コード例 #1
0
vector<pair<string,string> > LevelPackManager::enumLevelPacks(int type) {
    //The vector that will be returned.
    //NOTE: The names of the levelpacks are translated before adding them to the vector.
    vector<pair<string,string> > v;

    //Now do the type dependent adding.
    switch(type) {
    case ALL_PACKS:
    {
        std::map<std::string,LevelPack*>::iterator i;
        for(i=levelpacks.begin(); i!=levelpacks.end(); ++i) {
            //We add everything except the "Custom Levels" pack since that's also in "Levels".
            if(i->second->levelpackName!="Custom Levels")
                v.push_back(pair<string,string>(i->first,_CC(i->second->getDictionaryManager(),i->second->levelpackName)));
        }
        break;
    }
    case CUSTOM_PACKS:
    {
        std::map<std::string,LevelPack*>::iterator i;
        for(i=levelpacks.begin(); i!=levelpacks.end(); ++i) {
            //Only add levelpacks that are of the custom type, one exception is the "Custom Levels" pack.
            if(i->second->type==CUSTOM || i->second->levelpackName=="Custom Levels")
                v.push_back(pair<string,string>(i->first,_CC(i->second->getDictionaryManager(),i->second->levelpackName)));
        }
        break;
    }
    }

    //And return the vector.
    return v;
}
コード例 #2
0
void LevelPlaySelect::refresh(ImageManager& imageManager, SDL_Renderer& renderer, bool /*change*/){
	int m=levels->getLevelCount();
	numbers.clear();
    levelInfoRender.resetText(renderer, *fontText, themeTextColor);

	//Clear the selected level.
	if(selectedNumber!=NULL){
		delete selectedNumber;
		selectedNumber=NULL;
	}
	//Recreate the non selected number.
    selectedNumber=new Number(imageManager, renderer);
	SDL_Rect box={40,SCREEN_HEIGHT-130,50,50};
    selectedNumber->init(renderer," ",box);
	selectedNumber->setLocked(true);
	
	bestTimeFilePath.clear();
	bestRecordingFilePath.clear();	
	
	//Disable the play button.
	play->enabled=false;

	for(int n=0; n<m; n++){
        numbers.emplace_back(imageManager, renderer);
	}

	for(int n=0; n<m; n++){
        SDL_Rect box={(n%LEVELS_PER_ROW)*64+static_cast<int>(SCREEN_WIDTH*0.2)/2,(n/LEVELS_PER_ROW)*64+184,0,0};
        numbers[n].init(renderer,n,box);
		numbers[n].setLocked(levels->getLocked(n));
		int medal=levels->getLevel(n)->won;
		if(medal){
			if(levels->getLevel(n)->targetTime<0 || levels->getLevel(n)->time<=levels->getLevel(n)->targetTime)
				medal++;
			if(levels->getLevel(n)->targetRecordings<0 || levels->getLevel(n)->recordings<=levels->getLevel(n)->targetRecordings)
				medal++;
		}
		numbers[n].setMedal(medal);
	}

	if(m>LEVELS_DISPLAYED_IN_SCREEN){
		levelScrollBar->maxValue=(m-LEVELS_DISPLAYED_IN_SCREEN+(LEVELS_PER_ROW-1))/LEVELS_PER_ROW;
		levelScrollBar->visible=true;
	}else{
		levelScrollBar->maxValue=0;
		levelScrollBar->visible=false;
	}
	if(!levels->levelpackDescription.empty())
		levelpackDescription->caption=_CC(levels->getDictionaryManager(),levels->levelpackDescription);
	else
		levelpackDescription->caption="";
}
コード例 #3
0
void LevelPlaySelect::renderTooltip(SDL_Renderer &renderer, unsigned int number, int dy){
    if (!toolTip.name || toolTip.number != number) {
        SDL_Color themeTextColor={0,0,0};
        const int SLEN = 64;
        char s[SLEN];

        //Render the name of the level.
        toolTip.name=textureFromText(renderer,*fontText,_CC(levels->getDictionaryManager(),levels->getLevelName(number)),themeTextColor);
        toolTip.time=nullptr;
        toolTip.recordings=nullptr;
        toolTip.number=number;

        //The time it took.
        if(levels->getLevel(number)->time>0){
            snprintf(s,SLEN,"%-.2fs",levels->getLevel(number)->time/40.0f);
            toolTip.time=textureFromText(renderer,*fontText,s,themeTextColor);//TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
        }

        //The number of recordings it took.
        if(levels->getLevel(number)->recordings>=0){
            snprintf(s,SLEN,"%d",levels->getLevel(number)->recordings);
            toolTip.recordings = textureFromText(renderer,*fontText,s,themeTextColor);
        }
    }
	
    const SDL_Rect nameSize = rectFromTexture(*toolTip.name);
	//Now draw a square the size of the three texts combined.
	SDL_Rect r=numbers[number].box;
	r.y-=dy*64;
    if(toolTip.time && toolTip.recordings){
        const int recW = textureWidth(*toolTip.recordings);
        const int timeW = textureWidth(*toolTip.time);
        r.w=(nameSize.w)>(25+timeW+40+recW)?(nameSize.w):(25+timeW+40+recW);
        r.h=nameSize.h+5+20;
	}else{
        r.w=nameSize.w;
        r.h=nameSize.h;
	}
	
	//Make sure the tooltip doesn't go outside the window.
	if(r.y>SCREEN_HEIGHT-200){
        r.y-=nameSize.h+4;
	}else{
		r.y+=numbers[number].box.h+2;
	}
	if(r.x+r.w>SCREEN_WIDTH-50)
		r.x=SCREEN_WIDTH-50-r.w;
	
	//Draw a rectange
	Uint32 color=0xFFFFFFFF;
    drawGUIBox(r.x-5,r.y-5,r.w+10,r.h+10,renderer,color);
	
	//Calc the position to draw.
	SDL_Rect r2=r;
	
	//Now we render the name if the surface isn't null.
    if(toolTip.name){
		//Draw the name.
        applyTexture(r2.x, r2.y, toolTip.name, renderer);
	}
	//Increase the height to leave a gap between name and stats.
	r2.y+=30;
    if(toolTip.time){
		//Now draw the time.
        applyTexture(r2.x,r2.y,levelInfoRender.timeIcon,renderer);
		r2.x+=25;
        applyTexture(r2.x, r2.y, toolTip.time, renderer);
        r2.x+=textureWidth(*toolTip.time)+15;
	}
    if(toolTip.recordings){
		//Now draw the recordings.
        applyTexture(r2.x,r2.y,levelInfoRender.recordingsIcon,renderer);
		r2.x+=25;
        applyTexture(r2.x, r2.y, toolTip.recordings, renderer);
	}
}