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StateLevelSelect.cpp
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/*
Greyout - a colourful platformer about love
Greyout is Copyright (c)2011-2014 Janek Schäfer
This file is part of Greyout.
Greyout 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.
Greyout 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 this program. If not, see <http://www.gnu.org/licenses/>.
Please direct any feedback, questions or comments to
Janek Schäfer (foxblock), foxblock_at_gmail_dot_com
*/
#include "StateLevelSelect.h"
#include "GFX.h"
#include <limits.h>
#include "MyGame.h"
#include "Level.h"
#include "userStates.h"
#include "GreySurfaceCache.h"
#include "LevelLoader.h"
#include "MusicCache.h"
#include "gameDefines.h"
#include "Savegame.h"
#include "effects/Hollywood.h"
#include "globalControls.h"
#define PREVIEW_COUNT_X 4
#define PREVIEW_COUNT_Y 3
#ifdef _MEOW
#define SPACING_X 10
#define OFFSET_Y 18
#define TITLE_FONT_SIZE 24
#define IMAGE_FONT_SIZE 12
#define CURSOR_BORDER 2
#define NAME_SPACING 2
#else
#define SPACING_X 20
#define OFFSET_Y 35
#define TITLE_FONT_SIZE 48
#define IMAGE_FONT_SIZE 24
#define CURSOR_BORDER 5
#define NAME_SPACING 4
#endif
#define INTERMEDIATE_MENU_ITEM_COUNT 2
#define INTERMEDIATE_LEVEL_MENU_ITEM_COUNT 2
#define INTERMEDIATE_MENU_SPACING 20
#define DEFAULT_LEVEL_FOLDER ((string)"levels/")
#define DEFAULT_CHAPTER_FOLDER ((string)"chapters/")
struct VecComp
{
bool operator() (const Vector2di& lhs, const Vector2di& rhs) const
{
return (lhs.x + lhs.y * PREVIEW_COUNT_X < rhs.x + rhs.y * PREVIEW_COUNT_X);
}
};
map<string, pair<string, SDL_Surface*> > StateLevelSelect::previewCache;
Vector2di StateLevelSelect::saveChapterSel = Vector2di(0,0);
map<Vector2di, Vector2di, VecComp> StateLevelSelect::saveLevelSel;
struct PreviewData
{
string filename;
string name;
SDL_Surface* surface;
bool hasBeenLoaded;
};
StateLevelSelect::StateLevelSelect()
{
// set up the grid
spacing.x = SPACING_X;
size.x = (GFX::getXResolution() - spacing.x * (PREVIEW_COUNT_X + 1)) / PREVIEW_COUNT_X;
size.y = (float)size.x * ((float)GFX::getYResolution() / (float)GFX::getXResolution());
spacing.y = (GFX::getYResolution() - OFFSET_Y - size.y * PREVIEW_COUNT_Y) / (PREVIEW_COUNT_Y + 1);
gridOffsetLast = 0;
lastDraw = 0;
firstDraw = true;
intermediateSelection = 0;
lastPos = Vector2di(-1, -1);
mousePos = Vector2di(0, 0);
mouseInBounds = false;
// graphic stuff
// TODO: Use 320x240 bg here (and make that)
bg.loadFrames(SURFACE_CACHE->loadSurface("images/menu/error_bg_800_480.png"),1,1,0,0);
bg.disableTransparentColour();
bg.setPosition(0,0);
loading.loadFrames(SURFACE_CACHE->loadSurface("images/general/loading.png",true),1,1,0,0);
loading.disableTransparentColour();
loading.setScaleX((float)size.x / loading.getWidth());
loading.setScaleY((float)size.y / loading.getHeight());
error.loadFrames(SURFACE_CACHE->loadSurface("images/general/error.png",true),1,1,0,0);
