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diff --git a/src/Addons.cpp b/src/Addons.cpp
index 5fb799f..dea094a 100644
--- a/src/Addons.cpp
+++ b/src/Addons.cpp
@@ -1,584 +1,586 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Addons.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIObject.h"
#include "GUIScrollBar.h"
#include "GUIListBox.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <string>
#include <sstream>
#include <iostream>
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
using namespace std;
Addons::Addons(){
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),black);
FILE* addon=fopen((getUserPath(USER_CACHE)+"addons").c_str(),"wb");
action=NONE;
addons=NULL;
//Create the gui.
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Try to get(download) the addonsList.
if(getAddonsList(addon)==false) {
//It failed so we show the error message.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
obj=new GUIObject(90,96,200,32,GUIObjectLabel,_("Unable to initialze addon menu:"));
obj->name="lbl";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(120,130,200,32,GUIObjectLabel,error.c_str());
obj->name="lbl";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(90,550,200,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
return;
}
//Downloaded the addons file now we can create the GUI.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create list of categories
GUISingleLineListBox *listTabs=new GUISingleLineListBox((SCREEN_WIDTH-360)/2,100,360,36);
listTabs->name="lstTabs";
listTabs->item.push_back(_("Levels"));
listTabs->item.push_back(_("Level Packs"));
listTabs->item.push_back(_("Themes"));
listTabs->value=0;
listTabs->eventCallback=this;
GUIObjectRoot->childControls.push_back(listTabs);
//Create the list for the addons.
//By default levels will be selected.
list=new GUIListBox(SCREEN_WIDTH*0.1,160,SCREEN_WIDTH*0.8,SCREEN_HEIGHT-220);
list->item=addonsToList("levels");
list->name="lstAddons";
list->eventCallback=this;
+ list->value=-1;
GUIObjectRoot->childControls.push_back(list);
type="levels";
//And the buttons at the bottom of the screen.
- obj=new GUIObject(90,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Back"));
+ obj=new GUIObject(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-50,-1,32,GUIObjectButton,_("Back"),GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- actionButton=new GUIObject(110+2*(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Install"));
+ actionButton=new GUIObject(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-50,-1,32,GUIObjectButton,_("Uninstall"),GUIGravityCenter);
actionButton->name="cmdInstall";
actionButton->eventCallback=this;
+ actionButton->enabled=false;
GUIObjectRoot->childControls.push_back(actionButton);
- updateButton=new GUIObject(100+(SCREEN_WIDTH-200)/3,SCREEN_HEIGHT-50,200,32,GUIObjectButton,_("Update"));
+ updateButton=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-50,-1,32,GUIObjectButton,_("Update"),GUIGravityCenter);
updateButton->name="cmdUpdate";
updateButton->enabled=false;
updateButton->visible=false;
updateButton->eventCallback=this;
GUIObjectRoot->childControls.push_back(updateButton);
}
Addons::~Addons(){
delete addons;
//Free the title surface.
SDL_FreeSurface(title);
//If the GUIObjectRoot exist delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
bool Addons::getAddonsList(FILE* file){
//First we download the file.
if(downloadFile("http://meandmyshadow.sourceforge.net/game/addons03",file)==false){
error="ERROR: unable to download addons file!";
cerr<<error<<endl;
return false;
}
fclose(file);
//Load the downloaded file.
ifstream addonFile;
addonFile.open((getUserPath(USER_CACHE)+"addons").c_str());
if(addonFile==false) {
error="ERROR: unable to load addon_list file!";
cerr<<error<<endl;
return false;
}
//Parse the addonsfile.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(addonFile,&obj,true)){
error="ERROR: Invalid file format of addons file!";
cerr<<error<<endl;
return false;
}
}
//Also load the installed_addons file.
ifstream iaddonFile;
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
//The installed_addons file doesn't exist, so we create it.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
iaddons<<" "<<endl;
iaddons.close();
//Also load the installed_addons file.
iaddonFile.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddonFile) {
error="ERROR: Unable to create the installed_addons file.";
cerr<<error<<endl;
return false;
}
}
//And parse the installed_addons file.
TreeStorageNode obj1;
{
POASerializer objSerializer;
if(!objSerializer.readNode(iaddonFile,&obj1,true)){
error="ERROR: Invalid file format of the installed_addons!";
cerr<<error<<endl;
return false;
}
}
//Fill the vector.
addons = new std::vector<Addon>;
fillAddonList(*addons,obj,obj1);
//Close the files.
iaddonFile.close();
addonFile.close();
return true;
}
void Addons::fillAddonList(std::vector<Addons::Addon> &list, TreeStorageNode &addons, TreeStorageNode &installed_addons){
//Loop through the blocks of the addons file.
//These should contain the types levels, levelpacks, themes.
for(unsigned int i=0;i<addons.subNodes.size();i++){
TreeStorageNode* block=addons.subNodes[i];
if(block==NULL) continue;
string type;
type=block->name;
//Now loop the entries(subNodes) of the block.
for(unsigned int i=0;i<block->subNodes.size();i++){
TreeStorageNode* entry=block->subNodes[i];
if(entry==NULL) continue;
if(entry->name=="entry" && entry->value.size()==1){
//The entry is valid so create a new Addon.
Addon addon = *(new Addon);
addon.type=type;
addon.name=entry->value[0];
addon.file=entry->attributes["file"][0];
if(!entry->attributes["folder"].empty()){
addon.folder=entry->attributes["folder"][0];
}
addon.author=entry->attributes["author"][0];
addon.version=atoi(entry->attributes["version"][0].c_str());
addon.upToDate=false;
addon.installed=false;
//Check if the addon is already installed.
for(unsigned int i=0;i<installed_addons.subNodes.size();i++){
TreeStorageNode* installed=installed_addons.subNodes[i];
if(installed==NULL) continue;
if(installed->name=="entry" && installed->value.size()==3){
if(addon.type.compare(installed->value[0])==0 && addon.name.compare(installed->value[1])==0) {
addon.installed=true;
addon.installedVersion=atoi(installed->value[2].c_str());
if(addon.installedVersion>=addon.version) {
addon.upToDate=true;
}
}
}
}
//Finally put him in the list.
list.push_back(addon);
}
}
}
}
std::vector<std::string> Addons::addonsToList(const std::string &type){
std::vector<std::string> result;
for(unsigned int i=0;i<addons->size();i++) {
//Check if the addon is from the right type.
if((*addons)[i].type==type) {
string entry = (*addons)[i].name + " by " + (*addons)[i].author;
if((*addons)[i].installed) {
if((*addons)[i].upToDate) {
entry += " *";
} else {
entry += " +";
}
}
result.push_back(entry);
}
}
return result;
}
bool Addons::saveInstalledAddons(){
if(!addons) return false;
//Open the file.
ofstream iaddons;
iaddons.open((getUserPath(USER_CONFIG)+"installed_addons").c_str());
if(!iaddons) return false;
//Loop all the levels.
TreeStorageNode installed;
for(unsigned int i=0;i<addons->size();i++) {
//Check if the level is installed or not.
if((*addons)[i].installed) {
TreeStorageNode *entry=new TreeStorageNode;
entry->name="entry";
entry->value.push_back((*addons)[i].type);
entry->value.push_back((*addons)[i].name);
char version[64];
sprintf(version,"%d",(*addons)[i].installedVersion);
entry->value.push_back(version);
installed.subNodes.push_back(entry);
}
}
//And write away the file.
POASerializer objSerializer;
objSerializer.writeNode(&installed,iaddons,true,true);
return true;
}
void Addons::handleEvents(){
//Check if we should quit.
if(event.type==SDL_QUIT){
//Save the installed addons before exiting.
saveInstalledAddons();
setNextState(STATE_EXIT);
}
//Check if escape is pressed, if so return to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Addons::logic(){}
void Addons::render(){
//We only need to draw the menu background.
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
}
void Addons::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
if(name=="lstTabs"){
if(obj->value==0){
list->item=addonsToList("levels");
type="levels";
}else if(obj->value==1){
list->item=addonsToList("levelpacks");
type="levelpacks";
}else{
list->item=addonsToList("themes");
type="themes";
}
list->value=0;
GUIEventCallback_OnEvent("lstAddons",list,GUIEventChange);
}else if(name=="lstAddons"){
//Get the addon struct that belongs to it.
Addon *addon=NULL;
if(list->item.size()>0) {
string entry = list->item[list->value];
if(type.compare("levels")==0) {
for(unsigned int i=0;i<addons->size();i++) {
std::string prefix=(*addons)[i].name;
if(!entry.compare(0, prefix.size(), prefix)) {
addon=&(*addons)[i];
}
}
} else if(type.compare("levelpacks")==0) {
for(unsigned int i=0;i<addons->size();i++) {
std::string prefix=(*addons)[i].name;
if(!entry.compare(0, prefix.size(), prefix)) {
addon=&(*addons)[i];
}
}
} else if(type.compare("themes")==0) {
for(unsigned int i=0;i<addons->size();i++) {
std::string prefix=(*addons)[i].name;
if(!entry.compare(0, prefix.size(), prefix)) {
addon=&(*addons)[i];
}
}
}
}
selected=addon;
updateActionButton();
updateUpdateButton();
}else if(name=="cmdBack"){
saveInstalledAddons();
setNextState(STATE_MENU);
}else if(name=="cmdUpdate"){
//First remove the addon and then install it again.
if(type.compare("levels")==0) {
if(downloadFile(selected->file,(getUserPath(USER_DATA)+"/levels/"))!=false){
selected->upToDate=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levels");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("levelpacks")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/")<<"."<<endl;
return;
}
if(downloadFile(selected->file,(getUserPath(USER_CACHE)+"/tmp/"))!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/levelpacks/"+selected->folder+"/");
selected->upToDate=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("themes")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"themes/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"themes/"+selected->folder+"/")<<"."<<endl;
return;
}
if(downloadFile(selected->file,(getUserPath(USER_CACHE)+"/tmp/"))!=false){
extractFile((getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true)),(getUserPath(USER_DATA)+"/themes/"+selected->folder+"/"));
selected->upToDate=true;
selected->installedVersion=selected->version;
list->item=addonsToList("themes");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}
}else if(name=="cmdInstall"){
switch(action) {
case NONE:
break;
case INSTALL:
//Download the addon.
if(type.compare("levels")==0) {
if(downloadFile(selected->file,getUserPath(USER_DATA)+"/levels/")!=false){
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levels");
updateActionButton();
- updateUpdateButton();
+ ;
//And add the level to the levels levelpack.
