#include "video/drawing_context.hpp"
#include "lisp/list_iterator.hpp"
#include "log.hpp"
+#include "scripting/level_time.hpp"
+#include "scripting/squirrel_util.hpp"
/** When to alert player they're low on time! */
static const float TIME_WARNING = 20;
LevelTime::LevelTime(const lisp::Lisp& reader)
: running(true), time_left(0)
{
+ reader.get("name", name);
reader.get("time", time_left);
if(time_left <= 0) throw std::runtime_error("No or invalid leveltime specified");
+ time_surface.reset(new Surface("images/engine/hud/time-0.png"));
+}
+
+void
+LevelTime::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty()) return;
+ Scripting::LevelTime* interface = new Scripting::LevelTime(this);
+ expose_object(vm, table_idx, interface, name, true);
+}
+
+void
+LevelTime::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty()) return;
+ Scripting::unexpose_object(vm, table_idx, name);
}
void
if ((time_left > TIME_WARNING) || (int(game_time * 2.5) % 2)) {
std::stringstream ss;
ss << int(time_left);
- std::string time = ss.str();
+ std::string time_text = ss.str();
- float caption_width = white_text->get_text_width(_("TIME")) + white_text->get_text_width(" ");
- float all_width = caption_width + white_text->get_text_width(time);
-
- context.draw_text(white_text, _("TIME"), Vector((SCREEN_WIDTH - all_width)/2, BORDER_Y), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, time, Vector((SCREEN_WIDTH - all_width)/2 + caption_width, BORDER_Y), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ Surface* time_surf = time_surface.get();
+ if (time_surf) {
+ float all_width = time_surf->get_width() + white_text->get_text_width(time_text);
+ context.draw_surface(time_surf, Vector((SCREEN_WIDTH - all_width)/2, BORDER_Y + 1), LAYER_FOREGROUND1);
+ context.draw_text(gold_text, time_text, Vector((SCREEN_WIDTH - all_width)/2 + time_surf->get_width(), BORDER_Y), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ }
}
context.pop_transform();
}
void
+LevelTime::start()
+{
+ running = true;
+}
+
+void
LevelTime::stop()
{
running = false;
}
+
+float
+LevelTime::get_time()
+{
+ return time_left;
+}
+
+void
+LevelTime::set_time(float time_left)
+{
+ this->time_left = std::min(std::max(time_left, 0.0f), 999.0f);
+}
IMPLEMENT_FACTORY(LevelTime, "leveltime");