error.disableTransparentColour();
error.setScaleX((float)size.x / error.getWidth());
error.setScaleY((float)size.y / error.getHeight());
locked.loadFrames(SURFACE_CACHE->loadSurface("images/general/locked.png",true),1,1,0,0);
locked.disableTransparentColour();
locked.setScaleX((float)size.x / locked.getWidth());
locked.setScaleY((float)size.y / locked.getHeight());
arrows.loadFrames(SURFACE_CACHE->loadSurface("images/general/arrows.png"),2,1,0,0);
arrows.setTransparentColour(MAGENTA);
cursor.setDimensions(size.x + 2*CURSOR_BORDER,size.y + 2*CURSOR_BORDER);
cursor.setColour(ORANGE);
previewDraw = SDL_CreateRGBSurface(SDL_SWSURFACE,GFX::getXResolution(),GFX::getYResolution(),GFX::getVideoSurface()->format->BitsPerPixel,0,0,0,0);
SDL_FillRect(previewDraw, NULL, SDL_MapRGB(previewDraw->format,255,0,255));
SDL_SetColorKey(previewDraw, SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB(previewDraw->format,255,0,255));
imageText.loadFont(GAME_FONT,IMAGE_FONT_SIZE);
imageText.setUpBoundary(size);
imageText.setWrapping(true);
imageText.setColour(WHITE);
titleText.loadFont(GAME_FONT,TITLE_FONT_SIZE);
titleText.setAlignment(LEFT_JUSTIFIED);
titleText.setColour(WHITE);
titleText.setPosition(0,OFFSET_Y - TITLE_FONT_SIZE);
titleText.setUpBoundary(Vector2di(GFX::getXResolution(),OFFSET_Y));
nameText.loadFont(GAME_FONT,IMAGE_FONT_SIZE);
nameText.setColour(BLACK);
nameText.setWrapping(false);
#ifdef _DEBUG
debugText.loadFont(DEBUG_FONT,24);
debugText.setColour(GREEN);
debugText.setPosition(0,TITLE_FONT_SIZE);
debugText.setAlignment(LEFT_JUSTIFIED);
#endif // _DEBUG
menu.setDimensions(GFX::getXResolution(),OFFSET_Y);
menu.setColour(BLACK);
menu.setPosition(0,0);
overlay.setDimensions(GFX::getXResolution(),GFX::getYResolution());
overlay.setColour(BLACK);
overlay.setPosition(0,0);
overlay.setAlpha(100);
// thread stuff
levelLock = SDL_CreateMutex();
levelThread = NULL;
abortLevelLoading = false;
chapterLock = SDL_CreateMutex();
chapterThread = NULL;
abortChapterLoading = false;
levelLister.addFilter("txt");
dirLister.addFilter("DIR");
state = lsChapter;
setChapterDirectory(DEFAULT_CHAPTER_FOLDER);
exChapter = NULL;
fadeTimer = -1;
returnToMenu = false;
selection = saveChapterSel;
checkSelection(chapterPreviews, selection);
gridOffset = selection.y;
checkGridOffset(chapterPreviews, gridOffset);
}
StateLevelSelect::~StateLevelSelect()
{
clear();
SDL_FreeSurface(previewDraw);
SDL_DestroyMutex(levelLock);
SDL_DestroyMutex(chapterLock);
}
/// ---public---
void StateLevelSelect::init()
{
MUSIC_CACHE->playMusic("music/title_menu.ogg");
EFFECTS->fadeIn(30);
}
void StateLevelSelect::clear()
{
clearLevelListing();
clearChapterListing();
}
void StateLevelSelect::clearLevelListing()
{
abortLevelLoading = true;
int* status = NULL;
if (levelThread)
{
SDL_WaitThread(levelThread,status);
levelThread = NULL;
}
levelPreviews.clear();
delete exChapter;
exChapter = NULL;
}
void StateLevelSelect::clearChapterListing()
