mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
d3c8ef7809
Ale za to ma ładny, zgrabny interfejsik.
1249 lines
75 KiB
C++
1249 lines
75 KiB
C++
#include "stdafx.h"
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#include "CPreGame.h"
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#include "SDL.h"
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#include "boost/filesystem.hpp" // includes all needed Boost.Filesystem declarations
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#include "boost/algorithm/string.hpp"
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//#include "boost/foreach.hpp"
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#include "zlib.h"
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#include <sstream>
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extern SDL_Surface * ekran;
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extern SDL_Color tytulowy, tlo, zwykly ;
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extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX;
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SDL_Rect genRect(int hh, int ww, int xx, int yy);
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SDL_Color genRGB(int r, int g, int b, int a=0);
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
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void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
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CPreGame * CPG;
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void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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namespace fs = boost::filesystem;
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void OverButton::show()
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{
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blitAt(imgs->ourImages[0].bitmap,pos.x,pos.y);
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updateRect(&pos);
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}
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void OverButton::press(bool down)
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{
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int i;
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if (down) state=i=1;
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else state=i=0;
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SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
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updateRect(&pos);
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}
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template <class T> void Button<T>::hover(bool on=true)
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{
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if (!highlightable) return;
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int i;
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if (on) state=i=2;
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else state=i=0;
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SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
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updateRect(&pos);
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}
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template <class T> void Button<T>::select(bool on)
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{
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int i;
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if (on) state=i=3;
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else state=i=0;
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SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
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updateRect(&pos);
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if (ourGroup && on && ourGroup->type==1)
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{
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if (ourGroup->selected && ourGroup->selected!=this)
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ourGroup->selected->select(false);
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ourGroup->selected =this;
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}
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}
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//void Slider::clickDown(int x, int y, bool bzgl=true);
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//void Slider::clickUp(int x, int y, bool bzgl=true);
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//void Slider::mMove(int x, int y, bool bzgl=true);
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void Slider<>::updateSlid()
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{
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float perc = ((float)whereAreWe)/((float)positionsAmnt-capacity);
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float myh=perc*((float)pos.h-48)+pos.y+16;
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SDL_FillRect(ekran,&genRect(pos.h-32,pos.w,pos.x,pos.y+16),0);
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blitAt(slider.imgs->ourImages[0].bitmap,pos.x,(int)myh);
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slider.pos.y=(int)myh;
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updateRect(&pos);
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}
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void Slider<>::moveDown()
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{
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if (whereAreWe<positionsAmnt-capacity)
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(CPG->*fun)(++whereAreWe);
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updateSlid();
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}
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void Slider<>::moveUp()
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{
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if (whereAreWe>0)
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(CPG->*fun)(--whereAreWe);
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updateSlid();
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}
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//void Slider::moveByOne(bool up);
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Slider<>::Slider(int x, int y, int h, int amnt, int cap)
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{
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positionsAmnt = amnt;
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capacity = cap;
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pos = genRect(h,16,x,y);
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down = Button<void(Slider::*)()>(genRect(16,16,x,y+h-16),&Slider::moveDown,CPG->slh->giveDef("SCNRBDN.DEF"),false);
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up = Button<void(Slider::*)()>(genRect(16,16,x,y),&Slider::moveUp,CPG->slh->giveDef("SCNRBUP.DEF"),false);
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slider = Button<void(Slider::*)()>(genRect(16,16,x,y+16),NULL,CPG->slh->giveDef("SCNRBSL.DEF"),false);
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moving = false;
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whereAreWe=0;
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pos = genRect(h,16,x,y);
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}