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels");
levelsPack->addLevel(getUserPath(USER_DATA)+"/levels/"+fileNameFromPath(selected->file));
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("levelpacks")==0) {
if(downloadFile(selected->file,getUserPath(USER_CACHE)+"/tmp/")!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/levelpacks/"+selected->folder+"/");
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
list->item=addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
//And add the levelpack to the levelpackManager.
getLevelPackManager()->loadLevelPack(getUserPath(USER_DATA)+"/levelpacks/"+selected->folder);
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}else if(type.compare("themes")==0) {
if(downloadFile(selected->file,getUserPath(USER_CACHE)+"/tmp/")!=false){
extractFile(getUserPath(USER_CACHE)+"/tmp/"+fileNameFromPath(selected->file,true),getUserPath(USER_DATA)+"/themes/"+selected->folder+"/");
selected->upToDate=true;
selected->installed=true;
selected->installedVersion=selected->version;
list->item=addonsToList("themes");
updateActionButton();
updateUpdateButton();
}else{
cerr<<"ERROR: Unable to download addon!"<<endl;
msgBox(_("ERROR: Unable to download addon!"),MsgBoxOKOnly,_("ERROR:"));
return;
}
}
break;
case UNINSTALL:
//Uninstall the addon.
if(type.compare("levels")==0) {
if(remove((getUserPath(USER_DATA)+"levels/"+fileNameFromPath(selected->file)).c_str())){
cerr<<"ERROR: Unable to remove the file "<<(getUserPath(USER_DATA) + "levels/" + fileNameFromPath(selected->file))<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
list->item=addonsToList("levels");
updateActionButton();
updateUpdateButton();
//And remove the level from the levels levelpack.
LevelPack* levelsPack=getLevelPackManager()->getLevelPack("Levels");
for(int i=0;i<levelsPack->getLevelCount();i++){
if(levelsPack->getLevelFile(i)==(getUserPath(USER_DATA)+"levels/"+fileNameFromPath(selected->file))){
//Remove the level and break out of the loop.
levelsPack->removeLevel(i);
break;
}
}
}else if(type.compare("levelpacks")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"levelpacks/"+selected->folder+"/")<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
list->item=addonsToList("levelpacks");
updateActionButton();
updateUpdateButton();
//And remove the levelpack from the levelpack manager.
getLevelPackManager()->removeLevelPack(selected->folder);
}else if(type.compare("themes")==0) {
if(!removeDirectory((getUserPath(USER_DATA)+"themes/"+selected->folder+"/").c_str())){
cerr<<"ERROR: Unable to remove the directory "<<(getUserPath(USER_DATA)+"themes/"+selected->folder+"/")<<"."<<endl;
return;
}
selected->upToDate=false;
selected->installed=false;
list->item=addonsToList("themes");
updateActionButton();
updateUpdateButton();
}
break;
}
}
}
void Addons::updateUpdateButton(){
//some sanity check
if(selected==NULL){
updateButton->enabled=false;
return;
}
//Check if the selected addon is installed.
if(selected->installed){
//It is installed, but is it uptodate?
if(selected->upToDate){
//The addon is installed and there is no need to show the button.
updateButton->enabled=false;
updateButton->visible=false;
}else{
//Otherwise show the button
updateButton->enabled=true;
updateButton->visible=true;
}
}else{
//The addon isn't installed so we can only install it.
updateButton->enabled=false;
}
}
void Addons::updateActionButton(){
//some sanity check
if(selected==NULL){
actionButton->enabled=false;
action = NONE;
return;
}
//Check if the selected addon is installed.
if(selected->installed){
//It is installed, but is it uptodate?
actionButton->enabled=true;
actionButton->caption=_("Uninstall");
action = UNINSTALL;
}else{
//The addon isn't installed so we can only install it.
actionButton->enabled=true;
actionButton->caption=_("Install");
action = INSTALL;
}
}
diff --git a/src/GUIObject.cpp b/src/GUIObject.cpp
index 189c166..2d2bbc3 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,469 +1,478 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUIObject.h"
#include <iostream>
#include <list>
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
void GUIObjectHandleEvents(bool kill){
//Make sure that GUIObjectRoot isn't null.
if(GUIObjectRoot)
GUIObjectRoot->handleEvents();
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::~GUIObject(){
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
bool GUIObject::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Type specific event handling.
switch(type){
case GUIObjectButton:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectCheckBox:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value=value?0:1;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectTextBox:
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the text after the carrot.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_DELETE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
value=clamp(value+1,0,caption.length());
}else if(event.key.keysym.sym==SDLK_LEFT){
value=clamp(value-1,0,caption.length());
}
//The event has been processed.
b=true;
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//TODO Move carrot to place clicked
value=caption.length();
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
break;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIObject::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0){
//Free the cache.
SDL_FreeSurface(cache);
cache=NULL;
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
}
//Now do the type specific rendering.
switch(type){
case GUIObjectLabel:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//We don't draw a background and/or border since that label is transparent.
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Render the text using the small font.
if(cache==NULL){
//Color the text will be: black.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
}
//Center the text vertically and draw it to the screen.
r.y=y+(height - cache->h)/2;
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
break;
case GUIObjectCheckBox:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//We render black text.
if(!cache){
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
}
//Calculate the location, center it vertically.
r.x=x;
r.y=y+(height - cache->h)/2;
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
//Draw the check (or not).
SDL_Rect r1={0,0,16,16};
if(value==1||value==2)
r1.x=value*16;
r.x=x+width-20;
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
break;
case GUIObjectButton:
{
//Get the text.
const char* lp=caption.c_str();
//Make sure the text isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//Draw black text.
SDL_Color black={0,0,0,0};
//Draw in gray when disabled.
if(!enabled)
black.r=black.g=black.b=96;
cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+
+ if(width==-1){
+ width=cache->w+50;
+ if(gravity==GUIGravityCenter){
+ left-=int(width/2);
+ }else if(gravity==GUIGravityRight){
+ left-=width;
+ }
+ }
}
//Center the text both vertically as horizontally.
r.x=x+(width-cache->w)/2;
r.y=y+(height-cache->h)/2;
//Check if the arrows don't fall of.
if(cache->w+32<=width){
//Create a rectangle that selects the right image from bmGUI,
SDL_Rect r2={64,0,16,16};
if(state==1){
applySurface(x+(width-cache->w)/2-25,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
applySurface(x+(width-cache->w)/2+4+cache->w+5,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
}else if(state==2){
applySurface(x+(width-cache->w)/2-20,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
applySurface(x+(width-cache->w)/2+4+cache->w,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
}
}
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
break;
case GUIObjectTextBox:
{
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//Draw the black text.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontText,lp,black);
}
//Calculate the location, center it vertically.
r.x=x+2;
r.y=y+(height - cache->h)/2;
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
SDL_BlitSurface(cache,&tmp,screen,&r);
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=height-8;
int advance;
for(int n=0;n<value;n++){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
}else{
//Only draw the carrot when focus.
if(state==2){
r.x=x+4;
r.y=y+4;
r.w=2;
r.h=height-8;
SDL_FillRect(screen,&r,0);
}
}
}
break;
case GUIObjectFrame:
{
//Create a rectangle the size of the button and fill it.
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,screen,color);
//Get the title text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
if(!cache){
//The colors black and white used to render the title with white background.
SDL_Color black={0,0,0,0};
cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
}
//Calculate the location, center horizontally and vertically relative to the top.
r.x=x+(width-cache->w)/2;
r.y=y+6;
//Draw the text and free the surface.
SDL_BlitSurface(cache,NULL,screen,&r);
}
}
break;
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
diff --git a/src/GUIObject.h b/src/GUIObject.h
index d9bb9f1..15856a9 100644
--- a/src/GUIObject.h
+++ b/src/GUIObject.h
@@ -1,176 +1,184 @@
/****************************************************************************
** 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/>.
**
****************************************************************************/
#ifndef GUIOBJECT_H
#define GUIOBJECT_H
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include <string>
#include <vector>
#include <list>
//Ids for the different GUIObject types.
//None is a special type, it has no visual form.
const int GUIObjectNone=0;
//A label used to dispaly text.
const int GUIObjectLabel=1;
//Button which will invoke an event when pressed.
const int GUIObjectButton=2;
//Checkbox which represents a boolean value and can be toggled.
const int GUIObjectCheckBox=3;
//A text box used to enter text.
const int GUIObjectTextBox=5;
//Frame which is like a container.
const int GUIObjectFrame=6;
+//Widget gravity properties
+const int GUIGravityLeft=0;
+const int GUIGravityCenter=1;
+const int GUIGravityRight=2;
+
//The event id's.
//A click event used for e.g. buttons.
const int GUIEventClick=0;
//A change event used for e.g. textboxes.
const int GUIEventChange=1;
class GUIObject;
//Class that is used as event callback.
class GUIEventCallback{
public:
//This method is called when an event is fired.
//name: The name of the event.
//obj: Pointer to the GUIObject which caused this event.
//eventType: The type of event as defined above.
virtual void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType)=0;
};
//Class containing the
class GUIObject{
public:
//The relative x location of the GUIObject.
int left;
//The relative y location of the GUIObject.
int top;
//The width of the GUIObject.
int width;
//The height of the GUIObject.
int height;
//The type of the GUIObject.
int type;
//The value of the GUIObject.
//It depends on the type of GUIObject what it means.
int value;
//The name of the GUIObject.
std::string name;
//The caption of the GUIObject.
//It depends on the type of GUIObject what it is.
std::string caption;
//Boolean if the GUIObject is enabled.
bool enabled;
//Boolean if the GUIObject is visible.
bool visible;
//Vector containing the children of the GUIObject.
std::vector<GUIObject*> childControls;
//Event callback used to invoke events.
GUIEventCallback* eventCallback;
+
+ //Widget's gravity to centering
+ int gravity;
protected:
//The state of the GUIObject.
//It depends on the type of GUIObject where it's used for.
int state;
//Surface containing some gui images.
SDL_Surface* bmGUI;
//Surface that can be used to cache rendered text.
SDL_Surface* cache;
//String containing the old caption to detect if it changed.
std::string cachedCaption;
//Boolean containing the previous enabled state.
bool cachedEnabled;
public:
//Constructor.
//left: The relative x location of the GUIObject.
//top: The relative y location of the GUIObject.
//witdh: The width of the GUIObject.
//height: The height of the GUIObject.
//type: The type of the GUIObject.
//caption: The text on the GUIObject.
//value: The value of the GUIObject.
//enabled: Boolean if the GUIObject is enabled or not.
//visible: Boolean if the GUIObject is visisble or not.
