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The-Powder-Toy/src/gui/game/GameController.cpp
mniip e2cb5838c6 specially per @savask's request, put matcher into a function
returns 0 if no match, returns position of pipe character if there is
2013-08-22 19:50:20 +04:00

1493 lines
39 KiB
C++

#include <iostream>
#include <queue>
#include "Config.h"
#include "Format.h"
#include "GameController.h"
#include "GameModel.h"
#include "client/SaveInfo.h"
#include "client/GameSave.h"
#include "gui/search/SearchController.h"
#include "gui/render/RenderController.h"
#include "gui/login/LoginController.h"
#include "gui/interface/Point.h"
#include "gui/dialogues/ErrorMessage.h"
#include "gui/dialogues/InformationMessage.h"
#include "gui/dialogues/ConfirmPrompt.h"
#include "GameModelException.h"
#include "simulation/Air.h"
#include "gui/elementsearch/ElementSearchActivity.h"
#include "gui/profile/ProfileActivity.h"
#include "gui/colourpicker/ColourPickerActivity.h"
#include "gui/update/UpdateActivity.h"
#include "Notification.h"
#include "gui/filebrowser/FileBrowserActivity.h"
#include "gui/save/LocalSaveActivity.h"
#include "gui/save/ServerSaveActivity.h"
#include "gui/interface/Keys.h"
#include "simulation/Snapshot.h"
#include "debug/DebugInfo.h"
#ifdef LUACONSOLE
#include "cat/LuaScriptInterface.h"
#else
#include "cat/TPTScriptInterface.h"
#endif
//#include "debug/ElementPopulation.h"
using namespace std;
class GameController::SearchCallback: public ControllerCallback
{
GameController * cc;
public:
SearchCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
if(cc->search->GetLoadedSave())
{
try
{
cc->gameModel->SetSave(cc->search->GetLoadedSave());
cc->search->ReleaseLoadedSave();
}
catch(GameModelException & ex)
{
new ErrorMessage("Cannot open save", ex.what());
}
}
}
};
class GameController::SaveOpenCallback: public ControllerCallback
{
GameController * cc;
public:
SaveOpenCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
if(cc->activePreview->GetDoOpen() && cc->activePreview->GetSave())
{
try
{
cc->LoadSave(cc->activePreview->GetSave());
}
catch(GameModelException & ex)
{
new ErrorMessage("Cannot open save", ex.what());
}
}
}
};
class GameController::OptionsCallback: public ControllerCallback
{
GameController * cc;
public:
OptionsCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
cc->gameModel->UpdateQuickOptions();
}
};
class GameController::TagsCallback: public ControllerCallback
{
GameController * cc;
public:
TagsCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
cc->gameView->NotifySaveChanged(cc->gameModel);
}
};
class GameController::StampsCallback: public ControllerCallback
{
GameController * cc;
public:
StampsCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
if(cc->localBrowser->GetSave())
{
cc->gameModel->SetStamp(cc->localBrowser->GetSave()->GetGameSave());
if (cc->localBrowser->GetMoveToFront())
Client::Ref().MoveStampToFront(cc->localBrowser->GetSave()->GetName());
cc->LoadStamp();
}
}
};
GameController::GameController():
search(NULL),
renderOptions(NULL),
loginWindow(NULL),
console(NULL),
tagsWindow(NULL),
options(NULL),
activePreview(NULL),
localBrowser(NULL),
HasDone(false),
firstTick(true)
{
gameView = new GameView();
gameModel = new GameModel();
gameModel->BuildQuickOptionMenu(this);
gameView->AttachController(this);
gameModel->AddObserver(gameView);
gameView->SetDebugHUD(Client::Ref().GetPrefBool("Renderer.DebugMode", false));
#ifdef LUACONSOLE
commandInterface = new LuaScriptInterface(this, gameModel);
((LuaScriptInterface*)commandInterface)->SetWindow(gameView);
#else