{
abortChapterLoading = true;
int *status = NULL;
if (chapterThread)
{
SDL_WaitThread(chapterThread, status);
chapterThread = NULL;
}
chapterPreviews.clear();
}
void StateLevelSelect::userInput()
{
if ( fadeTimer >= 0 )
return;
mousePos = input->getMouse();
if (state != lsIntermediate && state != lsIntermediateLevel) // grid navigation
{
Vector2di oldSel = selection;
if (input->isLeft())
{
--selection.x;
}
else if (input->isRight())
{
++selection.x;
}
if (input->isUp())
{
--selection.y;
}
if (input->isDown())
{
++selection.y;
}
if (input->getMouseWheelDelta() != 0)
{
gridOffset -= input->getMouseWheelDelta();
lastPos = Vector2di(-1,-1);
if (state == lsLevel)
{
checkGridOffset( levelPreviews, gridOffset );
}
else if (state == lsChapter)
{
checkGridOffset( chapterPreviews, gridOffset );
}
}
if (mousePos != lastPos)
{
mouseInBounds = true;
Vector2di newPos(-1,-1);
newPos.x = floor( (float)(mousePos.x - spacing.x) / (float)( size.x + spacing.x ) );
newPos.y = floor( (float)(mousePos.y - spacing.y / 2.0f - OFFSET_Y) / (float)( size.y + spacing.y) );
if (newPos.y >= 0 && newPos.y < PREVIEW_COUNT_Y)
newPos.y += gridOffset;
else
{
mouseInBounds = false;
newPos.y = -1;
}
if (newPos.x >= 0 && newPos.y >= 0 && newPos != selection)
{
selection = newPos;
}
lastPos = mousePos;
}
if (input->isLeftClick())
{
if (mousePos.y > OFFSET_Y + spacing.y * PREVIEW_COUNT_Y + size.y * PREVIEW_COUNT_Y)
{
++gridOffset;
if (state == lsLevel)
{
checkGridOffset( levelPreviews, gridOffset );
}
else if (state == lsChapter)
{
checkGridOffset( chapterPreviews, gridOffset );
}
}
else if (mousePos.y < OFFSET_Y + spacing.y)
{
--gridOffset;
if (state == lsLevel)
{
checkGridOffset( levelPreviews, gridOffset );
}
else if (state == lsChapter)
{
checkGridOffset( chapterPreviews, gridOffset );
}
}
}
if (state == lsLevel)
{
checkSelection( levelPreviews, selection );
}
else if (state == lsChapter)
{
checkSelection( chapterPreviews, selection );
}
if (selection != oldSel)
MUSIC_CACHE->playSound("sounds/level_select.wav");
}
else // intermediate menu navigation
{
int menuItemCount = 0;
if (state == lsIntermediate)
{
menuItemCount = INTERMEDIATE_MENU_ITEM_COUNT;
if (StringUtility::stringToBool(SAVEGAME->getData("speedrun")))
++menuItemCount;
}
else
menuItemCount = INTERMEDIATE_LEVEL_MENU_ITEM_COUNT;
if (input->isUp())
{
if (intermediateSelection > 0)
{
--intermediateSelection;
}
}
else if (input->isDown())
{
if (intermediateSelection < menuItemCount-1)
{
++intermediateSelection;
}
}
if (mousePos != lastPos)
{
int pos = (GFX::getYResolution() - INTERMEDIATE_MENU_SPACING * (menuItemCount-1) - OFFSET_Y * menuItemCount) / 2;
int temp = -1;
for (int I = 0; I < menuItemCount; ++I)
{
if (mousePos.y >= pos && mousePos.y <= pos + OFFSET_Y)
{
temp = I;
break;
}
pos += OFFSET_Y + INTERMEDIATE_MENU_SPACING;
}
if ( temp != -1 )
{
intermediateSelection = temp;
mouseInBounds = true;
}
else
mouseInBounds = false;
lastPos = mousePos;
}