GUIObject(int left=0,int top=0,int width=0,int height=0,int type=0,
- const char* caption=NULL,int value=0,
+ const char* caption=NULL,int gravity=0,int value=0,
bool enabled=true,bool visible=true):
left(left),top(top),width(width),height(height),
- type(type),value(value),
+ type(type),gravity(gravity),value(value),
enabled(enabled),visible(visible),
eventCallback(NULL),state(0),
cache(NULL),cachedEnabled(enabled)
{
//Make sure that caption isn't NULL before setting it.
if(caption){
GUIObject::caption=caption;
//And set the cached caption.
cachedCaption=caption;
}
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
//Destructor.
virtual ~GUIObject();
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false);
//Method that will render the GUIObject.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
virtual void render(int x=0,int y=0);
};
//Method used to handle the GUIEvents from the GUIEventQueue.
//kill: Boolean if an SDL_QUIT event may kill the GUIObjectRoot.
void GUIObjectHandleEvents(bool kill=false);
//A structure containing the needed variables to call an event.
struct GUIEvent{
//Event callback used to invoke the event.
GUIEventCallback* eventCallback;
//The name of the event.
std::string name;
//Pointer to the object which invoked the event.
GUIObject* obj;
//The type of event.
int eventType;
};
//List used to queue the gui events.
extern std::list<GUIEvent> GUIEventQueue;
#endif
diff --git a/src/Game.cpp b/src/Game.cpp
index b68b03d..47fcde9 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1249 +1,1249 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable",
};
map<string,int> Game::blockNameMap;
string Game::recordFile;
Game::Game(bool loadLevel):isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,shadowCam(false)
,player(this),shadow(this),objLastCheckPoint(NULL){
saveStateNextTime=false;
loadStateNextTime=false;
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
- medals=loadImage(getDataPath()+"gfx/medals.png");
+ medals=loadImage(getDataPath()+"gfx/medals.png");
collectable=loadImage(getDataPath()+"gfx/collectable.png");
//Check if we should load record file.
if(!recordFile.empty()){
loadRecord(recordFile.c_str());
recordFile.clear();
return;
}
//If we should load the level then load it.
if(loadLevel){
this->loadLevel(levels->getLevelpackPath()+levels->getLevelFile());
levels->saveLevelProgress();
}
}
Game::~Game(){
//Simply call our destroy method.
destroy();
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Temp var used for block locations.
SDL_Rect box;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
-
+
currentCollectables=0;
totalCollectables=0;
- currentCollectablesSaved=0;
+ currentCollectablesSaved=0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();i++){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//If a theme is configured then load it.
string theme=processFileName(getSettings()->getValue("theme"));
//Check if it isn't the default theme, because if it is it's already loaded.
if(fileNameFromPath(theme)!="Cloudscape") {
customTheme=objThemes.appendThemeFromFile(theme+"/theme.mnmstheme");
}
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")) {
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(theme)+"/theme.mnmstheme");
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile" && obj1->value.size()>=3){
int objectType=blockNameMap[obj1->value[0]];
box.x=atoi(obj1->value[1].c_str());
box.y=atoi(obj1->value[2].c_str());
map<string,string> obj;
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();i++){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
-
+
//If the type is collectable, increase the number of totalCollectables
if (objectType==TYPE_COLLECTABLE)
- totalCollectables++;
+ totalCollectables++;
levelObjects.push_back( new Block ( box.x, box.y, objectType, this) );
levelObjects.back()->setEditorData(obj);
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if (levels->getLevelCount()>1){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,editorData["name"]);
}
SDL_Color fg={0,0,0,0};
SDL_Color bg={255,255,255,0};
bmTips[0]=TTF_RenderUTF8_Shaded(fontText,s.c_str(),fg,bg);
if(bmTips[0])
SDL_SetAlpha(bmTips[0],SDL_SRCALPHA,160);
}
//Get the background
background=objThemes.getBackground();
if(background)
background->resetAnimation(true);
}
void Game::loadLevel(string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
cout<<"Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cout<<"Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
cout<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
isReset=true;
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel();
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
shadowCam=!shadowCam;
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Check if we should save/load state.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Add one tick to the time.
time++;
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let the player jump.
player.jump();
//Let him move.
player.move(levelObjects);
//And let the camera follow him.
if(!shadowCam){
player.setMyCamera();
}else{
shadow.setMyCamera();
}
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow jump.
shadow.jump();
//Let the shadow move.
shadow.move(levelObjects);
//Some levelObjects can move so update them.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->move();
}
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.flags|1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
Block *obj=dynamic_cast<Block*>(levelObjects[i]);
if(obj!=NULL && obj->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded();
}else{
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Set the current level won.
levels->getLevel()->won=true;
if(levels->getLevel()->time==-1 || levels->getLevel()->time>time){
levels->getLevel()->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(levels->getLevel()->recordings==-1 || levels->getLevel()->recordings>recordings){
levels->getLevel()->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels->getCurrentLevel()+1<levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel()+1);
}
//And save the progress.
levels->saveLevelProgress();
//Now go to the interlevel screen.
replayPlay();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
}
won=false;
//Check if we should reset.
if(isReset)
reset(false);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground();
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(screen);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
player.show();
shadow.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
applySurface(0,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,NULL);
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
string keyCode=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false));
transform(keyCode.begin(),keyCode.end(),keyCode.begin(),::toupper);
switch(gameTipIndex){
case TYPE_CHECKPOINT:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to save the game."),keyCode);
break;
case TYPE_SWAP:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to swap the position of player and shadow."),keyCode);
break;
case TYPE_SWITCH:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to activate the switch."),keyCode);
break;
case TYPE_PORTAL:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to teleport."),keyCode);
break;
}
//If we have a string then it's a supported GameObject type.
if(!s.empty()){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[gameTipIndex]=TTF_RenderUTF8_Shaded(fontText,s.c_str(),fg,bg);
SDL_SetAlpha(bmTips[gameTipIndex],SDL_SRCALPHA,160);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
applySurface(0,0,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
transform(keyCodeRestart.begin(),keyCodeRestart.end(),keyCodeRestart.begin(),::toupper);
//The player is dead, check if there's a state that can be loaded.
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[3]==NULL){
//Get user defined key for loading checkpoint
string keyCodeLoad=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_LOAD,false));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[3]=TTF_RenderUTF8_Shaded(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
fg,bg);
SDL_SetAlpha(bmTips[3],SDL_SRCALPHA,160);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[2]=TTF_RenderUTF8_Shaded(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
fg,bg);
SDL_SetAlpha(bmTips[2],SDL_SRCALPHA,160);
}
bm=bmTips[2];
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=TTF_RenderUTF8_Shaded(fontText,
_("Your shadow has died."),
fg,bg);
SDL_SetAlpha(bmTips[1],SDL_SRCALPHA,160);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
}
//Draw the tip.
if(bm!=NULL)
applySurface(0,0,bm,screen,NULL);
-
+
if (currentCollectables<=totalCollectables && totalCollectables!=0){
//Draw the key image in the middle of the screen.
applySurface(SCREEN_WIDTH-collectable->w,SCREEN_HEIGHT-collectable->h,collectable,screen,NULL);
//Temp stringstream just to addup all the text nicely
stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
SDL_Color black={0,0,0,0};
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontText,temp.str().c_str(),black);
//Aligning the text to the icon of the key
r.x=SCREEN_WIDTH-collectable->w+bm->w;
r.y=SCREEN_HEIGHT-collectable->h-bm->h;
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
- }
+ }
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if(interlevel){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,220);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
//Check if the GUI isn't null.
if(GUIObjectRoot){
//==Create first box==
//Create the title
SDL_Color black={0,0,0,0};
SDL_Rect r;
/// TRANSLATORS: This is caption for finished level
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),black);
//Recreate the level string.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,levelName);
}
SDL_Surface* bm2=TTF_RenderUTF8_Blended(fontText,s.c_str(),black);
//Now draw the first gui box so that it's bigger than longer text.
int width;
if(bm->w>bm2->w)
width=bm->w+32;
else
width=bm2->w+32;
drawGUIBox((SCREEN_WIDTH-width)/2,4,width,68,screen,0xDDDDDDA1);
// Now draw title.
r.x=(SCREEN_WIDTH-bm->w)/2;
r.y=8;
SDL_BlitSurface(bm,NULL,screen,&r);
// And then level name.
r.x=(SCREEN_WIDTH-bm2->w)/2;
r.y=44;
SDL_BlitSurface(bm2,NULL,screen,&r);
//Free drawed texts
SDL_FreeSurface(bm);
SDL_FreeSurface(bm2);
//==Create second box==
//Now draw the second gui box.
drawGUIBox(GUIObjectRoot->left,GUIObjectRoot->top,GUIObjectRoot->width,GUIObjectRoot->height,screen,0xDDDDDDA1);
//Draw the medal.
int medal=GUIObjectRoot->value;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
applySurface(GUIObjectRoot->left+16,GUIObjectRoot->top+92,medals,screen,&r);
applySurface(GUIObjectRoot->left+370,GUIObjectRoot->top+92,medals,screen,&r);
}
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::string &untranslated_message=(dynamic_cast<Block*>(player.objNotificationBlock))->message;
std::string message=_C(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
x=(SCREEN_WIDTH-200-x)/2;
//Color the text will be: black.
SDL_Color black={0,0,0,0};
lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,black));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
drawGUIBox(100,SCREEN_HEIGHT-y-25,SCREEN_WIDTH-200,y+20,screen,0xDDDDDDA1);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
-void Game::replayPlay(){
+void Game::replayPlay(){
//Reset the number of collectables
- currentCollectables=currentCollectablesSaved=0;
+ currentCollectables=currentCollectablesSaved=0;
interlevel=true;
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-570)/2,SCREEN_HEIGHT-140,570,135,GUIObjectNone);
//NOTE: We put the medal in the value of the GUIObjectRoot.
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
//Add it to the GUIObjectRoot.
