Changed behavior of centered text drawing and added right allignment, as well.
[supertux.git] / src / title.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //
7 //  This program is free software; you can redistribute it and/or
8 //  modify it under the terms of the GNU General Public License
9 //  as published by the Free Software Foundation; either version 2
10 //  of the License, or (at your option) any later version.
11 //
12 //  This program is distributed in the hope that it will be useful,
13 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
14 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 //  GNU General Public License for more details.
16 // 
17 //  You should have received a copy of the GNU General Public License
18 //  along with this program; if not, write to the Free Software
19 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
20 //  02111-1307, USA.
21
22 #include <iostream>
23 #include <sstream>
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <errno.h>
28 #include <unistd.h>
29 #include <cmath>
30 #include <SDL.h>
31 #include <SDL_image.h>
32
33 #ifndef WIN32
34 #include <sys/types.h>
35 #include <ctype.h>
36 #endif
37
38 #include "defines.h"
39 #include "app/globals.h"
40 #include "title.h"
41 #include "video/screen.h"
42 #include "video/surface.h"
43 #include "high_scores.h"
44 #include "gui/menu.h"
45 #include "special/timer.h"
46 #include "special/frame_rate.h"
47 #include "app/setup.h"
48 #include "level.h"
49 #include "level_subset.h"
50 #include "gameloop.h"
51 #include "worldmap.h"
52 #include "leveleditor.h"
53 #include "scene.h"
54 #include "player.h"
55 #include "tile.h"
56 #include "sector.h"
57 #include "tilemap.h"
58 #include "resources.h"
59 #include "special/base.h"
60 #include "app/gettext.h"
61 #include "misc.h"
62
63 static Surface* bkg_title;
64 static Surface* logo;
65 static Surface* img_choose_subset;
66
67 static bool walking;
68 static Timer random_timer;
69
70 static int frame;
71
72 static GameSession* titlesession;
73
74 static std::vector<LevelSubset*> contrib_subsets;
75 static LevelSubset* current_contrib_subset = 0;
76
77 static std::set<std::string> worldmap_list;
78
79 static LevelEditor* leveleditor;
80
81 void update_load_save_game_menu(Menu* pmenu)
82 {
83   for(int i = 2; i < 7; ++i)
84     {
85       // FIXME: Insert a real savegame struct/class here instead of
86       // doing string vodoo
87       std::string tmp = slotinfo(i - 1);
88       pmenu->item[i].kind = MN_ACTION;
89       pmenu->item[i].change_text(tmp.c_str());
90     }
91 }
92
93 void free_contrib_menu()
94 {
95   for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
96       i != contrib_subsets.end(); ++i)
97     delete *i;
98
99   contrib_subsets.clear();
100   contrib_menu->clear();
101 }
102
103 void generate_contrib_menu()
104 {
105   
106   /** Generating contrib levels list by making use of Level Subset */
107   std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
108
109   free_contrib_menu();
110
111   contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
112   contrib_menu->additem(MN_HL,"",0,0);
113   
114   int i = 0;
115   for (std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it)
116     {
117       LevelSubset* subset = new LevelSubset();
118       subset->load((*it).c_str());
119       contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
120           contrib_subset_menu);
121       contrib_subsets.push_back(subset);
122       ++i;
123     }
124
125   i = 0;
126   for(std::set<std::string>::iterator it = worldmap_list.begin(); it != worldmap_list.end(); ++it)
127     {
128     WorldMapNS::WorldMap worldmap;
129     worldmap.loadmap((*it).c_str());
130     contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i + level_subsets.size());
131     ++i;
132     }
133
134   contrib_menu->additem(MN_HL,"",0,0);
135   contrib_menu->additem(MN_BACK,_("Back"),0,0);
136
137   level_subsets.clear();
138 }
139
140 void check_levels_contrib_menu()
141 {
142   static int current_subset = -1;
143
144   int index = contrib_menu->check();
145   if (index == -1)
146     return;
147
148   if (index < (int)contrib_subsets.size())
149     {
150     if (current_subset != index)
151       {
152       current_subset = index;
153       // FIXME: This shouln't be busy looping
154       LevelSubset& subset = * (contrib_subsets[index]);
155           
156       current_contrib_subset = &subset;
157
158       contrib_subset_menu->clear();
159
160       contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
161       contrib_subset_menu->additem(MN_HL,"",0,0);