if ( isAcceptKey(input) || ( input->isLeftClick() && mouseInBounds ) )
{
doSelection();
}
else if (isCancelKey(input) || input->isRightClick())
{
if (state == lsIntermediate)
switchState(lsChapter);
else
switchState(lsLevel);
}
input->resetKeys();
}
if (state == lsLevel)
{
if (isCancelKey(input) || input->isRightClick()) // return to chapter selection
{
saveLevelSel[saveChapterSel] = selection;
abortLevelLoading = true;
switchState(lsChapter);
input->resetKeys();
return;
}
if ( isAcceptKey(input) || ( input->isLeftClick() && mouseInBounds ) )
{
saveLevelSel[saveChapterSel] = selection;
doSelection();
}
}
else if (state == lsChapter)
{
if (isCancelKey(input) || input->isRightClick()) // return to menu
{
saveChapterSel = selection;
abortLevelLoading = true;
abortChapterLoading = true;
input->resetKeys();
MUSIC_CACHE->playSound("sounds/menu_back.wav");
fadeOut();
returnToMenu = true;
return;
}
if (isAcceptKey(input) || ( input->isLeftClick() && mouseInBounds ) )
{
saveChapterSel = selection;
doSelection();
}
}
input->resetKeys();
}
void StateLevelSelect::update()
{
if ( fadeTimer > 0 )
--fadeTimer;
else if ( fadeTimer == 0 )
doSelection();
if (state != lsIntermediate && state != lsIntermediateLevel)
{
// check selection and adjust grid offset
if (selection.y < gridOffset)
--gridOffset;
else if (selection.y >= gridOffset + PREVIEW_COUNT_Y)
++gridOffset;
if (gridOffset != gridOffsetLast)
{
// redraw previews on scroll
gridOffsetLast = gridOffset;
firstDraw = true;
lastDraw = 0;
SDL_FillRect(previewDraw, NULL, SDL_MapRGB(previewDraw->format,255,0,255));
}
cursor.setPosition(selection.x * size.x + (selection.x + 1) * spacing.x - CURSOR_BORDER,
OFFSET_Y + (selection.y - gridOffset) * size.y + (selection.y - gridOffset + 1) * spacing.y - CURSOR_BORDER);
}
EFFECTS->update();
}
void StateLevelSelect::render()
{
if (state != lsIntermediate && state != lsIntermediateLevel)
{
GFX::clearScreen();
bg.render();
cursor.render();
menu.render();
vector<PreviewData>* activeData;
switch (state)
{
case lsChapter:
titleText.print("CHAPTERS");
activeData = &chapterPreviews;
break;
case lsLevel:
titleText.print("LEVELS");
activeData = &levelPreviews;
break;
default:
break;
}
// render previews to temp surface (checks for newly generated previews and renders them only)
renderPreviews(*activeData,previewDraw,lastDraw - gridOffset * PREVIEW_COUNT_X);
// blit temp surface
SDL_BlitSurface(previewDraw,NULL,GFX::getVideoSurface(),NULL);
renderName(GFX::getVideoSurface(), activeData->at(selection.y * PREVIEW_COUNT_X + selection.x).name);
// show arrows
if (gridOffset > 0)
{
arrows.setCurrentFrame(0);
arrows.setPosition((GFX::getXResolution() - arrows.getWidth()) / 2, OFFSET_Y + 5);
arrows.render();
}
if (activeData->size() - gridOffset * PREVIEW_COUNT_X > PREVIEW_COUNT_X * PREVIEW_COUNT_Y)
{
arrows.setCurrentFrame(1);
arrows.setPosition((GFX::getXResolution() - arrows.getWidth()) / 2, GFX::getYResolution() - arrows.getHeight() - 5);
arrows.render();