GUIObjectRoot->value=medal;
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
GUIObject* obj=new GUIObject(20,10,150,36,GUIObjectLabel,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUIObject(20,34,150,36,GUIObjectLabel,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(targetTime>=0){
obj=new GUIObject(20,58,150,36,GUIObjectLabel,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
GUIObjectRoot->childControls.push_back(obj);
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUIObject(210,10,150,36,GUIObjectLabel,tfm::format(_("Recordings: %d"),recordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUIObject(210,34,150,36,GUIObjectLabel,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(targetRecordings>=0){
obj=new GUIObject(210,58,150,36,GUIObjectLabel,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
GUIObjectRoot->childControls.push_back(obj);
}
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUIObject(48,92,150,36,GUIObjectLabel,s1.c_str());
//Center it horizontally.
int width;
TTF_SizeText(fontText,s1.c_str(),&width,NULL);
obj->width=width;
obj->left=(416-width)/2;
GUIObjectRoot->childControls.push_back(obj);
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
- obj=new GUIObject(420,10,128,36,GUIObjectButton,_("Menu"));
+ obj=new GUIObject(570,10,-1,36,GUIObjectButton,_("Menu"),GUIGravityRight);
obj->name="cmdMenu";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
/// TRANSLATORS: used as restart level
- obj=new GUIObject(409,50,150,36,GUIObjectButton,_("Restart"));
+ obj=new GUIObject(570,50,-1,36,GUIObjectButton,_("Restart"),GUIGravityRight);
obj->name="cmdRestart";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
/// TRANSLATORS: used as next level
- obj=new GUIObject(420,90,128,36,GUIObjectButton,_("Next"));
+ obj=new GUIObject(570,90,-1,36,GUIObjectButton,_("Next"),GUIGravityRight);
obj->name="cmdNext";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
//We only need to reset a few things so we don't call reset().
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(true);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(true);
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
player.reset(true);
shadow.reset(true);
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
}
void Game::recordingEnded(){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
msgBox(_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(player.canSaveState() && shadow.canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
-
+
//Save the current collectables
- currentCollectablesSaved=currentCollectables;
+ currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
-
+
//Load the current collactbles
- currentCollectables=currentCollectablesSaved;
+ currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
void Game::reset(bool save){
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats.
time=0;
recordings=0;
-
+
//Reset the number of collectables
- currentCollectables=currentCollectablesSaved=0;
+ currentCollectables=currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Check if interlevel is true, if so we might need to delete the gui.
if(interlevel){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Also set interlevel to false.
interlevel=false;
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
//Don't forget the music.
getMusicManager()->pickMusic();
}else{
if(!levels->congratulationText.empty()){
msgBox(_C(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel();
}
}
diff --git a/src/InputManager.cpp b/src/InputManager.cpp
index 7494094..9c31c6a 100644
--- a/src/InputManager.cpp
+++ b/src/InputManager.cpp
@@ -1,443 +1,443 @@
/****************************************************************************
** Copyright (C) 2012 me and my shadow developers
**
**
** 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 "InputManager.h"
#include "Globals.h"
#include "Settings.h"
#include "Functions.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include <stdlib.h>
#include <stdio.h>
#include <string>
using namespace std;
InputManager inputMgr;
//the order must be the same as InputManagerKeys
static const char* keySettingNames[INPUTMGR_MAX]={
"key_up","key_down","key_left","key_right","key_jump","key_action","key_space",
"key_escape","key_restart","key_tab","key_save","key_load","key_swap",
"key_teleport","key_suicide","key_shift","key_next","key_previous","key_select"
};
//the order must be the same as InputManagerKeys
static const char* keySettingDescription[INPUTMGR_MAX]={
"Up (in menu)","Down (in menu)","Left","Right","Jump","Action","Space (Record)",
"Escape","Restart","Tab (View shadow/Level prop.)","Save game (in editor)","Load game","Swap (in editor)",
"Teleport (in editor)","Suicide (in editor)","Shift (in editor)","Next block type (in Editor)",
"Previous block type (in editor)", "Select (in menu)"
};
class InputDialogHandler:public GUIEventCallback{
private:
//the list box which contains keys.
GUIListBox* listBox;
//the parent object.
InputManager* parent;
//check if it's alternative key
bool isAlternativeKey;
//update specified key config item
void updateConfigItem(int index){
//get the description
std::string s=keySettingDescription[index];
s+=": ";
//get key code name
int keyCode=parent->getKeyCode((InputManagerKeys)index,isAlternativeKey);
s+=InputManager::getKeyCodeName(keyCode);
//show it
listBox->item[index]=s;
}
public:
//Constructor.
InputDialogHandler(GUIListBox* listBox,InputManager* parent):listBox(listBox),parent(parent),isAlternativeKey(false){
//load the avaliable keys to the list box.
for(int i=0;i<INPUTMGR_MAX;i++){
//get the description
std::string s=keySettingDescription[i];
s+=": ";
//get key code name
int keyCode=parent->getKeyCode((InputManagerKeys)i,false);
s+=InputManager::getKeyCodeName(keyCode);
//add item
listBox->item.push_back(s);
}
}
//when a key is pressed call this to set the key to currently-selected item
void onKeyDown(int keyCode){
//check if an item is selected.
int index=listBox->value;
if(index<0 || index>=INPUTMGR_MAX) return;
//set it.
parent->setKeyCode((InputManagerKeys)index,keyCode,isAlternativeKey);
updateConfigItem(index);
}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
if(name=="cmdOK"){
//config is done, exiting
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}else if(name=="cmdUnset"){
onKeyDown(0);
}else if(name=="lstType"){
isAlternativeKey=(obj->value==1);
for(int i=0;i<INPUTMGR_MAX;i++){
updateConfigItem(i);
}
}
/*else if(name=="cmdEscape"){
//set a key to Escape
//simply call onKeyDown().
onKeyDown(SDLK_ESCAPE);
}*/
}
}
};
int InputManager::getKeyCode(InputManagerKeys key,bool isAlternativeKey){
if(isAlternativeKey) return alternativeKeys[key];
else return keys[key];
}
void InputManager::setKeyCode(InputManagerKeys key,int keyCode,bool isAlternativeKey){
if(isAlternativeKey) alternativeKeys[key]=keyCode;
else keys[key]=keyCode;
}
void InputManager::loadConfig(){
int i;
for(i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
keys[i]=atoi(getSettings()->getValue(s).c_str());
s+="2";
alternativeKeys[i]=atoi(getSettings()->getValue(s).c_str());
}
}
void InputManager::saveConfig(){
int i;
char c[32];
for(i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
sprintf(c,"%d",keys[i]);
getSettings()->setValue(s,c);
s+="2";
sprintf(c,"%d",alternativeKeys[i]);
getSettings()->setValue(s,c);
}
}
void InputManager::showConfig(){
//Save the old GUI.
GUIObject* tmp=GUIObjectRoot;
//Create the new GUI.
- GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-400)/2,600,400,GUIObjectFrame,_("Config Keys"));
+ GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-420)/2,600,400,GUIObjectFrame,_("Config Keys"));
GUIObject* obj;
- obj=new GUIObject(20,36,560,36,GUIObjectLabel,_("Select an item and press a key to config it."));
+ obj=new GUIObject(20,44,560,36,GUIObjectLabel,_("Select an item and press a key to config it."));
GUIObjectRoot->childControls.push_back(obj);
//The list box.
- GUIListBox *listBox=new GUIListBox(20,116,560,220);
+ GUIListBox *listBox=new GUIListBox(20,126,560,220);
//Event handler.
InputDialogHandler handler(listBox,this);
GUIObjectRoot->childControls.push_back(listBox);
//another box to select key type
- GUISingleLineListBox *listBox0=new GUISingleLineListBox(120,72,360,36);
+ GUISingleLineListBox *listBox0=new GUISingleLineListBox(120,80,360,36);
listBox0->name="lstType";
listBox0->item.push_back(_("Primary key"));
listBox0->item.push_back(_("Alternative key"));
listBox0->value=0;
listBox0->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(listBox0);
//two buttons
obj=new GUIObject(20,360,360,36,GUIObjectButton,_("Unset the key"));
obj->name="cmdUnset";
obj->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(obj);
/*
obj=new GUIObject(20,360,360,36,GUIObjectButton,"Set to ESCAPE key");
obj->name="cmdEscape";
obj->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(obj);
*/
obj=new GUIObject(460,360,120,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&handler;
GUIObjectRoot->childControls.push_back(obj);
//Now we keep rendering and updating the GUI.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)){
//check if some key is down.
if(event.type==SDL_KEYDOWN){
handler.onKeyDown(event.key.keysym.sym);
}
//Joystick
else if(event.type==SDL_JOYAXISMOTION){
if(event.jaxis.value>3200){
handler.onKeyDown(0x00010001 | (int(event.jaxis.axis)<<8));
}else if(event.jaxis.value<-3200){
handler.onKeyDown(0x000100FF | (int(event.jaxis.axis)<<8));
}
}
else if(event.type==SDL_JOYBUTTONDOWN){
handler.onKeyDown(0x00020000 | (int(event.jbutton.button)<<8));
}
else if(event.type==SDL_JOYHATMOTION){
if(event.jhat.value & SDL_HAT_LEFT){
handler.onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_LEFT);
}else if(event.jhat.value & SDL_HAT_RIGHT){
handler.onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_RIGHT);
}else if(event.jhat.value & SDL_HAT_UP){
handler.onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_UP);
}else if(event.jhat.value & SDL_HAT_DOWN){
handler.onKeyDown(0x00030000 | (int(event.jhat.hat)<<8) | SDL_HAT_DOWN);
}
}
//now process GUI events.
GUIObjectHandleEvents(true);
}
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//Restore the old GUI.
GUIObjectRoot=tmp;
}
//get key name from key code
std::string InputManager::getKeyCodeName(int keyCode){
char c[64];
if(keyCode>0 && keyCode <0x1000){
//keyboard
char* s=SDL_GetKeyName((SDLKey)keyCode);
if(s!=NULL){
return s;
}else{
sprintf(c,"(Key %d)",keyCode);
return c;
}
}else if(keyCode>0x1000){
//Joystick. first set it to invalid value
sprintf(c,"(Joystick 0x%08X)",keyCode);
//check type
switch((keyCode & 0x00FF0000)>>16){
case 1:
//axis
switch(keyCode & 0xFF){
case 1:
sprintf(c,"Joystick axis %d +",(keyCode & 0x0000FF00)>>8);
break;
case 0xFF:
sprintf(c,"Joystick axis %d -",(keyCode & 0x0000FF00)>>8);
break;
}
break;
case 2:
//button
sprintf(c,"Joystick button %d",(keyCode & 0x0000FF00)>>8);
break;
case 3:
//hat
switch(keyCode & 0xFF){
case SDL_HAT_LEFT:
sprintf(c,"Joystick hat %d left",(keyCode & 0x0000FF00)>>8);
break;
case SDL_HAT_RIGHT:
sprintf(c,"Joystick hat %d right",(keyCode & 0x0000FF00)>>8);
break;
case SDL_HAT_UP:
sprintf(c,"Joystick hat %d up",(keyCode & 0x0000FF00)>>8);
break;
case SDL_HAT_DOWN:
sprintf(c,"Joystick hat %d down",(keyCode & 0x0000FF00)>>8);
break;
}
break;
}
return c;
}else{
//unknown??
return _("(Not set)");
}
}
InputManager::InputManager(){
//clear the array.
