- Refactored worldmap a bit to reuse GameObject from the rest of the game
[supertux.git] / src / title.cpp
index 93ec351..9afb667 100644 (file)
@@ -22,6 +22,7 @@
 
 #include <iostream>
 #include <sstream>
+#include <stdexcept>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
 #include <ctype.h>
 #endif
 
-#include "app/globals.h"
 #include "title.h"
 #include "video/screen.h"
 #include "video/surface.h"
 #include "gui/menu.h"
 #include "timer.h"
-#include "special/frame_rate.h"
-#include "app/setup.h"
 #include "lisp/lisp.h"
 #include "lisp/parser.h"
 #include "level.h"
 #include "level_subset.h"
-#include "gameloop.h"
+#include "game_session.h"
 #include "worldmap.h"
 #include "leveleditor.h"
 #include "player_status.h"
 #include "object/camera.h"
 #include "object/player.h"
 #include "resources.h"
-#include "app/gettext.h"
+#include "gettext.h"
 #include "misc.h"
 #include "textscroller.h"
+#include "file_system.h"
+#include "control/joystickkeyboardcontroller.h"
+#include "control/codecontroller.h"
+#include "main.h"
 
 static Surface* bkg_title;
 static Surface* logo;
-static Surface* img_choose_subset;
+//static Surface* img_choose_subset;
 
 static bool walking;
-static Timer2 random_timer;
+static Timer random_timer;
 
 static int frame;
 
 static GameSession* titlesession;
+static CodeController* controller;
 
 static std::vector<LevelSubset*> contrib_subsets;
 static LevelSubset* current_contrib_subset = 0;
 
-static FrameRate frame_rate(100);  
-
 /* If the demo was stopped - because game started, level
    editor was excuted, etc - call this when you get back
    to the title code.
@@ -88,19 +89,17 @@ void resume_demo()
   titlesession->get_current_sector()->activate("main");
   titlesession->set_current();
 
-  frame_rate.update();
+  //frame_rate.update();
 }
 
-void update_load_save_game_menu(Menu* pmenu)
+void update_load_save_game_menu(Menu* menu)
 {
-  for(int i = 2; i < 7; ++i)
-    {
-      // FIXME: Insert a real savegame struct/class here instead of
-      // doing string vodoo
-      std::string tmp = slotinfo(i - 1);
-      pmenu->item[i].kind = MN_ACTION;
-      pmenu->item[i].change_text(tmp.c_str());
-    }
+  printf("update loadsavemenu.\n");
+  for(int i = 1; i < 6; ++i) {
+    MenuItem& item = menu->get_item_by_id(i);
+    item.kind = MN_ACTION;
+    item.change_text(slotinfo(i));
+  }
 }
 
 void free_contrib_menu()
@@ -120,8 +119,8 @@ void generate_contrib_menu()
 
   free_contrib_menu();
 
-  contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
-  contrib_menu->additem(MN_HL,"",0,0);
+  contrib_menu->add_label(_("Contrib Levels"));
+  contrib_menu->add_hl();
   
   int i = 0;
   for (std::set<std::string>::iterator it = level_subsets.begin();
@@ -133,14 +132,14 @@ void generate_contrib_menu()
         delete subset;
         continue;
       }
-      contrib_menu->additem(MN_GOTO, subset->title, 0, contrib_subset_menu, i);
+      contrib_menu->add_submenu(subset->title, contrib_subset_menu, i);
       contrib_subsets.push_back(subset);
       ++i;
     }
 
-  contrib_menu->additem(MN_HL,"",0,0);
-  contrib_menu->additem(MN_BACK,_("Back"),0,0);
-
+  contrib_menu->add_hl();
+  contrib_menu->add_back(_("Back"));
+  
   level_subsets.clear();
 }
 
@@ -181,38 +180,36 @@ void check_levels_contrib_menu()
     fadeout(256);
     DrawingContext context;
     context.draw_text(white_text, "Loading...",
-        Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+        Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
     context.do_drawing();
 
     // TODO: slots should be available for contrib maps
-    worldmap.loadgame(st_save_dir + "/" + subset.name + "-slot1.stsg");
-
+    worldmap.loadgame(user_dir + "/save/" + subset.name + "-slot1.stsg");
     worldmap.display();  // run the map
 
     Menu::set_current(main_menu);
     resume_demo();
   } else if (current_subset != index) {
     current_subset = index;
-    // FIXME: This shouln't be busy looping
     LevelSubset& subset = * (contrib_subsets[index]);
 
     current_contrib_subset = &subset;
 
     contrib_subset_menu->clear();
 
