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diff --git a/src/LevelEditor.cpp b/src/LevelEditor.cpp
index c4c4476..47d563b 100644
--- a/src/LevelEditor.cpp
+++ b/src/LevelEditor.cpp
@@ -1,3230 +1,3035 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Objects.h"
#include "LevelPack.h"
#include "LevelEditor.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "GUIOverlay.h"
#include "GUIWindow.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#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
#include "libs/tinyformat/tinyformat.h"
using namespace std;
static int levelTime,levelRecordings;
static GUIObject *levelTimeProperty,*levelRecordingsProperty;
//Array containing translateble block names
static const char* blockNames[TYPE_MAX]={
__("Block"),__("Player Start"),__("Shadow Start"),
__("Exit"),__("Shadow Block"),__("Spikes"),
__("Checkpoint"),__("Swap"),__("Fragile"),
__("Moving Block"),__("Moving Shadow Block"),__("Moving Spikes"),
__("Teleporter"),__("Button"),__("Switch"),
__("Conveyor Belt"),__("Shadow Conveyor Belt"),__("Notification Block"),__("Collectable"),__("Puhsable")
};
//Array indicates if block is linkable
static const bool isLinkable[TYPE_MAX]={
false,false,false,
false,false,false,
false,false,false,
true,true,true,
true,true,true,
false,false,false,false
};
-/////////////////LevelEditorToolbox////////////////////////
-
-class LevelEditorToolbox:public GUIWindow{
-private:
- //The parent object
- LevelEditor* parent;
-
-public:
- int startRow,maxRow;
-
-public:
- LevelEditorToolbox(LevelEditor* parent):GUIWindow(0,0,320,180,true,false,_("Toolbox")){
- this->parent=parent;
-
- //calc row count
- startRow=0;
- maxRow=(LevelEditor::EDITOR_ORDER_MAX+4)/5;
-
- this->minWidth=320;
- this->minHeight=180;
- this->maxWidth=640;
- this->maxHeight=520;
-
- }
- void render(int x=0,int y=0,bool draw=true){
- GUIWindow::render(x,y,draw);
- if(visible){
- //get mouse position
- int x,y;
- SDL_GetMouseState(&x,&y);
- SDL_Rect mouse={x,y,0,0};
-
- //the tool tip of item
- SDL_Rect tooltipRect;
- string tooltip;
-
- //draw available item
- for(int i=0;i<2;i++){
- int j=startRow+i;
- if(j>=maxRow) j-=maxRow;
-
- for(int k=0;k<5;k++){
- int idx=j*5+k;
- if(idx<0 || idx>=LevelEditor::EDITOR_ORDER_MAX) break;
-
- SDL_Rect r={left+k*60+10,top+i*60+50,60,60};
-
- //check highlight
- if(checkCollision(mouse,r)){
- tooltipRect=r;
- tooltip=_(blockNames[LevelEditor::editorTileOrder[idx]]);
-
- if(parent->currentType==idx){
- drawGUIBox(r.x,r.y,r.w,r.h,screen,0x999999FFU);
- }else{
- SDL_FillRect(screen,&r,0xCCCCCC);
- }
- }else if(parent->currentType==idx){
- drawGUIBox(r.x,r.y,r.w,r.h,screen,0xCCCCCCFFU);
- }
-
- ThemeBlock* obj=objThemes.getBlock(LevelEditor::editorTileOrder[idx]);
- if(obj){
- obj->editorPicture.draw(screen,r.x+5,r.y+5);
- }
- }
- }
-
- //draw tooltip
- if(!tooltip.empty()){
- //The back and foreground colors.
- SDL_Color fg={0,0,0};
-
- //Tool specific text.
- SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,tooltip.c_str(),fg);
-
- //Draw only if there's a tooltip available
- if(tip!=NULL){
- if(tooltipRect.y+tooltipRect.h+tip->h>SCREEN_HEIGHT-20)
- tooltipRect.y-=tip->h;
- else
- tooltipRect.y+=tooltipRect.h;
-
- if(tooltipRect.x+tip->w>SCREEN_WIDTH-20)
- tooltipRect.x=SCREEN_WIDTH-20-tip->w;
-
- //Draw borders around text
- Uint32 color=0xFFFFFF00|230;
- drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tip->w+4,tip->h+4,screen,color);
-
- //Draw tooltip's text
- SDL_BlitSurface(tip,NULL,screen,&tooltipRect);
- SDL_FreeSurface(tip);
- }
- }
- }
- }
- bool handleEvents(int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false){
- //Let the GUIWindow handle its events.
- if(GUIWindow::handleEvents(x,y,enabled,visible,processed))
- return true;
-
- //The event hasn't been handled by the GUIWindow.
- //Only check for events when the object is both enabled and visible.
- if(enabled&&visible){
- if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
- SDL_Rect mouse={event.button.x,event.button.y,0,0};
-
- //Check if item is clicked
- for(int i=0;i<2;i++){
- int j=startRow+i;
- if(j>=maxRow) j-=maxRow;
-
- for(int k=0;k<5;k++){
- int idx=j*5+k;
- if(idx<0 || idx>=LevelEditor::EDITOR_ORDER_MAX) break;
-
- SDL_Rect r={left+k*60+10,top+i*60+50,60,60};
-
- //check highlight
- if(checkCollision(mouse,r)){
- parent->currentType=idx;
- return true;
- }
- }
- }
- }
- }
-
- //No event handled so return false.
- return false;
- }
-};
-
-
/////////////////LevelEditorActionsPopup/////////////////
class LevelEditorActionsPopup:private GUIEventCallback{
private:
//The parent object.
LevelEditor* parent;
//The position and size of window.
SDL_Rect rect;
//Array containing the actions in this popup.
GUIListBox* actions;
//GUI image.
SDL_Surface* bmGUI;
//Pointer to the object the actions apply to.
GameObject* target;
//The behaviour names.
vector<string> behaviour;
//The fragile block states.
vector<string> states;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return rect.w;
}
int height(){
return rect.h;
}
void dismiss(){
//Remove the actionsPopup from the parent.
if(parent!=NULL && parent->actionsPopup==this){
parent->actionsPopup=NULL;
}
//And delete ourself.
delete this;
}
SDL_Surface* createItem(const char* caption,int icon){
//FIXME: Add some sort of caching?
SDL_Color fg={0,0,0};
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,caption,fg);
SDL_SetAlpha(tip,0,0xFF);
//Create the surface, we add 16px to the width for an icon.
SDL_Surface* item=SDL_CreateRGBSurface(SDL_SWSURFACE,tip->w+16,24,32,RMASK,GMASK,BMASK,AMASK);
SDL_Rect itemRect={0,0,item->w,item->h};
SDL_FillRect(item,&itemRect,0x00FFFFFF);
itemRect.y=3;
itemRect.h=16;
SDL_FillRect(item,&itemRect,0xFFFFFFFF);
//Draw the text on the item surface.
applySurface(16,0,tip,item,NULL);
//Check if we should draw an icon.
if(icon==1 || icon==2){
//Draw the check (or not).
SDL_Rect r={0,0,16,16};
r.x=(icon-1)*16;
applySurface(0,3,bmGUI,item,&r);
}
//Free the tip surface.
SDL_FreeSurface(tip);
//Update the height.
rect.h+=24;
//Check if we should update the width., 8px extra on the width is for four pixels spacing on either side.
if(item->w+8>rect.w)
rect.w=item->w+8;
return item;
}
void updateItem(int index,const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->updateItem(index,action,item);
}
void addItem(const char* action,const char* caption,int icon=0){
SDL_Surface* item=createItem(caption,icon);
actions->addItem(action,item);
}
LevelEditorActionsPopup(LevelEditor* parent, GameObject* target, int x=0, int y=0){
this->parent=parent;
this->target=target;
//NOTE: The size gets set in the addItem method, height is already four to prevent a scrollbar.
rect.w=0;
rect.h=4;
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
//Create the behaviour vector.
behaviour.push_back(_("On"));
behaviour.push_back(_("Off"));
behaviour.push_back(_("Toggle"));
//Create the states list.
states.push_back(_("Complete"));
states.push_back(_("One step"));
states.push_back(_("Two steps"));
states.push_back(_("Gone"));
//TODO: The width should be based on the longest option.
//Get the type of the target.
int type=target->type;
//Create default actions.
//NOTE: Width and height are determined later on when the options are rendered.
actions=new GUIListBox(0,0,0,0);
actions->eventCallback=this;
addItem("Move",_("Move"));
addItem("Delete",_("Delete"));
//Determine what to do depending on the type.
if(isLinkable[type]){
//Get the editor data.
vector<pair<string,string> > objMap;
target->getEditorData(objMap);
//Check if it's a moving block type or trigger.
if(type==TYPE_BUTTON || type==TYPE_SWITCH || type==TYPE_PORTAL){
addItem("Link",_("Link"));
addItem("Remove Links",_("Remove Links"));
//Check if it's a portal, which contains a automatic option, and triggers a behaviour one.
if(type==TYPE_PORTAL){
//FIXME: We use hardcoded indeces, if the order changes we have a problem.
addItem("Automatic",_("Automatic"),(objMap[1].second=="1")?2:1);
}else{
//Get the current behaviour.
int currentBehaviour=2;
if(objMap[1].second=="on"){
currentBehaviour=0;
}else if(objMap[1].second=="off"){
currentBehaviour=1;
}
addItem("Behaviour",behaviour[currentBehaviour].c_str());
}
}else{
addItem("Link",_("Path"));
addItem("Remove Path",_("Remove Path"));
//FIXME: We use hardcoded indeces, if the order changes we have a problem.
addItem("Enabled",_("Enabled"),(objMap[2].second=="0")?2:1);
addItem("Looping",_("Looping"),(objMap[3].second=="1")?2:1);
}
}
//Check for a conveyor belt.
if(type==TYPE_CONVEYOR_BELT || type==TYPE_SHADOW_CONVEYOR_BELT){
//Get the editor data.
vector<pair<string,string> > objMap;
target->getEditorData(objMap);
- addItem("Enabled",_("Enabled"),(objMap[1].second=="1")?2:1);
+ //FIXME: We use hardcoded indeces, if the order changes we have a problem.
+ addItem("Enabled",_("Enabled"),(objMap[1].second=="0")?2:1);
addItem("Speed",_("Speed"));
}
//Check if it's a fragile block.
if(type==TYPE_FRAGILE){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
addItem("State",states[currentState].c_str());
}
//Check if it's a notification block.
if(type==TYPE_NOTIFICATION_BLOCK)
addItem("Message",_("Message"));
-
-
//Now set the size of the GUIListBox.
actions->width=rect.w;
actions->height=rect.h;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
~LevelEditorActionsPopup(){
if(actions)
delete actions;
}
void render(){
//Draw the actions.
actions->render(rect.x,rect.y);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
}
void handleEvents(){
//Check if a mouse is pressed outside the popup.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
if(event.type==SDL_MOUSEBUTTONDOWN && !checkCollision(mouse,rect)){
dismiss();
return;
}
//Let the listbox handle its events.
actions->handleEvents(rect.x,rect.y);
}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//NOTE: There should only be one GUIObject, so we know what event is fired.