for(int i=0;i<INPUTMGR_MAX;i++){
keys[i]=alternativeKeys[i]=keyFlags[i]=0;
}
}
InputManager::~InputManager(){
closeAllJoysticks();
}
int InputManager::getKeyState(int keyCode,int oldState,bool hasEvent){
int state=0;
if(keyCode>0 && keyCode<0x1000){
//keyboard
if(hasEvent){
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==keyCode){
state|=0x2;
}
if(event.type==SDL_KEYUP && event.key.keysym.sym==keyCode){
state|=0x4;
}
}
if(keyCode<SDLK_LAST && SDL_GetKeyState(NULL)[keyCode]){
state|=0x1;
}
}else if(keyCode>0x1000){
//Joystick
int index=(keyCode & 0x0000FF00)>>8;
int value=keyCode & 0xFF;
int i,v;
switch((keyCode & 0x00FF0000)>>16){
case 1:
//axis
if(hasEvent){
if(event.type==SDL_JOYAXISMOTION && event.jaxis.axis==index){
if((value==1 && event.jaxis.value>3200) || (value==0xFF && event.jaxis.value<-3200)){
if((oldState & 0x1)==0) state|=0x2;
}else{
if(oldState & 0x1) state|=0x4;
}
}
}
for(i=0;i<(int)joysticks.size();i++){
v=SDL_JoystickGetAxis(joysticks[i],index);
if((value==1 && v>3200) || (value==0xFF && v<-3200)){
state|=0x1;
break;
}
}
break;
case 2:
//button
if(hasEvent){
if(event.type==SDL_JOYBUTTONDOWN && event.jbutton.button==index){
state|=0x2;
}
if(event.type==SDL_JOYBUTTONUP && event.jbutton.button==index){
state|=0x4;
}
}
for(i=0;i<(int)joysticks.size();i++){
v=SDL_JoystickGetButton(joysticks[i],index);
if(v){
state|=0x1;
break;
}
}
break;
case 3:
//hat
if(hasEvent){
if(event.type==SDL_JOYHATMOTION && event.jhat.hat==index){
if(event.jhat.value & value){
if((oldState & 0x1)==0) state|=0x2;
}else{
if(oldState & 0x1) state|=0x4;
}
}
}
for(i=0;i<(int)joysticks.size();i++){
v=SDL_JoystickGetHat(joysticks[i],index);
if(v & value){
state|=0x1;
break;
}
}
break;
}
}
return state;
}
//update the key state, according to current SDL event, etc.
void InputManager::updateState(bool hasEvent){
for(int i=0;i<INPUTMGR_MAX;i++){
keyFlags[i]=getKeyState(keys[i],keyFlags[i],hasEvent)|getKeyState(alternativeKeys[i],keyFlags[i],hasEvent);
}
}
//check if there is KeyDown event.
bool InputManager::isKeyDownEvent(InputManagerKeys key){
return keyFlags[key]&0x2;
}
//check if there is KeyUp event.
bool InputManager::isKeyUpEvent(InputManagerKeys key){
return keyFlags[key]&0x4;
}
//check if specified key is down.
bool InputManager::isKeyDown(InputManagerKeys key){
return keyFlags[key]&0x1;
}
//open all joysticks.
void InputManager::openAllJoysitcks(){
int i,m;
//First close previous joysticks.
closeAllJoysticks();
//open all joysticks.
m=SDL_NumJoysticks();
for(i=0;i<m;i++){
SDL_Joystick *j=SDL_JoystickOpen(i);
if(j==NULL){
printf("ERROR: Couldn't open Joystick %d\n",i);
}else{
joysticks.push_back(j);
}
}
}
//close all joysticks.
void InputManager::closeAllJoysticks(){
for(int i=0;i<(int)joysticks.size();i++){
SDL_JoystickClose(joysticks[i]);
}
joysticks.clear();
}
diff --git a/src/LevelEditSelect.cpp b/src/LevelEditSelect.cpp
index 9c6a6bb..153b158 100644
--- a/src/LevelEditSelect.cpp
+++ b/src/LevelEditSelect.cpp
@@ -1,657 +1,657 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "LevelEditSelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <algorithm>
#include <string>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
LevelEditSelect::LevelEditSelect():LevelSelect(_("Map Editor"),LevelPackManager::CUSTOM_PACKS){
//The levelpack name text field.
levelpackName=new GUIObject(280,104,240,32,GUIObjectTextBox);
levelpackName->eventCallback=this;
levelpackName->visible=false;
GUIObjectRoot->childControls.push_back(levelpackName);
//Create the six buttons at the bottom of the screen.
- GUIObject* obj=new GUIObject(20,SCREEN_HEIGHT-120,260,32,GUIObjectButton,_("New Levelpack"));
+ GUIObject* obj=new GUIObject(SCREEN_WIDTH*0.02,SCREEN_HEIGHT-120,-1,32,GUIObjectButton,_("New Levelpack"));
obj->name="cmdNewLvlpack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- propertiesPack=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-120,280,32,GUIObjectButton,_("Pack Properties"));
+ propertiesPack=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-120,-1,32,GUIObjectButton,_("Pack Properties"),GUIGravityCenter);
propertiesPack->name="cmdLvlpackProp";
propertiesPack->eventCallback=this;
GUIObjectRoot->childControls.push_back(propertiesPack);
- removePack=new GUIObject(SCREEN_WIDTH-260,SCREEN_HEIGHT-120,240,32,GUIObjectButton,_("Remove Pack"));
+ removePack=new GUIObject(SCREEN_WIDTH*0.98,SCREEN_HEIGHT-120,-1,32,GUIObjectButton,_("Remove Pack"),GUIGravityRight);
removePack->name="cmdRmLvlpack";
removePack->eventCallback=this;
GUIObjectRoot->childControls.push_back(removePack);
- move=new GUIObject(20,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Move Map"));
+ move=new GUIObject(SCREEN_WIDTH*0.02,SCREEN_HEIGHT-60,-1,32,GUIObjectButton,_("Move Map"));
move->name="cmdMoveMap";
move->eventCallback=this;
move->enabled=false;
GUIObjectRoot->childControls.push_back(move);
- remove=new GUIObject((SCREEN_WIDTH-280)/2,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Remove Map"));
+ remove=new GUIObject(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,32,GUIObjectButton,_("Remove Map"),GUIGravityCenter);
remove->name="cmdRmMap";
remove->eventCallback=this;
remove->enabled=false;
GUIObjectRoot->childControls.push_back(remove);
- edit=new GUIObject(SCREEN_WIDTH-280,SCREEN_HEIGHT-60,240,32,GUIObjectButton,_("Edit Map"));
+ edit=new GUIObject(SCREEN_WIDTH*0.98,SCREEN_HEIGHT-60,-1,32,GUIObjectButton,_("Edit Map"),GUIGravityRight);
edit->name="cmdEdit";
edit->eventCallback=this;
edit->enabled=false;
GUIObjectRoot->childControls.push_back(edit);
//Set the levelEditGUIObjectRoot.
levelEditGUIObjectRoot=GUIObjectRoot;
//show level list
changePack();
refresh();
}
LevelEditSelect::~LevelEditSelect(){
selectedNumber=NULL;
}
void LevelEditSelect::changePack(){
packName=levelpacks->item[levelpacks->value];
if(packName=="Custom Levels"){
//Disable some levelpack buttons.
propertiesPack->enabled=false;
removePack->enabled=false;
}else{
//Enable some levelpack buttons.
propertiesPack->enabled=true;
removePack->enabled=true;
}
//Set last levelpack.
getSettings()->setValue("lastlevelpack",packName);
//Now let levels point to the right pack.
levels=getLevelPackManager()->getLevelPack(packName);
}
void LevelEditSelect::packProperties(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-320)/2,600,320,GUIObjectFrame,_("Properties"));
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,80,480,36,GUIObjectTextBox,packName.c_str());
obj->name="LvlpackName";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,120,240,36,GUIObjectLabel,_("Description:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,150,480,36,GUIObjectTextBox,levels->levelpackDescription.c_str());
obj->name="LvlpackDescription";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(40,190,240,36,GUIObjectLabel,_("Congratulation text:"));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(60,220,480,36,GUIObjectTextBox,levels->congratulationText.c_str());
obj->name="LvlpackCongratulation";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,320-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,320-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::addLevel(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Add level"));
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("File name:"));
GUIObjectRoot->childControls.push_back(obj);
char s[64];
sprintf(s,"map%02d.map",levels->getLevelCount()+1);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,s);
obj->name="LvlFile";
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgAddOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgAddCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::moveLevel(){
//Open a message popup.
//NOTE: We can always point GUIObjectRoot to the main gui by using levelEditGUIObjectRoot.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-200)/2,600,200,GUIObjectFrame,_("Move level"));
GUIObject* obj;
obj=new GUIObject(40,80,240,36,GUIObjectLabel,_("Level: "));
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(300,80,240,36,GUIObjectTextBox,"1");
obj->name=_("MoveLevel");
GUIObjectRoot->childControls.push_back(obj);
obj=new GUISingleLineListBox(40,120,240,36);
obj->name="lstPlacement";
vector<string> v;
v.push_back(_("Before"));
v.push_back(_("After"));
v.push_back(_("Swap"));
(dynamic_cast<GUISingleLineListBox*>(obj))->item=v;
obj->value=0;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(100,200-44,150,36,GUIObjectButton,_("OK"));
obj->name="cfgMoveOK";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(350,200-44,150,36,GUIObjectButton,_("Cancel"));
obj->name="cfgMoveCancel";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Dim the screen using the tempSurface.
SDL_FillRect(tempSurface,NULL,0);
SDL_SetAlpha(tempSurface,SDL_SRCALPHA,155);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
while(GUIObjectRoot){
while(SDL_PollEvent(&event)) GUIObjectHandleEvents(true);
if(GUIObjectRoot) GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=levelEditGUIObjectRoot;
}
void LevelEditSelect::refresh(){
int m=levels->getLevelCount();
numbers.clear();
//clear the selected level
if(selectedNumber!=NULL){
selectedNumber=NULL;
}
//Disable the level specific buttons.
move->enabled=false;
remove->enabled=false;
edit->enabled=false;
for(int n=0;n<=m;n++){
numbers.push_back(Number());
}
for(int n=0;n<m;n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+80,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(n,box);
}
SDL_Rect box={(m%LEVELS_PER_ROW)*64+80,(m/LEVELS_PER_ROW)*64+184,0,0};
numbers[m].init("+",box);
m++; //including the "+" button
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+LEVELS_PER_ROW-1)/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if(!levels->levelpackDescription.empty()){
levelpackDescription->caption=_C(levels->getDictionaryManager(),levels->levelpackDescription);
int width,height;
TTF_SizeText(fontText,_C(levels->getDictionaryManager(),levels->levelpackDescription),&width,&height);
levelpackDescription->left=(SCREEN_WIDTH-width)/2;
}else{
levelpackDescription->caption="";
}
}
void LevelEditSelect::selectNumber(unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}else{
if(number==numbers.size()-1){
addLevel();
}else if(number>=0 && number<numbers.size()){
selectedNumber=&numbers[number];
//Enable the level specific buttons.