-    contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
-    contrib_subset_menu->additem(MN_HL,"",0,0);
+    contrib_subset_menu->add_label(subset.title);
+    contrib_subset_menu->add_hl();
 
     for (int i = 0; i < subset.get_num_levels(); ++i)
     {
       /** get level's title */
       std::string filename = subset.get_level_filename(i);
       std::string title = get_level_name(filename);
-      contrib_subset_menu->additem(MN_ACTION, title, 0, 0, i);
+      contrib_subset_menu->add_entry(i, title);
     }
 
-    contrib_subset_menu->additem(MN_HL,"",0,0);      
-    contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
+    contrib_subset_menu->add_hl();
+    contrib_subset_menu->add_back(_("Back"));
 
     titlesession->get_current_sector()->activate("main");
     titlesession->set_current();
@@ -222,84 +219,76 @@ void check_levels_contrib_menu()
 void check_contrib_subset_menu()
 {
   int index = contrib_subset_menu->check();
-  if (index != -1)
-    {
-      if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
-        {
-          std::cout << "Starting level: " << index << std::endl;
-          
-          GameSession session(
-              current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
-          session.run();
-          player_status.reset();
-          Menu::set_current(main_menu);
-          resume_demo();
-        }
-    }  
+  if (index != -1) {
+    if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION) {
+      GameSession session(
+          current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
+      session.run();
+      player_status.reset();
+      Menu::set_current(main_menu);
+      resume_demo();
+    }
+  }  
 }
 
 void draw_demo(float elapsed_time)
 {
-  Sector* world  = titlesession->get_current_sector();
-  Player* tux = world->player;
+  static float last_tux_x_pos = -1;
+  static float last_tux_y_pos = -1;
+  Sector* sector  = titlesession->get_current_sector();
+  Player* tux = sector->player;
 
-  world->play_music(LEVEL_MUSIC);
-  
-  tux->key_event((SDLKey) keymap.right, true);
+  sector->play_music(LEVEL_MUSIC);
+
+  controller->update();
+  controller->press(Controller::RIGHT);
   
-  if(random_timer.check()) {
-    random_timer.start(float(rand() % 3000 + 3000) / 1000.);
-    walking = !walking;
+  if(random_timer.check() || 
+      (walking && fabsf(last_tux_x_pos - tux->get_pos().x)) < .1) {
+    walking = false;
   } else {
-      if(walking)
-        tux->key_event((SDLKey) keymap.jump, false);
-      else
-        tux->key_event((SDLKey) keymap.jump, true);
+      if(!walking && fabsf(tux->get_pos().y - last_tux_y_pos) < .1) {
+        random_timer.start(float(rand() % 3000 + 3000) / 1000.);
+        walking = true;
+      }
   }
+  if(!walking)
+    controller->press(Controller::JUMP);
+  last_tux_x_pos = tux->get_pos().x;
+  last_tux_y_pos = tux->get_pos().y;
 
   // Wrap around at the end of the level back to the beginnig
-  if(world->solids->get_width() * 32 - 320 < tux->get_pos().x)
-    {
-      world->activate("main");
-      world->camera->reset(tux->get_pos());
-    }
-
-  tux->can_jump = true;
-  float last_tux_x_pos = tux->get_pos().x;
-  world->action(elapsed_time);
-  
-
-  // disabled for now, since with the new jump code we easily get deadlocks
-  // Jump if tux stays in the same position for one loop, ie. if he is
-  // stuck behind a wall
-  if (last_tux_x_pos == tux->get_pos().x)
-    {
-      walking = false;
-    }
+  if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
+    sector->activate("main");
+    sector->camera->reset(tux->get_pos());
+  }
 
-  world->draw(*titlesession->context);
+  sector->update(elapsed_time);
+  sector->draw(*titlesession->context);
 }
 
 /* --- TITLE SCREEN --- */
-void title(void)
+void title()
 {
   walking = true;
-  LevelEditor* leveleditor;
+  //LevelEditor* leveleditor;
   MusicRef credits_music;
-
-  Ticks::pause_init();
+  controller = new CodeController();
 
   titlesession = new GameSession(get_resource_filename("levels/misc/menu.stl"),
       ST_GL_DEMO_GAME);
 
   /* Load images: */
   bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
-  logo = new Surface(datadir + "/images/title/logo.png", true);
-  img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
+  logo = new Surface(datadir + "/images/engine/menu/logo.png", true);
+  //img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
 
   titlesession->get_current_sector()->activate("main");
   titlesession->set_current();
 