}
#ifdef _DEBUG
debugText.print(StringUtility::vecToString(selection) + ", " +
StringUtility::intToString(gridOffset) + " (" + StringUtility::intToString(gridOffsetLast) + ")\n" +
StringUtility::intToString(lastDraw) + ", " + StringUtility::boolToString(firstDraw, true) + "\n" +
StringUtility::vecToString(mousePos) + " (" + StringUtility::vecToString(lastPos) + "), " +
StringUtility::boolToString(mouseInBounds, true));
#endif // _DEBUG
}
else
{
// previewDraw now holds the background image
SDL_BlitSurface(previewDraw,NULL,GFX::getVideoSurface(),NULL);
vector<string> items;
if (state == lsIntermediate)
{
items.push_back("PLAY");
items.push_back("EXPLORE");
if (StringUtility::stringToBool(SAVEGAME->getData("speedrun")))
items.push_back("SPEEDRUN");
}
else
{
items.push_back("PLAY");
items.push_back("SPEEDRUN");
}
// OFFSET_Y is also the height of the rectangle used
int pos = (GFX::getYResolution() - INTERMEDIATE_MENU_SPACING * (items.size()-1) - OFFSET_Y * items.size()) / 2;
for (int I = 0; I < items.size(); ++I)
{
menu.setPosition(0,pos);
titleText.setPosition(0,pos + OFFSET_Y - TITLE_FONT_SIZE);
if (I == intermediateSelection)
{
menu.setColour(WHITE);
titleText.setColour(BLACK);
}
else
{
menu.setColour(BLACK);
titleText.setColour(WHITE);
}
menu.render();
titleText.print(items[I]);
pos += OFFSET_Y + INTERMEDIATE_MENU_SPACING;
}
}
EFFECTS->render();
}
void StateLevelSelect::renderPreviews(const vector<PreviewData>& data, SDL_Surface* const target, CRint addOffset)
{
int numOffset = gridOffset * PREVIEW_COUNT_X;
bool reachedLoaded = false; // set when the first not loaded surface is found
int maxUnlocked = 0;
if (state == lsLevel && exChapter)
{
maxUnlocked = exChapter->getProgress();
}
int I = 0;
for (I = numOffset + max(addOffset,0); (I < (numOffset + PREVIEW_COUNT_X * PREVIEW_COUNT_Y)) && (I < data.size()); ++I)
{
// calculate position of object to render
Vector2di pos;
pos.x = (I % PREVIEW_COUNT_X) * size.x + (I % PREVIEW_COUNT_X + 1) * spacing.x;
pos.y = OFFSET_Y + ((I - numOffset) / PREVIEW_COUNT_X) * size.y + ((I - numOffset) / PREVIEW_COUNT_X + 1) * spacing.y;
SDL_mutexP(levelLock);
if (data[I].hasBeenLoaded)
{
if (data[I].surface) // render preview
{
SDL_Rect rect = {pos.x,pos.y,0,0};
SDL_BlitSurface(data[I].surface,NULL,target,&rect);
SDL_mutexV(levelLock);
}
else // render error or locked image
{
SDL_mutexV(levelLock);
if (state == lsLevel && exChapter && (I > maxUnlocked)) // locked
{
// actually we need to add an offset here as we need to preserve the top-left
// corner (Penjin scales centred), but I rather scale the image files properly
// than add code to compensate for my stupidity in that regard
locked.setPosition(pos);
locked.render(target);
}
else
{
error.setPosition(pos);
error.render(target);
}
}
if (not reachedLoaded)
lastDraw = I;
}
else // render loading image
{
SDL_mutexV(levelLock);
if (not reachedLoaded)
{
lastDraw = I;
reachedLoaded = true;