commandInterface = new TPTScriptInterface(this, gameModel);
#endif
commandInterface->OnBrushChanged(gameModel->GetBrushID(), gameModel->GetBrush()->GetRadius().X, gameModel->GetBrush()->GetRadius().X);
ActiveToolChanged(0, gameModel->GetActiveTool(0));
ActiveToolChanged(1, gameModel->GetActiveTool(1));
ActiveToolChanged(2, gameModel->GetActiveTool(2));
//sim = new Simulation();
Client::Ref().AddListener(this);
//debugInfo.push_back(new ElementPopulationDebug(gameModel->GetSimulation()));
}
GameController::~GameController()
{
if(search)
{
delete search;
}
if(renderOptions)
{
delete renderOptions;
}
if(loginWindow)
{
delete loginWindow;
}
if(tagsWindow)
{
delete tagsWindow;
}
if(console)
{
delete console;
}
if(activePreview)
{
delete activePreview;
}
if(localBrowser)
{
delete localBrowser;
}
if (options)
{
delete options;
}
//deleted here because it refuses to be deleted when deleted from gameModel even with the same code
std::deque<Snapshot*> history = gameModel->GetHistory();
for(std::deque<Snapshot*>::iterator iter = history.begin(), end = history.end(); iter != end; ++iter)
{
delete *iter;
}
std::vector<QuickOption*> quickOptions = gameModel->GetQuickOptions();
for(std::vector<QuickOption*>::iterator iter = quickOptions.begin(), end = quickOptions.end(); iter != end; ++iter)
{
delete *iter;
}
std::vector<Notification*> notifications = gameModel->GetNotifications();
for(std::vector<Notification*>::iterator iter = notifications.begin(); iter != notifications.end(); ++iter)
{
delete *iter;
}
delete gameModel;
if (ui::Engine::Ref().GetWindow() == gameView)
{
ui::Engine::Ref().CloseWindow();
delete gameView;
}
}
void GameController::HistoryRestore()
{
std::deque<Snapshot*> history = gameModel->GetHistory();
if(history.size())
{
Snapshot * snap = history.back();
gameModel->GetSimulation()->Restore(*snap);
if(history.size()>1)
{
history.pop_back();
delete snap;
gameModel->SetHistory(history);
}
}
}
void GameController::HistorySnapshot()
{
std::deque<Snapshot*> history = gameModel->GetHistory();
Snapshot * newSnap = gameModel->GetSimulation()->CreateSnapshot();
if(newSnap)
{
if(history.size() >= 1) //History limit is current 1
{
Snapshot * snap = history.front();
history.pop_front();
//snap->Particles.clear();
delete snap;
}
history.push_back(newSnap);
gameModel->SetHistory(history);
}
}
GameView * GameController::GetView()
{
return gameView;
}
void GameController::PlaceSave(ui::Point position)
{
if(gameModel->GetPlaceSave())
{
gameModel->GetSimulation()->Load(position.X, position.Y, gameModel->GetPlaceSave());
gameModel->SetPaused(gameModel->GetPlaceSave()->paused | gameModel->GetPaused());
HistorySnapshot();
}
}
void GameController::Install()
{
#if defined(MACOSX)
new InformationMessage("No Installation necessary", "You don't need to install The Powder Toy on Mac OS X", false);
#elif defined(WIN) || defined(LIN)
class InstallConfirmation: public ConfirmDialogueCallback {
public:
GameController * c;
InstallConfirmation(GameController * c_) { c = c_; }
virtual void ConfirmCallback(ConfirmPrompt::DialogueResult result) {
if (result == ConfirmPrompt::ResultOkay)
{
if(Client::Ref().DoInstallation())
{
new InformationMessage("Install Success", "The installation completed!", false);
}
else
{
new ErrorMessage("Could not install", "The installation did not complete due to an error");
}
}
}
virtual ~InstallConfirmation() { }
};
new ConfirmPrompt("Install The Powder Toy", "Do you wish to install The Powder Toy on this computer?\nThis allows you to open save files and saves directly from the website.", new InstallConfirmation(this));
#else