//NOTE: We check if 'remove levelpack' is enabled, if not then it's the Levels levelpack.
if(removePack->enabled)
move->enabled=true;
remove->enabled=true;
edit->enabled=true;
}
}
}
void LevelEditSelect::render(){
//Let the levelselect render.
LevelSelect::render();
}
void LevelEditSelect::renderTooltip(unsigned int number,int dy){
SDL_Color fg={0,0,0};
SDL_Surface* name;
if(number==(unsigned)levels->getLevelCount()){
//Render the name of the level.
name=TTF_RenderUTF8_Blended(fontText,_("Add level"),fg);
}else{
//Render the name of the level.
name=TTF_RenderUTF8_Blended(fontText,_C(levels->getDictionaryManager(),levels->getLevelName(number)),fg);
}
//Check if name isn't null.
if(name==NULL)
return;
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
r.w=name->w;
r.h=name->h;
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=name->h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFF00|240;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,screen,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(name!=NULL){
//Draw the name.
SDL_BlitSurface(name,NULL,screen,&r2);
}
//And free the surfaces.
SDL_FreeSurface(name);
}
void LevelEditSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//NOTE: We check for the levelpack change to enable/disable some levelpack buttons.
if(name=="cmdLvlPack"){
//We call changepack and return to prevent the LevelSelect to undo what we did.
changePack();
refresh();
return;
}
//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 name.
packName.clear();
LevelPack* levelpack=new LevelPack;
levels=levelpack;
//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(levels->levelpackPath.c_str())){
cerr<<"ERROR: Unable to remove levelpack directory "<<levels->levelpackPath<<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);
}
//Remove it from the levelpackManager.
getLevelPackManager()->removeLevelPack(packName);
//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!="Custom Levels"){
if(!removeFile((levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str())){
cerr<<"ERROR: Unable to remove level "<<(levels->levelpackPath+"/"+levels->getLevel(selectedNumber->getNumber())->file).c_str()<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
levels->saveLevels(levels->levelpackPath+"/levels.lst");
}else{
//This is the levels levelpack so we just remove the file.
if(!removeFile(levels->getLevel(selectedNumber->getNumber())->file.c_str())){
cerr<<"ERROR: Unable to remove level "<<levels->getLevel(selectedNumber->getNumber())->file<<endl;
}
levels->removeLevel(selectedNumber->getNumber());
}
//And refresh the selection screen.
refresh();
}
}else if(name=="cmdEdit"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_LEVEL_EDITOR);
//Pick music from the current music list.
getMusicManager()->pickMusic();
}
}
//Check for levelpack properties events.
if(name=="cfgOK"){
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlpackName"){
//Check if the name changed.
if(packName!=GUIObjectRoot->childControls[i]->caption){
//Delete the old one.
if(!packName.empty()){
if(!renameDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+packName).c_str(),(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to move levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+packName)<<" to "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
//Remove the old one from the levelpack manager.
getLevelPackManager()->removeLevelPack(packName);
//And the levelpack list.
vector<string>::iterator it1;
it1=find(levelpacks->item.begin(),levelpacks->item.end(),packName);
if(it1!=levelpacks->item.end()){
levelpacks->item.erase(it1);
if((unsigned)levelpacks->value>levelpacks->item.size())
levelpacks->value=levelpacks->item.size()-1;
}
}else{
if(!createDirectory((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption).c_str())){
cerr<<"ERROR: Unable to create levelpack directory "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption)<<endl;
}
if(!createFile((getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst").c_str())){
cerr<<"ERROR: Unable to create levelpack file "<<(getUserPath(USER_DATA)+"custom/levelpacks/"+GUIObjectRoot->childControls[i]->caption+"/levels.lst")<<endl;
}
}
//And set the new name.
packName=GUIObjectRoot->childControls[i]->caption;
levels->levelpackName=packName;
levels->levelpackPath=(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/");
//Also add the levelpack location
getLevelPackManager()->addLevelPack(levels);
levelpacks->item.push_back(GUIObjectRoot->childControls[i]->caption);
levelpacks->value=levelpacks->item.size()-1;
//And call changePack.
changePack();
}
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackDescription"){
levels->levelpackDescription=GUIObjectRoot->childControls[i]->caption;
}
if(GUIObjectRoot->childControls[i]->name=="LvlpackCongratulation"){
levels->congratulationText=GUIObjectRoot->childControls[i]->caption;
}
}
//Refresh the leveleditselect to show the correct information.
refresh();
//Save the configuration.
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
getSettings()->setValue("lastlevelpack",packName);
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgCancel"){
//Check if packName is empty, if so it was a new levelpack and we need to revert to an existing one.
if(packName.empty()){
packName=levelpacks->item[levelpacks->value];
changePack();
}
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for add level events.
if(name=="cfgAddOK"){
//Check if the file name isn't null.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="LvlFile"){
if(GUIObjectRoot->childControls[i]->caption.empty()){
msgBox(_("No file name given for the new level."),MsgBoxOKOnly,_("Missing file name"));
return;
}else{
string tmp_caption = GUIObjectRoot->childControls[i]->caption;
//Replace all spaces with a underline.
size_t j;
for(;(j=tmp_caption.find(" "))!=string::npos;){
tmp_caption.replace(j,1,"_");
}
//If there isn't ".map" extension add it.
size_t found=tmp_caption.find_first_of(".");
if(found!=string::npos)
tmp_caption.replace(tmp_caption.begin()+found+1,tmp_caption.end(),"map");
else if (tmp_caption.substr(found+1)!="map")
tmp_caption.append(".map");
/* Create path and file in it */
string path=(levels->levelpackPath+"/"+tmp_caption);
if(packName=="Custom Levels"){
path=(getUserPath(USER_DATA)+"/custom/levels/"+tmp_caption);
}
//First check if the file doesn't exist already.
FILE* f;
f=fopen(path.c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
levelEditGUIObjectRoot->render();
//Notify the user.
msgBox(("The file "+tmp_caption+" already exists.").c_str(),MsgBoxOKOnly,"Error");
return;
}
if(!createFile(path.c_str())){
cerr<<"ERROR: Unable to create level file "<<path<<endl;
}
levels->addLevel(path);
if(packName!="Custom Levels")
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
}
}
}
}else if(name=="cfgAddCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Check for move level events.
if(name=="cfgMoveOK"){
//Check if the entered level number is valid.
//Now loop throught the children of the GUIObjectRoot in search of the fields.
int level=0;
int placement=0;
for(unsigned int i=0;i<GUIObjectRoot->childControls.size();i++){
if(GUIObjectRoot->childControls[i]->name=="MoveLevel"){
level=atoi(GUIObjectRoot->childControls[i]->caption.c_str());
if(level<=0 || level>levels->getLevelCount()){
msgBox(_("The entered level number isn't valid!"),MsgBoxOKOnly,_("Illegal number"));
return;
}
}
if(GUIObjectRoot->childControls[i]->name=="lstPlacement"){
placement=GUIObjectRoot->childControls[i]->value;
}
}
//Now we execute the swap/move.
//Check for the place before.
if(placement==0){
//We place the selected level before the entered level.
levels->moveLevel(selectedNumber->getNumber(),level-1);
}else if(placement==1){
//We place the selected level after the entered level.
if(level<selectedNumber->getNumber())
levels->moveLevel(selectedNumber->getNumber(),level);
else
levels->moveLevel(selectedNumber->getNumber(),level+1);
}else if(placement==2){
//We swap the selected level with the entered level.
levels->swapLevel(selectedNumber->getNumber(),level-1);
}
//And save the change.
if(packName!="Custom Levels")
levels->saveLevels(getUserPath(USER_DATA)+"custom/levelpacks/"+packName+"/levels.lst");
refresh();
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="cfgMoveCancel"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
diff --git a/src/LevelSelect.cpp b/src/LevelSelect.cpp
index 510a228..190fa91 100644
--- a/src/LevelSelect.cpp
+++ b/src/LevelSelect.cpp
@@ -1,388 +1,388 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "Objects.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL.h>
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
////////////////////NUMBER////////////////////////
Number::Number(){
image=NULL;
number=0;
medal=0;
selected=false;
locked=false;
//Set the default dimensions.
box.x=0;
box.y=0;
box.h=50;
box.w=50;
//Load the medals image.
background=loadImage(getDataPath()+"gfx/level.png");
backgroundLocked=loadImage(getDataPath()+"gfx/levellocked.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
}
Number::~Number(){
//We only need to free the SDLSurface.
if(image) SDL_FreeSurface(image);
}
void Number::init(int number,SDL_Rect box){
//First set the number and update our status.
this->number=number;
//Write our text, number+1 since the counting doens't start with 0, but with 1.
std::stringstream text;
number++;
text<<number;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
//Create the text image.
//Also check which font to use, if the number is higher than 100 use the small font.
image=TTF_RenderUTF8_Blended(fontGUI,text.str().c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::init(std::string text,SDL_Rect box){
//First set the number and update our status.
this->number=-1;
//Create the text image.
SDL_Color black={0,0,0};
if(image) SDL_FreeSurface(image);
image=TTF_RenderUTF8_Blended(fontGUI,text.c_str(),black);
//Set the new location of the number.
this->box.x=box.x;
this->box.y=box.y;
}
void Number::show(int dy){
//First draw the background, also apply the yOffset(dy).
if(!locked)
applySurface(box.x,box.y-dy,background,screen,NULL);
else
applySurface(box.x,box.y-dy,backgroundLocked,screen,NULL);
//Now draw the text image over the background.
//We draw it centered inside the box.
applySurface((box.x+25-(image->w/2)),box.y+((TTF_FontAscent(fontGUI)+TTF_FontDescent(fontGUI))/2)-dy,image,screen,NULL);
//Draw the selection mark.
if(selected){
drawGUIBox(box.x,box.y-dy,50,50,screen,0xFFFFFF23);
}
//Draw the medal.
if(medal>0){
SDL_Rect r={(medal-1)*30,0,30,30};
applySurface(box.x+30,(box.y+30)-dy,medals,screen,&r);
}
}
void Number::setLocked(bool locked){
this->locked=locked;
}
void Number::setMedal(int medal){
this->medal=medal;
}
/////////////////////LEVEL SELECT/////////////////////
LevelSelect::LevelSelect(string titleText,LevelPackManager::LevelPackLists packType){
//clear the selected level
selectedNumber=NULL;
//Calculate the LEVELS_PER_ROW and LEVEL_ROWS if they aren't calculated already.