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void Slider<>::activate(MapSel * ms)
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{
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SDL_FillRect(ekran,&pos,0);
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up.show();
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down.show();
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slider.show();
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SDL_Flip(ekran);
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CPG->interested.push_back(this);
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}
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void Slider<>::handleIt(SDL_Event sEvent)
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{
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if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
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{
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if (isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))
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{
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down.press();
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}
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else if (isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))
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{
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up.press();
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}
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else if (isItIn(&slider.pos,sEvent.motion.x,sEvent.motion.y))
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{
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//slider.press();
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moving=true;
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}
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else if (isItIn(&pos,sEvent.motion.x,sEvent.motion.y))
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{
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float dy = sEvent.motion.y-pos.y-16;
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float pe = dy/((float)(pos.h-32));
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if (pe>1) pe=1;
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if (pe<0) pe=0;
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whereAreWe = pe*(positionsAmnt-capacity);
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if (whereAreWe<0)whereAreWe=0;
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updateSlid();
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(CPG->*fun)(whereAreWe);
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}
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}
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else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
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{
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if ((down.state==1) && isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))
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{
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(this->*down.fun)();
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}
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if ((up.state==1) && isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))
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{
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(this->*up.fun)();
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}
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if (down.state==1) down.press(false);
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if (up.state==1) up.press(false);
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if (moving)
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{
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//slider.press();
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moving=false;
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}
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}
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//else if (sEvent.type==SDL_KEYDOWN)
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//{
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// switch (sEvent.key.keysym.sym)
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// {
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// case (SDLK_UP):
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// moveUp();
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// break;
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// case (SDLK_DOWN):
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// moveDown();
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// break;
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// }
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//}
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else if (moving && sEvent.type==SDL_MOUSEMOTION)
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{
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if (isItIn(&genRect(pos.h,pos.w+64,pos.x-32,pos.y),sEvent.motion.x,sEvent.motion.y))
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{
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int my = sEvent.motion.y-(pos.y+16);
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int all =pos.h-48;
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float ile = (float)my / (float)all;
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if (ile>1) ile=1;
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if (ile<0) ile=0;
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int ktory = ile*(positionsAmnt-capacity);
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if (ktory!=whereAreWe)
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{
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whereAreWe=ktory;
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updateSlid();
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}
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(CPG->*fun)(whereAreWe);
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}
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}
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/*else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
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{
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if (ourScenSel->pressed)
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{
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ourScenSel->pressed->press(false);
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ourScenSel->pressed=NULL;
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}
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for (int i=0;i<btns.size(); i++)
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{
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if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
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{
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if (btns[i]->selectable)
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btns[i]->select(true);
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if (btns[i]->fun)
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(this->*(btns[i]->fun))();
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return;
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}
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}