//Get the selected entry.
std::string action=actions->item[actions->value];
if(action=="Move"){
//TODO
dismiss();
return;
}
if(action=="Delete"){
parent->removeObject(target);
dismiss();
return;
}
if(action=="Link"){
//NOTE: This is also used for configuring the path.
parent->tool=LevelEditor::CONFIGURE;
parent->onRightClickObject(target,true);
dismiss();
return;
}
if(action=="Remove Links"){
//Remove all the
std::map<GameObject*,vector<GameObject*> >::iterator it;
it=parent->triggers.find(target);
if(it!=parent->triggers.end()){
//Remove the targets.
(*it).second.clear();
}
//In case of a portal remove its destination field.
if(target->type==TYPE_PORTAL){
target->setEditorProperty("destination","");
}else{
//We give the trigger a new id to prevent activating unlinked targets.
char s[64];
sprintf(s,"%d",parent->currentId);
parent->currentId++;
target->setEditorProperty("id",s);
}
dismiss();
return;
}
if(action=="Remove Path"){
//Set the number of moving positions to zero.
target->setEditorProperty("MovingPosCount","0");
std::map<GameObject*,vector<MovingPosition> >::iterator it;
it=parent->movingBlocks.find(target);
if(it!=parent->movingBlocks.end()){
(*it).second.clear();
}
dismiss();
return;
}
if(action=="Message"){
//Set the object we configure.
parent->configuredObject=target;
//Now create the GUI.
GUIObject* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Notification block"));
GUIObject* obj;
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Enter message here:"));
root->addChild(obj);
obj=new GUITextArea(50,90,500,100);
string tmp=target->getEditorProperty("message").c_str();
//Change \n with the characters '\n'.
while(tmp.find("\\n")!=string::npos){
tmp=tmp.replace(tmp.find("\\n"),2,"\n");
}
obj->caption=tmp.c_str();
//Set the textField.
parent->objectProperty=obj;
root->addChild(obj);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgNotificationBlockOK";
obj->eventCallback=parent;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=parent;
root->addChild(obj);
//Create the GUI overlay.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
GUIObjectRoot->addChild(root);
//And dismiss this popup.
dismiss();
return;
}
if(action=="Enabled"){
//Get the previous state.
bool enabled=(target->getEditorProperty("disabled")=="0");
//Switch the state.
enabled=!enabled;
//NOTE: In case of enabled it is inverted since the property is actually disabled,
target->setEditorProperty("disabled",enabled?"0":"1");
updateItem(actions->value,"Enabled",_("Enabled"),enabled?2:1);
actions->value=-1;
return;
}
if(action=="Looping"){
//Get the previous state.
bool loop=(target->getEditorProperty("loop")=="1");
//Switch the state.
loop=!loop;
target->setEditorProperty("loop",loop?"1":"0");
updateItem(actions->value,"Looping",_("Looping"),loop?2:1);
actions->value=-1;
return;
}
if(action=="Automatic"){
//Get the previous state.
bool automatic=(target->getEditorProperty("automatic")=="1");
//Switch the state.
automatic=!automatic;
target->setEditorProperty("automatic",automatic?"1":"0");
updateItem(actions->value,"Automatic",_("Automatic"),automatic?2:1);
actions->value=-1;
return;
}
if(action=="Behaviour"){
//Get the current behaviour.
int currentBehaviour=2;
string behave=target->getEditorProperty("behaviour");
if(behave=="on"){
currentBehaviour=0;
}else if(behave=="off"){
currentBehaviour=1;
}
//Increase the behaviour.
currentBehaviour++;
if(currentBehaviour>2)
currentBehaviour=0;
//Update the data of the block.
target->setEditorProperty("behaviour",behaviour[currentBehaviour]);
//And update the item.
updateItem(actions->value,"Behaviour",behaviour[currentBehaviour].c_str());
actions->value=-1;
return;
}
if(action=="State"){
//Get the current state.
int currentState=atoi(target->getEditorProperty("state").c_str());
//Increase the state.
currentState++;
if(currentState>3)
currentState=0;
//Update the data of the block.
char s[64];
sprintf(s,"%d",currentState);
target->setEditorProperty("state",s);
//And update the item.
updateItem(actions->value,"State",states[currentState].c_str());
actions->value=-1;
return;
}
if(action=="Speed"){
//Set the object we configure.
parent->configuredObject=target;
//Now create the GUI.
GUIObject* root=new GUIWindow((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-250)/2,600,250,true,true,_("Conveyor belt speed"));
GUIObject* obj;
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Enter speed here:"));
root->addChild(obj);
obj=new GUIObject(240,100,320,36,GUIObjectTextBox,target->getEditorProperty("speed").c_str());
//Set the textField.
parent->objectProperty=obj;
root->addChild(obj);
obj=new GUIObject(root->width*0.3,250-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="cfgConveyorBlockOK";
obj->eventCallback=parent;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,250-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="cfgCancel";
obj->eventCallback=parent;
root->addChild(obj);
//Create the GUI overlay.
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
GUIObjectRoot->addChild(root);
//And dismiss this popup.
dismiss();
return;
}
}
};
/////////////////LevelEditorSelectionPopup/////////////////
class LevelEditorSelectionPopup{
private:
//The parent object
LevelEditor* parent;
//The position of window
SDL_Rect rect;
//GUI image
SDL_Surface* bmGUI;
//The selection
std::vector<GameObject*> selection;
//The scrollbar
GUIScrollBar* scrollBar;
//Highlighted object
GameObject* highlightedObj;
//Highlighted button index. 0=none 1=select/deselect 2=configure 3=link 4=delete
int highlightedBtn;
public:
int startRow,showedRow;
//If selection is dirty
bool dirty;
public:
SDL_Rect getRect(){
return rect;
}
int width(){
return rect.w;
}
int height(){
return rect.h;
}
void updateScrollBar(){
int m=selection.size()-showedRow;
if(m>0){
if(startRow<0) startRow=0;
else if(startRow>m) startRow=m;
if(scrollBar==NULL){
scrollBar=new GUIScrollBar(0,0,16,rect.h-16,ScrollBarVertical,startRow,0,m,1,showedRow);
}
scrollBar->visible=true;
scrollBar->maxValue=m;
scrollBar->value=startRow;
}else{
startRow=0;
if(scrollBar){
scrollBar->visible=false;
scrollBar->value=0;
}
}
}
void updateSelection(){
if(parent!=NULL){
std::vector<GameObject*>& v=parent->levelObjects;
for(int i=selection.size()-1;i>=0;i--){
if(find(v.begin(),v.end(),selection[i])==v.end()){
selection.erase(selection.begin()+i);
}
}
updateScrollBar();
}
}
void dismiss(){
if(parent!=NULL && parent->selectionPopup==this){
parent->selectionPopup=NULL;
}
delete this;
}
LevelEditorSelectionPopup(LevelEditor* parent, std::vector<GameObject*>& selection, int x=0, int y=0){
this->parent=parent;
this->selection=selection;
dirty=false;
scrollBar=NULL;
highlightedObj=NULL;
highlightedBtn=0;
//calc window size
startRow=0;
showedRow=selection.size();
int m=SCREEN_HEIGHT/64-1;
if(showedRow>m) showedRow=m;
rect.w=320;
rect.h=showedRow*64+16;
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
updateScrollBar();
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
~LevelEditorSelectionPopup(){
if(scrollBar)
delete scrollBar;
}
void move(int x,int y){
if(x>SCREEN_WIDTH-rect.w) x=SCREEN_WIDTH-rect.w;
else if(x<0) x=0;
if(y>SCREEN_HEIGHT-rect.h) y=SCREEN_HEIGHT-rect.h;
else if(y<0) y=0;
rect.x=x;
rect.y=y;
}
void render(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//background
drawGUIBox(rect.x,rect.y,rect.w,rect.h,screen,0xFFFFFFFFU);
//get mouse position
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//the tool tip of item
SDL_Rect tooltipRect;
string tooltip;
if(scrollBar && scrollBar->visible){
startRow=scrollBar->value;
}
highlightedObj=NULL;
highlightedBtn=0;
//draw avaliable item
for(int i=0;i<showedRow;i++){
int j=startRow+i;
if(j>=(int)selection.size()) break;
SDL_Rect r={rect.x+8,rect.y+i*64+8,rect.w-16,64};
if(scrollBar && scrollBar->visible) r.w-=24;
//check highlight
if(checkCollision(mouse,r)){
highlightedObj=selection[j];
SDL_FillRect(screen,&r,0xCCCCCC);
}
int type=selection[j]->type;
//draw tile picture
ThemeBlock* obj=objThemes.getBlock(type);
if(obj){
obj->editorPicture.draw(screen,r.x+7,r.y+7);
}
//draw name
SDL_Color fg={0,0,0};
SDL_Surface* txt=TTF_RenderUTF8_Blended(fontText,_(blockNames[type]),fg);
if(txt!=NULL){
SDL_Rect r2={r.x+64,r.y+(64-txt->h)/2,0,0};
SDL_BlitSurface(txt,NULL,screen,&r2);
SDL_FreeSurface(txt);
}
if(parent!=NULL){
//draw selected
{
std::vector<GameObject*> &v=parent->selection;
bool isSelected=find(v.begin(),v.end(),selection[j])!=v.end();
SDL_Rect r1={isSelected?16:0,0,16,16};
SDL_Rect r2={r.x+r.w-72,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Select");
highlightedBtn=1;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw delete
{
SDL_Rect r1={112,0,16,16};
SDL_Rect r2={r.x+r.w-48,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Delete");
highlightedBtn=2;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
//draw configure
{
SDL_Rect r1={112,16,16,16};
SDL_Rect r2={r.x+r.w-24,r.y+20,24,24};
if(checkCollision(mouse,r2)){
drawGUIBox(r2.x,r2.y,r2.w,r2.h,screen,0x999999FFU);
tooltipRect=r2;
tooltip=_("Configure");
highlightedBtn=3;
}
r2.x+=4;
r2.y+=4;
SDL_BlitSurface(bmGUI,&r1,screen,&r2);
}
}
}
//draw scrollbar
if(scrollBar && scrollBar->visible){
scrollBar->render(rect.x+rect.w-24,rect.y+8);
}
//draw tooltip
if(!tooltip.empty()){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=TTF_RenderUTF8_Blended(fontText,tooltip.c_str(),fg);
//Draw only if there's a tooltip available
if(tip!=NULL){
tooltipRect.y-=4;
tooltipRect.h+=8;
if(tooltipRect.y+tooltipRect.h+tip->h>SCREEN_HEIGHT-20)
tooltipRect.y-=tip->h;
else
tooltipRect.y+=tooltipRect.h;
if(tooltipRect.x+tip->w>SCREEN_WIDTH-20)
tooltipRect.x=SCREEN_WIDTH-20-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(tooltipRect.x-2,tooltipRect.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&tooltipRect);
SDL_FreeSurface(tip);
}
}
}
void handleEvents(){
//Check dirty
if(dirty){
updateSelection();
if(selection.empty()){
dismiss();
return;
}
dirty=false;
}
//Check scrollbar event
if(scrollBar && scrollBar->visible){
if(scrollBar->handleEvents(rect.x+rect.w-24,rect.y+8)) return;
}
if(event.type==SDL_MOUSEBUTTONDOWN){
//check mousewheel
if(event.button.button==SDL_BUTTON_WHEELUP){
startRow-=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_WHEELDOWN){
startRow+=2;
updateScrollBar();
return;
}else if(event.button.button==SDL_BUTTON_LEFT){
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close it
if(!checkCollision(mouse,rect)){
dismiss();
return;
}
//Check if item is clicked
if(highlightedObj!=NULL && highlightedBtn>0 && parent!=NULL){
std::vector<GameObject*>& v=parent->levelObjects;
if(find(v.begin(),v.end(),highlightedObj)!=v.end()){
switch(highlightedBtn){
case 1:
{
std::vector<GameObject*>& v2=parent->selection;
std::vector<GameObject*>::iterator it=find(v2.begin(),v2.end(),highlightedObj);
if(it==v2.end()){
v2.push_back(highlightedObj);
}else{
v2.erase(it);
}
}
break;
case 2:
parent->removeObject(highlightedObj);
break;
case 3:
if(parent->actionsPopup)
delete parent->actionsPopup;
parent->actionsPopup=new LevelEditorActionsPopup(parent,highlightedObj,mouse.x,mouse.y);
break;
}
}
}
}
}
}
};
/////////////////MovingPosition////////////////////////////
MovingPosition::MovingPosition(int x,int y,int time){
this->x=x;
this->y=y;
this->time=time;
}
MovingPosition::~MovingPosition(){}
void MovingPosition::updatePosition(int x,int y){
this->x=x;
this->y=y;
}
/////////////////LEVEL EDITOR//////////////////////////////
LevelEditor::LevelEditor():Game(true){
//Get the target time and recordings.