new ErrorMessage("Cannot install", "You cannot install The Powder Toy on this platform");
#endif
}
void GameController::AdjustGridSize(int direction)
{
if(direction > 0)
gameModel->GetRenderer()->SetGridSize((gameModel->GetRenderer()->GetGridSize()+1)%10);
else
gameModel->GetRenderer()->SetGridSize((gameModel->GetRenderer()->GetGridSize()+9)%10);
}
void GameController::InvertAirSim()
{
gameModel->GetSimulation()->air->Invert();
}
void GameController::AdjustBrushSize(int direction, bool logarithmic, bool xAxis, bool yAxis)
{
if(xAxis && yAxis)
return;
ui::Point newSize(0, 0);
ui::Point oldSize = gameModel->GetBrush()->GetRadius();
if(logarithmic)
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));
else
newSize = gameModel->GetBrush()->GetRadius() + ui::Point(direction, direction);
if(newSize.X < 0)
newSize.X = 0;
if(newSize.Y < 0)
newSize.Y = 0;
if(newSize.X > 200)
newSize.X = 200;
if(newSize.Y > 200)
newSize.Y = 200;
if(xAxis)
gameModel->GetBrush()->SetRadius(ui::Point(newSize.X, oldSize.Y));
else if(yAxis)
gameModel->GetBrush()->SetRadius(ui::Point(oldSize.X, newSize.Y));
else
gameModel->GetBrush()->SetRadius(newSize);
BrushChanged(gameModel->GetBrushID(), gameModel->GetBrush()->GetRadius().X, gameModel->GetBrush()->GetRadius().Y);
}
void GameController::AdjustZoomSize(int direction, bool logarithmic)
{
int newSize;
if(logarithmic)
newSize = gameModel->GetZoomSize()+(((gameModel->GetZoomSize()/10)>0?(gameModel->GetZoomSize()/10):1)*direction);
else
newSize = gameModel->GetZoomSize()+direction;
if(newSize<5)
newSize = 5;
if(newSize>64)
newSize = 64;
gameModel->SetZoomSize(newSize);
int newZoomFactor = 256/newSize;
if(newZoomFactor<3)
newZoomFactor = 3;
gameModel->SetZoomFactor(newZoomFactor);
}
ui::Point GameController::PointTranslate(ui::Point point)
{
if(point.X >= XRES)
point.X = XRES-1;
if(point.Y >= YRES)
point.Y = YRES-1;
if(point.Y < 0)
point.Y = 0;
if(point.X < 0)
point.X = 0;
bool zoomEnabled = gameModel->GetZoomEnabled();
if(!zoomEnabled)
return point;
//If we try to draw inside the zoom window, normalise the coordinates
int zoomFactor = gameModel->GetZoomFactor();
ui::Point zoomWindowPosition = gameModel->GetZoomWindowPosition();
ui::Point zoomWindowSize = ui::Point(gameModel->GetZoomSize()*zoomFactor, gameModel->GetZoomSize()*zoomFactor);
if(point.X >= zoomWindowPosition.X && point.X >= zoomWindowPosition.Y && point.X <= zoomWindowPosition.X+zoomWindowSize.X && point.Y <= zoomWindowPosition.Y+zoomWindowSize.Y)
return ((point-zoomWindowPosition)/gameModel->GetZoomFactor())+gameModel->GetZoomPosition();
return point;
}
ui::Point GameController::NormaliseBlockCoord(ui::Point point)
{
return (point/CELL)*CELL;
}
void GameController::DrawRect(int toolSelection, ui::Point point1, ui::Point point2)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
gameModel->SetLastTool(activeTool);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->SetStrength(gameModel->GetToolStrength());
activeTool->DrawRect(sim, cBrush, point1, point2);
}
void GameController::DrawLine(int toolSelection, ui::Point point1, ui::Point point2)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
gameModel->SetLastTool(activeTool);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->SetStrength(gameModel->GetToolStrength());
activeTool->DrawLine(sim, cBrush, point1, point2);
}
void GameController::DrawFill(int toolSelection, ui::Point point)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
gameModel->SetLastTool(activeTool);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->SetStrength(gameModel->GetToolStrength());
activeTool->DrawFill(sim, cBrush, point);