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if (isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))
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{
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(this->*down.fun)();
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}
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if (isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))
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{
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(this->*up.fun)();
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}
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if (isItIn(&slider.pos,sEvent.motion.x,sEvent.motion.y))
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{
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(this->*slider.fun)();
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}
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}*/
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}
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MapSel::~MapSel()
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{
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SDL_FreeSurface(bg);
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for (int i=0;i<scenImgs.size();i++)
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SDL_FreeSurface(scenImgs[i]);
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for (int i=0;i<scenList.size();i++)
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delete scenList[i];
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}
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int MapSel::countWL()
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{
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int ret=0;
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for (int i=0;i<ourMaps.size();i++)
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{
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if (sizeFilter && ((ourMaps[i].width) != sizeFilter))
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continue;
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else ret++;
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}
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return ret;
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}
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void MapSel::printMaps(int from, int to, int at, bool abs)
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{
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if (true)//
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{
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int help=-1;
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for (int i=0;i<ourMaps.size();i++)
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{
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if (sizeFilter && ((ourMaps[i].width) != sizeFilter))
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continue;
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else help++;
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if (help==from)
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{
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from=i;
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break;
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}
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}
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}
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SDL_Color nasz;
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for (int i=at;i<to;i++)
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{
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if ((i-at+from) > ourMaps.size()-1)
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{
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SDL_Surface * scenin = SDL_CreateRGBSurface(ekran->flags,351,25,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
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SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);
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blitAt(scenin,24,121+(i-at)*25);
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SDL_Flip(ekran);
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SDL_FreeSurface(scenin);
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continue;
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}
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if (sizeFilter && ((ourMaps[(i-at)+from].width) != sizeFilter))
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{
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to++;
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at++;
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from++;
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if (((i-at)+from)>ourMaps.size()-1) break;
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else continue;
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}
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if ((i-at+from) == selected)
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nasz=tytulowy;
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else nasz=zwykly;
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//SDL_Rect pier = genRect(25,351,24,126+(i*25));
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SDL_Surface * scenin = SDL_CreateRGBSurface(ekran->flags,351,25,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
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SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);
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int temp=-1;
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std::ostringstream ostr(std::ostringstream::out); ostr << ourMaps[(i-at)+from].playerAmnt << "/" << ourMaps[(i-at)+from].humenPlayers;
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printAt(ostr.str(),6,4,GEOR13,nasz,scenin);
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std::string temp2;
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switch (ourMaps[(i-at)+from].width)
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{
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case 36:
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temp2="S";
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break;
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case 72:
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temp2="M";
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break;
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case 108:
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temp2="L";
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break;
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case 144:
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temp2="XL";
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break;
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default:
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temp2="C";
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break;
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}
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printAt(temp2,43,5,GEOR13,nasz,scenin);
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switch (ourMaps[(i-at)+from].version)
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{
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case Eformat::SoD:
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temp=2;