levelTime=levels->getLevel()->targetTime;
levelRecordings=levels->getLevel()->targetRecordings;
//This will set some default settings.
reset();
//The level is loaded by the game, so do postLoad.
postLoad();
//Create the GUI root.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Load the toolbar.
toolbar=loadImage(getDataPath()+"gfx/menu/toolbar.png");
SDL_Rect tmp={(SCREEN_WIDTH-460)/2,SCREEN_HEIGHT-50,460,50};
toolbarRect=tmp;
-
- toolbox=NULL;
+
selectionPopup=NULL;
actionsPopup=NULL;
movingSpeedWidth=-1;
//Load the selectionMark.
selectionMark=loadImage(getDataPath()+"gfx/menu/selection.png");
//Load the movingMark.
movingMark=loadImage(getDataPath()+"gfx/menu/moving.png");
//Create the semi transparent surface.
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Count the level editing time.
statsMgr.startLevelEdit();
}
LevelEditor::~LevelEditor(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
levelObjects.clear();
selection.clear();
//Free the placement surface.
SDL_FreeSurface(placement);
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Delete the popup
if(selectionPopup){
delete selectionPopup;
selectionPopup=NULL;
}
//Delete the popup
if(actionsPopup){
delete actionsPopup;
actionsPopup=NULL;
}
//Reset the camera.
camera.x=0;
camera.y=0;
//Count the level editing time.
statsMgr.endLevelEdit();
}
void LevelEditor::reset(){
//Set some default values.
playMode=false;
tool=ADD;
currentType=0;
pressedShift=false;
pressedLeftMouse=false;
dragging=false;
selectionDrag=false;
dragCenter=NULL;
if(LEVEL_WIDTH<SCREEN_WIDTH)
camera.x=-(SCREEN_WIDTH-LEVEL_WIDTH)/2;
else
camera.x=0;
if(LEVEL_HEIGHT<SCREEN_HEIGHT)
camera.y=-(SCREEN_HEIGHT-LEVEL_HEIGHT)/2;
else
camera.y=0;
cameraXvel=0;
cameraYvel=0;
objectProperty=NULL;
secondObjectProperty=NULL;
configuredObject=NULL;
linking=false;
linkingTrigger=NULL;
currentId=0;
movingBlock=NULL;
moving=false;
movingSpeed=10;
tooltip=-1;
//Set the player and shadow to their starting position.
player.setPosition(player.fx,player.fy);
shadow.setPosition(shadow.fx,shadow.fy);
selection.clear();
clipboard.clear();
triggers.clear();
movingBlocks.clear();
}
void LevelEditor::loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName){
//call the method of base class.
Game::loadLevelFromNode(obj,fileName);
//now do our own stuff.
string s=editorData["time"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=atoi(s.c_str());
}
s=editorData["recordings"];
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
}
void LevelEditor::saveLevel(string fileName){
//Create the output stream and check if it starts.
std::ofstream save(fileName.c_str());
if(!save) return;
//The dimensions of the level.
int maxX=0;
int maxY=0;
//The storageNode to put the level data in before writing it away.
TreeStorageNode node;
char s[64];
//The name of the level.
if(!levelName.empty()){
node.attributes["name"].push_back(levelName);
//Update the level name in the levelpack.
levels->getLevel()->name=levelName;
}
//The leveltheme.
if(!levelTheme.empty())
node.attributes["theme"].push_back(levelTheme);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%d",levelTime);
node.attributes["time"].push_back(c);
}
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
node.attributes["recordings"].push_back(c);
}
}
//The width of the level.
maxX=LEVEL_WIDTH;
sprintf(s,"%d",maxX);
node.attributes["size"].push_back(s);
//The height of the level.
maxY=LEVEL_HEIGHT;
sprintf(s,"%d",maxY);
node.attributes["size"].push_back(s);
//Loop through the gameObjects and save them.
for(int o=0;o<(signed)levelObjects.size();o++){
int objectType=levelObjects[o]->type;
//Check if it's a legal gameObject type.
if(objectType>=0 && objectType<TYPE_MAX){
TreeStorageNode* obj1=new TreeStorageNode;
node.subNodes.push_back(obj1);
//It's a tile so name the node tile.
obj1->name="tile";
//Write away the type of the gameObject.
sprintf(s,"%d",objectType);
obj1->value.push_back(blockName[objectType]);
//Get the box for the location of the gameObject.
SDL_Rect box=levelObjects[o]->getBox(BoxType_Base);
//Put the location in the storageNode.
sprintf(s,"%d",box.x);
obj1->value.push_back(s);
sprintf(s,"%d",box.y);
obj1->value.push_back(s);
//Loop through the editor data and save it also.
vector<pair<string,string> > obj;
levelObjects[o]->getEditorData(obj);
for(unsigned int i=0;i<obj.size();i++){
if((!obj[i].first.empty()) && (!obj[i].second.empty())){
obj1->attributes[obj[i].first].push_back(obj[i].second);
}
}
}
}
//Create a POASerializer and write away the level node.
POASerializer objSerializer;
objSerializer.writeNode(&node,save,true,true);
}
///////////////EVENT///////////////////
void LevelEditor::handleEvents(){
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//If playing/testing we should the game handle the events.
if(playMode){
Game::handleEvents();
//Also check if we should exit the playMode.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Reset the game and disable playMode.
Game::reset(true);
playMode=false;
camera.x=cameraSave.x;
camera.y=cameraSave.y;
//NOTE: To prevent the mouse to still "be pressed" we set it to false.
pressedLeftMouse=false;
}
}else{
//Also check if we should exit the editor.
if(inputMgr.isKeyDownEvent(INPUTMGR_ESCAPE)){
//Before we quit ask a make sure question.
if(msgBox(_("Are you sure you want to quit?"),MsgBoxYesNo,_("Quit prompt"))==MsgBoxYes){
//We exit the level editor.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
setNextState(STATE_LEVEL_EDIT_SELECT);
//Play the menu music again.
getMusicManager()->playMusic("menu");
}
}
//Check if we should redirect the event to the actions popup
if(actionsPopup!=NULL){
actionsPopup->handleEvents();
return;
}
//Check if we should redirect the event to selection popup
if(selectionPopup!=NULL){
if(event.type==SDL_MOUSEBUTTONDOWN
|| event.type==SDL_MOUSEBUTTONUP
|| event.type==SDL_MOUSEMOTION)
{
selectionPopup->handleEvents();
return;
}
}
-
//Check if toolbar is clicked.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && tooltip>=0){
int t=tooltip;
if(t<NUMBER_TOOLS){
tool=(Tools)t;
-
- //Check if we should show tool box
- if(tool==ADD){
- //show the tool box
- if(toolbox==NULL){
- toolbox=new LevelEditorToolbox(this);
- toolbox->move(event.button.x,event.button.y-toolbox->height-20);
- GUIObjectRoot->addChild(toolbox);
- }
- if(!toolbox->visible){
- toolbox->visible=true;
- }
- }
}else{
//The selected button isn't a tool.
//Now check which button it is.
if(t==NUMBER_TOOLS){
playMode=true;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
if(tool==CONFIGURE){
//Also stop linking or moving.
if(linking){
linking=false;
linkingTrigger=NULL;
}
if(moving){
//Write the path to the moving block.
std::map<std::string,std::string> editorData;
char s[64], s0[64];
sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
editorData["MovingPosCount"]=s;
//Loop through the positions.
for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
sprintf(s0+1,"%d",o);
sprintf(s,"%d",movingBlocks[movingBlock][o].x);
s0[0]='x';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].y);
s0[0]='y';
editorData[s0]=s;
sprintf(s,"%d",movingBlocks[movingBlock][o].time);
s0[0]='t';
editorData[s0]=s;
}
movingBlock->setEditorData(editorData);
moving=false;
movingBlock=NULL;
}
}
}
if(t==NUMBER_TOOLS+2){
//Open up level settings dialog
levelSettings();
}
if(t==NUMBER_TOOLS+4){
//Go back to the level selection screen of Level Editor
setNextState(STATE_LEVEL_EDIT_SELECT);
//Change the music back to menu music.
getMusicManager()->playMusic("menu");
}
if(t==NUMBER_TOOLS+3){
//Save current level
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
return;
}
//check if shift is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_SHIFT)){
pressedShift=true;
}
if(inputMgr.isKeyUpEvent(INPUTMGR_SHIFT)){
pressedShift=false;
}
//Check if delete is pressed.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_DELETE){
if(!selection.empty()){
//Loop through the selected game objects.
while(!selection.empty()){
//Remove the objects in the selection.
removeObject(selection[0]);
}
//And clear the selection vector.
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
//Check for copy (Ctrl+c) or cut (Ctrl+x).
if(event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_c || event.key.keysym.sym==SDLK_x) && (event.key.keysym.mod & KMOD_CTRL)){
//Clear the current clipboard.
clipboard.clear();
//Check if the selection isn't empty.
if(!selection.empty()){
//Loop through the selection to find the left-top block.
int x=selection[0]->getBox().x;
int y=selection[0]->getBox().y;
for(unsigned int o=1; o<selection.size(); o++){
if(selection[o]->getBox().x<x || selection[o]->getBox().y<y){
x=selection[o]->getBox().x;
y=selection[o]->getBox().y;
}
}
//Loop through the selection for the actual copying.
for(unsigned int o=0; o<selection.size(); o++){
//Get the editor data of the object.
vector<pair<string,string> > obj;
selection[o]->getEditorData(obj);
//Loop through the editor data and convert it.
map<string,string> objMap;
for(unsigned int i=0;i<obj.size();i++){
objMap[obj[i].first]=obj[i].second;
}
//Add some entries to the map.
char s[64];
sprintf(s,"%d",selection[o]->getBox().x-x);
objMap["x"]=s;
sprintf(s,"%d",selection[o]->getBox().y-y);
objMap["y"]=s;
sprintf(s,"%d",selection[o]->type);
objMap["type"]=s;
//Overwrite the id to prevent triggers, portals, buttons, movingblocks, etc. from malfunctioning.
