923 lines
23 KiB
C++
923 lines
23 KiB
C++
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#include <iostream>
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#include <queue>
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#include "Config.h"
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#include "GameController.h"
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#include "GameModel.h"
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#include "client/SaveInfo.h"
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#include "search/SearchController.h"
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#include "render/RenderController.h"
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#include "login/LoginController.h"
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#include "interface/Point.h"
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#include "dialogues/ErrorMessage.h"
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#include "dialogues/ConfirmPrompt.h"
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#include "GameModelException.h"
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#include "simulation/Air.h"
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#include "elementsearch/ElementSearchActivity.h"
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#include "update/UpdateActivity.h"
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#include "Notification.h"
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#include "filebrowser/FileBrowserActivity.h"
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#include "save/LocalSaveActivity.h"
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#include "save/ServerSaveActivity.h"
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using namespace std;
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class GameController::LoginCallback: public ControllerCallback
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{
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GameController * cc;
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public:
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LoginCallback(GameController * cc_) { cc = cc_; }
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virtual void ControllerExit()
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{
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cc->gameModel->SetUser(cc->loginWindow->GetUser());
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}
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};
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class GameController::SearchCallback: public ControllerCallback
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{
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GameController * cc;
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public:
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SearchCallback(GameController * cc_) { cc = cc_; }
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virtual void ControllerExit()
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{
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if(cc->search->GetLoadedSave())
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{
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try
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{
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cc->gameModel->SetSave(cc->search->GetLoadedSave());
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}
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catch(GameModelException & ex)
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{
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new ErrorMessage("Cannot open save", ex.what());
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}
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}
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}
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};
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class GameController::RenderCallback: public ControllerCallback
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{
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GameController * cc;
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public:
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RenderCallback(GameController * cc_) { cc = cc_; }
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virtual void ControllerExit()
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{
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//cc->gameModel->SetUser(cc->loginWindow->GetUser());
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}
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};
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class GameController::OptionsCallback: public ControllerCallback
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{
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GameController * cc;
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public:
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OptionsCallback(GameController * cc_) { cc = cc_; }
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virtual void ControllerExit()
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{
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cc->gameModel->UpdateQuickOptions();
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//cc->gameModel->SetUser(cc->loginWindow->GetUser());
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}
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};
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class GameController::TagsCallback: public ControllerCallback
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{
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GameController * cc;
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public:
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TagsCallback(GameController * cc_) { cc = cc_; }
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virtual void ControllerExit()
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{
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cc->gameModel->SetSave(new SaveInfo(*(cc->tagsWindow->GetSave())));
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}
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};
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class GameController::StampsCallback: public ControllerCallback
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{
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GameController * cc;
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public:
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StampsCallback(GameController * cc_) { cc = cc_; }
