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LevelPlaySelect.cpp
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LevelPlaySelect.cpp

/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "LevelPlaySelect.h"
#include "GameState.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "LevelSelect.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#include "InputManager.h"
#include "Game.h"
#include <stdio.h>
#include <string>
#include <sstream>
#include <iostream>
/////////////////////LEVEL SELECT/////////////////////
LevelPlaySelect::LevelPlaySelect(ImageManager& imageManager, SDL_Renderer& renderer)
:LevelSelect(imageManager,renderer,_("Select Level")),
levelInfoRender(imageManager,renderer,getDataPath(),*fontText,themeTextColor){
//Load the play button if needed.
playButtonImage=imageManager.loadTexture(getDataPath()+"gfx/playbutton.png", renderer);
//Create the gui.
createGUI(imageManager,renderer, true);
//Show level list
refresh(imageManager,renderer);
}
LevelPlaySelect::~LevelPlaySelect(){
play=NULL;
//Clear the selected level.
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
}
void LevelPlaySelect::createGUI(ImageManager& imageManager,SDL_Renderer &renderer, bool initial){
//Create the play button.
if(initial){
play=new GUIButton(imageManager,renderer,SCREEN_WIDTH-240,SCREEN_HEIGHT-60,240,32,_("Play"));
}else{
play->left=SCREEN_WIDTH-240;
play->top=SCREEN_HEIGHT-60;
}
play->name="cmdPlay";
play->eventCallback=this;
play->enabled=false;
if(initial)
GUIObjectRoot->addChild(play);
}
void LevelPlaySelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool /*change*/){
int m=levels->getLevelCount();
numbers.clear();
levelInfoRender.resetText(renderer, *fontText, themeTextColor);
//Clear the selected level.
if(selectedNumber!=NULL){
delete selectedNumber;
selectedNumber=NULL;
}
//Recreate the non selected number.
selectedNumber=new Number(imageManager, renderer);
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(renderer," ",box);
selectedNumber->setLocked(true);
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//Disable the play button.
play->enabled=false;
for(int n=0; n<m; n++){
numbers.emplace_back(imageManager, renderer);
}
for(int n=0; n<m; n++){
SDL_Rect box={(n%LEVELS_PER_ROW)*64+static_cast<int>(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
numbers[n].init(renderer,n,box);
numbers[n].setLocked(levels->getLocked(n));
int medal=levels->getLevel(n)->won;
if(medal){
if(levels->getLevel(n)->targetTime<0 || levels->getLevel(n)->time<=levels->getLevel(n)->targetTime)
medal++;
if(levels->getLevel(n)->targetRecordings<0 || levels->getLevel(n)->recordings<=levels->getLevel(n)->targetRecordings)
medal++;
}
numbers[n].setMedal(medal);
}
if(m>LEVELS_DISPLAYED_IN_SCREEN){
levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+(LEVELS_PER_ROW-1))/LEVELS_PER_ROW;
levelScrollBar->visible=true;
}else{
levelScrollBar->maxValue=0;
levelScrollBar->visible=false;
}
if(!levels->levelpackDescription.empty())
levelpackDescription->caption=_CC(levels->getDictionaryManager(),levels->levelpackDescription);
else
levelpackDescription->caption="";
}
void LevelPlaySelect::selectNumber(ImageManager& imageManager, SDL_Renderer& renderer, unsigned int number,bool selected){
if(selected){
levels->setCurrentLevel(number);
setNextState(STATE_GAME);
}else{
displayLevelInfo(imageManager, renderer,number);
}
}
void LevelPlaySelect::checkMouse(ImageManager &imageManager, SDL_Renderer &renderer){
int x,y;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
//Check if we should replay the record.
if(selectedNumber!=NULL){
SDL_Rect mouse={x,y,0,0};
if(!bestTimeFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestTimeFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
if(!bestRecordingFilePath.empty()){
SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
Game::recordFile=bestRecordingFilePath;
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
return;
}
}
}
//Call the base method from the super class.