LEVELS_PER_ROW=(SCREEN_WIDTH-160)/64;
int LEVEL_ROWS=(SCREEN_HEIGHT-344)/64;
LEVELS_DISPLAYED_IN_SCREEN=LEVELS_PER_ROW*LEVEL_ROWS;
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,titleText.c_str(),black);
//create GUI (test only)
GUIObject* obj;
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//the level select scroll bar
levelScrollBar=new GUIScrollBar(SCREEN_WIDTH-64,184,16,242,ScrollBarVertical,0,0,0,1,4,true,false);
GUIObjectRoot->childControls.push_back(levelScrollBar);
//level pack description
levelpackDescription=new GUIObject(60,140,800,32,GUIObjectLabel);
GUIObjectRoot->childControls.push_back(levelpackDescription);
levelpacks=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
levelpacks->name="cmdLvlPack";
levelpacks->eventCallback=this;
vector<string> v=getLevelPackManager()->enumLevelPacks(packType);
levelpacks->item=v;
levelpacks->value=0;
//Check if we can find the lastlevelpack.
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
if(*i==getSettings()->getValue("lastlevelpack")){
levelpacks->value=i-v.begin();
}
}
//Get the name of the selected levelpack.
string levelpackName=levelpacks->item[levelpacks->value];
string s1=getUserPath(USER_DATA)+"progress/"+levelpackName+".progress";
//Load the progress.
levels=getLevelPackManager()->getLevelPack(v[levelpacks->value]);
levels->loadProgress(s1);
//And add the levelpack single line listbox to the GUIObjectRoot.
GUIObjectRoot->childControls.push_back(levelpacks);
- obj=new GUIObject(20,20,100,32,GUIObjectButton,_("Back"));
+ obj=new GUIObject(20,20,-1,32,GUIObjectButton,_("Back"));
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
section=0;
}
LevelSelect::~LevelSelect(){
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
levelScrollBar=NULL;
levelpackDescription=NULL;
selectedNumber=NULL;
//Free the rendered title surface.
SDL_FreeSurface(title);
}
void LevelSelect::selectNumberKeyboard(int x,int y){
if(section==2){
//Move selection
int realNumber=selectedNumber->getNumber()+x+(y*LEVELS_PER_ROW);
//If selection is outside of the map grid, change section
if(realNumber<0 || realNumber>numbers.size()-1){
section=1;
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=false;
}
}else{
//If not, move selection
if(!numbers[realNumber].getLocked()){
selectNumber(realNumber,false);
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==realNumber);
}
}
}
}else if(section==1){
//Loop through levelpacks and update GUI
levelpacks->value+=x;
if(levelpacks->value<0){
levelpacks->value=levelpacks->item.size()-1;
}else if(levelpacks->value>levelpacks->item.size()-1){
levelpacks->value=0;
}
GUIEventCallback_OnEvent("cmdLvlPack",(GUIObject*)levelpacks,0);
//If up is pressed, change section
if(y==1){
section=2;
selectNumber(0,false);
numbers[0].selected=true;
}
}else{
section=clamp(section+y,0,2);
}
}
void LevelSelect::handleEvents(){
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check for a mouse click.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
checkMouse();
}
//Check focus movement
if(inputMgr.isKeyDownEvent(INPUTMGR_RIGHT)){
selectNumberKeyboard(1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LEFT)){
selectNumberKeyboard(-1,0);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
selectNumberKeyboard(0,-1);
}else if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
selectNumberKeyboard(0,1);
}
//Check if enter is pressed
if(section==2 && inputMgr.isKeyUpEvent(INPUTMGR_SELECT)){
selectNumber(selectedNumber->getNumber(),true);
}
//Check if escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
//Check for scrolling down and up.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN && levelScrollBar){
if(levelScrollBar->value<levelScrollBar->maxValue) levelScrollBar->value++;
return;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP && levelScrollBar){
if(levelScrollBar->value>0) levelScrollBar->value--;
return;
}
}
void LevelSelect::checkMouse(){
int x,y,dy=0,m=numbers.size();
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if there's a scrollbar, if so get the value.
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
for(int n=dy*LEVELS_PER_ROW; n<m; n++){
if(!numbers[n].getLocked()){
if(checkCollision(mouse,numbers[n].box)==true){
if(numbers[n].selected){
selectNumber(n,true);
}else{
//Select current level
for(int i=0;i<levels->getLevelCount();i++){
numbers[i].selected=(i==n);
}
selectNumber(n,false);
}
section=2;
break;
}
}
}
}
void LevelSelect::logic(){}
void LevelSelect::render(){
int x,y,dy=0,m=numbers.size();
int idx=-1;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
if(m>dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN)
m=dy*LEVELS_PER_ROW+LEVELS_DISPLAYED_IN_SCREEN;
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Draw the menu background.
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//Loop through the level blocks and draw them.
for(int n=dy*LEVELS_PER_ROW;n<m;n++){
numbers[n].show(dy*64);
if(numbers[n].getLocked()==false && checkCollision(mouse,numbers[n].box)==true)
idx=n;
}
//Show the tool tip text.
if(idx>=0){
renderTooltip(idx,dy);
}
}
void LevelSelect::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
string s;
if(name=="cmdLvlPack"){
getSettings()->setValue("lastlevelpack",((GUISingleLineListBox*)obj)->item[obj->value]);
}else if(name=="cmdBack"){
setNextState(STATE_MENU);
return;
}else{
return;
}
//new: reset the level list scroll bar
if(levelScrollBar)
levelScrollBar->value=0;
string s1=getUserPath(USER_DATA)+"progress/"+((GUISingleLineListBox*)obj)->item[obj->value]+".progress";
levels=getLevelPackManager()->getLevelPack(((GUISingleLineListBox*)obj)->item[obj->value]);
//Load the progress file.
levels->loadProgress(s1);
//And refresh the numbers.
refresh();
}
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index fee148b..781fd82 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,598 +1,598 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "Functions.h"
#include "GameState.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIListBox.h"
#include "InputManager.h"
#include <iostream>
#include <algorithm>
#include <sstream>
#include "libs/tinygettext/tinygettext.hpp"
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
//Integer containing the highlighted/selected menu option.
static int highlight=0;
Menu::Menu(){
highlight=0;
animation=0;
//Load the title image.
title=loadImage(getDataPath()+"gfx/menu/title.png");
//Now render the five entries.
SDL_Color black={0,0,0};
entries[0]=TTF_RenderUTF8_Blended(fontTitle,_("Play"),black);
entries[1]=TTF_RenderUTF8_Blended(fontTitle,_("Options"),black);
entries[2]=TTF_RenderUTF8_Blended(fontTitle,_("Map Editor"),black);
entries[3]=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),black);
entries[4]=TTF_RenderUTF8_Blended(fontTitle,_("Exit"),black);
entries[5]=TTF_RenderUTF8_Blended(fontTitle,">",black);
entries[6]=TTF_RenderUTF8_Blended(fontTitle,"<",black);
}
Menu::~Menu(){
//We need to free the five text surfaceses.
for(unsigned int i=0;i<7;i++)
SDL_FreeSurface(entries[i]);
}
void Menu::handleEvents(){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Calculate which option is highlighted using the location of the mouse.
//Only if mouse is 'doing something'
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-200)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
}
}
//Down/Up -arrows move highlight
if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
highlight++;
if(highlight>=6)
highlight=5;
}
if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
highlight--;
if(highlight<1)
highlight=1;
}
//Check if there's a press event.
if((event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT) ||
(inputMgr.isKeyUpEvent(INPUTMGR_SELECT))){
//We have one so check which selected/highlighted option needs to be done.
switch(highlight){
case 1:
//Enter the levelSelect state.
setNextState(STATE_LEVEL_SELECT);
break;
case 2:
//Enter the options state.
setNextState(STATE_OPTIONS);
break;
case 3:
//Enter the levelEditor, but first set the level to a default leveledit map.
levelName="";
setNextState(STATE_LEVEL_EDIT_SELECT);
break;
case 4:
//Check if internet is enabled.
if(!getSettings()->getBoolValue("internet")){
msgBox(_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the help state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
break;
}
}
//We also need to quit the menu when escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_EXIT);
}
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
}
//Nothing to do here
void Menu::logic(){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(){
applySurface(0,0,menuBackground,screen,NULL);
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
applySurface((SCREEN_WIDTH-entries[i]->w)/2,(SCREEN_HEIGHT-200)/2+64*i+(64-entries[i]->h)/2,entries[i],screen,NULL);
}
//Check if an option is selected/highlighted.
if(highlight>0){
//Draw the '>' sign, which is entry 5.
int x=(SCREEN_WIDTH-entries[highlight-1]->w)/2-(25-abs(animation)/2)-entries[5]->w;
int y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[5]->h)/2;
applySurface(x,y,entries[5],screen,NULL);
//Draw the '<' sign, which is entry 6.
x=(SCREEN_WIDTH-entries[highlight-1]->w)/2+entries[highlight-1]->w+(25-abs(animation)/2);
y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[6]->h)/2;
applySurface(x,y,entries[6],screen,NULL);
}
}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some varables for the options.
static bool fullscreen,leveltheme,internet;
static string themeName,languageName;
static int lastLang,lastRes;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
static _res currentRes;
#define RES_COUNT 19
static _res resolution_list[RES_COUNT] = {
{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}
};
Options::Options(){
//Render the title.
SDL_Color black={0,0,0};
title=TTF_RenderUTF8_Blended(fontTitle,_("Settings"),black);
//Load the jump sound, used for sound volume configuration.
jumpSound=Mix_LoadWAV((getDataPath()+"sfx/jump.wav").c_str());
lastJumpSound=0;
//Set some default settings.
fullscreen=getSettings()->getBoolValue("fullscreen");
languageName=getSettings()->getValue("lang");
themeName=processFileName(getSettings()->getValue("theme"));
leveltheme=getSettings()->getBoolValue("leveltheme");
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
//Set the restartFlag false.
restartFlag=false;
//Variables for positioning
int x = (SCREEN_WIDTH-540)/2;
int liftY=40; //TODO: This is variable for laziness of maths...
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,GUIObjectNone);
//Now we create GUIObjects for every option.
