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diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 0953a7d..4ae90c7 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,661 +1,671 @@
/****************************************************************************
** 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>
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(20,480,240,32,GUIObjectButton,"New Levelpack");
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
propertiesPack=new GUIObject(280,480,240,32,GUIObjectButton,"Pack Properties");
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->childControls.push_back(propertiesPack);
removePack=new GUIObject(540,480,240,32,GUIObjectButton,"Remove Pack");
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->childControls.push_back(removePack);
move=new GUIObject(20,540,240,32,GUIObjectButton,"Move Map");
move->name="cmdMoveMap";
move->eventCallback=this;
move->enabled=false;
GUIObjectRoot->childControls.push_back(move);
remove=new GUIObject(280,540,240,32,GUIObjectButton,"Remove Map");
remove->name="cmdRmMap";
remove->eventCallback=this;
remove->enabled=false;
GUIObjectRoot->childControls.push_back(remove);
edit=new GUIObject(540,540,240,32,GUIObjectButton,"Edit Map");
edit->name="cmdEdit";
edit->eventCallback=this;
edit->enabled=false;
GUIObjectRoot->childControls.push_back(edit);
//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();
vector<string> v=enumAllDirs(getUserPath()+"custom/levelpacks/");
v.push_back("Levels");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelpackLocations[*i]=getUserPath()+"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()+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levels.addLevel(getUserPath()+"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("Can't load level pack:\n"+packName,MsgBoxOKOnly,"Error");
}
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
}
void LevelEditSelect::packProperties(){
//Open a message popup.
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
GUIObjectRoot=new GUIObject(100,(SCREEN_HEIGHT-300)/2,600,300,GUIObjectFrame,"Properties");
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,"Name:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,80,240,36,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(300,120,240,36,GUIObjectTextBox,levels.levelpackDescription.c_str());
obj->name="LvlpackDescription";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,160,240,36,GUIObjectLabel,"Congratulation text:");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,160,240,36,GUIObjectTextBox,levels.congratulationText.c_str());
obj->name="LvlpackCongratulation";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,300-44,150,36,GUIObjectButton,"OK");
obj->name="cfgOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,300-44,150,36,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();
SDL_Flip(screen);
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
}
void LevelEditSelect::addLevel(){
//Open a message popup.
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
GUIObjectRoot=new GUIObject(100,(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();
SDL_Flip(screen);
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
GUIObjectRoot=new GUIObject(100,(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();
SDL_Flip(screen);
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
}
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);
if(m>40){
levelScrollBar->maxValue=(m-41)/10;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
levelpackDescription->caption=levels.levelpackDescription;
int width,height;
TTF_SizeText(fontGUI,levels.levelpackDescription.c_str(),&width,&height);
levelpackDescription->left=(800-width)/2;
}
void LevelEditSelect::selectNumber(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(int number,int dy){
SDL_Color fg={0,0,0};
SDL_Surface* name;
if(number==levels.getLevelCount()){
//Render the name of the level.
name=TTF_RenderText_Blended(fontText,"Add level",fg);
}else{
//Render the name of the level.
name=TTF_RenderText_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*80;
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()->file.c_str())){
+ 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()+"custom/levelpacks/"+packName).c_str(),(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to move levelpack directory "<<(getUserPath()+"custom/levelpacks/"+packName)<<" to "<<(getUserPath()+"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(levelpacks->value>levelpacks->item.size())
levelpacks->value=levelpacks->item.size()-1;
}
//Also add the levelpack location
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
}else{
if(!createDirectory((getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create levelpack directory "<<(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
if(!createFile((getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst").c_str())){
cerr<<"ERROR: Unable to create levelpack file "<<(getUserPath()+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst")<<endl;
}
//Also add the levelpack location.
levelpackLocations[GUIObjectRoot->childControls[i]->caption]=(getUserPath()+"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();
refresh();
}
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackDescription"){
levels.levelpackDescription=GUIObjectRoot->childControls[i]->caption;
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackCongratulation"){
levels.congratulationText=GUIObjectRoot->childControls[i]->caption;
}
}
//Save the configuration.
levels.saveLevels(getUserPath()+"custom/levelpacks/"+packName+"/levels.lst");
//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{
- if(!createFile((levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption).c_str())){
- cerr<<"ERROR: Unable to create level file "<<(levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption)<<endl;
+ if(packName!="Levels"){
+ if(!createFile((levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption).c_str())){
+ cerr<<"ERROR: Unable to create level file "<<(levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption)<<endl;
+ }
+ }else{
+ if(!createFile((getUserPath()+"/custom/levels/"+GUIObjectRoot->childControls[i]->caption).c_str())){
+ cerr<<"ERROR: Unable to create level file "<<(getUserPath()+"/custom/levels/"+GUIObjectRoot->childControls[i]->caption)<<endl;
+ }
}
levels.addLevel(levelpackLocations[packName]+"/"+GUIObjectRoot->childControls[i]->caption);
- levels.saveLevels(getUserPath()+"custom/levelpacks/"+packName+"/levels.lst");
+ if(packName!="Levels")
+ levels.saveLevels(getUserPath()+"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.
- levels.saveLevels(getUserPath()+"custom/levelpacks/"+packName+"/levels.lst");
+ if(packName!="Levels")
+ levels.saveLevels(getUserPath()+"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;
}
}
}

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