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break;
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case Eformat::WoG:
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temp=3;
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break;
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}
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blitAt(Dtypes->ourImages[temp].bitmap,67,2,scenin);
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if (!(ourMaps[(i-at)+from].name.length()))
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ourMaps[(i-at)+from].name = "Unnamed";
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printAt(ourMaps[(i-at)+from].name,105,6,GEOR13,nasz,scenin);
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if (ourMaps[(i-at)+from].victoryCondition==EvictoryConditions::winStandard)
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temp=11;
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else temp=ourMaps[(i-at)+from].victoryCondition;
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blitAt(Dvic->ourImages[temp].bitmap,285,2,scenin);
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if (ourMaps[(i-at)+from].lossCondition.typeOfLossCon == ElossCon::lossStandard)
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temp=3;
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else temp=ourMaps[(i-at)+from].lossCondition.typeOfLossCon;
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blitAt(Dloss->ourImages[temp].bitmap,318,2,scenin);
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blitAt(scenin,24,121+(i-at)*25);
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SDL_Flip(ekran);
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SDL_FreeSurface(scenin);
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}
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}
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int MapSel::whichWL(int nr)
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{
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int help=-1;
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for (int i=0;i<ourMaps.size();i++)
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{
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if (sizeFilter && ((ourMaps[i].width) != sizeFilter))
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continue;
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else help++;
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if (help==nr)
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{
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help=i;
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break;
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}
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}
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return help;
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}
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void MapSel::draw()
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{
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//blit bg
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blitAt(bg,2,6);
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printAt("Map Sizes",55,60,GEOR13);
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printAt("Select a Scenario to Play",110,25,TNRB16);
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//size buttons
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small.show();
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medium.show();
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large.show();
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xlarge.show();
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all.show();
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CPG->btns.push_back(&small);
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CPG->btns.push_back(&medium);
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CPG->btns.push_back(&large);
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CPG->btns.push_back(&xlarge);
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CPG->btns.push_back(&all);
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//print scenario list
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printMaps(0,18);
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slid->activate(this);
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SDL_Flip(ekran);
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}
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void MapSel::init()
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{
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bg = SDL_LoadBMP("h3bitmap.lod\\SCSELBCK.bmp");
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SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
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small.imgs = CPG->slh->giveDef("SCSMBUT.DEF");
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small.fun = NULL;
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small.pos = genRect(small.imgs->ourImages[0].bitmap->h,small.imgs->ourImages[0].bitmap->w,161,52);
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small.ourGroup=NULL;
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medium.imgs = CPG->slh->giveDef("SCMDBUT.DEF");
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medium.fun = NULL;
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medium.pos = genRect(medium.imgs->ourImages[0].bitmap->h,medium.imgs->ourImages[0].bitmap->w,208,52);
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medium.ourGroup=NULL;
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large.imgs = CPG->slh->giveDef("SCLGBUT.DEF");
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large.fun = NULL;
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large.pos = genRect(large.imgs->ourImages[0].bitmap->h,large.imgs->ourImages[0].bitmap->w,255,52);
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large.ourGroup=NULL;
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xlarge.imgs = CPG->slh->giveDef("SCXLBUT.DEF");
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xlarge.fun = NULL;
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xlarge.pos = genRect(xlarge.imgs->ourImages[0].bitmap->h,xlarge.imgs->ourImages[0].bitmap->w,302,52);
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xlarge.ourGroup=NULL;
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all.imgs = CPG->slh->giveDef("SCALBUT.DEF");
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all.fun = NULL;
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all.pos = genRect(all.imgs->ourImages[0].bitmap->h,all.imgs->ourImages[0].bitmap->w,349,52);
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all.ourGroup=NULL;
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all.selectable=xlarge.selectable=large.selectable=medium.selectable=small.selectable=false;
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small.what=medium.what=large.what=xlarge.what=all.what=&sizeFilter;
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small.key=36;medium.key=72;large.key=108;xlarge.key=144;all.key=0;
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Dtypes = CPG->slh->giveDef("SCSELC.DEF");
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Dvic = CPG->slh->giveDef("SCNRVICT.DEF");
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Dloss = CPG->slh->giveDef("SCNRLOSS.DEF");
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Dsizes = CPG->slh->giveDef("SCNRMPSZ.DEF");