GUIObject* obj=new GUIObject(x,150-liftY,240,36,GUIObjectLabel,_("Music"));
GUIObjectRoot->childControls.push_back(obj);
musicSlider=new GUISlider(x+220,150-liftY,256,36,atoi(getSettings()->getValue("music").c_str()),0,128,15);
musicSlider->name="sldMusic";
musicSlider->eventCallback=this;
GUIObjectRoot->childControls.push_back(musicSlider);
obj=new GUIObject(x,190-liftY,240,36,GUIObjectLabel,_("Sound"));
GUIObjectRoot->childControls.push_back(obj);
soundSlider=new GUISlider(x+220,190-liftY,256,36,atoi(getSettings()->getValue("sound").c_str()),0,128,15);
soundSlider->name="sldSound";
soundSlider->eventCallback=this;
GUIObjectRoot->childControls.push_back(soundSlider);
obj=new GUIObject(x,230-liftY,240,36,GUIObjectCheckBox,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject(x,270-liftY,240,36,GUIObjectLabel,_("Resolution:"));
+ obj=new GUIObject(x,270-liftY,240,36,GUIObjectLabel,_("Resolution"));
obj->name="lstResolution";
GUIObjectRoot->childControls.push_back(obj);
//Create list with many different resolutions
resolutions = new GUISingleLineListBox(x+220,270-liftY,300,36);
resolutions->value=-1;
//Get current resolution from config file. Thus it can be user defined
currentRes.w=atoi(getSettings()->getValue("width").c_str());
currentRes.h=atoi(getSettings()->getValue("height").c_str());
for (int i=0; i<RES_COUNT;i++){
//Create a string from width and height and then add it to list
ostringstream out;
out << resolution_list[i].w << "x" << resolution_list[i].h;
resolutions->item.push_back(out.str());
//Check if current resolution matches, select it
if (resolution_list[i].w==currentRes.w && resolution_list[i].h==currentRes.h){
resolutions->value=i;
}
}
//Add current resolution if it isn't already in the list
if(resolutions->value==-1){
ostringstream out;
out << currentRes.w << "x" << currentRes.h;
resolutions->item.push_back(out.str());
resolutions->value=resolutions->item.size()-1;
}
lastRes=resolutions->value;
GUIObjectRoot->childControls.push_back(resolutions);
- obj=new GUIObject(x,310-liftY,240,36,GUIObjectLabel,_("Language:"));
+ obj=new GUIObject(x,310-liftY,240,36,GUIObjectLabel,_("Language"));
obj->name="lstResolution";
GUIObjectRoot->childControls.push_back(obj);
//Create GUI list with available languages
langs = new GUISingleLineListBox(x+220,310-liftY,300,36);
langs->name="lstLanguages";
/// TRANSLATORS: as detect user's language automatically
langs->item.push_back(_("Auto-Detect"));
langValues.push_back("");
langs->item.push_back("English");
langValues.push_back("en");
//Get a list of every available language
set<tinygettext::Language> languages = dictionaryManager->get_languages();
for (set<tinygettext::Language>::iterator s0 = languages.begin(); s0 != languages.end(); ++s0){
//If language in loop is the same in config file, then select it
if (getSettings()->getValue("lang")==s0->str()){
lastLang=distance(languages.begin(),s0)+2;
}
//Add language in loop to list and listbox
langs->item.push_back(s0->get_name());
langValues.push_back(s0->str());
}
//If Auto or English are selected
if(getSettings()->getValue("lang")==""){
lastLang=0;
}else if(getSettings()->getValue("lang")=="en"){
lastLang=1;
}
langs->value=lastLang;
GUIObjectRoot->childControls.push_back(langs);
- obj=new GUIObject(x,350-liftY,240,36,GUIObjectLabel,_("Theme:"));
+ obj=new GUIObject(x,350-liftY,240,36,GUIObjectLabel,_("Theme"));
obj->name="theme";
GUIObjectRoot->childControls.push_back(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(x+220,350-liftY,300,36);
theme->name="lstTheme";
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i = v.begin(); i != v.end(); ++i){
themeLocations[*i]=getUserPath(USER_DATA)+"themes/"+*i;
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i = v2.begin(); i != v2.end(); ++i){
themeLocations[*i]=getDataPath()+"themes/"+*i;
}
v.insert(v.end(), v2.begin(), v2.end());
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<string>::iterator i = v.begin(); i != v.end(); ++i){
if(themeLocations[*i]==themeName) {
value=i-v.begin();
}
}
theme->item=v;
if(value==-1)
value=theme->item.size()-1;
theme->value=value;
//NOTE: We call the event handling method to correctly set the themename.
GUIEventCallback_OnEvent("lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
GUIObjectRoot->childControls.push_back(theme);
obj=new GUIObject(x,390-liftY,240,36,GUIObjectCheckBox,_("Level themes"),leveltheme?1:0);
obj->name="chkLeveltheme";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x,430-liftY,240,36,GUIObjectCheckBox,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: proxy settings
obj=new GUIObject(x,470-liftY,240,36,GUIObjectLabel,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(x+220,470-liftY,300,36,GUIObjectTextBox,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//new: key settings
- obj=new GUIObject((SCREEN_WIDTH-240)/2-150,SCREEN_HEIGHT-120,240,36,GUIObjectButton,_("Config Keys"));
+ obj=new GUIObject(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-120,-1,36,GUIObjectButton,_("Config Keys"),GUIGravityCenter);
obj->name="cmdKeys";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
//Reset progress settings.
/// TRANSLATORS: Used for button which clear any level progress like unlocked levels and highscores.
- obj=new GUIObject((SCREEN_WIDTH-260)/2+150,SCREEN_HEIGHT-120,260,36,GUIObjectButton,_("Clear Progress"));
+ obj=new GUIObject(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-120,-1,36,GUIObjectButton,_("Clear Progress"),GUIGravityCenter);
obj->name="cmdReset";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject((SCREEN_WIDTH-284)/2-150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,_("Cancel"));
+ obj=new GUIObject(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-60,-1,36,GUIObjectButton,_("Cancel"),GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
- obj=new GUIObject((SCREEN_WIDTH-284)/2+150,SCREEN_HEIGHT-60,284,36,GUIObjectButton,_("Save Changes"));
+ obj=new GUIObject(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-60,-1,36,GUIObjectButton,_("Save Changes"),GUIGravityCenter);
obj->name="cmdSave";
obj->eventCallback=this;
GUIObjectRoot->childControls.push_back(obj);
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Free the title image.
SDL_FreeSurface(title);
//And free the jump sound.
Mix_FreeChunk(jumpSound);
}
static string convertInt(int i){
stringstream ss;
ss << i;
return ss.str();
}
void Options::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//TODO: Reset the key changes.
//Reset the music volume.
getMusicManager()->setVolume(atoi(getSettings()->getValue("music").c_str()));
Mix_Volume(-1,atoi(getSettings()->getValue("sound").c_str()));
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
char s[64];
sprintf(s,"%d",soundSlider->value);
getSettings()->setValue("sound",s);
sprintf(s,"%d",musicSlider->value);
getSettings()->setValue("music",s);
getMusicManager()->setEnabled(musicSlider->value>0);
Mix_Volume(-1,soundSlider->value);
getSettings()->setValue("fullscreen",fullscreen?"1":"0");
getSettings()->setValue("leveltheme",leveltheme?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
getSettings()->setValue("lang",langValues.at(langs->value));
//Is resolution from the list or is it user defined in config file
if(resolutions->value<RES_COUNT){
getSettings()->setValue("width",convertInt(resolution_list[resolutions->value].w));
getSettings()->setValue("height",convertInt(resolution_list[resolutions->value].h));
}else{
getSettings()->setValue("width",convertInt(currentRes.w));
getSettings()->setValue("height",convertInt(currentRes.h));
}
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return check if some .
if(restartFlag || resolutions->value!=lastRes){
//The resolution changed so we need to recreate the screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width",convertInt(resolution_list[lastRes].w));
getSettings()->setValue("height",convertInt(resolution_list[lastRes].h));
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
return;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme()){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
return;
}
}
if(langs->value!=lastLang){
//We set the language.
language=langValues.at(langs->value);
dictionaryManager->set_language(tinygettext::Language::from_name(langValues.at(langs->value)));
//And reload the fonts (in some cases not needed).
if(!loadFonts()){
//Loading failed so quit.
setNextState(STATE_EXIT);
return;
}
}
//Now return to the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdKeys"){
inputMgr.showConfig();
}else if(name=="cmdReset"){
if(msgBox(_("Do you really want to reset level progress?"),MsgBoxYesNo,_("Warning"))==MsgBoxYes){
//We delete the progress folder.
#ifdef WIN32
removeDirectory((getUserPath()+"progress").c_str());
createDirectory((getUserPath()+"progress").c_str());
#else
removeDirectory((getUserPath(USER_DATA)+"/progress").c_str());
createDirectory((getUserPath(USER_DATA)+"/progress").c_str());
#endif
}
return;
}else if(name=="chkFullscreen"){
fullscreen=obj->value?true:false;
//Check if fullscreen changed.
if(fullscreen==getSettings()->getBoolValue("fullscreen")){
//We disable the restart message flag.
restartFlag=false;
}else{
//We set the restart message flag.
restartFlag=true;
}
}else if(name=="chkLeveltheme"){
leveltheme=obj->value?true:false;
}else if(name=="chkInternet"){
internet=obj->value?true:false;
}else if(name=="chkProxy"){
useProxy=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Check if the theme is installed in the data path.
if(themeLocations[theme->item[theme->value]].find(getDataPath())!=string::npos){
themeName="%DATA%/themes/"+fileNameFromPath(themeLocations[theme->item[theme->value]]);
}else if(themeLocations[theme->item[theme->value]].find(getUserPath(USER_DATA))!=string::npos){
themeName="%USER%/themes/"+fileNameFromPath(themeLocations[theme->item[theme->value]]);
}else{
themeName=themeLocations[theme->item[theme->value]];
}
}
}else if(name=="txtProxy"){
internetProxy=obj->caption;
//Check if the internetProxy field is empty.
useProxy=!internetProxy.empty();
}else if(name=="sldMusic"){
getMusicManager()->setEnabled(musicSlider->value>0);
getMusicManager()->setVolume(musicSlider->value);
}else if(name=="sldSound"){
Mix_Volume(-1,soundSlider->value);
if(lastJumpSound==0){
Mix_PlayChannel(-1,jumpSound,0);
lastJumpSound=15;
}
}
}
void Options::handleEvents(){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Options::logic(){
//Increase the lastJumpSound variable if needed.
if(lastJumpSound!=0){
lastJumpSound--;
}
}
void Options::render(){
//Render the menu background image.
applySurface(0,0,menuBackground,screen,NULL);
//Now render the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//NOTE: The rendering of the GUI is done in Main.
}

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