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virtual void ControllerExit()
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{
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if(cc->localBrowser->GetSave())
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{
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cc->gameModel->SetStamp(cc->localBrowser->GetSave()->GetGameSave());
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cc->LoadStamp();
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}
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}
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};
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GameController::GameController():
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search(NULL),
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renderOptions(NULL),
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loginWindow(NULL),
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console(NULL),
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tagsWindow(NULL),
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options(NULL),
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HasDone(false)
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{
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gameView = new GameView();
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gameModel = new GameModel();
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gameView->AttachController(this);
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gameModel->AddObserver(gameView);
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commandInterface = new LuaScriptInterface(gameModel);//new TPTScriptInterface();
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//commandInterface->AttachGameModel(gameModel);
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//sim = new Simulation();
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Client::Ref().AddListener(this);
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}
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GameController::~GameController()
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{
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if(search)
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{
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delete search;
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}
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if(renderOptions)
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{
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delete renderOptions;
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}
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if(loginWindow)
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{
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delete loginWindow;
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}
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if(tagsWindow)
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{
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delete tagsWindow;
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}
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if(console)
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{
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delete console;
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}
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if(ui::Engine::Ref().GetWindow() == gameView)
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{
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ui::Engine::Ref().CloseWindow();
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}
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delete gameModel;
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delete gameView;
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}
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GameView * GameController::GetView()
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{
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return gameView;
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}
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void GameController::PlaceSave(ui::Point position)
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{
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if(gameModel->GetPlaceSave())
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{
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gameModel->GetSimulation()->Load(position.X, position.Y, gameModel->GetPlaceSave());
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gameModel->SetPaused(gameModel->GetPaused());
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}
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}
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void GameController::AdjustBrushSize(int direction, bool logarithmic, bool xAxis, bool yAxis)
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{
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if(xAxis && yAxis)
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return;
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ui::Point newSize(0, 0);
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ui::Point oldSize = gameModel->GetBrush()->GetRadius();
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if(logarithmic)
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newSize = gameModel->GetBrush()->GetRadius() + ui::Point(direction * ((gameModel->GetBrush()->GetRadius().X/5)>0?gameModel->GetBrush()->GetRadius().X/5:1), direction * ((gameModel->GetBrush()->GetRadius().Y/5)>0?gameModel->GetBrush()->GetRadius().Y/5:1));
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else
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newSize = gameModel->GetBrush()->GetRadius() + ui::Point(direction, direction);
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if(newSize.X<0)
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newSize.X = 0;
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if(newSize.Y<0)
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newSize.Y = 0;
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if(xAxis)
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gameModel->GetBrush()->SetRadius(ui::Point(newSize.X, oldSize.Y));
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else if(yAxis)
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gameModel->GetBrush()->SetRadius(ui::Point(oldSize.X, newSize.Y));
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else
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gameModel->GetBrush()->SetRadius(newSize);
