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diff --git a/data/font/License b/data/font/License
index 5867dae..9d11c8e 100644
--- a/data/font/License
+++ b/data/font/License
@@ -1,7 +1,10 @@
Blokletters-Viltstift.ttf
License: CC-BY-SA 2.5
Attribution: http://lefly.vepar.nl/
knewave.ttf
License: Open Font License
- Attribution: _by [Tyler Finck](http://www.sursly.com)_
\ No newline at end of file
+ Attribution: _by [Tyler Finck](http://www.sursly.com)_
+
+freesans.ttf
+ License: GNU General Public License v3
diff --git a/data/font/freesans.ttf b/data/font/freesans.ttf
new file mode 100644
index 0000000..dde7f32
Binary files /dev/null and b/data/font/freesans.ttf differ
diff --git a/src/Functions.cpp b/src/Functions.cpp
index 6b65bbd..7c0fc33 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1091 +1,1106 @@
/****************************************************************************
** 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 <stdio.h>
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "Objects.h"
#include "Player.h"
#include "GameObjects.h"
#include "Levels.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
extern "C" {
#include "libs/findlocale/findlocale.h"
}
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=0;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
SDL_Surface* loadImage(string file){
//We use the imageManager to load the file.
return imageManager.loadImage(file);
}
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
rectangleRGBA(dest,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//Fill content's background color from function parameter
boxRGBA(screen,x+1,y+1,x+w-2,y+h-2,color >> 24,color >> 16,color >> 8,color >> 0);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA(screen,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(screen,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(screen,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(screen,x+w-1,y+1,x+w-1,y+h-2,0,0,0,255);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA(screen,x,y,0,0,0,160);
pixelRGBA(screen,x,y+h-1,0,0,0,160);
pixelRGBA(screen,x+w-1,y,0,0,0,160);
pixelRGBA(screen,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(screen,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(screen,x+1,y+1,0,0,0,50);
pixelRGBA(screen,x+1,y+h-2,0,0,0,50);
pixelRGBA(screen,x+w-2,y+1,0,0,0,50);
pixelRGBA(screen,x+w-2,y+h-2,0,0,0,50);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
lineRGBA(dest,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,dest,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),dest,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),dest,color);
}
}
bool init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
fprintf(stderr,"FATAL ERROR: SDL_Init failed\n");
return false;
}
//Initialze SDL_mixer (audio).
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,512)==-1){
fprintf(stderr,"FATAL ERROR: Mix_OpenAudio failed\n");
return false;
}
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0xFF000000);
//Create a texture.
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
cerr<<"FATAL ERROR: Unable to use hardware acceleration (compiled without)."<<endl;
return false;
#endif
}else{
Uint32 flags=SDL_HWSURFACE | SDL_DOUBLEBUF;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Set the the window caption.
SDL_WM_SetCaption(("Me and my shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->set_charset("UTF-8");
//Check if user have defined own language. If not, find it out for the player using findlocale
string lang=getSettings()->getValue("lang");
if(lang.length()>0){
printf("Locale set by user to %s\n",lang.c_str());
dictionaryManager->set_language(tinygettext::Language::from_name(lang));
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
dictionaryManager->set_language(tinygettext::Language::from_name(locale->lang));
FL_FreeLocale(&locale);
}
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Nothing went wrong so we return true.
return true;
}
+static TTF_Font* loadFont(const char* name,int size){
+ TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
+ if(tmpFont){
+ return tmpFont;
+ }else{
+ return TTF_OpenFont((getDataPath()+"font/freesans.ttf").c_str(),size);
+ }
+}
+
bool loadFiles(){
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Always load the default music list for fallback.
musicManager.loadMusicList((getDataPath()+"music/default.list"));
//Load the fonts.
- fontTitle=TTF_OpenFont((getDataPath()+"font/knewave.ttf").c_str(),55);
- fontGUI=TTF_OpenFont((getDataPath()+"font/knewave.ttf").c_str(),32);
- fontText=TTF_OpenFont((getDataPath()+"font/Blokletters-Viltstift.ttf").c_str(),16);
+ /// TRANSLATORS: Font used in GUI:
+ /// - Use "knewave" for languages using Latin and Latin-derived alphabets
+ /// - "freesans" can be used for non-Latin writing systems
+ fontTitle=loadFont(_("knewave"),55);
+ fontGUI=loadFont(_("knewave"),32);
+ /// TRANSLATORS: Font used for normal text:
+ /// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
+ /// - "freesans" can be used for non-Latin writing systems
+ fontText=loadFont(_("Blokletters-Viltstift"),16);
if(fontTitle==NULL || fontGUI==NULL || fontText==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Load the menu background.
menuBackground=loadImage(getDataPath()+"gfx/menu/background.png");
if(menuBackground==NULL){
printf("ERROR: Unable to load menu background.\n");
return false;
}
//Check if the menu background needs to be scaled.
if(menuBackground->w!=SCREEN_WIDTH || menuBackground->h!=SCREEN_HEIGHT){
menuBackground=zoomSurface(menuBackground,double(SCREEN_WIDTH)/double(menuBackground->w),double(SCREEN_HEIGHT)/double(menuBackground->h),0);
}
//Load the default theme.