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//get map files names
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std::vector<std::string> pliczkiTemp;
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boost::filesystem::path tie( (fs::initial_path<fs::path>())/"\maps" );
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fs::directory_iterator end_iter;
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for ( boost::filesystem::directory_iterator dir (tie); dir!=end_iter; ++dir )
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{
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if (boost::filesystem::is_regular(dir->status()));
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{
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if (boost::ends_with(dir->path().leaf(),std::string(".h3m")))
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pliczkiTemp.push_back("Maps/"+(dir->path().leaf()));
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}
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}
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for (int i=0; i<pliczkiTemp.size();i++)
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{
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gzFile tempf = gzopen(pliczkiTemp[i].c_str(),"rb");
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std::string sss;
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int iii=0;
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while(++iii)
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{
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if (iii>3300) break;
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int z = gzgetc (tempf);
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if (z>=0)
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{
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sss+=unsigned char(z);
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}
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else break;
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}
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gzclose(tempf);
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if (sss[0]<28) continue; //zly format
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if (!sss[4]) continue; //nie ma graczy? mapa niegrywalna
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unsigned char* file2 = new unsigned char[sss.length()];
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for (int j=0;j<sss.length();j++)
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file2[j]=sss[j];
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ourMaps.push_back(CMapInfo(pliczkiTemp[i],file2));
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}
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std::sort(ourMaps.begin(),ourMaps.end(),mapSorter(ESortBy::name));
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slid = new Slider<>(375,92,480,ourMaps.size(),18);
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slid->fun = &CPreGame::printMapsFrom;
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}
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void MapSel::select(int which)
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{
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//selected = which;
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//if ((slid->whereAreWe > which) || (slid->whereAreWe+18 < which))
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// selected = which;
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//else
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{
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selected = which;
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printMaps(slid->whereAreWe,18,0,true);
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}
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printSelectedInfo();
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}
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MapSel::MapSel():selected(0),sizeFilter(0)
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{
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}
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void MapSel::printSelectedInfo()
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|
{
|
|
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(399,337,17,23),ekran,&genRect(399,337,412,29));
|
|
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(50,91,18,447),ekran,&genRect(50,91,413,453));
|
|
SDL_BlitSurface(CPG->ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bScens.pos);
|
|
SDL_BlitSurface(CPG->ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bOptions.pos);
|
|
SDL_BlitSurface(CPG->ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bRandom.pos);
|
|
//blit texts
|
|
printAt(CPG->preth->singleScenarioName,420,25,GEOR13);
|
|
printAt("Scenario Description:",420,135,GEOR13);
|
|
printAt("Victory Condition:",420,285,GEOR13);
|
|
printAt("Loss Condition:",420,340,GEOR13);
|
|
printAt("Allies:",420,406,GEOR13,zwykly);
|
|
printAt("Enemies:",585,406,GEOR13,zwykly);
|
|
|
|
int temp = ourMaps[selected].victoryCondition+1;
|
|
if (temp>20) temp=0;
|
|
std::string sss = CPG->preth->victoryConditions[temp];
|
|
if (temp && ourMaps[selected].vicConDetails->allowNormalVictory) sss+= "/" + CPG->preth->victoryConditions[0];
|
|
printAt(sss,452,310,GEOR13,zwykly);
|
|
|
|
|
|
temp = ourMaps[selected].lossCondition.typeOfLossCon+1;
|
|
if (temp>20) temp=0;
|
|
sss = CPG->preth->lossCondtions[temp];
|
|
printAt(sss,452,370,GEOR13,zwykly);
|
|
|
|
//blit descrption
|
|
std::vector<std::string> desc = *CMessage::breakText(ourMaps[selected].description,50);
|
|
for (int i=0;i<desc.size();i++)
|
|
printAt(desc[i],417,152+i*13,GEOR13,zwykly);
|
|
|
|
if ((selected < 0) || (selected >= ourMaps.size()))
|
|
return;
|
|
if (ourMaps[selected].name.length())
|
|
printAt(ourMaps[selected].name,420,41,GEORXX);
|
|
else printAt("Unnamed",420,41,GEORXX);
|
|
std::string diff;
|
|
switch (ourMaps[selected].difficulty)
|
|
{
|
|
case 0:
|
|
diff=gdiff(CPG->preth->singleEasy);
|
|
break;
|
|
case 1:
|
|
diff=gdiff(CPG->preth->singleNormal);
|
|
break;
|
|
case 2:
|
|
diff=gdiff(CPG->preth->singleHard);
|
|
break;
|
|
case 3:
|
|
diff=gdiff(CPG->preth->singleExpert);
|
|
break;
|
|
case 4:
|
|
diff=gdiff(CPG->preth->singleImpossible);
|
|
break;
|
|
}
|
|
temp=-1;
|
|
switch (ourMaps[selected].width)
|
|
{
|
|
case 36:
|
|
temp=0;
|
|
break;
|
|
case 72:
|
|
temp=1;
|
|
break;
|
|
case 108:
|
|
temp=2;
|
|
break;
|
|
case 144:
|
|
temp=3;
|
|
break;
|
|
default:
|
|
temp=4;
|
|
break;
|
|
}
|
|
blitAt(Dsizes->ourImages[temp].bitmap,714,28);
|
|
temp=ourMaps[selected].victoryCondition;
|
|
if (temp>12) temp=11;
|
|
blitAt(Dvic->ourImages[temp].bitmap,420,308); //v
|
|
temp=ourMaps[selected].lossCondition.typeOfLossCon;
|
|
if (temp>12) temp=3;
|
|
blitAt(Dloss->ourImages[temp].bitmap,420,366); //l
|
|
|
|
|
|
|
|
printAt(diff,435,470,GEOR13,zwykly);
|
|
SDL_Flip(ekran);
|
|
}
|
|
std::string MapSel::gdiff(std::string ss)
|
|
{
|
|
std::string ret;
|
|
for (int i=2;i<ss.length();i++)
|
|
{
|
|
if (ss[i]==' ')
|
|
break;
|
|
ret+=ss[i];
|
|
}
|
|
return ret;
|
|
}
|
|
void CPreGame::printMapsFrom(int from)
|
|
{
|
|
ourScenSel->mapsel.printMaps(from);
|
|
}
|
|
void CPreGame::showScenList()
|
|
{
|
|
ourScenSel->listShowed=true;
|
|
ourScenSel->mapsel.draw();
|
|
}
|
|
CPreGame::CPreGame()
|
|
{
|
|
tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
|
|
zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
|
|
tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
|
|
preth = new CPreGameTextHandler;
|
|
preth->loadTexts();
|
|
currentMessage=NULL;
|
|
behindCurMes=NULL;
|
|
initMainMenu();
|
|
initNewMenu();
|
|
initScenSel();
|
|
showMainMenu();
|
|
CPG=this;
|
|
}
|
|
void CPreGame::initScenSel()
|
|
{
|
|
ourScenSel = new ScenSel();
|
|
ourScenSel->listShowed=false;
|
|
if (rand()%2) ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1000.bmp");
|
|
else ourScenSel->background=SDL_LoadBMP("h3bitmap.lod\\ZPIC1001.bmp");
|
|
|
|
ourScenSel->pressed=NULL;
|
|
|
|
ourScenSel->scenInf=SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp");
|
|
ourScenSel->randMap=SDL_LoadBMP("h3bitmap.lod\\RANMAPBK.bmp");
|
|
ourScenSel->options=SDL_LoadBMP("h3bitmap.lod\\ADVOPTBK.bmp");
|
|
SDL_SetColorKey(ourScenSel->scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenInf->format,0,255,255));
|
|
//SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255));
|
|
SDL_SetColorKey(ourScenSel->randMap,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->randMap->format,0,255,255));
|
|
SDL_SetColorKey(ourScenSel->options,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->options->format,0,255,255));
|
|
|
|
ourScenSel->difficulty = new CPoinGroup<>();
|
|
ourScenSel->difficulty->type=1;
|
|
ourScenSel->selectedDiff=-77;
|
|
ourScenSel->difficulty->gdzie = &ourScenSel->selectedDiff;
|
|
ourScenSel->bEasy = IntSelBut<>(genRect(0,0,506,456),NULL,slh->giveDef("GSPBUT3.DEF"),true,ourScenSel->difficulty,1);
|
|
ourScenSel->bNormal = IntSelBut<>(genRect(0,0,538,456),NULL,slh->giveDef("GSPBUT4.DEF"),true,ourScenSel->difficulty,2);
|
|
ourScenSel->bHard = IntSelBut<>(genRect(0,0,570,456),NULL,slh->giveDef("GSPBUT5.DEF"),true,ourScenSel->difficulty,3);
|
|
ourScenSel->bExpert = IntSelBut<>(genRect(0,0,602,456),NULL,slh->giveDef("GSPBUT6.DEF"),true,ourScenSel->difficulty,4);
|
|
ourScenSel->bImpossible = IntSelBut<>(genRect(0,0,634,456),NULL,slh->giveDef("GSPBUT7.DEF"),true,ourScenSel->difficulty,5);
|
|
|
|
ourScenSel->bBack = Button<>(genRect(0,0,584,535),&CPreGame::showNewMenu,slh->giveDef("SCNRBACK.DEF"));
|
|
ourScenSel->bBegin = Button<>(genRect(0,0,414,535),&CPreGame::showNewMenu,slh->giveDef("SCNRBEG.DEF"));
|
|
|
|
ourScenSel->bScens = Button<>(genRect(0,0,414,81),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
|
|
for (int i=0; i<ourScenSel->bScens.imgs->ourImages.size(); i++)
|
|
printAt("Show Available Scenarios",25+i,2+i,GEOR13,zwykly,ourScenSel->bScens.imgs->ourImages[i].bitmap);
|
|
ourScenSel->bRandom = Button<>(genRect(0,0,414,105),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
|
|
for (int i=0; i<ourScenSel->bRandom.imgs->ourImages.size(); i++)
|
|
printAt("Random Map",25+i,2+i,GEOR13,zwykly,ourScenSel->bRandom.imgs->ourImages[i].bitmap);
|
|
ourScenSel->bOptions = Button<>(genRect(0,0,414,509),&CPreGame::showScenList,slh->giveDef("GSPBUTT.DEF"));
|
|
for (int i=0; i<ourScenSel->bOptions.imgs->ourImages.size(); i++)
|
|
printAt("Show Advanced Options",25+i,2+i,GEOR13,zwykly,ourScenSel->bOptions.imgs->ourImages[i].bitmap);
|
|
|
|
CPG=this;
|
|
ourScenSel->mapsel.init();
|
|
}
|
|
|
|
void CPreGame::showScenSel()
|
|
{
|
|
state=EState::ScenarioList;
|
|
SDL_BlitSurface(ourScenSel->background,NULL,ekran,NULL);
|
|
SDL_BlitSurface(ourScenSel->scenInf,NULL,ekran,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,395,6));
|
|
printAt("Map Diff:",427,438,GEOR13);
|
|
printAt("Player Difficulty:",527,438,GEOR13);
|
|
printAt("Rating:",685,438,GEOR13);
|
|
//blit buttons
|
|
SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bEasy.pos);
|
|
SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bNormal.pos);
|
|
SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bHard.pos);
|
|
SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bExpert.pos);
|
|
SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bImpossible.pos);
|
|
SDL_BlitSurface(ourScenSel->bBegin.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBegin.pos);
|
|
SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBack.pos);
|
|
//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);
|
|
//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);
|
|
//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);
|
|
//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);
|
|
//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);
|
|
//add buttons info
|
|
btns.push_back(&ourScenSel->bEasy);
|
|
btns.push_back(&ourScenSel->bNormal);
|
|
btns.push_back(&ourScenSel->bHard);
|
|
btns.push_back(&ourScenSel->bExpert);
|
|
btns.push_back(&ourScenSel->bImpossible);
|
|
btns.push_back(&ourScenSel->bScens);
|
|
btns.push_back(&ourScenSel->bRandom);
|
|
btns.push_back(&ourScenSel->bOptions);
|
|
btns.push_back(&ourScenSel->bBegin);
|
|
btns.push_back(&ourScenSel->bBack);
|
|
|
|
ourScenSel->selectedDiff=1;
|
|
ourScenSel->bNormal.select(true);
|
|
|
|
for (int i=0;i<btns.size();i++)
|
|
{
|
|
btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;
|
|
btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;
|
|
}
|
|
handleOther = &CPreGame::scenHandleEv;
|
|
|
|
ourScenSel->mapsel.printSelectedInfo();
|
|
SDL_Flip(ekran);
|
|
|
|
}
|
|
void CPreGame::showOptions()
|
|
{}
|
|
void CPreGame::initNewMenu()
|
|
{
|
|
ourNewMenu = new menuItems();
|
|
ourNewMenu->bgAd = SDL_LoadBMP("h3bitmap.lod\\ZNEWGAM.bmp");
|
|
ourNewMenu->background = SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
|
|
blitAt(ourNewMenu->bgAd,114,312,ourNewMenu->background);
|
|
slh = new CSemiLodHandler();
|
|
slh->openLod("H3sprite.lod");
|
|
//loading menu buttons
|
|
ourNewMenu->newGame = slh->giveDef("ZTSINGL.DEF");
|
|
ourNewMenu->loadGame = slh->giveDef("ZTMULTI.DEF");
|
|
ourNewMenu->highScores = slh->giveDef("ZTCAMPN.DEF");
|
|
ourNewMenu->credits = slh->giveDef("ZTTUTOR.DEF");
|
|
ourNewMenu->quit = slh->giveDef("ZTBACK.DEF");
|
|
ok = slh->giveDef("IOKAY.DEF");
|
|
cancel = slh->giveDef("ICANCEL.DEF");
|
|
// single scenario
|
|
ourNewMenu->lNewGame.h=ourNewMenu->newGame->ourImages[0].bitmap->h;
|
|
ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;
|
|
ourNewMenu->lNewGame.x=545;
|
|
ourNewMenu->lNewGame.y=4;
|
|
ourNewMenu->fNewGame=&CPreGame::showScenSel;
|
|
//multiplayer
|
|
ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;
|
|
ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;
|
|
ourNewMenu->lLoadGame.x=568;
|
|
ourNewMenu->lLoadGame.y=120;
|
|
//campaign
|
|
ourNewMenu->lHighScores.h=ourNewMenu->highScores->ourImages[0].bitmap->h;
|
|
ourNewMenu->lHighScores.w=ourNewMenu->highScores->ourImages[0].bitmap->w;
|
|
ourNewMenu->lHighScores.x=541;
|
|
ourNewMenu->lHighScores.y=233;
|
|
//tutorial
|
|
ourNewMenu->lCredits.h=ourNewMenu->credits->ourImages[0].bitmap->h;
|
|
ourNewMenu->lCredits.w=ourNewMenu->credits->ourImages[0].bitmap->w;
|
|
ourNewMenu->lCredits.x=545;
|
|
ourNewMenu->lCredits.y=358;
|
|
//back
|
|
ourNewMenu->lQuit.h=ourNewMenu->quit->ourImages[0].bitmap->h;
|
|
ourNewMenu->lQuit.w=ourNewMenu->quit->ourImages[0].bitmap->w;
|
|
ourNewMenu->lQuit.x=582;
|
|
ourNewMenu->lQuit.y=464;
|
|
ourNewMenu->fQuit=&CPreGame::showMainMenu;
|
|
|
|
ourNewMenu->highlighted=0;
|
|
}
|
|
void CPreGame::showNewMenu()
|
|
{
|
|
btns.clear();
|
|
handleOther=NULL;
|
|
state = EState::newGame;
|
|
SDL_BlitSurface(ourNewMenu->background,NULL,ekran,NULL);
|
|
SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lNewGame);
|
|
SDL_BlitSurface(ourNewMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lLoadGame);