//We give an empty string as id, which is invalid and thus suitable.
objMap["id"]="";
//Do the same for destination if the type is portal.
if(selection[o]->type==TYPE_PORTAL){
objMap["destination"]="";
}
//And add the map to the clipboard vector.
clipboard.push_back(objMap);
if(event.key.keysym.sym==SDLK_x){
//Cutting means deleting the game object.
removeObject(selection[o]);
o--;
}
}
//Only clear the selection when Ctrl+x;
if(event.key.keysym.sym==SDLK_x){
selection.clear();
dragCenter=NULL;
selectionDrag=false;
}
}
}
//Check for paste (Ctrl+v).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_v && (event.key.keysym.mod & KMOD_CTRL)){
//First make sure that the clipboard isn't empty.
if(!clipboard.empty()){
//Clear the current selection.
selection.clear();
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Integers containing the diff of the x that occurs when placing a block outside the level size on the top or left.
//We use it to compensate the corrupted x and y locations of the other clipboard blocks.
int diffX=0;
int diffY=0;
//Loop through the clipboard.
for(unsigned int o=0;o<clipboard.size();o++){
Block* block=new Block(0,0,atoi(clipboard[o]["type"].c_str()),this);
block->setPosition(atoi(clipboard[o]["x"].c_str())+x+diffX,atoi(clipboard[o]["y"].c_str())+y+diffY);
block->setEditorData(clipboard[o]);
if(block->getBox().x<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffX+=(0-(block->getBox().x));
}
if(block->getBox().y<0){
//A block on the left side of the level, meaning we need to shift everything.
//First calc the difference.
diffY+=(0-(block->getBox().y));
}
//And add the object using the addObject method.
addObject(block);
//Also add the block to the selection.
selection.push_back(block);
}
}
}
//Check if the return button is pressed.
//If so run the configure tool.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_RETURN){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the selected game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check for collision.
if(checkCollision(mouse,levelObjects[o]->getBox())){
tool=CONFIGURE;
//Invoke the onEnterObject.
onEnterObject(levelObjects[o]);
//Break out of the for loop.
break;
}
}
}
//Check for the arrow keys, used for moving the camera when playMode=false.
cameraXvel=0;
cameraYvel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
if(pressedShift){
cameraXvel+=10;
}else{
cameraXvel+=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
if(pressedShift){
cameraXvel-=10;
}else{
cameraXvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_UP)){
if(pressedShift){
cameraYvel-=10;
}else{
cameraYvel-=5;
}
}
if(inputMgr.isKeyDown(INPUTMGR_DOWN)){
if(pressedShift){
cameraYvel+=10;
}else{
cameraYvel+=5;
}
}
//Check if the left mouse button is pressed/holded.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
pressedLeftMouse=false;
//We also need to check if dragging is true.
if(dragging){
//Set dragging false and call the onDrop event.
dragging=false;
int x,y;
SDL_GetMouseState(&x,&y);
//We call the drop event.
onDrop(x+camera.x,y+camera.y);
}
}
//Check if the mouse is dragging.
if(pressedLeftMouse && event.type==SDL_MOUSEMOTION){
if(abs(event.motion.xrel)+abs(event.motion.yrel)>=2){
//Check if this is the start of the dragging.
if(!dragging){
//The mouse is moved enough so let's set dragging true.
dragging=true;
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//We call the dragStart event.
onDragStart(x+camera.x,y+camera.y);
}else{
//Dragging was already true meaning we call onDrag() instead of onDragStart().
onDrag(event.motion.xrel,event.motion.yrel);
}
}
}
//Update cursor.
if(dragging){
if(tool==REMOVE)
currentCursor=CURSOR_REMOVE;
else
currentCursor=CURSOR_DRAG;
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x,y,0,0};
- //Check if mouse is in the tool box
- SDL_Rect toolboxRect;
- if(toolbox!=NULL){
- toolboxRect.x=toolbox->left;
- toolboxRect.y=toolbox->top;
- toolboxRect.w=toolbox->width;
- toolboxRect.h=toolbox->height;
- }
- //TODO: Create universal method for every GUIWindow (and other GUI elements).
- bool mouseInToolbox=(toolbox!=NULL && !playMode && tool==ADD && toolbox->visible
- && (checkCollision(mouse,toolboxRect)));
-
//Check if we scroll up, meaning the currentType++;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELUP) || inputMgr.isKeyDownEvent(INPUTMGR_NEXT)){
switch(tool){
case ADD:
//Only change the current type when using the add tool.
- //TODO: Move this code inside the toolbox class.
- if(mouseInToolbox){
- if((--toolbox->startRow)<0){
- toolbox->startRow=toolbox->maxRow-1;
- }
- }else{
- currentType++;
- if(currentType>=EDITOR_ORDER_MAX){
- currentType=0;
- }
+ currentType++;
+ if(currentType>=EDITOR_ORDER_MAX){
+ currentType=0;
}
break;
case CONFIGURE:
//When in configure mode.
movingSpeed++;
//The movingspeed is capped at 100.
if(movingSpeed>100){
movingSpeed=100;
}
break;
default:
//When in other mode, just scrolling the map
- if(pressedShift) camera.x-=200;
+ if(pressedShift)
+ camera.x-=200;
else camera.y-=200;
break;
}
}
//Check if we scroll down, meaning the currentType--;
if((event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_WHEELDOWN) || inputMgr.isKeyDownEvent(INPUTMGR_PREVIOUS)){
switch(tool){
case ADD:
//Only change the current type when using the add tool.
- //TODO: Move this code inside the toolbox class.
- if(mouseInToolbox){
- if((++toolbox->startRow)>=toolbox->maxRow){
- toolbox->startRow=0;
- }
- }else{
- currentType--;
- if(currentType<0){
- currentType=EDITOR_ORDER_MAX-1;
- }
+ currentType--;
+ if(currentType<0){
+ currentType=EDITOR_ORDER_MAX-1;
}
break;
case CONFIGURE:
//When in configure mode.
movingSpeed--;
if(movingSpeed<=0){
movingSpeed=1;
}
break;
default:
//When in other mode, just scrolling the map
if(pressedShift) camera.x+=200;
else camera.y+=200;
break;
}
}
//Check if we should enter playMode.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_p){
playMode=true;
cameraSave.x=camera.x;
cameraSave.y=camera.y;
}
//Check for tool shortcuts.
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_a){
tool=ADD;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s){
tool=SELECT;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_d){
//We clear the selection since that can't be used in the deletion tool.
selection.clear();
tool=REMOVE;
}
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_w){
tool=CONFIGURE;
}
//Check for certain events.
//First make sure the mouse isn't above the toolbar.
if(checkCollision(mouse,toolbarRect)==false){
- //Check if mouse is in the tool box
- //TODO: Include every GUIWindow (and GUI elements).
- if(!mouseInToolbox){
- //We didn't hit the toolbar so convert the mouse location to ingame location.
- mouse.x+=camera.x;
- mouse.y+=camera.y;
-
- //Boolean if there's a click event fired.
- bool clickEvent=false;
- //Check if a mouse button is pressed.
- if(event.type==SDL_MOUSEBUTTONDOWN){
- std::vector<GameObject*> clickObjects;
-
- //Loop through the objects to check collision.
- for(unsigned int o=0; o<levelObjects.size(); o++){
- if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
- clickObjects.push_back(levelObjects[o]);
- }
+ mouse.x+=camera.x;
+ mouse.y+=camera.y;
+
+ //Boolean if there's a click event fired.
+ bool clickEvent=false;
+ //Check if a mouse button is pressed.
+ if(event.type==SDL_MOUSEBUTTONDOWN){
+ std::vector<GameObject*> clickObjects;
+
+ //Loop through the objects to check collision.
+ for(unsigned int o=0; o<levelObjects.size(); o++){
+ if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
+ clickObjects.push_back(levelObjects[o]);
}
+ }
- //Check if there are multiple objects above eachother or just one.
- if(clickObjects.size()==1){
- //We have collision meaning that the mouse is above an object.
- std::vector<GameObject*>::iterator it;
- it=find(selection.begin(),selection.end(),clickObjects[0]);
-
- //Set event true since there's a click event.
- clickEvent=true;
-
- //Check if the clicked object is in the selection or not.
- bool isSelected=(it!=selection.end());
- if(event.button.button==SDL_BUTTON_LEFT){
- onClickObject(clickObjects[0],isSelected);
- }else if(event.button.button==SDL_BUTTON_RIGHT){
- onRightClickObject(clickObjects[0],isSelected);
- }
- }else if(clickObjects.size()>1){
- //There are more than one object under the mouse
- std::vector<GameObject*>::iterator it;
- it=find(selection.begin(),selection.end(),clickObjects[0]);
-
- //Set event true since there's a click event.
- clickEvent=true;
-
- //Check if the clicked object is in the selection or not.
- bool isSelected=(it!=selection.end());
-
- //Only show the selection popup when right clicking.
- if(event.button.button==SDL_BUTTON_LEFT){
- onClickObject(clickObjects[0],isSelected);
- }else if(event.button.button==SDL_BUTTON_RIGHT){
- //Remove the selection popup if there's one.
- if(selectionPopup!=NULL)
- delete selectionPopup;
-
- //Get the mouse location.
- int x,y;
- SDL_GetMouseState(&x,&y);
- selectionPopup=new LevelEditorSelectionPopup(this,clickObjects,x,y);
- }
+ //Check if there are multiple objects above eachother or just one.
+ if(clickObjects.size()==1){
+ //We have collision meaning that the mouse is above an object.
+ std::vector<GameObject*>::iterator it;
+ it=find(selection.begin(),selection.end(),clickObjects[0]);
+
+ //Set event true since there's a click event.
+ clickEvent=true;
+
+ //Check if the clicked object is in the selection or not.
+ bool isSelected=(it!=selection.end());
+ if(event.button.button==SDL_BUTTON_LEFT){
+ onClickObject(clickObjects[0],isSelected);
+ }else if(event.button.button==SDL_BUTTON_RIGHT){
+ onRightClickObject(clickObjects[0],isSelected);
+ }
+ }else if(clickObjects.size()>1){
+ //There are more than one object under the mouse
+ std::vector<GameObject*>::iterator it;
+ it=find(selection.begin(),selection.end(),clickObjects[0]);
+
+ //Set event true since there's a click event.
+ clickEvent=true;
+
+ //Check if the clicked object is in the selection or not.
+ bool isSelected=(it!=selection.end());
+
+ //Only show the selection popup when right clicking.
+ if(event.button.button==SDL_BUTTON_LEFT){
+ onClickObject(clickObjects[0],isSelected);
+ }else if(event.button.button==SDL_BUTTON_RIGHT){
+ //Remove the selection popup if there's one.
+ if(selectionPopup!=NULL)
+ delete selectionPopup;
+
+ //Get the mouse location.
+ int x,y;
+ SDL_GetMouseState(&x,&y);
+ selectionPopup=new LevelEditorSelectionPopup(this,clickObjects,x,y);
}
}
+ }
- //If event is false then we clicked on void.