LevelSelect::checkMouse(imageManager, renderer);
}
void LevelPlaySelect::displayLevelInfo(ImageManager& imageManager, SDL_Renderer& renderer, int number){
//Update currently selected level
if(selectedNumber==NULL){
selectedNumber=new Number(imageManager, renderer);
}
SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
selectedNumber->init(renderer,number,box);
selectedNumber->setLocked(false);
//Show level medal
int medal=levels->getLevel(number)->won;
int time=levels->getLevel(number)->time;
int targetTime=levels->getLevel(number)->targetTime;
int recordings=levels->getLevel(number)->recordings;
int targetRecordings=levels->getLevel(number)->targetRecordings;
if(medal){
if(targetTime<0){
medal=-1;
}else{
if(targetTime<0 || time<=targetTime)
medal++;
if(targetRecordings<0 || recordings<=targetRecordings)
medal++;
}
}
selectedNumber->setMedal(medal);
std::string levelTime;
std::string levelRecs;
//Show best time and recordings
if(medal){
char s[64];
if(time>0)
if(targetTime>0)
sprintf(s,"%-.2fs / %-.2fs",time/40.0f,targetTime/40.0f);
else
sprintf(s,"%-.2fs / -",time/40.0f);
else
s[0]='\0';
levelTime=s;
if(recordings>=0)
if(targetRecordings>=0)
sprintf(s,"%5d / %d",recordings,targetRecordings);
else
sprintf(s,"%5d / -",recordings);
else
s[0]='\0';
levelRecs=s;
}else{
levelTime="- / -";
levelRecs="- / -";
}
//Show the play button.
play->enabled=true;
//Check if there is auto record file
levels->getLevelAutoSaveRecordPath(number,bestTimeFilePath,bestRecordingFilePath,false);
if(!bestTimeFilePath.empty()){
FILE *f;
f=fopen(bestTimeFilePath.c_str(),"rb");
if(f==NULL){
bestTimeFilePath.clear();
}else{
fclose(f);
}
}
if(!bestRecordingFilePath.empty()){
FILE *f;
f=fopen(bestRecordingFilePath.c_str(),"rb");
if(f==NULL){
bestRecordingFilePath.clear();
}else{
fclose(f);
}
}
//Show level description
const std::string& levelDescription=levels->getLevelName(number);
levelInfoRender.update(renderer, *fontText, themeTextColor,
levelDescription, levelTime, levelRecs);
}
void LevelPlaySelect::render(ImageManager& imageManager, SDL_Renderer &renderer){
//First let the levelselect render.
LevelSelect::render(imageManager,renderer);
int x,y,dy=0;
//Get the current mouse location.
SDL_GetMouseState(&x,&y);
if(levelScrollBar)
dy=levelScrollBar->value;
//Upper bound of levels we'd like to display.
y+=dy*64;
SDL_Rect mouse={x,y,0,0};
//Show currently selected level (if any)
if(selectedNumber!=NULL){
selectedNumber->show(renderer, 0);
levelInfoRender.render(renderer);
//Only show the replay button if the level is completed (won).
if(selectedNumber->getNumber()>=0 && selectedNumber->getNumber()<levels->getLevelCount()) {
if(levels->getLevel(selectedNumber->getNumber())->won){
if(!bestTimeFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-130,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_SetRenderDrawColor(&renderer, 0xFF,0xCC,0xCC,0xCC);
SDL_RenderDrawRect(&renderer, &box);
}
const SDL_Rect dstRect = {SCREEN_WIDTH-80,SCREEN_HEIGHT-130,r.w,r.h};
SDL_RenderCopy(&renderer,playButtonImage.get(),&r, &dstRect);
}
if(!bestRecordingFilePath.empty()){
SDL_Rect r={0,0,32,32};
const SDL_Rect box={SCREEN_WIDTH-420,SCREEN_HEIGHT-98,372,32};
if(checkCollision(box,mouse)){
r.x=32;
SDL_SetRenderDrawColor(&renderer, 0xFF,0xCC,0xCC,0xCC);
SDL_RenderDrawRect(&renderer, &box);
}
const SDL_Rect dstRect = {SCREEN_WIDTH-80,SCREEN_HEIGHT-98,r.w,r.h};
SDL_RenderCopy(&renderer,playButtonImage.get(),&r, &dstRect);
}
}
}
}
}
void LevelPlaySelect::renderTooltip(SDL_Renderer &renderer, unsigned int number, int dy){
if (!toolTip.name || toolTip.number != number) {
SDL_Color themeTextColor={0,0,0};
const int SLEN = 64;
char s[SLEN];
//Render the name of the level.