162               
163       for (int i = 0; i < subset.get_num_levels(); ++i)
164         {
165         /** get level's title */
166         std::string level_title = "<no title>";
167
168         LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
169         if(!reader)
170           {
171           std::cerr << "Error: Could not open level file. Ignoring...\n";
172           return;
173           }
174
175         reader->read_string("name", level_title, true);
176         delete reader;
177
178         contrib_subset_menu->additem(MN_ACTION, level_title, 0, 0, i);
179         }
180
181       contrib_subset_menu->additem(MN_HL,"",0,0);      
182       contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
183
184       titlesession->get_current_sector()->activate();
185       titlesession->set_current();
186       }
187     }
188   else if((unsigned)index < worldmap_list.size() + (int)contrib_subsets.size())
189     {
190     WorldMapNS::WorldMap worldmap;
191     std::set<std::string>::iterator it = worldmap_list.begin();
192     for(int i = index - contrib_subsets.size(); i > 0; --i)
193     ++it;
194     worldmap.loadmap((*it));
195     worldmap.display();
196
197     Menu::set_current(main_menu);
198     }
199 }
200
201 void check_contrib_subset_menu()
202 {
203   int index = contrib_subset_menu->check();
204   if (index != -1)
205     {
206       if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
207         {
208           std::cout << "Starting level: " << index << std::endl;
209           
210           GameSession session(
211               current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
212           session.run();
213           player_status.reset();
214           Menu::set_current(main_menu);
215           titlesession->get_current_sector()->activate();
216           titlesession->set_current();
217         }
218     }  
219 }
220
221 void draw_demo(double frame_ratio)
222 {
223   Sector* world  = titlesession->get_current_sector();
224   Player* tux = world->player;
225
226   world->play_music(LEVEL_MUSIC);
227   
228   global_frame_counter++;
229   tux->key_event((SDLKey) keymap.right,DOWN);
230   
231   if(random_timer.check())
232     {
233       if(walking)
234         tux->key_event((SDLKey) keymap.jump,UP);
235       else
236         tux->key_event((SDLKey) keymap.jump,DOWN);
237     }
238   else
239     {
240       random_timer.start(rand() % 3000 + 3000);
241       walking = !walking;
242     }
243
244   // Wrap around at the end of the level back to the beginnig
245   if(world->solids->get_width() * 32 - 320 < tux->base.x)
246     {
247       tux->level_begin();
248     }
249
250   tux->can_jump = true;
251   float last_tux_x_pos = tux->base.x;
252   world->action(frame_ratio);
253   
254
255   // disabled for now, since with the new jump code we easily get deadlocks
256   // Jump if tux stays in the same position for one loop, ie. if he is
257   // stuck behind a wall
258   if (last_tux_x_pos == tux->base.x)
259     {
260       walking = false;
261     }
262
263   world->draw(*titlesession->context);
264 }
265
266 /* --- TITLE SCREEN --- */
267 void title(void)
268 {
269   random_timer.init(true);
270
271   walking = true;
272
273   Ticks::pause_init();
274
275   titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
276
277   /* Load images: */
278   bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
279   logo = new Surface(datadir + "/images/title/logo.png", true);
280   img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
281
282   /* Generating contrib maps by only using a string_list */
283   worldmap_list = FileSystem::dfiles("levels/worldmap", "", "icyisland.stwm");
284
285   titlesession->get_current_sector()->activate();
286   titlesession->set_current();
287
288   /* --- Main title loop: --- */
289   frame = 0;
290
291   FrameRate frame_rate(100);  
292   frame_rate.set_frame_limit(false);
293   
294   random_timer.start(rand() % 2000 + 2000);
295
296   Menu::set_current(main_menu);
297   DrawingContext& context = *titlesession->context;
298   while (Menu::current())
299     {
300       // if we spent to much time on a menu entry
301       frame_rate.smooth_hanger();
302     
303       // Calculate the movement-factor
304       double frame_ratio = frame_rate.get();
305       
306       if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
307         frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
308       /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
309       frame_ratio /= 2;