- if(!clickEvent){
- if(event.type==SDL_MOUSEBUTTONDOWN){
- if(event.button.button==SDL_BUTTON_LEFT){
- //Left mouse button on void.
- onClickVoid(mouse.x,mouse.y);
- }else if(event.button.button==SDL_BUTTON_RIGHT && tool==CONFIGURE){
- //Stop linking.
- linking=false;
- linkingTrigger=NULL;
+ //If event is false then we clicked on void.
+ if(!clickEvent){
+ if(event.type==SDL_MOUSEBUTTONDOWN){
+ if(event.button.button==SDL_BUTTON_LEFT){
+ //Left mouse button on void.
+ onClickVoid(mouse.x,mouse.y);
+ }else if(event.button.button==SDL_BUTTON_RIGHT && tool==CONFIGURE){
+ //Stop linking.
+ linking=false;
+ linkingTrigger=NULL;
- //Write the path to the moving block.
- if(moving){
- std::map<std::string,std::string> editorData;
- char s[64], s0[64];
-
- sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
- editorData["MovingPosCount"]=s;
- //Loop through the positions.
- for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
- sprintf(s0+1,"%d",o);
- sprintf(s,"%d",movingBlocks[movingBlock][o].x);
- s0[0]='x';
- editorData[s0]=s;
- sprintf(s,"%d",movingBlocks[movingBlock][o].y);
- s0[0]='y';
- editorData[s0]=s;
- sprintf(s,"%d",movingBlocks[movingBlock][o].time);
- s0[0]='t';
- editorData[s0]=s;
- }
- movingBlock->setEditorData(editorData);
+ //Write the path to the moving block.
+ if(moving){
+ std::map<std::string,std::string> editorData;
+ char s[64], s0[64];
- //Stop moving.
- moving=false;
- movingBlock=NULL;
+ sprintf(s,"%d",int(movingBlocks[movingBlock].size()));
+ editorData["MovingPosCount"]=s;
+ //Loop through the positions.
+ for(unsigned int o=0;o<movingBlocks[movingBlock].size();o++){
+ sprintf(s0+1,"%d",o);
+ sprintf(s,"%d",movingBlocks[movingBlock][o].x);
+ s0[0]='x';
+ editorData[s0]=s;
+ sprintf(s,"%d",movingBlocks[movingBlock][o].y);
+ s0[0]='y';
+ editorData[s0]=s;
+ sprintf(s,"%d",movingBlocks[movingBlock][o].time);
+ s0[0]='t';
+ editorData[s0]=s;
}
+ movingBlock->setEditorData(editorData);
+
+ //Stop moving.
+ moving=false;
+ movingBlock=NULL;
}
}
}
}
}
//Check for backspace when moving to remove a movingposition.
if(moving && event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_BACKSPACE){
if(movingBlocks[movingBlock].size()>0){
movingBlocks[movingBlock].pop_back();
}
}
//Check for the tab key, level settings.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Show the levelSettings.
levelSettings();
}
//Check if we should a new level. (Ctrl+n)
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_n && (event.key.keysym.mod & KMOD_CTRL)){
reset();
//NOTE: We don't have anything to load from so we create an empty TreeStorageNode.
Game::loadLevelFromNode(new TreeStorageNode,"");
//Hide selection popup (if any)
if(selectionPopup!=NULL){
delete selectionPopup;
selectionPopup=NULL;
}
}
//Check if we should save the level (Ctrl+s) or save levelpack (Ctrl+Shift+s).
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_s && (event.key.keysym.mod & KMOD_CTRL)){
saveLevel(levelFile);
//And give feedback to the user.
if(levelName.empty())
msgBox(tfm::format(_("Level \"%s\" saved"),fileNameFromPath(levelFile)),MsgBoxOKOnly,_("Saved"));
else
msgBox(tfm::format(_("Level \"%s\" saved"),levelName),MsgBoxOKOnly,_("Saved"));
}
}
}
void LevelEditor::levelSettings(){
//It isn't so open a popup asking for a name.
GUIObject* root=new GUIObject((SCREEN_WIDTH-600)/2,(SCREEN_HEIGHT-300)/2,600,300,GUIObjectFrame,_("Level settings"));
GUIObject* obj;
//NOTE: We reuse the objectProperty and secondProperty.
obj=new GUIObject(40,50,240,36,GUIObjectLabel,_("Name:"));
root->addChild(obj);
obj=new GUIObject(140,50,410,36,GUIObjectTextBox,levelName.c_str());
objectProperty=obj;
root->addChild(obj);
obj=new GUIObject(40,100,240,36,GUIObjectLabel,_("Theme:"));
root->addChild(obj);
obj=new GUIObject(140,100,410,36,GUIObjectTextBox,levelTheme.c_str());
secondObjectProperty=obj;
root->addChild(obj);
//target time and recordings.
{
char c[32];
if(levelTime>=0){
sprintf(c,"%-.2f",levelTime/40.0f);
}else{
c[0]='\0';
}
obj=new GUIObject(40,150,240,36,GUIObjectLabel,_("Target time (s):"));
root->addChild(obj);
obj=new GUIObject(290,150,260,36,GUIObjectTextBox,c);
levelTimeProperty=obj;
root->addChild(obj);
if(levelRecordings>=0){
sprintf(c,"%d",levelRecordings);
}else{
c[0]='\0';
}
obj=new GUIObject(40,200,240,36,GUIObjectLabel,_("Target recordings:"));
root->addChild(obj);
obj=new GUIObject(290,200,260,36,GUIObjectTextBox,c);
levelRecordingsProperty=obj;
root->addChild(obj);
}
//Ok and cancel buttons.
obj=new GUIObject(root->width*0.3,300-44,-1,36,GUIObjectButton,_("OK"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsOK";
obj->eventCallback=this;
root->addChild(obj);
obj=new GUIObject(root->width*0.7,300-44,-1,36,GUIObjectButton,_("Cancel"),0,true,true,GUIGravityCenter);
obj->name="lvlSettingsCancel";
obj->eventCallback=this;
root->addChild(obj);
//NOTE: We don't need to store a pointer since it will auto cleanup itself.
new GUIOverlay(root);
}
void LevelEditor::postLoad(){
//We need to find the triggers.
for(unsigned int o=0;o<levelObjects.size();o++){
//Get the editor data.
vector<pair<string,string> > objMap;
levelObjects[o]->getEditorData(objMap);
//Check for the highest id.
for(unsigned int i=0;i<objMap.size();i++){
if(objMap[i].first=="id"){
unsigned int id=atoi(objMap[i].second.c_str());
if(id>=currentId){
currentId=id+1;
}
}
}
switch(levelObjects[o]->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//Now loop through the levelObjects in search for objects with the same id.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->id==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_PORTAL:
{
//Add the object to the triggers vector.
vector<GameObject*> linked;
triggers[levelObjects[o]]=linked;
//If the destination is empty we return.
if((dynamic_cast<Block*>(levelObjects[o]))->destination.empty()){
break;
}
//Now loop through the levelObjects in search for objects with the same id as destination.
for(unsigned int oo=0;oo<levelObjects.size();oo++){
//Check if it isn't the same object but has the same id.
if(o!=oo && (dynamic_cast<Block*>(levelObjects[o]))->destination==(dynamic_cast<Block*>(levelObjects[oo]))->id){
//Add the object to the link vector of the trigger.
triggers[levelObjects[o]].push_back(levelObjects[oo]);
}
}
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the movingBlocks vector.
vector<MovingPosition> positions;
movingBlocks[levelObjects[o]]=positions;
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[levelObjects[o]].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
break;
}
default:
break;
}
}
}
void LevelEditor::snapToGrid(int* x,int* y){
//Check if the x location is negative.
if(*x<0){
*x=-((abs(*x-50)/50)*50);
}else{
*x=(*x/50)*50;
}
//Now the y location.
if(*y<0){
*y=-((abs(*y-50)/50)*50);
}else{
*y=(*y/50)*50;
}
}
void LevelEditor::onClickObject(GameObject* obj,bool selected){
switch(tool){
//NOTE: We put CONFIGURE above ADD and SELECT to use the same method of selection.
//Meaning there's no break at the end of CONFIGURE.
case CONFIGURE:
{
//Check if we are linking.
if(linking){
//Check if the obj is valid to link to.
switch(obj->type){
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//It's only valid when not linking a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//You can't link a portal to moving blocks, etc.
//Stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
case TYPE_PORTAL:
{
//Make sure that the linkingTrigger is also a portal.
if(linkingTrigger->type!=TYPE_PORTAL){
//The linkingTrigger isn't a portal so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
}
break;
}
default:
//It isn't valid so stop linking and return.
linkingTrigger=NULL;
linking=false;
return;
break;
}
//Check if the linkingTrigger can handle multiple or only one link.
switch(linkingTrigger->type){
case TYPE_PORTAL:
{
//Portals can only link to one so remove all existing links.
triggers[linkingTrigger].clear();
triggers[linkingTrigger].push_back(obj);
break;
}
default:
{
//The most can handle multiple links.
triggers[linkingTrigger].push_back(obj);
break;
}
}
//Check if it's a portal.
if(linkingTrigger->type==TYPE_PORTAL){
//Portals need to get the id of the other instead of give it's own id.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["destination"]=s;
linkingTrigger->setEditorData(editorData);
}
}else{
//Give the object the same id as the trigger.
vector<pair<string,string> > objMap;
linkingTrigger->getEditorData(objMap);
int m=objMap.size();
if(m>0){
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",atoi(objMap[0].second.c_str()));
editorData["id"]=s;
obj->setEditorData(editorData);
}
}
//We return to prevent configuring stuff like conveyor belts, etc...
linking=false;
linkingTrigger=NULL;
return;
}
//If we're moving add a movingposition.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
return;
}
//Now handle it as if the user pressed enter (show block properties dialog).
onEnterObject(obj);
}
case SELECT:
case ADD:
{
//Check if object is already selected.
if(!selected){
//First check if shift is pressed or not.
if(!pressedShift){
//Clear the selection.
selection.clear();
}
//Add the object to the selection.
selection.push_back(obj);
}
break;
}
case REMOVE:
{
//Remove the object.
removeObject(obj);
break;
}
default:
break;
}
}
void LevelEditor::onRightClickObject(GameObject* obj,bool selected){
//Create an actions popup for the game object.
if(actionsPopup==NULL){
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
actionsPopup=new LevelEditorActionsPopup(this,obj,x,y);
return;
}
switch(tool){
case CONFIGURE:
{
//Make sure we aren't doing anything special.
if(moving || linking)
break;
//Check if it's a trigger.
if(obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
//Set linking true.
linking=true;
linkingTrigger=obj;
}
//Check if it's a moving block.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES){
//Set moving true.
moving=true;
movingBlock=obj;
}
break;
}
case SELECT:
case ADD:
{
//We deselect the object if it's selected.
if(selected){
std::vector<GameObject*>::iterator it;
it=find(selection.begin(),selection.end(),obj);
//Remove the object from selection.
if(it!=selection.end()){
selection.erase(it);
}
}else{
//It wasn't a selected object so switch to configure mode.