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Always return true?
return true;
}
bool saveSettings(){
settings->save();
//Always return true?
return true;
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
void flipScreen(){
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Create a texture from the screen surface.
glBindTexture(GL_TEXTURE_2D,screenTexture);
//Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,screen->format->BytesPerPixel,screen->w,screen->h,0,GL_BGRA,GL_UNSIGNED_BYTE,screen->pixels);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(0,0,0);
glTexCoord2f(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2f(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2f(0,1); glVertex3f(0,SCREEN_HEIGHT,0);
glEnd();
SDL_GL_SwapBuffers();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
cerr<<"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."<<endl;
#endif
}else{
SDL_Flip(screen);
}
}
void clean(){
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Get rid of the currentstate/
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Destroy the imageManager.
imageManager.destroy();
//Destroy the musicManager.
musicManager.destroy();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontText);
TTF_Quit();
//Quit SDL.
SDL_Quit();
//And finally stop audio.
Mix_CloseAudio();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
currentState=new Game();
break;
case STATE_MENU:
levels.clear();
currentState=new Menu();
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect();
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect();
break;
case STATE_LEVEL_EDITOR:
currentState=new LevelEditor();
break;
case STATE_OPTIONS:
currentState=new Options();
break;
case STATE_ADDONS:
currentState=new Addons();
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out.
int fade=255;
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
while(fade>0){
fade-=17;
if(fade<0)
fade=0;
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fade);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
flipScreen();
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
void setCamera(){
//SetCamera only works in the Level editor.
if(stateID==STATE_LEVEL_EDITOR){
//Get the mouse coordinates.
int x,y;
SDL_GetMouseState(&x,&y);
//Make sure we avoid the toolbar.
SDL_Rect mouse={x,y,0,0};
SDL_Rect toolbar={155,550,510,50};
if(checkCollision(mouse,toolbar))
return;
//Check if the mouse is near the left edge of the screen.
//Else check if the mouse is near the right edge.
if(x<50){
//We're near the left edge so move the camera.
camera.x-=5;
}else if(x>SCREEN_WIDTH-50){
//We're near the right edge so move the camera.
camera.x+=5;
}
//Check if the mouse is near the top edge of the screen.
//Else check if the mouse is near the bottom edge.
if(y<50){
//We're near the top edge so move the camera.
camera.y-=5;
}else if(y>SCREEN_HEIGHT-50){
//We're near the bottom edge so move the camera.
camera.y+=5;
}
}
}
bool parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return false;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return false;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("Version: '%s'\n\n",version.c_str());
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return false;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return false;
}
}
//If everything went well we can return true.
return true;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//We keep a pointer to the original GUIObjectRoot for later.
GUIObject* tmp=GUIObjectRoot;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObjectRoot=new GUIObject((SCREEN_WIDTH-600)/2,200,600,200,GUIObjectFrame,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
x=(600-x)/2;
//Add a GUIObjectLabel with the sentence.
GUIObjectRoot->childControls.push_back(new GUIObject(x,y,584,25,GUIObjectLabel,lps));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
GUIObjectRoot->top=(SCREEN_HEIGHT-y)/2;
GUIObjectRoot->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Calculate the x location (centered).
int x=302-count*50;
//Reduce y so that the buttons fit inside the frame.
y-=40;
//Loop to add the buttons.
for(int i=0;i<count;i++,x+=100){
obj=new GUIObject(x,y,96,36,GUIObjectButton,button[i].c_str(),value[i]);
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
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);
//Also check for the return, escape or backspace button.
//escape = KEYUP.
//backspace and return = KEYDOWN.
if(count==1 && ((event.type==SDL_KEYUP && event.key.keysym.sym==SDLK_ESCAPE) ||
(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_BACKSPACE)))){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Render the gui.
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//We're done so set the original GUIObjectRoot back.
GUIObjectRoot=tmp;
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//The file can't be opened so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Unable to open file so tell the user.
msgBox(tfm::format(_("Can't open file %d."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Pointer to the current GUIObjectRoot.
//We keep it so we can put it back after closing the fileDialog.
GUIObject* tmp=GUIObjectRoot;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.size()>0?60:20;
//Create the frame.
GUIObjectRoot=new GUIObject(100,100-base_y/2,600,400+base_y,GUIObjectFrame,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(pathNames.size()>0){
GUIObjectRoot->childControls.push_back(new GUIObject(8,40,184,36,GUIObjectLabel,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->item=pathNames;
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj1);
}
//Add the FileName label and textfield.
GUIObjectRoot->childControls.push_back(new GUIObject(8,20+base_y,184,36,GUIObjectLabel,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUIObject(160,20+base_y,432,36,GUIObjectTextBox,s.c_str());
GUIObjectRoot->childControls.push_back(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIObject(200,360+base_y,192,36,GUIObjectButton,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
GUIObjectRoot->childControls.push_back(obj);
obj=new GUIObject(400,360+base_y,192,36,GUIObjectButton,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
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))
GUIObjectHandleEvents(true);
if(GUIObjectRoot)
GUIObjectRoot->render();
flipScreen();
SDL_Delay(30);
}
//The while loop ended meaning we can restore the previous GUI.
GUIObjectRoot=tmp;
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
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