310
311       SDL_Event event;
312       while (SDL_PollEvent(&event))
313         {
314           if (Menu::current())
315             {
316               Menu::current()->event(event);
317             }
318          // FIXME: QUIT signal should be handled more generic, not locally
319           if (event.type == SDL_QUIT)
320             Menu::set_current(0);
321         }
322   
323       /* Draw the background: */
324       draw_demo(frame_ratio);
325       
326       
327       if (Menu::current() == main_menu)
328         context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
329             LAYER_FOREGROUND1+1);
330
331       context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
332       context.draw_text(white_small_text,
333         _("Copyright (c) 2003 SuperTux Devel Team\n"
334           "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
335           "are welcome to redistribute it under certain conditions; see the file COPYING\n"
336           "for details.\n"), Vector(0, screen->h - 70 + white_small_text->get_height()), LEFT_ALLIGN, LAYER_FOREGROUND1);
337
338       /* Don't draw menu, if quit is true */
339       Menu* menu = Menu::current();
340       if(menu)
341         {
342           menu->draw(context);
343           menu->action();
344           
345           if(menu == main_menu)
346             {
347               switch (main_menu->check())
348                 {
349                 case MNID_STARTGAME:
350                   // Start Game, ie. goto the slots menu
351                   update_load_save_game_menu(load_game_menu);
352                   break;
353                 case MNID_LEVELS_CONTRIB:
354                   // Contrib Menu
355                   puts("Entering contrib menu");
356                   generate_contrib_menu();
357                   break;
358                 case MNID_LEVELEDITOR:
359                   leveleditor = new LevelEditor();
360                   leveleditor->run();
361                   delete leveleditor;
362                   Menu::set_current(main_menu);
363                   frame_rate.update();
364                   break;
365                 case MNID_CREDITS:
366                   display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
367                   Menu::set_current(main_menu);
368                   break;
369                 case MNID_QUITMAINMENU:
370                   Menu::set_current(0);
371                   break;
372                 }
373             }
374           else if(menu == options_menu)
375             {
376               process_options_menu();
377             }
378           else if(menu == load_game_menu)
379             {
380               if(event.key.keysym.sym == SDLK_DELETE)
381                 {
382                 int slot = menu->get_active_item_id();
383                 std::stringstream stream;
384                 stream << slot;
385                 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
386                 
387                 if(confirm_dialog(bkg_title, str.c_str()))
388                   {
389                   str = st_save_dir + "/slot" + stream.str() + ".stsg";
390                   printf("Removing: %s\n",str.c_str());
391                   remove(str.c_str());
392                   }
393
394                 update_load_save_game_menu(load_game_menu);
395                 Menu::set_current(main_menu);
396                 frame_rate.update();
397                 }
398               else if (process_load_game_menu())
399                 {
400                   // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
401                   titlesession->get_current_sector()->activate();
402                   titlesession->set_current();
403                   //titletux.level_begin();
404                   frame_rate.update();
405                 }
406             }
407           else if(menu == contrib_menu)
408             {
409               check_levels_contrib_menu();
410             }
411           else if (menu == contrib_subset_menu)
412             {
413               check_contrib_subset_menu();
414             }
415         }
416
417       mouse_cursor->draw(context);
418      
419       context.do_drawing();
420
421       frame_rate.update();
422
423       /* Pause: */
424       frame++;
425       SDL_Delay(25);
426     }
427   /* Free surfaces: */
428
429   free_contrib_menu();
430   worldmap_list.clear();
431   delete titlesession;
432   delete bkg_title;
433   delete logo;
434   delete img_choose_subset;
435 }
436
437
438 // EOF //
439