// will only render loading pics from here on, but we need to keep the lastDraw variable
}
if (firstDraw) // only draw loading images once
{
if (state == lsLevel && exChapter && (I > maxUnlocked)) // locked
{
locked.setPosition(pos);
locked.render(target);
}
else
{
loading.setPosition(pos);
loading.render(target);
}
}
}
}
if (not reachedLoaded)
lastDraw = I;
firstDraw = false;
}
void StateLevelSelect::renderName(SDL_Surface *target, CRstring name)
{
if (name[0] == 0)
return;
SDL_Surface *dummy = SDL_CreateRGBSurface(SDL_SWSURFACE,1,1,
GFX::getVideoSurface()->format->BitsPerPixel,0,0,0,0);
// reset text object
nameText.print(dummy, name); // print once to let Penjin calculate the size of the text on screen
SDL_Rect rect = { cursor.getPosition().x,
cursor.getPosition().y,
nameText.getWidth() + NAME_SPACING * 2,
nameText.getHeight() + NAME_SPACING * 2 };
if (selection.y == gridOffset + PREVIEW_COUNT_Y -1) // last row on screen
rect.y -= nameText.getHeight() + NAME_SPACING*2;
else
rect.y += cursor.getDimensions().y;
// last two colums -> check whether text goes off screen and make right-aligned
if (selection.x >= PREVIEW_COUNT_X / 2.0f && rect.x + rect.w > GFX::getXResolution())
{
rect.x += cursor.getDimensions().x - rect.w;
}
nameText.setPosition(rect.x + NAME_SPACING*2, rect.y + NAME_SPACING); // seems to be centred well with double horizontal spacing
SDL_FillRect(target,&rect,SDL_MapRGB(target->format,255,128,0));
nameText.print(name);
return;
}
void StateLevelSelect::setLevelDirectory(CRstring dir)
{
clearLevelListing();
levelLister.setPath(dir);
vector<string> files;
files = levelLister.getListing();
files.erase(files.begin()); // delete first element which is the current folder
//#ifdef _DEBUG
PreviewData bench = {BENCHMARK_LEVEL,"[BENCHMARK]",NULL,false};
levelPreviews.push_back(bench);
//#endif
// initialize map
for (vector<string>::const_iterator file = files.begin(); file < files.end(); ++file)
{
PreviewData temp = {dir + (*file),"",NULL,false};
levelPreviews.push_back(temp);
}
printf("%i files found in level directory\n",levelPreviews.size());
abortLevelLoading = false;
levelThread = SDL_CreateThread(StateLevelSelect::loadLevelPreviews, this);
files.clear();
}
void StateLevelSelect::setChapterDirectory(CRstring dir)
{
clearChapterListing();
dirLister.setPath(dir);
vector<string> files;
files = dirLister.getListing();
// erase dir, . and ..
for (vector<string>::iterator iter = files.begin(); iter != files.end();)
{
if ((*iter) == "." || (*iter) == ".." || (*iter) == dir)
iter = files.erase(iter);
else
++iter;
}
// add single level folder
SDL_Surface* img = SURFACE_CACHE->loadSurface("images/general/levelfolder.png");
if (img->w != size.x || img->h != size.y)
{
img = zoomSurface(img,(float)size.x / (float)img->w , (float)size.y / (float)img->h, SMOOTHING_OFF);
}
else
{
// remove image from cache to prevent double freeing
SURFACE_CACHE->removeSurface("images/general/levelfolder.png",false);
}