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BrushChanged(gameModel->GetBrushID(), gameModel->GetBrush()->GetRadius().X, gameModel->GetBrush()->GetRadius().Y);
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}
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void GameController::AdjustZoomSize(int direction, bool logarithmic)
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{
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int newSize;
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if(logarithmic)
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newSize = gameModel->GetZoomSize()+direction;
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else
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newSize = gameModel->GetZoomSize()+(((gameModel->GetZoomSize()/10)>0?(gameModel->GetZoomSize()/10):1)*direction);
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if(newSize<5)
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newSize = 5;
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if(newSize>64)
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newSize = 64;
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gameModel->SetZoomSize(newSize);
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int newZoomFactor = 256/newSize;
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if(newZoomFactor<3)
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newZoomFactor = 3;
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gameModel->SetZoomFactor(newZoomFactor);
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}
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ui::Point GameController::PointTranslate(ui::Point point)
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{
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bool zoomEnabled = gameModel->GetZoomEnabled();
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if(!zoomEnabled)
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return point;
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//If we try to draw inside the zoom window, normalise the coordinates
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int zoomFactor = gameModel->GetZoomFactor();
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ui::Point zoomWindowPosition = gameModel->GetZoomWindowPosition();
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ui::Point zoomWindowSize = ui::Point(gameModel->GetZoomSize()*zoomFactor, gameModel->GetZoomSize()*zoomFactor);
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if(point.X > zoomWindowPosition.X && point.X > zoomWindowPosition.Y && point.X < zoomWindowPosition.X+zoomWindowSize.X && point.Y < zoomWindowPosition.Y+zoomWindowSize.Y)
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return ((point-zoomWindowPosition)/gameModel->GetZoomFactor())+gameModel->GetZoomPosition();
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return point;
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}
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ui::Point GameController::NormaliseBlockCoord(ui::Point point)
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{
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return (point/CELL)*CELL;
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}
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void GameController::DrawRect(int toolSelection, ui::Point point1, ui::Point point2)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->DrawRect(sim, cBrush, PointTranslate(point1), PointTranslate(point2));
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}
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void GameController::DrawLine(int toolSelection, ui::Point point1, ui::Point point2)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->DrawLine(sim, cBrush, PointTranslate(point1), PointTranslate(point2));
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}
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void GameController::DrawFill(int toolSelection, ui::Point point)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->DrawFill(sim, cBrush, PointTranslate(point));
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}
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void GameController::DrawPoints(int toolSelection, queue<ui::Point*> & pointQueue)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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{
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if(!pointQueue.empty())
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{
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while(!pointQueue.empty())
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{
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delete pointQueue.front();
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pointQueue.pop();
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}
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}
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}
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if(!pointQueue.empty())
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{
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ui::Point sPoint(0, 0);
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bool first = true;
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while(!pointQueue.empty())
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{
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ui::Point fPoint = PointTranslate(*pointQueue.front());
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delete pointQueue.front();
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pointQueue.pop();
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if(!first)
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{
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activeTool->DrawLine(sim, cBrush, sPoint, fPoint, true);
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}
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else
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{
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first = false;
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activeTool->Draw(sim, cBrush, fPoint);
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}
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sPoint = fPoint;
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}
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}
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}
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void GameController::LoadClipboard()
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{