//Check if it's the right type of object.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES ||
obj->type==TYPE_PORTAL || obj->type==TYPE_BUTTON || obj->type==TYPE_SWITCH){
tool=CONFIGURE;
onRightClickObject(obj,selected);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onClickVoid(int x,int y){
switch(tool){
case SELECT:
{
//We need to clear the selection.
selection.clear();
break;
}
case ADD:
{
//We need to clear the selection.
selection.clear();
//Now place an object.
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
addObject(new Block(x,y,editorTileOrder[currentType],this));
break;
}
case CONFIGURE:
{
//We need to clear the selection.
selection.clear();
//If we're linking we should stop, user abort.
if(linking){
linking=false;
linkingTrigger=NULL;
//And return.
return;
}
//If we're moving we should add a point.
if(moving){
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
x-=movingBlock->getBox().x;
y-=movingBlock->getBox().y;
//Calculate the length.
//First get the delta x and y.
int dx,dy;
if(movingBlocks[movingBlock].empty()){
dx=x;
dy=y;
}else{
dx=x-movingBlocks[movingBlock].back().x;
dy=y-movingBlocks[movingBlock].back().y;
}
double length=sqrt(double(dx*dx+dy*dy));
movingBlocks[movingBlock].push_back(MovingPosition(x,y,(int)(length*(10/(double)movingSpeed))));
//And return.
return;
}
break;
}
default:
break;
}
}
void LevelEditor::onDragStart(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//We can drag the selection so check if the selection isn't empty.
if(!selection.empty()){
//The selection isn't empty so search the dragCenter.
//Create a mouse rectangle.
SDL_Rect mouse={x,y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<selection.size(); o++){
if(checkCollision(selection[o]->getBox(),mouse)==true){
//We have collision so set the dragCenter.
dragCenter=selection[o];
selectionDrag=true;
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrag(int dx,int dy){
switch(tool){
case REMOVE:
{
//No matter what we delete the item the mouse is above.
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
currentCursor=CURSOR_REMOVE;
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
break;
}
default:
break;
}
}
void LevelEditor::onDrop(int x,int y){
switch(tool){
case SELECT:
case ADD:
case CONFIGURE:
{
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Apply snap to grid.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Loop through the selection.
for(unsigned int o=0; o<selection.size(); o++){
SDL_Rect r1=selection[o]->getBox();
//We need to place the object at his drop place.
moveObject(selection[o],(r1.x-r.x)+x,(r1.y-r.y)+y);
}
//Make sure the dragCenter is null and set selectionDrag false.
dragCenter=NULL;
selectionDrag=false;
break;
}
default:
break;
}
}
void LevelEditor::onCameraMove(int dx,int dy){
switch(tool){
case REMOVE:
{
//Only delete when the left mouse button is pressed.
if(pressedLeftMouse){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Loop through the objects to check collision.
for(unsigned int o=0; o<levelObjects.size(); o++){
if(checkCollision(levelObjects[o]->getBox(),mouse)==true){
//Remove the object.
removeObject(levelObjects[o]);
}
}
}
break;
}
default:
break;
}
}
void LevelEditor::onEnterObject(GameObject* obj){
switch(tool){
default:
break;
}
}
void LevelEditor::addObject(GameObject* obj){
//Increase totalCollectables everytime we add a new collectable
if (obj->type==TYPE_COLLECTABLE) {
totalCollectables++;
}
//If it's a player or shadow start then we need to remove the previous one.
if(obj->type==TYPE_START_PLAYER || obj->type==TYPE_START_SHADOW){
//Loop through the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Check if the type is the same.
if(levelObjects[o]->type==obj->type){
removeObject(levelObjects[o]);
}
}
}
//Add it to the levelObjects.
levelObjects.push_back(obj);
//Check if the object is inside the level dimensions, etc.
//Just call moveObject() to perform this.
moveObject(obj,obj->getBox().x,obj->getBox().y);
//GameObject type specific stuff.
switch(obj->type){
case TYPE_BUTTON:
case TYPE_SWITCH:
case TYPE_PORTAL:
{
//Add the object to the triggers.
vector<GameObject*> linked;
triggers[obj]=linked;
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Add the object to the moving blocks.
vector<MovingPosition> positions;
movingBlocks[obj]=positions;
//Get the editor data.
vector<pair<string,string> > objMap;
obj->getEditorData(objMap);
//Get the number of entries of the editor data.
int m=objMap.size();
//Check if the editor data isn't empty.
if(m>0){
//Integer containing the positions.
int pos=0;
int currentPos=0;
//Get the number of movingpositions.
pos=atoi(objMap[1].second.c_str());
while(currentPos<pos){
int x=atoi(objMap[currentPos*3+4].second.c_str());
int y=atoi(objMap[currentPos*3+5].second.c_str());
int t=atoi(objMap[currentPos*3+6].second.c_str());
//Create a new movingPosition.
MovingPosition position(x,y,t);
movingBlocks[obj].push_back(position);
//Increase currentPos by one.
currentPos++;
}
}
//Give it it's own id.
std::map<std::string,std::string> editorData;
char s[64];
sprintf(s,"%d",currentId);
currentId++;
editorData["id"]=s;
obj->setEditorData(editorData);
break;
}
default:
break;
}
}
void LevelEditor::moveObject(GameObject* obj,int x,int y){
//Set the obj at it's new position.
obj->setPosition(x,y);
//Check if the object is inside the level dimensions.
//If not let the level grow.
if(obj->getBox().x+50>LEVEL_WIDTH){
LEVEL_WIDTH=obj->getBox().x+50;
}
if(obj->getBox().y+50>LEVEL_HEIGHT){
LEVEL_HEIGHT=obj->getBox().y+50;
}
if(obj->getBox().x<0 || obj->getBox().y<0){
//A block on the left (or top) side of the level, meaning we need to shift everything.
//First calc the difference.
int diffx=(0-(obj->getBox().x));
int diffy=(0-(obj->getBox().y));
if(diffx<0) diffx=0;
if(diffy<0) diffy=0;
//Change the level size first.
//The level grows with the difference, 0-(x+50).
LEVEL_WIDTH+=diffx;
LEVEL_HEIGHT+=diffy;
//cout<<"x:"<<diffx<<",y:"<<diffy<<endl; //debug
camera.x+=diffx;
camera.y+=diffy;
//Set the position of player and shadow
//(although it's unnecessary if there is player and shadow start)
player.setPosition(player.getBox().x+diffx,player.getBox().y+diffy);
shadow.setPosition(shadow.getBox().x+diffx,shadow.getBox().y+diffy);
for(unsigned int o=0; o<levelObjects.size(); o++){
//FIXME: shouldn't recuesive call me (to prevent stack overflow bugs)
moveObject(levelObjects[o],levelObjects[o]->getBox().x+diffx,levelObjects[o]->getBox().y+diffy);
}
}
//If the object is a player or shadow start then change the start position of the player or shadow.
if(obj->type==TYPE_START_PLAYER){
//Center the player horizontally.
player.fx=obj->getBox().x+(50-23)/2;
player.fy=obj->getBox().y;
//Now reset the player to get him to it's new start position.
player.reset(true);
}
if(obj->type==TYPE_START_SHADOW){
//Center the shadow horizontally.
shadow.fx=obj->getBox().x+(50-23)/2;
shadow.fy=obj->getBox().y;
//Now reset the shadow to get him to it's new start position.
shadow.reset(true);
}
}
void LevelEditor::removeObject(GameObject* obj){
std::vector<GameObject*>::iterator it;
std::map<GameObject*,vector<GameObject*> >::iterator mapIt;
//Increase totalCollectables everytime we add a new collectable
if (obj->type==TYPE_COLLECTABLE) {
totalCollectables--;
}
//Check if the object is in the selection.
it=find(selection.begin(),selection.end(),obj);
if(it!=selection.end()){
//It is so we delete it.
selection.erase(it);
}
//Check if the object is in the triggers.
mapIt=triggers.find(obj);
if(mapIt!=triggers.end()){
//It is so we remove it.
triggers.erase(mapIt);
}
//Boolean if it could be a target.
if(obj->type==TYPE_MOVING_BLOCK || obj->type==TYPE_MOVING_SHADOW_BLOCK || obj->type==TYPE_MOVING_SPIKES
|| obj->type==TYPE_CONVEYOR_BELT || obj->type==TYPE_SHADOW_CONVEYOR_BELT || obj->type==TYPE_PORTAL){
for(mapIt=triggers.begin();mapIt!=triggers.end();++mapIt){
//Now loop the target vector.
for(unsigned int o=0;o<(*mapIt).second.size();o++){
//Check if the obj is in the target vector.
if((*mapIt).second[o]==obj){
(*mapIt).second.erase(find((*mapIt).second.begin(),(*mapIt).second.end(),obj));
o--;
}
}
}
}
//Check if the object is in the movingObjects.
std::map<GameObject*,vector<MovingPosition> >::iterator movIt;
movIt=movingBlocks.find(obj);
if(movIt!=movingBlocks.end()){
//It is so we remove it.
movingBlocks.erase(movIt);
}
//Now we remove the object from the levelObjects.
it=find(levelObjects.begin(),levelObjects.end(),obj);
if(it!=levelObjects.end()){
levelObjects.erase(it);
}
delete obj;
obj=NULL;
//Set dirty of selection popup
if(selectionPopup!=NULL) selectionPopup->dirty=true;
}
void LevelEditor::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for GUI events.
//Notification block configure events.
if(name=="cfgNotificationBlockOK"){
if(GUIObjectRoot){
//Set the message of the notification block.
configuredObject->setEditorProperty("message",objectProperty->caption);
//And delete the GUI.
objectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Conveyor belt block configure events.
if(name=="cfgConveyorBlockOK"){
if(GUIObjectRoot){
//Set the speed of the conveyor belt.
configuredObject->setEditorProperty("speed",objectProperty->caption);
//And delete the GUI.
objectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//Cancel.
if(name=="cfgCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
configuredObject=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
//LevelSetting events.
if(name=="lvlSettingsOK"){
levelName=objectProperty->caption;
levelTheme=secondObjectProperty->caption;
//target time and recordings.
string s=levelTimeProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelTime=-1;
}else{
levelTime=int(atof(s.c_str())*40.0+0.5);
}
s=levelRecordingsProperty->caption;
if(s.empty() || !(s[0]>='0' && s[0]<='9')){
levelRecordings=-1;
}else{
levelRecordings=atoi(s.c_str());
}
//And delete the GUI.
if(GUIObjectRoot){
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
if(name=="lvlSettingsCancel"){
if(GUIObjectRoot){
//Delete the GUI.
objectProperty=NULL;
secondObjectProperty=NULL;
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
////////////////LOGIC////////////////////
void LevelEditor::logic(){
if(playMode){
//PlayMode so let the game do it's logic.
Game::logic();
}else{
//In case of a selection or actions popup prevent the camera from moving.
if(selectionPopup || actionsPopup)
return;
//Move the camera.
if(cameraXvel!=0 || cameraYvel!=0){
camera.x+=cameraXvel;
camera.y+=cameraYvel;
//Call the onCameraMove event.
onCameraMove(cameraXvel,cameraYvel);
}
//Move the camera with the mouse.