PreviewData temp = {DEFAULT_LEVEL_FOLDER,"[SINGLE LEVELS]",img,true};
chapterPreviews.push_back(temp);
// set paths to info.txt files and initialize map
for (vector<string>::iterator item = files.begin(); item < files.end(); ++item)
{
(*item) = dir + (*item) + "/" + DEFAULT_CHAPTER_INFO_FILE;
PreviewData temp2 = {(*item),"",NULL,false};
chapterPreviews.push_back(temp2);
}
printf("%i chapters found\n",chapterPreviews.size()-1);
abortChapterLoading = false;
chapterThread = SDL_CreateThread(StateLevelSelect::loadChapterPreviews,this);
}
void StateLevelSelect::exploreChapter(CRstring filename)
{
clearLevelListing();
exChapter = new Chapter;
if (not exChapter->loadFromFile(filename))
{
ENGINE->stateParameter = "ERROR loading chapter!";
setNextState(STATE_ERROR);
}
for (vector<string>::const_iterator file = exChapter->levels.begin(); file != exChapter->levels.end(); ++file)
{
PreviewData temp = {exChapter->path + (*file),"",NULL,false};
levelPreviews.push_back(temp);
}
printf("Chapter has %i levels\n",levelPreviews.size());
abortLevelLoading = false;
levelThread = SDL_CreateThread(StateLevelSelect::loadLevelPreviews,this);
}
/// ---protected---
void StateLevelSelect::switchState(const LevelSelectState& toState)
{
if (toState != lsIntermediate && toState != lsIntermediateLevel)
{
titleText.setColour(WHITE);
menu.setColour(BLACK);
menu.setPosition(0,0);
lastDraw = 0;
firstDraw = true;
SDL_FillRect(previewDraw, NULL, SDL_MapRGB(previewDraw->format,255,0,255));
}
if (toState == lsChapter)
{
if (state == lsLevel)
{
selection = saveChapterSel;
checkSelection(chapterPreviews, selection);
gridOffset = selection.y;
checkGridOffset(chapterPreviews, gridOffset);
}
titleText.setPosition(0,OFFSET_Y - TITLE_FONT_SIZE);
titleText.setAlignment(LEFT_JUSTIFIED);
}
else if (toState == lsLevel)
{
if (state == lsIntermediate || state == lsChapter)
{
if (saveLevelSel.find(selection) != saveLevelSel.end())
selection = saveLevelSel[selection];
else
selection = Vector2di(0,0);
checkSelection(levelPreviews, selection);
gridOffset = selection.y;
checkGridOffset(levelPreviews, gridOffset);
}
titleText.setPosition(GFX::getXResolution(),OFFSET_Y - TITLE_FONT_SIZE);
titleText.setAlignment(RIGHT_JUSTIFIED);
}
else if (toState == lsIntermediate || toState == lsIntermediateLevel)
{
overlay.render();
SDL_BlitSurface(GFX::getVideoSurface(),NULL,previewDraw,NULL);
intermediateSelection = 0;
titleText.setAlignment(CENTRED);
}
state = toState;
}
void StateLevelSelect::doSelection()
{
if ( returnToMenu )
setNextState(STATE_MAIN);
int value = selection.y * PREVIEW_COUNT_X + selection.x;
if ( state == lsIntermediate )
{
switch (intermediateSelection)
{
case 0: // play
if (fadeTimer < 0)
MUSIC_CACHE->playSound("sounds/level_play.wav");
if ( fadeOut() ) return;
ENGINE->playChapter(chapterPreviews[value].filename);
break;
case 1: // explore
exploreChapter(chapterPreviews[value].filename);
switchState(lsLevel);
break;
case 2: // time attack (speedrun!)