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gameModel->SetPlaceSave(gameModel->GetClipboard());
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}
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void GameController::LoadStamp()
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{
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gameModel->SetPlaceSave(gameModel->GetStamp());
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}
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void GameController::TranslateSave(ui::Point point)
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{
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matrix2d transform = m2d_identity;
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vector2d translate = v2d_new(point.X, point.Y);
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gameModel->GetPlaceSave()->Transform(transform, translate);
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gameModel->SetPlaceSave(gameModel->GetPlaceSave());
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}
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void GameController::TransformSave(matrix2d transform)
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{
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vector2d translate = v2d_zero;
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gameModel->GetPlaceSave()->Transform(transform, translate);
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gameModel->SetPlaceSave(gameModel->GetPlaceSave());
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}
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void GameController::ToolClick(int toolSelection, ui::Point point)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->Click(sim, cBrush, PointTranslate(point));
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}
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void GameController::StampRegion(ui::Point point1, ui::Point point2)
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{
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GameSave * newSave;
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newSave = gameModel->GetSimulation()->Save(point1.X, point1.Y, point2.X, point2.Y);
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if(newSave)
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gameModel->AddStamp(newSave);
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else
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new ErrorMessage("Could not create stamp", "Error generating save file");
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}
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void GameController::CopyRegion(ui::Point point1, ui::Point point2)
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{
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GameSave * newSave;
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newSave = gameModel->GetSimulation()->Save(point1.X, point1.Y, point2.X, point2.Y);
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if(newSave)
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gameModel->SetClipboard(newSave);
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}
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bool GameController::MouseMove(int x, int y, int dx, int dy)
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{
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return commandInterface->OnMouseMove(x, y, dx, dy);
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}
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bool GameController::BrushChanged(int brushType, int rx, int ry)
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{
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return commandInterface->OnBrushChanged(brushType, rx, ry);
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}
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bool GameController::MouseDown(int x, int y, unsigned button)
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{
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return commandInterface->OnMouseDown(x, y, button);
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}
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bool GameController::MouseUp(int x, int y, unsigned button)
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{
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return commandInterface->OnMouseUp(x, y, button);
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}
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bool GameController::MouseWheel(int x, int y, int d)
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{
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return commandInterface->OnMouseWheel(x, y, d);
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}
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bool GameController::KeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt)
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{
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bool ret = commandInterface->OnKeyPress(key, character, shift, ctrl, alt);
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if(ret)
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{
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Simulation * sim = gameModel->GetSimulation();
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if (key == KEY_RIGHT)
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{
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sim->player.comm = (int)(sim->player.comm)|0x02; //Go right command
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}
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if (key == KEY_LEFT)
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{
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sim->player.comm = (int)(sim->player.comm)|0x01; //Go left command
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}
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if (key == KEY_DOWN && ((int)(sim->player.comm)&0x08)!=0x08)
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{
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sim->player.comm = (int)(sim->player.comm)|0x08; //Use element command
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}
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if (key == KEY_UP && ((int)(sim->player.comm)&0x04)!=0x04)
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{
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sim->player.comm = (int)(sim->player.comm)|0x04; //Jump command
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}
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if (key == KEY_d)
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{