{
SDL_Rect r[3]={toolbarRect};
int m=1;
- if(toolbox!=NULL && tool==ADD && toolbox->visible){
- m++;
- r[m].x=toolbox->left;
- r[m].y=toolbox->top;
- r[m].w=toolbox->width;
- r[m].h=toolbox->height;
- }
- if(selectionPopup!=NULL)
- r[m++]=selectionPopup->getRect();
setCamera(r,m);
}
//It isn't playMode so the mouse should be checked.
tooltip=-1;
//Get the mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
SDL_Rect mouse={x,y,0,0};
//We loop through the number of tools + the number of buttons.
for(int t=0; t<NUMBER_TOOLS+6; t++){
SDL_Rect toolRect={(SCREEN_WIDTH-460)/2+(t*40)+((t+1)*10),SCREEN_HEIGHT-45,40,40};
//Check for collision.
if(checkCollision(mouse,toolRect)==true){
//Set the tooltip tool.
tooltip=t;
}
}
}
}
/////////////////RENDER//////////////////////
void LevelEditor::render(){
//Always let the game render the game.
Game::render();
//Only render extra stuff like the toolbar, selection, etc.. when not in playMode.
if(!playMode){
//Render the selectionmarks.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
//Get the location to draw.
SDL_Rect r=selection[o]->getBox();
r.x-=camera.x;
r.y-=camera.y;
drawGUIBox(r.x,r.y,50,50,screen,0xFFFFFF33);
//Draw the selectionMarks.
applySurface(r.x,r.y,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y,selectionMark,screen,NULL);
applySurface(r.x,r.y+r.h-5,selectionMark,screen,NULL);
applySurface(r.x+r.w-5,r.y+r.h-5,selectionMark,screen,NULL);
}
//Clear the placement surface.
SDL_FillRect(placement,NULL,0x00FF00FF);
Uint32 color=SDL_MapRGB(placement->format,themeTextColor.r,themeTextColor.g,themeTextColor.b);
//Draw the dark areas marking the outside of the level.
SDL_Rect r;
if(camera.x<0){
//Draw left side.
r.x=0;
r.y=0;
r.w=0-camera.x;
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.x>LEVEL_WIDTH-SCREEN_WIDTH){
//Draw right side.
r.x=LEVEL_WIDTH-camera.x;
r.y=0;
r.w=SCREEN_WIDTH-(LEVEL_WIDTH-camera.x);
r.h=SCREEN_HEIGHT;
SDL_FillRect(placement,&r,color);
}
if(camera.y<0){
//Draw the top.
r.x=0;
r.y=0;
r.w=SCREEN_WIDTH;
r.h=0-camera.y;
SDL_FillRect(placement,&r,color);
}
if(camera.y>LEVEL_HEIGHT-SCREEN_HEIGHT){
//Draw the bottom.
r.x=0;
r.y=LEVEL_HEIGHT-camera.y;
r.w=SCREEN_WIDTH;
r.h=SCREEN_HEIGHT-(LEVEL_HEIGHT-camera.y);
SDL_FillRect(placement,&r,color);
}
//Check if we should draw on the placement surface.
if(selectionDrag){
showSelectionDrag();
}else{
if(tool==ADD){
showCurrentObject();
}
if(tool==CONFIGURE){
showConfigure();
}
}
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
SDL_Rect mouse={x+camera.x,y+camera.y,0,0};
//Find a block where the mouse is hovering on.
for(unsigned int o=0; o<levelObjects.size(); o++){
SDL_Rect rect=levelObjects[o]->getBox();
if(checkCollision(rect,mouse)==true){
if(tool==REMOVE){
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFF000055);
currentCursor=CURSOR_REMOVE;
}else{
drawGUIBox(rect.x-camera.x,rect.y-camera.y,50,50,screen,0xFFFFFF33);
}
}
}
//Draw the level borders.
drawRect(-camera.x,-camera.y,LEVEL_WIDTH,LEVEL_HEIGHT,screen);
//Render the placement surface.
applySurface(0,0,placement,screen,NULL);
//Render the hud layer.
renderHUD();
- //Render tool box (if any)
- if(toolbox!=NULL && tool==ADD && toolbox->visible){
- toolbox->render();
- }
-
//On top of all render the toolbar.
applySurface(toolbarRect.x,toolbarRect.y,toolbar,screen,NULL);
//Now render a tooltip.
if(tooltip>=0){
//The back and foreground colors.
SDL_Color fg={0,0,0};
//Tool specific text.
SDL_Surface* tip=NULL;
switch(tooltip){
case 0:
tip=TTF_RenderUTF8_Blended(fontText,_("Select"),fg);
break;
case 1:
tip=TTF_RenderUTF8_Blended(fontText,_("Add"),fg);
break;
case 2:
tip=TTF_RenderUTF8_Blended(fontText,_("Delete"),fg);
break;
case 3:
tip=TTF_RenderUTF8_Blended(fontText,_("Configure"),fg);
break;
case 4:
tip=TTF_RenderUTF8_Blended(fontText,_("Play"),fg);
break;
case 6:
tip=TTF_RenderUTF8_Blended(fontText,_("Level settings"),fg);
break;
case 7:
tip=TTF_RenderUTF8_Blended(fontText,_("Save level"),fg);
break;
case 8:
tip=TTF_RenderUTF8_Blended(fontText,_("Back to menu"),fg);
break;
default:
break;
}
//Draw only if there's a tooltip available
if(tip!=NULL){
SDL_Rect r={(SCREEN_WIDTH-440)/2+(tooltip*40)+(tooltip*10),SCREEN_HEIGHT-45,40,40};
r.y=SCREEN_HEIGHT-50-tip->h;
if(r.x+tip->w>SCREEN_WIDTH-50)
r.x=SCREEN_WIDTH-50-tip->w;
//Draw borders around text
Uint32 color=0xFFFFFF00|230;
drawGUIBox(r.x-2,r.y-2,tip->w+4,tip->h+4,screen,color);
//Draw tooltip's text
SDL_BlitSurface(tip,NULL,screen,&r);
SDL_FreeSurface(tip);
}
}
//Draw a rectangle around the current tool.
color=0xFFFFFF00;
drawGUIBox((SCREEN_WIDTH-440)/2+(tool*40)+(tool*10),SCREEN_HEIGHT-46,42,42,screen,color);
- //Render selection popup (if any)
+ //Render selection popup (if any).
if(selectionPopup!=NULL){
if(linking || moving){
//If we switch to linking mode then delete it
delete selectionPopup;
selectionPopup=NULL;
}else{
selectionPopup->render();
}
}
- //Render actions popup (if any)
+ //Render actions popup (if any).
if(actionsPopup!=NULL){
actionsPopup->render();
}
}
}
void LevelEditor::renderHUD(){
//Switch the tool.
switch(tool){
case CONFIGURE:
//If moving show the moving speed in the top right corner.
if(moving){
//Calculate width of text "Movespeed: 100" to keep the same position with every value
if (movingSpeedWidth==-1){
int w;
TTF_SizeUTF8(fontText,tfm::format(_("Movespeed: %s"),100).c_str(),&w,NULL);
movingSpeedWidth=w+4;
}
//Now render the text.
SDL_Color black={0,0,0,0};
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,tfm::format(_("Movespeed: %s"),movingSpeed).c_str(),black);
//Draw the text in box and free the surface.
drawGUIBox(SCREEN_WIDTH-movingSpeedWidth-2,-2,movingSpeedWidth+8,bm->h+6,screen,0xDDDDDDDD);
applySurface(SCREEN_WIDTH-movingSpeedWidth,2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
break;
default:
break;
}
}
void LevelEditor::showCurrentObject(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the currentType is a legal type.
if(currentType>=0 && currentType<EDITOR_ORDER_MAX){
ThemeBlock* obj=objThemes.getBlock(editorTileOrder[currentType]);
if(obj){
obj->editorPicture.draw(placement,x-camera.x,y-camera.y);
}
}
}
void LevelEditor::showSelectionDrag(){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Create the rectangle.
x+=camera.x;
y+=camera.y;
//Check if we should snap the block to grid or not.
if(!pressedShift){
snapToGrid(&x,&y);
}else{
x-=25;
y-=25;
}
//Check if the drag center isn't null.
if(dragCenter==NULL) return;
//The location of the dragCenter.
SDL_Rect r=dragCenter->getBox();
//Loop through the selection.
//TODO: Check if block is in sight.
for(unsigned int o=0; o<selection.size(); o++){
ThemeBlock* obj=objThemes.getBlock(selection[o]->type);
if(obj){
SDL_Rect r1=selection[o]->getBox();
obj->editorPicture.draw(placement,(r1.x-r.x)+x-camera.x,(r1.y-r.y)+y-camera.y);
}
}
}
void LevelEditor::showConfigure(){
//arrow animation value. go through 0-65535 and loops.
static unsigned short arrowAnimation=0;
arrowAnimation++;
//By default use black color for arrows.
Uint32 color=0x00000000;
//Theme can change the color.
//TODO: use the actual color from the theme.
if(themeTextColor.r>128 && themeTextColor.g>128 && themeTextColor.b>128)
color=0xffffffff;
//Draw the trigger lines.
{
map<GameObject*,vector<GameObject*> >::iterator it;
for(it=triggers.begin();it!=triggers.end();++it){
//Check if the trigger has linked targets.
if(!(*it).second.empty()){
//The location of the trigger.
SDL_Rect r=(*it).first->getBox();
//Loop through the targets.
for(unsigned int o=0;o<(*it).second.size();o++){
//Get the location of the target.
SDL_Rect r1=(*it).second[o]->getBox();
//Draw the line from the center of the trigger to the center of the target.
drawLineWithArrow(r.x-camera.x+25,r.y-camera.y+25,r1.x-camera.x+25,r1.y-camera.y+25,placement,color,32,arrowAnimation%32);
//Also draw two selection marks.
applySurface(r.x-camera.x+25-2,r.y-camera.y+25-2,selectionMark,screen,NULL);
applySurface(r1.x-camera.x+25-2,r1.y-camera.y+25-2,selectionMark,screen,NULL);
}
}
}
//Draw a line to the mouse from the linkingTrigger when linking.
if(linking){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Draw the line from the center of the trigger to mouse.
drawLineWithArrow(linkingTrigger->getBox().x-camera.x+25,linkingTrigger->getBox().y-camera.y+25,x,y,placement,color,32,arrowAnimation%32);
}
}
//Draw the moving positions.
map<GameObject*,vector<MovingPosition> >::iterator it;
for(it=movingBlocks.begin();it!=movingBlocks.end();++it){
//Check if the block has positions.
if(!(*it).second.empty()){
//The location of the moving block.
SDL_Rect block=(*it).first->getBox();
block.x+=25-camera.x;
block.y+=25-camera.y;
//The location of the previous position.
//The first time it's the moving block's position self.
SDL_Rect r=block;
//Loop through the positions.
for(unsigned int o=0;o<(*it).second.size();o++){
//Draw the line from the center of the previous position to the center of the position.