|
|
SDL_BlitSurface(ourNewMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lHighScores);
|
|
SDL_BlitSurface(ourNewMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lCredits);
|
|
SDL_BlitSurface(ourNewMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lQuit);
|
|
SDL_Flip(ekran);
|
|
}
|
|
void CPreGame::initMainMenu()
|
|
{
|
|
ourMainMenu = new menuItems();
|
|
ourMainMenu->background = SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
|
|
CSemiLodHandler * slh = new CSemiLodHandler();
|
|
slh->openLod("H3sprite.lod");
|
|
//loading menu buttons
|
|
ourMainMenu->newGame = slh->giveDef("ZMENUNG.DEF");
|
|
ourMainMenu->loadGame = slh->giveDef("ZMENULG.DEF");
|
|
ourMainMenu->highScores = slh->giveDef("ZMENUHS.DEF");
|
|
ourMainMenu->credits = slh->giveDef("ZMENUCR.DEF");
|
|
ourMainMenu->quit = slh->giveDef("ZMENUQT.DEF");
|
|
ok = slh->giveDef("IOKAY.DEF");
|
|
cancel = slh->giveDef("ICANCEL.DEF");
|
|
// new game button location
|
|
ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;
|
|
ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;
|
|
ourMainMenu->lNewGame.x=540;
|
|
ourMainMenu->lNewGame.y=10;
|
|
ourMainMenu->fNewGame=&CPreGame::showNewMenu;
|
|
//load game location
|
|
ourMainMenu->lLoadGame.h=ourMainMenu->loadGame->ourImages[0].bitmap->h;
|
|
ourMainMenu->lLoadGame.w=ourMainMenu->loadGame->ourImages[0].bitmap->w;
|
|
ourMainMenu->lLoadGame.x=532;
|
|
ourMainMenu->lLoadGame.y=132;
|
|
//high scores
|
|
ourMainMenu->lHighScores.h=ourMainMenu->highScores->ourImages[0].bitmap->h;
|
|
ourMainMenu->lHighScores.w=ourMainMenu->highScores->ourImages[0].bitmap->w;
|
|
ourMainMenu->lHighScores.x=524;
|
|
ourMainMenu->lHighScores.y=251;
|
|
//credits
|
|
ourMainMenu->lCredits.h=ourMainMenu->credits->ourImages[0].bitmap->h;
|
|
ourMainMenu->lCredits.w=ourMainMenu->credits->ourImages[0].bitmap->w;
|
|
ourMainMenu->lCredits.x=557;
|
|
ourMainMenu->lCredits.y=359;
|
|
//quit
|
|
ourMainMenu->lQuit.h=ourMainMenu->quit->ourImages[0].bitmap->h;
|
|
ourMainMenu->lQuit.w=ourMainMenu->quit->ourImages[0].bitmap->w;
|
|
ourMainMenu->lQuit.x=586;
|
|
ourMainMenu->lQuit.y=468;
|
|
ourMainMenu->fQuit=&CPreGame::quitAskBox;
|
|
|
|
ourMainMenu->highlighted=0;
|
|
handledLods.push_back(slh);
|
|
delete slh;
|
|
}
|
|
void CPreGame::showMainMenu()
|
|
{
|
|
state = EState::mainMenu;
|
|
SDL_BlitSurface(ourMainMenu->background,NULL,ekran,NULL);
|
|
SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lNewGame);
|
|
SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lLoadGame);
|
|
SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lHighScores);
|
|
SDL_BlitSurface(ourMainMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lCredits);
|
|
SDL_BlitSurface(ourMainMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lQuit);
|
|
SDL_Flip(ekran);
|
|
}
|
|
void CPreGame::highlightButton(int which, int on)
|
|
{
|
|
|
|
menuItems * current = currentItems();
|
|
switch (which)
|
|
{
|
|
case 1:
|
|
{
|
|
SDL_BlitSurface(current->newGame->ourImages[on].bitmap,NULL,ekran,¤t->lNewGame);
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
SDL_BlitSurface(current->loadGame->ourImages[on].bitmap,NULL,ekran,¤t->lLoadGame);
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
SDL_BlitSurface(current->highScores->ourImages[on].bitmap,NULL,ekran,¤t->lHighScores);
|
|
break;
|
|
}
|
|
case 4:
|
|
{
|
|
SDL_BlitSurface(current->credits->ourImages[on].bitmap,NULL,ekran,¤t->lCredits);
|
|
break;
|
|
}
|
|
case 5:
|
|
{
|
|
SDL_BlitSurface(current->quit->ourImages[on].bitmap,NULL,ekran,¤t->lQuit);
|
|
break;
|
|
}
|
|
}
|
|
SDL_Flip(ekran);
|
|
}
|
|
void CPreGame::showCenBox (std::string data)
|
|
{
|
|
CMessage * cmh = new CMessage();
|
|
SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data));
|
|
behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
|
|
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
|
|
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
|
|
SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
|
|
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
|
|
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
|
|
SDL_FreeSurface(infoBox);
|
|
currentMessage = new SDL_Rect(pos);
|
|
delete cmh;
|
|
}
|
|
void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
|
|
{
|
|
CMessage * cmh = new CMessage();
|
|
std::vector<CSemiDefHandler*> * przyciski = new std::vector<CSemiDefHandler*>(0);
|
|
std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);
|
|
przyciski->push_back(ok);
|
|
przyciski->push_back(cancel);
|
|
SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos);
|
|
behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
|
|
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
|
|
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
|
|
SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
|
|
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
|
|
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
|
|
SDL_FreeSurface(infoBox);
|
|
currentMessage = new SDL_Rect(pos);
|
|
(*btnspos)[0].x+=pos.x;
|
|
(*btnspos)[0].y+=pos.y;
|
|
(*btnspos)[1].x+=pos.x;
|
|
(*btnspos)[1].y+=pos.y;
|
|
btns.push_back(new Button<>((*btnspos)[0],&CPreGame::quit,ok,false, NULL,2));
|
|
btns.push_back(new Button<>((*btnspos)[1],(&CPreGame::hideBox),cancel,false, NULL,2));
|
|
delete cmh;
|
|
delete przyciski;
|
|
delete btnspos;
|
|
|
|
}
|
|
void CPreGame::hideBox ()
|
|
{
|
|
SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);
|
|
SDL_UpdateRect
|
|
(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
|
|
for (int i=0;i<btns.size();i++)
|
|
{
|
|
if (btns[i]->ID==2)
|
|
{
|
|
delete btns[i];
|
|
btns.erase(btns.begin()+i);
|
|
i--;
|
|
}
|
|
}
|
|
SDL_FreeSurface(behindCurMes);
|
|
delete currentMessage;
|
|
currentMessage = NULL;
|
|
behindCurMes=NULL;
|
|
}
|
|
CPreGame::menuItems * CPreGame::currentItems()
|
|
{
|
|
switch (state)
|
|
{
|
|
case EState::mainMenu:
|
|
return ourMainMenu;
|
|
case EState::newGame:
|
|
return ourNewMenu;
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
void CPreGame::scenHandleEv(SDL_Event& sEvent)
|
|
{
|
|
if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
|
|
{
|
|
for (int i=0;i<btns.size(); i++)
|
|
{
|
|
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
btns[i]->press(true);
|
|
ourScenSel->pressed=btns[i];
|
|
}
|
|
}
|
|
if (ourScenSel->listShowed && (sEvent.button.y>121) &&(sEvent.button.y<570)
|
|
&& (sEvent.button.x>55) && (sEvent.button.x<372))
|
|
{
|
|
int py = ((sEvent.button.y-121)/25)+ourScenSel->mapsel.slid->whereAreWe;
|
|
ourScenSel->mapsel.select(ourScenSel->mapsel.whichWL(py));
|
|
}
|
|
|
|
}
|
|
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
|
|
{
|
|
for (int i=0;i<btns.size(); i++)
|
|
{
|
|
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
if (btns[i]->selectable)
|
|
btns[i]->select(true);
|
|
if (btns[i]->fun)
|
|
(this->*(btns[i]->fun))();
|
|
int zz = btns.size();
|
|
if (i>=zz)
|
|
break;
|
|
if (btns[i]->state && btns[i]->type==2)
|
|
{
|
|
((IntBut<> *)(btns[i]))->set();
|
|
ourScenSel->mapsel.slid->whereAreWe=0;
|
|
ourScenSel->mapsel.slid->updateSlid();
|
|
ourScenSel->mapsel.slid->positionsAmnt=ourScenSel->mapsel.countWL();
|
|
ourScenSel->mapsel.printMaps(0);
|
|
}
|
|
}
|
|
}
|
|
if (ourScenSel->pressed && ourScenSel->pressed->state==1)
|
|
{
|
|
ourScenSel->pressed->press(false);
|
|
ourScenSel->pressed=NULL;
|
|
}
|
|
}
|
|
}
|
|
void CPreGame::runLoop()
|
|
{
|
|
SDL_Event sEvent;
|
|
while(true)
|
|
{
|
|
try
|
|
{
|
|
if(SDL_PollEvent(&sEvent)) //wait for event...