}
void GameController::DrawPoints(int toolSelection, queue<ui::Point> & pointQueue)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
gameModel->SetLastTool(activeTool);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
{
if(!pointQueue.empty())
{
while(!pointQueue.empty())
{
pointQueue.pop();
}
}
return;
}
activeTool->SetStrength(gameModel->GetToolStrength());
if(!pointQueue.empty())
{
ui::Point sPoint(0, 0);
int size = pointQueue.size();
bool first = true;
while(!pointQueue.empty())
{
ui::Point fPoint = pointQueue.front();
pointQueue.pop();
if(size > 1)
{
if (!first)
{
activeTool->DrawLine(sim, cBrush, sPoint, fPoint, true);
}
first = false;
}
else
{
activeTool->Draw(sim, cBrush, fPoint);
}
sPoint = fPoint;
}
}
}
void GameController::LoadClipboard()
{
gameModel->SetPlaceSave(gameModel->GetClipboard());
if(gameModel->GetPlaceSave() && gameModel->GetPlaceSave()->Collapsed())
gameModel->GetPlaceSave()->Expand();
}
void GameController::LoadStamp()
{
gameModel->SetPlaceSave(gameModel->GetStamp());
if(gameModel->GetPlaceSave() && gameModel->GetPlaceSave()->Collapsed())
gameModel->GetPlaceSave()->Expand();
}
void GameController::TranslateSave(ui::Point point)
{
matrix2d transform = m2d_identity;
vector2d translate = v2d_new(point.X, point.Y);
gameModel->GetPlaceSave()->Transform(transform, translate);
gameModel->SetPlaceSave(gameModel->GetPlaceSave());
}
void GameController::TransformSave(matrix2d transform)
{
vector2d translate = v2d_zero;
gameModel->GetPlaceSave()->Transform(transform, translate);
gameModel->SetPlaceSave(gameModel->GetPlaceSave());
}
void GameController::ToolClick(int toolSelection, ui::Point point)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->Click(sim, cBrush, point);
}
std::string GameController::StampRegion(ui::Point point1, ui::Point point2)
{
GameSave * newSave;
newSave = gameModel->GetSimulation()->Save(point1.X, point1.Y, point2.X, point2.Y);
if(newSave)
{
newSave->paused = gameModel->GetPaused();
return gameModel->AddStamp(newSave);
}
else
{
new ErrorMessage("Could not create stamp", "Error generating save file");
return "";
}
}
void GameController::CopyRegion(ui::Point point1, ui::Point point2)
{
GameSave * newSave;
newSave = gameModel->GetSimulation()->Save(point1.X, point1.Y, point2.X, point2.Y);
if(newSave)
{
newSave->paused = gameModel->GetPaused();
gameModel->SetClipboard(newSave);
}
}
void GameController::CutRegion(ui::Point point1, ui::Point point2)
{
CopyRegion(point1, point2);
gameModel->GetSimulation()->clear_area(point1.X, point1.Y, point2.X-point1.X, point2.Y-point1.Y);
}
bool GameController::MouseMove(int x, int y, int dx, int dy)
{
return commandInterface->OnMouseMove(x, y, dx, dy);
}
bool GameController::BrushChanged(int brushType, int rx, int ry)
{
return commandInterface->OnBrushChanged(brushType, rx, ry);
}
bool GameController::MouseDown(int x, int y, unsigned button)
{
return commandInterface->OnMouseDown(x, y, button);
}
bool GameController::MouseUp(int x, int y, unsigned button)
{
bool ret = commandInterface->OnMouseUp(x, y, button);
ui::Point point = PointTranslate(ui::Point(x, y));
x = point.X;
y = point.Y;
if(ret && y<YRES && x<XRES)
{
if (gameModel->GetActiveTool(0)->GetIdentifier() != "DEFAULT_UI_SIGN" || button != BUTTON_LEFT) //If it's not a sign tool or you are right/middle clicking
{
Simulation * sim = gameModel->GetSimulation();
for (std::vector<sign>::iterator iter = sim->signs.begin(), end = sim->signs.end(); iter != end; ++iter)
{
int signx, signy, signw, signh;
(*iter).pos((*iter).getText(sim), signx, signy, signw, signh);