//x and y are the coordinates for the current moving position.
int x=block.x+(*it).second[o].x;
int y=block.y+(*it).second[o].y;
//Check if we need to draw line
double dx=r.x-x;
double dy=r.y-y;
double d=sqrt(dx*dx+dy*dy);
if(d>0.001f){
if(it->second[o].time>0){
//Calculate offset to contain the moving speed.
int offset=int(d*arrowAnimation/it->second[o].time)%32;
drawLineWithArrow(r.x,r.y,x,y,placement,color,32,offset);
}else{
//time==0 ???? so don't draw arrow at all
drawLine(r.x,r.y,x,y,placement);
}
}
//And draw a marker at the end.
applySurface(x-13,y-13,movingMark,screen,NULL);
//Get the box of the previous position.
SDL_Rect tmp={x,y,0,0};
r=tmp;
}
}
}
//Draw a line to the mouse from the previous moving pos.
if(moving){
//Get the current mouse location.
int x,y;
SDL_GetMouseState(&x,&y);
//Check if we should snap the block to grid or not.
if(!pressedShift){
x+=camera.x;
y+=camera.y;
snapToGrid(&x,&y);
x-=camera.x;
y-=camera.y;
}else{
x-=25;
y-=25;
}
int posX,posY;
//Check if there are moving positions for the moving block.
if(!movingBlocks[movingBlock].empty()){
//Draw the line from the center of the previouse moving positions to mouse.
posX=movingBlocks[movingBlock].back().x;
posY=movingBlocks[movingBlock].back().y;
posX-=camera.x;
posY-=camera.y;
posX+=movingBlock->getBox().x;
posY+=movingBlock->getBox().y;
}else{
//Draw the line from the center of the movingblock to mouse.
posX=movingBlock->getBox().x-camera.x;
posY=movingBlock->getBox().y-camera.y;
}
//Calculate offset to contain the moving speed.
int offset=int(double(arrowAnimation)*movingSpeed/10.0)%32;
drawLineWithArrow(posX+25,posY+25,x+25,y+25,placement,color,32,offset);
applySurface(x+12,y+12,movingMark,screen,NULL);
}
}
void LevelEditor::resize(){
//Call the resize method of the Game.
Game::resize();
//Now update the placement surface.
if(placement)
SDL_FreeSurface(placement);
placement=SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,SCREEN_WIDTH,SCREEN_HEIGHT,32,RMASK,GMASK,BMASK,0);
SDL_SetColorKey(placement,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(placement->format,255,0,255));
SDL_SetAlpha(placement,SDL_SRCALPHA,125);
//Move the toolbar's position rect used for collision.
toolbarRect.x=(SCREEN_WIDTH-460)/2;
toolbarRect.y=SCREEN_HEIGHT-50;
}
//Filling the order array
const int LevelEditor::editorTileOrder[EDITOR_ORDER_MAX]={
TYPE_BLOCK,
TYPE_SHADOW_BLOCK,
TYPE_SPIKES,
TYPE_FRAGILE,
TYPE_MOVING_BLOCK,
TYPE_MOVING_SHADOW_BLOCK,
TYPE_MOVING_SPIKES,
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
TYPE_BUTTON,
TYPE_SWITCH,
TYPE_PORTAL,
TYPE_SWAP,
TYPE_CHECKPOINT,
TYPE_NOTIFICATION_BLOCK,
TYPE_START_PLAYER,
TYPE_START_SHADOW,
TYPE_EXIT,
TYPE_COLLECTABLE,
TYPE_PUSHABLE
};
diff --git a/src/LevelEditor.h b/src/LevelEditor.h
index 8b51c58..fc306a0 100644
--- a/src/LevelEditor.h
+++ b/src/LevelEditor.h
@@ -1,295 +1,287 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LEVELEDITOR_H
#define LEVELEDITOR_H
#include "GameState.h"
#include "GameObjects.h"
#include "Player.h"
#include "Game.h"
#include "GUIObject.h"
#include <vector>
#include <map>
#include <string>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
//Class that represents a moving position for moving blocks.
class MovingPosition{
public:
//Integer containing the relative time used to store in the level.
int time;
//The x location.
int x;
//The x location.
int y;
//Constructor.
//x: The x position relative to the moving block's position.
//y: The y position relative to the moving block's position.
//time: The time it takes from the previous position to here.
MovingPosition(int x,int y,int time);
//Destructor.
~MovingPosition();
//This will update the moving position.
//x: The x position relative to the moving block's position.
//y: The y position relative to the moving block's position.
void updatePosition(int x,int y);
};
-//internal tool box class
-class LevelEditorToolbox;
-
-//internal selection popup class
+//Internal selection popup class.
class LevelEditorSelectionPopup;
-//internal actions popup class
+//Internal actions popup class.
class LevelEditorActionsPopup;
//The LevelEditor state, it's based on the Game state.
class LevelEditor: public Game{
- friend class LevelEditorToolbox;
friend class LevelEditorSelectionPopup;
friend class LevelEditorActionsPopup;
private:
//Boolean if the user isplaying/testing the level.
bool playMode;
//Enumaration containing the tools.
//SELECT: The select tool, for selecting/dragging blocks.
//ADD: For adding blocks.
//REMOVE: For removing blocks.
//CONFIGURE: Used to configure special blocks.
enum Tools{
SELECT,
ADD,
REMOVE,
CONFIGURE,
NUMBER_TOOLS
};
//The tool the user has selected.
Tools tool;
//The toolbar surface.
SDL_Surface* toolbar;
//Rectangle the size and location of the toolbar on screen.
SDL_Rect toolbarRect;
- //The editor tool box (if any)
- LevelEditorToolbox* toolbox;
-
//The selection popup (if any)
LevelEditorSelectionPopup* selectionPopup;
-
//The actions popup (if any)
LevelEditorActionsPopup* actionsPopup;
//Vector containing pointers to the selected GameObjects.
vector<GameObject*> selection;
//The selection square.
SDL_Surface* selectionMark;
//Surface used for drawing transparent selection/dragging.
SDL_Surface* placement;
//A circle at the location of moving positions in configure mode.
SDL_Surface* movingMark;
//The current type of block to place in Add mode.
int currentType;
//Boolean if the shift button is pressed.
bool pressedShift;
//Boolean if the left mouse button is pressed.
bool pressedLeftMouse;
//Boolean if the mouse is dragged. (Left button pressed and moved)
bool dragging;
//The camera x velocity.
int cameraXvel;
int cameraYvel;
//SDL_Rect used to store the camera's location when entering playMode.
SDL_Rect cameraSave;
//Boolean if the selection is dragged.
bool selectionDrag;
//Pointer to the gameobject that's the center of the drag.
GameObject* dragCenter;
//Integer containing a unique id.
//Everytime a new id is needed it will increase by one.
unsigned int currentId;
//Vector containing the trigger GameObjects.
map<GameObject*,vector<GameObject*> > triggers;
//Boolean used in configure mode when linking triggers with their targets.
bool linking;
//Pointer to the trigger that's is being linked.
GameObject* linkingTrigger;
//Vector containing the moving GameObjects.
map<GameObject*,vector<MovingPosition> > movingBlocks;
//Integer containing the speed the block is moving for newly added blocks.
//The movingSpeed is capped at 100.
int movingSpeed;
//Boolean used in configure mode when configuring moving blocks.
bool moving;
//Pointer to the moving block that's is being configured.
GameObject* movingBlock;
//Value used for placing the Movespeed label
int movingSpeedWidth;
//The clipboard.
vector<map<string,string> > clipboard;
//Pointer to a GUIObject for a property of the object.
//Only used in the configure tool.
GUIObject* objectProperty;
//Pointer to a GUIObject for a property of the object.
//Only used in the configure tool.
GUIObject* secondObjectProperty;
//Pointer to the object that is being configured.
GameObject* configuredObject;
//String containing the levelTheme.
std::string levelTheme;
//Integer containing the button of which a tool tip should be shown.
int tooltip;
//GUI event handling is done here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
//Method that will let you configure the levelSettings.
void levelSettings();
//Method used to save the level.
//fileName: Thge filename to write the level to.
void saveLevel(string fileName);
//Method used to convert a given x and y to snap to grid.
//x: Pointer to the x location.
//y: Pointer to the y location.
void snapToGrid(int* x,int* y);
public:
//Array containing the ids of different block types in a wanted order
//Maybe also useful to disable deprecated block types in the editor
//PLEASE NOTE: Must be updated for new block types
//Ordered for Edward Liis proposal:
//Normal->Shadow->Spikes->Fragile
//Normal moving->Shadow moving->Moving spikes
//Conveyor belt->Shadow conveyor belt
//Button->Switch->Portal->Swap->Checkpoint->Notification block
//Player start->Shadow start->Exit
//Collectable->Pushable
static const int EDITOR_ORDER_MAX=20;
static const int editorTileOrder[EDITOR_ORDER_MAX];
protected:
//Inherits the function loadLevelFromNode from Game class.
virtual void loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName);
public:
//Constructor.
LevelEditor();
//Destructor.
~LevelEditor();
//Method that will reset some default values.
void reset();
//Inherited from Game(State).
void handleEvents();
void logic();
void render();
void resize();
//Method used to draw the currentType on the placement surface.
//This will only be called when the tool is ADD.
void showCurrentObject();
//Method used to draw the selection that's being dragged.
void showSelectionDrag();
//Method used to draw configure tool specific things like moving positions, teleport lines.
void showConfigure();
//Method that will render the HUD.
//It will be rendered after the placement suface but before the toolbar.
void renderHUD();
//Method called after loading a level.
//It will fill the triggers vector.
void postLoad();
//Event that is invoked when there's a mouse click on an object.
//obj: Pointer to the GameObject clicked on.
//selected: Boolean if the GameObject that has been clicked on was selected.
void onClickObject(GameObject* obj,bool selected);
//Event that is invoked when there's a right mouse button click on an object.
//obj: Pointer to the GameObject clicked on.
//selected: Boolean if the GameObject that has been clicked on was selected.
void onRightClickObject(GameObject* obj,bool selected);
//Event that is invoked when there's a mouse click but not on any object.
//x: The x location of the click on the game field (+= camera.x).
//y: The y location of the click on the game field (+= camera.y).
void onClickVoid(int x,int y);
//Event that is invoked when the dragging starts.
//x: The x location the drag started. (mouse.x+camera.x)
//y: The y location the drag started. (mouse.y+camera.y)
void onDragStart(int x,int y);
//Event that is invoked when the mouse is dragged.
//dx: The relative x distance the mouse dragged.
//dy: The relative y distance the mouse dragged.
void onDrag(int dx,int dy);
//Event that is invoked when the mouse stopped dragging.
//x: The x location the drag stopped. (mouse.x+camera.x)
//y: The y location the drag stopped. (mouse.y+camera.y)
void onDrop(int x,int y);
//Event that is invoked when the camera is moved.
//dx: The relative x distance the camera moved.
//dy: The relative y distance the camera moved.
void onCameraMove(int dx,int dy);
//Event that is invoked when enter is pressed above an object.
//obj: Pointer to the GameObject entered above.
void onEnterObject(GameObject* obj);
//Method used to add a GameObject to the level.
//obj: Pointer to the gameobject to add.
void addObject(GameObject* obj);
//Method used to move a GameObject from the level.
//obj: Pointer to the gameobject to move.
//x: The new x location of the GameObject.
//y: The new y location of the GameObject.
void moveObject(GameObject* obj,int x,int y);
//Method used to remove a GameObject from the level.
//obj: Pointer to the gameobject to remove.
void removeObject(GameObject* obj);
};
#endif
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