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sim->player2.comm = (int)(sim->player2.comm)|0x02; //Go right command
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}
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if (key == KEY_a)
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{
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sim->player2.comm = (int)(sim->player2.comm)|0x01; //Go left command
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}
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if (key == KEY_s && ((int)(sim->player2.comm)&0x08)!=0x08)
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{
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sim->player2.comm = (int)(sim->player2.comm)|0x08; //Use element command
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}
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if (key == KEY_w && ((int)(sim->player2.comm)&0x04)!=0x04)
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{
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sim->player2.comm = (int)(sim->player2.comm)|0x04; //Jump command
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}
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}
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return ret;
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}
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bool GameController::KeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt)
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{
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bool ret = commandInterface->OnKeyRelease(key, character, shift, ctrl, alt);
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if(ret)
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{
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Simulation * sim = gameModel->GetSimulation();
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if (key == SDLK_RIGHT || key == SDLK_LEFT)
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{
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sim->player.pcomm = sim->player.comm; //Saving last movement
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sim->player.comm = (int)(sim->player.comm)&12; //Stop command
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}
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if (key == SDLK_UP)
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{
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sim->player.comm = (int)(sim->player.comm)&11;
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}
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if (key == SDLK_DOWN)
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{
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sim->player.comm = (int)(sim->player.comm)&7;
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}
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if (key == SDLK_d || key == SDLK_a)
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{
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sim->player2.pcomm = sim->player2.comm; //Saving last movement
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sim->player2.comm = (int)(sim->player2.comm)&12; //Stop command
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}
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if (key == SDLK_w)
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{
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sim->player2.comm = (int)(sim->player2.comm)&11;
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}
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if (key == SDLK_s)
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{
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sim->player2.comm = (int)(sim->player2.comm)&7;
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}
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}
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return ret;
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}
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void GameController::Tick()
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{
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commandInterface->OnTick();
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}
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void GameController::Exit()
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{
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if(ui::Engine::Ref().GetWindow() == gameView)
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ui::Engine::Ref().CloseWindow();
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HasDone = true;
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}
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void GameController::ResetAir()
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{
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gameModel->GetSimulation()->air->Clear();
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}
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void GameController::ResetSpark()
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{
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Simulation * sim = gameModel->GetSimulation();
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for (int i = 0; i < NPART; i++)
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if (sim->parts[i].type == PT_SPRK)
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{
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if (sim->parts[i].ctype >= 0 && sim->parts[i].ctype < PT_NUM && sim->elements[sim->parts[i].ctype].Enabled)
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{
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sim->parts[i].type = sim->parts[i].ctype;
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sim->parts[i].life = 0;
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}
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else
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sim->kill_part(i);
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}
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}
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void GameController::SwitchGravity()
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{
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gameModel->GetSimulation()->gravityMode = (gameModel->GetSimulation()->gravityMode+1)%3;
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switch (gameModel->GetSimulation()->gravityMode)
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{
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case 0:
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gameModel->SetInfoTip("Gravity: Vertical");
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break;
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case 1:
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gameModel->SetInfoTip("Gravity: Off");
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break;
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case 2:
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gameModel->SetInfoTip("Gravity: Radial");
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break;
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}
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}
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void GameController::SwitchAir()
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{
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gameModel->GetSimulation()->air->airMode = (gameModel->GetSimulation()->air->airMode+1)%5;
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switch (gameModel->GetSimulation()->air->airMode)
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{
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case 0:
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gameModel->SetInfoTip("Air: On");
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break;
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case 1:
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gameModel->SetInfoTip("Air: Pressure Off");
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break;
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case 2:
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gameModel->SetInfoTip("Air: Velocity Off");
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break;
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case 3:
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gameModel->SetInfoTip("Air: Off");
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break;
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case 4:
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gameModel->SetInfoTip("Air: No Update");
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break;
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}
|
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}
|
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|
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void GameController::ToggleAHeat()
|
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{
|
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gameModel->GetSimulation()->aheat_enable = !gameModel->GetSimulation()->aheat_enable;
|
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gameModel->UpdateQuickOptions();
|
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}
|
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void GameController::LoadRenderPreset(RenderPreset preset)
|
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{
|
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Renderer * renderer = gameModel->GetRenderer();
|
|
gameModel->SetInfoTip(preset.Name);
|
|
renderer->SetRenderMode(preset.RenderModes);
|
|
renderer->SetDisplayMode(preset.DisplayModes);
|
|
renderer->SetColourMode(preset.ColourMode);
|
|
}
|
|
|
|
void GameController::Update()
|
|
{
|
|
ui::Point pos = gameView->GetMousePosition();
|
|
if(pos.X >= 0 && pos.Y >= 0 && pos.X < XRES && pos.Y < YRES)
|
|
{
|
|
gameView->SetSample(gameModel->GetSimulation()->Get(pos.X, pos.Y));
|
|
}
|
|
|
|
gameModel->GetSimulation()->update_particles();
|
|
if(renderOptions && renderOptions->HasExited)
|
|
{
|
|
delete renderOptions;
|
|
renderOptions = NULL;
|
|
}
|
|
|
|
if(search && search->HasExited)
|
|
{
|
|
delete search;
|
|
search = NULL;
|
|
}
|
|
|
|
if(loginWindow && loginWindow->HasExited)
|
|
{
|
|
delete loginWindow;
|
|
loginWindow = NULL;
|
|
}
|
|
}
|
|
|
|
void GameController::SetZoomEnabled(bool zoomEnabled)
|
|
{
|
|
gameModel->SetZoomEnabled(zoomEnabled);
|
|
}
|
|
|
|
void GameController::SetZoomPosition(ui::Point position)
|
|
{
|
|
ui::Point zoomPosition = position-(gameModel->GetZoomSize()/2);
|
|
if(zoomPosition.X < 0)
|
|
zoomPosition.X = 0;
|
|
if(zoomPosition.Y < 0)
|
|
zoomPosition.Y = 0;
|
|
if(zoomPosition.X >= XRES-gameModel->GetZoomSize())
|
|
zoomPosition.X = XRES-gameModel->GetZoomSize();
|
|
if(zoomPosition.Y >= YRES-gameModel->GetZoomSize())
|
|
zoomPosition.Y = YRES-gameModel->GetZoomSize();
|
|
|
|
ui::Point zoomWindowPosition = ui::Point(0, 0);
|
|
if(position.X < XRES/2)
|
|
zoomWindowPosition.X = XRES-(gameModel->GetZoomSize()*gameModel->GetZoomFactor());
|
|
|
|
gameModel->SetZoomPosition(zoomPosition);
|
|
gameModel->SetZoomWindowPosition(zoomWindowPosition);
|
|
}
|
|
|
|
void GameController::SetPaused(bool pauseState)
|
|
{
|
|
gameModel->SetPaused(pauseState);
|
|
}
|
|
|
|
void GameController::SetPaused()
|
|
{
|
|
gameModel->SetPaused(!gameModel->GetPaused());
|
|
}
|
|
|
|
void GameController::SetDecoration(bool decorationState)
|
|
{
|
|
gameModel->SetDecoration(decorationState);
|
|
}
|
|
|
|
void GameController::SetDecoration()
|
|
{
|
|
gameModel->SetDecoration(!gameModel->GetDecoration());
|
|
}
|
|
|
|
void GameController::SetColour(ui::Colour colour)
|
|
{
|
|
gameModel->SetColourSelectorColour(colour);
|
|
}
|
|
|
|
void GameController::SetActiveMenu(Menu * menu)
|
|
{
|
|
gameModel->SetActiveMenu(menu);
|
|
vector<Menu*> menuList = gameModel->GetMenuList();
|
|
bool set = false;
|
|
for(int i = 0; i < menuList.size(); i++)
|
|
{
|
|
if(menuList[i]==menu && i == SC_DECO)
|
|
{
|
|
gameModel->SetColourSelectorVisibility(true);
|
|
set = true;
|
|
}
|
|
}
|
|
if(!set)
|
|
gameModel->SetColourSelectorVisibility(false);
|
|
}
|
|
|
|
void GameController::SetActiveTool(int toolSelection, Tool * tool)
|
|
{
|
|
gameModel->SetActiveTool(toolSelection, tool);
|
|
}
|
|
|
|
void GameController::OpenSearch()
|
|
{
|
|
if(!search)
|
|
search = new SearchController(new SearchCallback(this));
|
|
ui::Engine::Ref().ShowWindow(search->GetView());
|
|
}
|
|
|
|
void GameController::OpenLocalSaveWindow()
|
|
{
|
|
Simulation * sim = gameModel->GetSimulation();
|
|
GameSave * gameSave = sim->Save();
|
|
gameSave->paused = gameModel->GetPaused();
|
|
gameSave->gravityMode = sim->gravityMode;
|
|
gameSave->airMode = sim->air->airMode;
|
|
gameSave->legacyEnable = sim->legacy_enable;
|
|
gameSave->waterEEnabled = sim->water_equal_test;
|
|
gameSave->gravityEnable = sim->grav->ngrav_enable;
|
|
if(!gameSave)
|
|
{
|
|
new ErrorMessage("Error", "Unable to build save.");
|
|
}
|
|
else
|
|
{
|
|
SaveFile tempSave("");
|
|
tempSave.SetGameSave(gameSave);
|
|
new LocalSaveActivity(tempSave);
|
|
}
|
|
}
|
|
|
|
void GameController::LoadSaveFile(SaveFile * file)
|
|
{
|