|
|
{
|
|
menuItems * current = currentItems();
|
|
if(sEvent.type==SDL_QUIT)
|
|
return ;
|
|
for (int i=0;i<interested.size();i++)
|
|
interested[i]->handleIt(sEvent);
|
|
if (!current)
|
|
{
|
|
(this->*handleOther)(sEvent);
|
|
}
|
|
else if (sEvent.type==SDL_KEYDOWN)
|
|
{
|
|
if (sEvent.key.keysym.sym==SDLK_q)
|
|
{
|
|
return ;
|
|
break;
|
|
}
|
|
/*if (state==EState::newGame)
|
|
{
|
|
switch (sEvent.key.keysym.sym)
|
|
{
|
|
case SDLK_LEFT:
|
|
{
|
|
if(currentItems()->lNewGame.x>0)
|
|
currentItems()->lNewGame.x--;
|
|
break;
|
|
}
|
|
case (SDLK_RIGHT):
|
|
{
|
|
currentItems()->lNewGame.x++;
|
|
break;
|
|
}
|
|
case (SDLK_UP):
|
|
{
|
|
if(currentItems()->lNewGame.y>0)
|
|
currentItems()->lNewGame.y--;
|
|
break;
|
|
}
|
|
case (SDLK_DOWN):
|
|
{
|
|
currentItems()->lNewGame.y++;
|
|
break;
|
|
}
|
|
}
|
|
showNewMenu();
|
|
}*/
|
|
}
|
|
else if (sEvent.type==SDL_MOUSEMOTION)
|
|
{
|
|
if (currentMessage) continue;
|
|
if (current->highlighted)
|
|
{
|
|
switch (current->highlighted)
|
|
{
|
|
case 1:
|
|
{
|
|
if(isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))
|
|
continue;
|
|
else
|
|
{
|
|
current->highlighted=0;
|
|
highlightButton(1,0);
|
|
}
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
if(isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))
|
|
continue;
|
|
else
|
|
{
|
|
current->highlighted=0;
|
|
highlightButton(2,0);
|
|
}
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
if(isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))
|
|
continue;
|
|
else
|
|
{
|
|
current->highlighted=0;
|
|
highlightButton(3,0);
|
|
}
|
|
break;
|
|
}
|
|
case 4:
|
|
{
|
|
if(isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))
|
|
continue;
|
|
else
|
|
{
|
|
current->highlighted=0;
|
|
highlightButton(4,0);
|
|
}
|
|
break;
|
|
}
|
|
case 5:
|
|
{
|
|
if(isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))
|
|
continue;
|
|
else
|
|
{
|
|
current->highlighted=0;
|
|
highlightButton(5,0);
|
|
}
|
|
break;
|
|
}
|
|
} //switch (current->highlighted)
|
|
} // if (current->highlighted)
|
|
if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(1,2);
|
|
current->highlighted=1;
|
|
}
|
|
else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(2,2);
|
|
current->highlighted=2;
|
|
}
|
|
else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(3,2);
|
|
current->highlighted=3;
|
|
}
|
|
else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(4,2);
|
|
current->highlighted=4;
|
|
}
|
|
else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(5,2);
|
|
current->highlighted=5;
|
|
}
|
|
}
|
|
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
|
|
{
|
|
mush->playClick();
|
|
for (int i=0;i<btns.size(); i++)
|
|
{
|
|
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
btns[i]->press(true);
|
|
//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
|
|
//updateRect(&btns[i].pos);
|
|
}
|
|
}
|
|
if (currentMessage) continue;
|
|
if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(1,1);
|
|
current->highlighted=1;
|
|
}
|
|
else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(2,1);
|
|
current->highlighted=2;
|
|
}
|
|
else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(3,1);
|
|
current->highlighted=3;
|
|
}
|
|
else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(4,1);
|
|
current->highlighted=4;
|
|
}
|
|
else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(5,1);
|
|
current->highlighted=5;
|
|
}
|
|
}
|
|
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
|
|
{
|
|
for (int i=0;i<btns.size(); i++)
|
|
{
|
|
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
|
|
(this->*(btns[i]->fun))();
|
|
else
|
|
{
|
|
btns[i]->press(false);
|
|
//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
|
|
//updateRect(&btns[i].pos);
|
|
}
|
|
}
|
|
if (currentMessage) continue;
|
|
if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(1,2);
|
|
current->highlighted=1;
|
|
(this->*(current->fNewGame))();
|
|
}
|
|
else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(2,2);
|
|
current->highlighted=2;
|
|
}
|
|
else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(3,2);
|
|
current->highlighted=3;
|
|
}
|
|
else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(4,2);
|
|
current->highlighted=4;
|
|
}
|
|
else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
highlightButton(5,2);
|
|
current->highlighted=5;
|
|
(this->*(current->fQuit))();
|
|
}
|
|
}
|
|
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))
|
|
{
|
|
if (currentMessage) continue;
|
|
if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
showCenBox(buttonText(0));
|
|
}
|
|
else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
showCenBox(buttonText(1));
|
|
}
|
|
else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
showCenBox(buttonText(2));
|
|
}
|
|
else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
showCenBox(buttonText(3));
|
|
}
|
|
else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
|
|
{
|
|
showCenBox(buttonText(4));
|
|
}
|
|
}
|
|
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage)
|
|
{
|
|
hideBox();
|
|
}
|
|
}
|
|
}
|
|
catch(...)
|
|
{ continue; }
|
|
|
|
SDL_Delay(30); //give time for other apps
|
|
}
|
|
}
|
|
std::string CPreGame::buttonText(int which)
|
|
{
|
|
if (state==EState::mainMenu)
|
|
{
|
|
switch (which)
|
|
{
|
|
case 0:
|
|
return preth->mainNewGame;
|
|
case 1:
|
|
return preth->mainLoadGame;
|
|
case 2:
|
|
return preth->mainHighScores;
|
|
case 3:
|
|
return preth->mainCredits;
|
|
case 4:
|
|
return preth->mainQuit;
|
|
}
|
|
}
|
|
else if (state==EState::newGame)
|
|
{
|
|
switch (which)
|
|
{
|
|
case 0:
|
|
return preth->ngSingleScenario;
|
|
case 1:
|
|
return preth->ngMultiplayer;
|
|
case 2:
|
|
return preth->ngCampain;
|
|
case 3:
|
|
return preth->ngTutorial;
|
|
case 4:
|
|
return preth->ngBack;
|
|
}
|
|
}
|
|
}
|
|
void CPreGame::quitAskBox()
|
|
{
|
|
showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL);
|
|
} |