if (fadeTimer < 0)
MUSIC_CACHE->playSound("sounds/level_play.wav");
if ( fadeOut() ) return;
ENGINE->startChapterTrial();
ENGINE->playChapter(chapterPreviews[value].filename,0);
break;
default: // nothing
break;
}
}
else if ( state == lsIntermediateLevel )// intermediate menu after selecting level
{
if (intermediateSelection == 1)
ENGINE->timeTrial = true;
if (fadeTimer < 0)
MUSIC_CACHE->playSound("sounds/level_play.wav");
if (not exChapter) // level from level folder
{
abortLevelLoading = true;
abortChapterLoading = true;
if ( fadeOut() ) return;
ENGINE->playSingleLevel(levelPreviews[value].filename,STATE_LEVELSELECT);
}
else // exploring chapter -> start chapter at selected level
{
if (value <= exChapter->getProgress())
{
abortLevelLoading = true;
abortChapterLoading = true;
if ( fadeOut() ) return;
ENGINE->playChapter(exChapter->filename,value);
}
}
}
else if ( state == lsLevel )
{
if ((not exChapter || value <= exChapter->getProgress()) &&
StringUtility::stringToBool(SAVEGAME->getData("speedrun")))
{
switchState(lsIntermediateLevel);
}
else
{
if (fadeTimer < 0)
MUSIC_CACHE->playSound("sounds/level_play.wav");
if (not exChapter) // level from level folder
{
abortLevelLoading = true;
abortChapterLoading = true;
if ( fadeOut() ) return;
ENGINE->playSingleLevel(levelPreviews[value].filename,STATE_LEVELSELECT);
}
else // exploring chapter -> start chapter at selected level
{
if (value <= exChapter->getProgress())
{
abortLevelLoading = true;
abortChapterLoading = true;
if ( fadeOut() ) return;
ENGINE->playChapter(exChapter->filename,value);
}
}
}
}
else
{
if (value == 0) // level folder
{
setLevelDirectory(DEFAULT_LEVEL_FOLDER);
switchState(lsLevel);
}
else // show play/explore menu
{
if (chapterPreviews[value].surface && chapterPreviews[value].hasBeenLoaded)
{
switchState(lsIntermediate);
}
}
}
}
bool StateLevelSelect::fadeOut()
{
if ( fadeTimer < 0 )
{
fadeTimer = 30;
EFFECTS->fadeOut(30);
}
if ( fadeTimer > 0 )
return true;
return false;
}
void StateLevelSelect::checkSelection(const vector<PreviewData>& data, Vector2di& sel)
{
if (sel.y < 0)
sel.y = 0;
else
{
int rows = ceil((float)data.size() / (float)PREVIEW_COUNT_X);
if (sel.y >= rows)
{
sel.y = rows - 1;
mouseInBounds = false;
}
}
if (sel.x < 0)
sel.x = 0;
else
{
int cols = min(PREVIEW_COUNT_X,(int)data.size() - sel.y * PREVIEW_COUNT_X);
if (sel.x >= cols)
{
sel.x = cols - 1;
mouseInBounds = false;
}
}
}
void StateLevelSelect::checkGridOffset(const vector<PreviewData>& data, int& offset)
{
if ( offset < 0 )
offset = 0;
else
{
int temp = max( 0.0f, ceil((float)data.size() / (float)PREVIEW_COUNT_X) - PREVIEW_COUNT_Y );
if ( offset > temp )
offset = temp;
}
if ( selection.y < offset )
selection.y = offset;
else if ( selection.y >= offset + PREVIEW_COUNT_Y )
selection.y = offset + PREVIEW_COUNT_Y - 1;
}
int StateLevelSelect::loadLevelPreviews(void* data)
{
printf("Generating level previews images\n");
StateLevelSelect* self = (StateLevelSelect*)data;
vector<PreviewData>::iterator iter = self->levelPreviews.begin();
int levelNumber = 0;
int maxUnlocked = 0;
if (self->exChapter)
maxUnlocked = self->exChapter->getProgress();
while (not self->abortLevelLoading && iter != self->levelPreviews.end())
{
// look for cached images by level filename
map<string,pair<string,SDL_Surface*> > ::iterator cachedData = self->previewCache.find( (*iter).filename );
if ( cachedData != self->previewCache.end() ) // found cached image
{
SDL_mutexP(self->levelLock);
(*iter).name = cachedData->second.first;
(*iter).surface = cachedData->second.second;
(*iter).hasBeenLoaded = true;
SDL_mutexV(self->levelLock);
}
else
{
Level* level;
if (self->exChapter) // we are browsing a chapter
{
// check whether the level has been unlocked, else don't load
if (levelNumber <= maxUnlocked)
level = LEVEL_LOADER->loadLevelFromFile(iter->filename,self->exChapter->path);
else
level = NULL;
}
else
level = LEVEL_LOADER->loadLevelFromFile(iter->filename);
SDL_Surface* surf = NULL;
string levelName = "";
if (level)
{