The name of the file to use.
- Settings(std::string fileName);
+ Settings(const std::string& fileName);
//This method will open the settings file and walk through it line for line.
- void parseFile();
+ void parseFile(int version);
//This method will write the settings in the map to the settings file.
//Returns: True if there were no errors.
bool save();
//Gets the value that belongs to a given key.
//key: The name of teh setting.
//Returns: The value if the key exists and an empty string if the key doesn't exist.
std::string getValue(const std::string &key);
//Gets the value, as a bool, that belongs to a given key.
//key: The name of teh setting.
//Returns: The (bool)value if the key exists and false if the key doesn't exist.
bool getBoolValue(const std::string &key);
//This will set the value of a given key.
//NOTE: If the key doesn't exist it will be created.
//key: The key of the setting to change.
//value: The new value of the key.
void setValue(const std::string &key, const std::string &value);
};
#endif
\ No newline at end of file
File Metadata
Details
Attached
Mime Type
text/x-diff
Expires
Sat, May 16, 8:17 PM (1 d, 16 h)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
63535
Default Alt Text
(71 KB)
Attached To
Mode
R79 meandmyshadow
Attached
Detach File
Event Timeline