toolTip.name=textureFromText(renderer,*fontText,_CC(levels->getDictionaryManager(),levels->getLevelName(number)),themeTextColor);
toolTip.time=nullptr;
toolTip.recordings=nullptr;
toolTip.number=number;
//The time it took.
if(levels->getLevel(number)->time>0){
SDL_snprintf(s,SLEN,"%-.2fs",levels->getLevel(number)->time/40.0f);
toolTip.time=textureFromText(renderer,*fontText,s,themeTextColor);//TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
}
//The number of recordings it took.
if(levels->getLevel(number)->recordings>=0){
SDL_snprintf(s,SLEN,"%d",levels->getLevel(number)->recordings);
toolTip.recordings = textureFromText(renderer,*fontText,s,themeTextColor);
}
}
const SDL_Rect nameSize = rectFromTexture(*toolTip.name);
//Now draw a square the size of the three texts combined.
SDL_Rect r=numbers[number].box;
r.y-=dy*64;
if(toolTip.time && toolTip.recordings){
const int recW = textureWidth(*toolTip.recordings);
const int timeW = textureWidth(*toolTip.time);
r.w=(nameSize.w)>(25+timeW+40+recW)?(nameSize.w):(25+timeW+40+recW);
r.h=nameSize.h+5+20;
}else{
r.w=nameSize.w;
r.h=nameSize.h;
}
//Make sure the tooltip doesn't go outside the window.
if(r.y>SCREEN_HEIGHT-200){
r.y-=nameSize.h+4;
}else{
r.y+=numbers[number].box.h+2;
}
if(r.x+r.w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-r.w;
//Draw a rectange
Uint32 color=0xFFFFFFFF;
drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,renderer,color);
//Calc the position to draw.
SDL_Rect r2=r;
//Now we render the name if the surface isn't null.
if(toolTip.name){
//Draw the name.
applyTexture(r2.x, r2.y, toolTip.name, renderer);
}
//Increase the height to leave a gap between name and stats.
r2.y+=30;
if(toolTip.time){
//Now draw the time.
applyTexture(r2.x,r2.y,levelInfoRender.timeIcon,renderer);
r2.x+=25;
applyTexture(r2.x, r2.y, toolTip.time, renderer);
r2.x+=textureWidth(*toolTip.time)+15;
}
if(toolTip.recordings){
//Now draw the recordings.
applyTexture(r2.x,r2.y,levelInfoRender.recordingsIcon,renderer);
r2.x+=25;
applyTexture(r2.x, r2.y, toolTip.recordings, renderer);
}
}
void LevelPlaySelect::resize(ImageManager &imageManager, SDL_Renderer &renderer){
//Let the LevelSelect do his stuff.
LevelSelect::resize(imageManager, renderer);
//Now create our gui again.
createGUI(imageManager,renderer, false);
}
void LevelPlaySelect::GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Let the level select handle his GUI events.
LevelSelect::GUIEventCallback_OnEvent(imageManager,renderer,name,obj,eventType);
//Check for the play button.
if(name=="cmdPlay"){
if(selectedNumber!=NULL){
levels->setCurrentLevel(selectedNumber->getNumber());
setNextState(STATE_GAME);
}
}
}

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