|
gameModel->SetSaveFile(file);
|
|
}
|
|
|
|
|
|
void GameController::LoadSave(SaveInfo * save)
|
|
{
|
|
gameModel->SetSave(save);
|
|
}
|
|
|
|
void GameController::OpenLocalBrowse()
|
|
{
|
|
class LocalSaveOpenCallback: public FileSelectedCallback
|
|
{
|
|
GameController * c;
|
|
public:
|
|
LocalSaveOpenCallback(GameController * _c): c(_c) {}
|
|
virtual ~LocalSaveOpenCallback() {};
|
|
virtual void FileSelected(SaveFile* file)
|
|
{
|
|
c->LoadSaveFile(file);
|
|
}
|
|
};
|
|
new FileBrowserActivity(LOCAL_SAVE_DIR PATH_SEP, new LocalSaveOpenCallback(this));
|
|
}
|
|
|
|
void GameController::OpenLogin()
|
|
{
|
|
loginWindow = new LoginController(new LoginCallback(this));
|
|
ui::Engine::Ref().ShowWindow(loginWindow->GetView());
|
|
}
|
|
|
|
void GameController::OpenElementSearch()
|
|
{
|
|
vector<Tool*> toolList;
|
|
vector<Menu*> menuList = gameModel->GetMenuList();
|
|
for(std::vector<Menu*>::iterator iter = menuList.begin(), end = menuList.end(); iter!=end; ++iter) {
|
|
if(!(*iter))
|
|
continue;
|
|
vector<Tool*> menuToolList = (*iter)->GetToolList();
|
|
if(!menuToolList.size())
|
|
continue;
|
|
toolList.insert(toolList.end(), menuToolList.begin(), menuToolList.end());
|
|
}
|
|
new ElementSearchActivity(gameModel, toolList);
|
|
}
|
|
|
|
void GameController::OpenTags()
|
|
{
|
|
if(gameModel->GetUser().ID)
|
|
{
|
|
if(gameModel->GetSave() && gameModel->GetSave()->GetID())
|
|
{
|
|
tagsWindow = new TagsController(new TagsCallback(this), gameModel->GetSave());
|
|
ui::Engine::Ref().ShowWindow(tagsWindow->GetView());
|
|
}
|
|
else
|
|
{
|
|
new ErrorMessage("Error", "No save open");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
new ErrorMessage("Error", "You need to login to edit tags.");
|
|
}
|
|
}
|
|
|
|
void GameController::OpenStamps()
|
|
{
|
|
localBrowser = new LocalBrowserController(new StampsCallback(this));
|
|
ui::Engine::Ref().ShowWindow(localBrowser->GetView());
|
|
}
|
|
|
|
void GameController::OpenOptions()
|
|
{
|
|
options = new OptionsController(gameModel->GetSimulation(), new OptionsCallback(this));
|
|
ui::Engine::Ref().ShowWindow(options->GetView());
|
|
|
|
}
|
|
|
|
void GameController::ShowConsole()
|
|
{
|
|
if(!console)
|
|
console = new ConsoleController(NULL, commandInterface);
|
|
ui::Engine::Ref().ShowWindow(console->GetView());
|
|
}
|
|
|
|
void GameController::OpenRenderOptions()
|
|
{
|
|
renderOptions = new RenderController(gameModel->GetRenderer(), new RenderCallback(this));
|
|
ui::Engine::Ref().ShowWindow(renderOptions->GetView());
|
|
}
|
|
|
|
void GameController::OpenSaveWindow()
|
|
{
|
|
class SaveUploadedCallback: public ServerSaveActivity::SaveUploadedCallback
|
|
{
|
|
GameController * c;
|
|
public:
|
|
SaveUploadedCallback(GameController * _c): c(_c) {}
|
|
virtual ~SaveUploadedCallback() {};
|
|
virtual void SaveUploaded(SaveInfo save)
|
|
{
|
|
c->LoadSave(&save);
|
|
}
|
|
};
|
|
if(gameModel->GetUser().ID)
|
|
{
|
|
Simulation * sim = gameModel->GetSimulation();
|
|
GameSave * gameSave = sim->Save();
|
|
gameSave->paused = gameModel->GetPaused();
|
|
gameSave->gravityMode = sim->gravityMode;
|
|
gameSave->airMode = sim->air->airMode;
|
|
gameSave->legacyEnable = sim->legacy_enable;
|
|
gameSave->waterEEnabled = sim->water_equal_test;
|
|
gameSave->gravityEnable = sim->grav->ngrav_enable;
|
|
if(!gameSave)
|
|
{
|
|
new ErrorMessage("Error", "Unable to build save.");
|
|
}
|
|
else
|
|
{
|
|
if(gameModel->GetSave())
|
|
{
|
|
SaveInfo tempSave(*gameModel->GetSave());
|
|
tempSave.SetGameSave(gameSave);
|
|
new ServerSaveActivity(tempSave, new SaveUploadedCallback(this));
|
|
}
|
|
else
|
|
{
|
|
SaveInfo tempSave(0, 0, 0, 0, gameModel->GetUser().Username, "");
|
|
tempSave.SetGameSave(gameSave);
|
|
new ServerSaveActivity(tempSave, new SaveUploadedCallback(this));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
new ErrorMessage("Error", "You need to login to upload saves.");
|
|
}
|
|
}
|
|
|
|
void GameController::FrameStep()
|
|
{
|
|
gameModel->FrameStep(1);
|
|
gameModel->SetPaused(true);
|
|
}
|
|
|
|
void GameController::Vote(int direction)
|
|
{
|
|
if(gameModel->GetSave() && gameModel->GetUser().ID && gameModel->GetSave()->GetID() && gameModel->GetSave()->GetVote()==0)
|
|
gameModel->SetVote(direction);
|
|
}
|
|
|
|
void GameController::ChangeBrush()
|
|
{
|
|
gameModel->SetBrush(gameModel->GetBrushID()+1);
|
|
BrushChanged(gameModel->GetBrushID(), gameModel->GetBrush()->GetRadius().X, gameModel->GetBrush()->GetRadius().Y);
|
|
}
|
|
|
|
void GameController::ClearSim()
|
|
{
|
|
gameModel->SetSave(NULL);
|
|
gameModel->ClearSimulation();
|
|
}
|
|
|
|
void GameController::ReloadSim()
|
|
{
|
|
if(gameModel->GetSave() && gameModel->GetSave()->GetGameSave())
|
|
{
|
|
gameModel->SetSave(gameModel->GetSave());
|
|
}
|
|
}
|
|
|
|
std::string GameController::ElementResolve(int type)
|
|
{
|
|
if(gameModel && gameModel->GetSimulation() && gameModel->GetSimulation()->elements && type >= 0 && type < PT_NUM)
|
|
return std::string(gameModel->GetSimulation()->elements[type].Name);
|
|
else
|
|
return "";
|
|
}
|
|
|
|
void GameController::NotifyUpdateAvailable(Client * sender)
|
|
{
|
|
class UpdateConfirmation: public ConfirmDialogueCallback {
|
|
public:
|
|
GameController * c;
|
|
UpdateConfirmation(GameController * c_) { c = c_; }
|
|
virtual void ConfirmCallback(ConfirmPrompt::DialogueResult result) {
|
|
if (result == ConfirmPrompt::ResultOkay)
|
|
{
|
|
c->RunUpdater();
|
|
}
|
|
}
|
|
virtual ~UpdateConfirmation() { }
|
|
};
|
|
|
|
class UpdateNotification : public Notification
|
|
{
|
|
GameController * c;
|
|
public:
|
|
UpdateNotification(GameController * c, std::string message) : c(c), Notification(message) {}
|
|
virtual ~UpdateNotification() {}
|
|
|
|
virtual void Action()
|
|
{
|
|
new ConfirmPrompt("Run Updater", "Are you sure you want to run the updater, please save any changes before updating", new UpdateConfirmation(c));
|
|
}
|
|
};
|
|
|
|
switch(sender->GetUpdateInfo().Type)
|
|
{
|
|
case UpdateInfo::Snapshot:
|
|
gameModel->AddNotification(new UpdateNotification(this, std::string("A new snapshot is available - click here to update")));
|
|
break;
|
|
case UpdateInfo::Stable:
|
|
gameModel->AddNotification(new UpdateNotification(this, std::string("A new version is available - click here to update")));
|
|
break;
|
|
case UpdateInfo::Beta:
|
|
gameModel->AddNotification(new UpdateNotification(this, std::string("A new beta is available - click here to update")));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GameController::RemoveNotification(Notification * notification)
|
|
{
|
|
gameModel->RemoveNotification(notification);
|
|
}
|
|
|
|
void GameController::RunUpdater()
|
|
{
|
|
Exit();
|
|
new UpdateActivity();
|
|
}
|
|
|