+  Player* player = titlesession->get_current_sector()->player;
+  player->set_controller(controller);
+
   /* --- Main title loop: --- */
   frame = 0;
 
@@ -309,7 +298,8 @@ void title(void)
   
   Menu::set_current(main_menu);
   DrawingContext& context = *titlesession->context;
-  while (Menu::current())
+  bool running = true;
+  while (running)
     {
       // Calculate the movement-factor
       Uint32 ticks = SDL_GetTicks();
@@ -325,35 +315,32 @@ void title(void)
       elapsed_time /= 2;
 
       SDL_Event event;
-      while (SDL_PollEvent(&event))
-        {
-          if (Menu::current())
-            {
-              Menu::current()->event(event);
-            }
-         // FIXME: QUIT signal should be handled more generic, not locally
-          if (event.type == SDL_QUIT)
-            Menu::set_current(0);
+      main_controller->update();
+      while (SDL_PollEvent(&event)) {
+        if (Menu::current()) {
+          Menu::current()->event(event);
         }
+        main_controller->process_event(event);
+        if (event.type == SDL_QUIT)
+          throw std::runtime_error("Received window close");
+      }
   
       /* Draw the background: */
       draw_demo(elapsed_time);
-      
-      
+
       if (Menu::current() == main_menu)
-        context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
+        context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->w/2, 30),
             LAYER_FOREGROUND1+1);
 
       context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
-              Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
+              Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_text(white_small_text,
         _(
-"Copyright (c) 2003 SuperTux Devel Team\n"
-"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
-"are welcome to redistribute it under certain conditions; see the file COPYING\n"
-"for details.\n"
+"Copyright (c) 2005 SuperTux Devel Team\n"
+"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
+"redistribute it under certain conditions; see the file COPYING for details.\n"
         ),
-        Vector(0, screen->h - 70 + white_small_text->get_height()),
+        Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
         LEFT_ALLIGN, LAYER_FOREGROUND1);
 
       /* Don't draw menu, if quit is true */
@@ -361,7 +348,7 @@ void title(void)
       if(menu)
         {
           menu->draw(context);
-          menu->action();
+          menu->update();
          
           if(menu == main_menu)
             {
@@ -373,26 +360,29 @@ void title(void)
                   break;
                 case MNID_LEVELS_CONTRIB:
                   // Contrib Menu
-                  puts("Entering contrib menu");
                   generate_contrib_menu();
                   break;
-                case MNID_LEVELEDITOR:
-                  leveleditor = new LevelEditor();
+#if 0
+                case MNID_LEVELEDITOR: {
+                  LevelEdtiro* leveleditor = new LevelEditor();
                   leveleditor->run();
                   delete leveleditor;
                   Menu::set_current(main_menu);
                   resume_demo();
                   break;
+                }
+#endif
                 case MNID_CREDITS:
                   fadeout(500);
-                  credits_music = SoundManager::get()->load_music(datadir + "/music/credits.ogg");
-                  SoundManager::get()->play_music(credits_music);
+                  credits_music = sound_manager->load_music(
+                    get_resource_filename("/music/credits.ogg"));
+                  sound_manager->play_music(credits_music);
                   display_text_file("credits.txt");
                   fadeout(500);
                   Menu::set_current(main_menu);
                   break;
                 case MNID_QUITMAINMENU:
-                  Menu::set_current(0);
+                  running = false;
                   break;
                 }
             }
@@ -411,7 +401,7 @@ void title(void)
                 
                 if(confirm_dialog(bkg_title, str.c_str()))
                   {
-                  str = st_save_dir + "/slot" + stream.str() + ".stsg";
+                  str = user_dir + "/save/slot" + stream.str() + ".stsg";
                   printf("Removing: %s\n",str.c_str());
                   remove(str.c_str());
                   }
@@ -435,11 +425,15 @@ void title(void)
             }
         }
 
-      mouse_cursor->draw(context);
-     
+      // reopen menu of user closed it (so that the app doesn't close when user
+      // accidently hit ESC)
+      if(Menu::current() == 0) {
+        Menu::set_current(main_menu);
+      }
+
       context.do_drawing();
 
-      frame_rate.update();
+      //frame_rate.update();
 
       /* Pause: */
       frame++;
@@ -450,6 +444,5 @@ void title(void)
   delete titlesession;
   delete bkg_title;
   delete logo;
-  delete img_choose_subset;
+  //delete img_choose_subset;
 }
-