if (x>=signx && x<=signx+signw && y>=signy && y<=signy+signh)
{
const char* str=(*iter).text.c_str();
int pos=splitsign(str);
if (pos)
{
char buff[256];
strcpy(buff, str+3);
buff[pos]=0;
int tempSaveID = format::StringToNumber<int>(std::string(buff));
if (tempSaveID)
{
if ((*iter).text.c_str()[1] == 'c')
OpenSavePreview(tempSaveID, 0, false);
else if ((*iter).text.c_str()[1] == 't')
{
char url[256];
sprintf(url, "http://powdertoy.co.uk/Discussions/Thread/View.html?Thread=%i", tempSaveID);
OpenURI(url);
}
}
break;
}
}
}
}
}
return ret;
}
bool GameController::MouseWheel(int x, int y, int d)
{
return commandInterface->OnMouseWheel(x, y, d);
}
bool GameController::KeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt)
{
bool ret = commandInterface->OnKeyPress(key, character, shift, ctrl, alt);
if(ret)
{
Simulation * sim = gameModel->GetSimulation();
if (key == KEY_RIGHT)
{
sim->player.comm = (int)(sim->player.comm)|0x02; //Go right command
}
if (key == KEY_LEFT)
{
sim->player.comm = (int)(sim->player.comm)|0x01; //Go left command
}
if (key == KEY_DOWN && ((int)(sim->player.comm)&0x08)!=0x08)
{
sim->player.comm = (int)(sim->player.comm)|0x08; //Use element command
}
if (key == KEY_UP && ((int)(sim->player.comm)&0x04)!=0x04)
{
sim->player.comm = (int)(sim->player.comm)|0x04; //Jump command
}
if (key == KEY_d)
{
sim->player2.comm = (int)(sim->player2.comm)|0x02; //Go right command
}
if (key == KEY_a)
{
sim->player2.comm = (int)(sim->player2.comm)|0x01; //Go left command
}
if (key == KEY_s && ((int)(sim->player2.comm)&0x08)!=0x08)
{
sim->player2.comm = (int)(sim->player2.comm)|0x08; //Use element command
}
if (key == KEY_w && ((int)(sim->player2.comm)&0x04)!=0x04)
{
sim->player2.comm = (int)(sim->player2.comm)|0x04; //Jump command
}
if((!sim->elementCount[PT_STKM2] || ctrl) && gameView->GetSelectMode() == SelectNone)
{
switch(key)
{
case 'w':
SwitchGravity();
break;
case 'd':
gameView->SetDebugHUD(!gameView->GetDebugHUD());
break;
case 's':
gameView->BeginStampSelection();
break;
}
}
}
return ret;
}
bool GameController::KeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt)
{
bool ret = commandInterface->OnKeyRelease(key, character, shift, ctrl, alt);
if(ret)
{
Simulation * sim = gameModel->GetSimulation();
if (key == KEY_RIGHT || key == KEY_LEFT)
{
sim->player.pcomm = sim->player.comm; //Saving last movement
sim->player.comm = (int)(sim->player.comm)&12; //Stop command
}
if (key == KEY_UP)
{
sim->player.comm = (int)(sim->player.comm)&11;
}
if (key == KEY_DOWN)
{
sim->player.comm = (int)(sim->player.comm)&7;
}
if (key == KEY_d || key == KEY_a)
{
sim->player2.pcomm = sim->player2.comm; //Saving last movement
sim->player2.comm = (int)(sim->player2.comm)&12; //Stop command
}
if (key == KEY_w)
{
sim->player2.comm = (int)(sim->player2.comm)&11;
}
if (key == KEY_s)
{
sim->player2.comm = (int)(sim->player2.comm)&7;
}
}
return ret;
}
void GameController::Tick()
{
if(firstTick)
{
#ifdef LUACONSOLE
((LuaScriptInterface*)commandInterface)->Init();
#endif
if(!Client::Ref().GetPrefBool("InstallCheck", false))
{
Client::Ref().SetPref("InstallCheck", true);
Install();
}
firstTick = false;
}
for(std::vector<DebugInfo*>::iterator iter = debugInfo.begin(), end = debugInfo.end(); iter != end; iter++)
{
(*iter)->Draw(ui::Point(10, 10));
}
commandInterface->OnTick();
}
void GameController::Exit()
{
if(ui::Engine::Ref().GetWindow() == gameView)
ui::Engine::Ref().CloseWindow();
HasDone = true;
}
void GameController::ResetAir()
{
Simulation * sim = gameModel->GetSimulation();
sim->air->Clear();
for (int i = 0; i < NPART; i++)
{
if (sim->parts[i].type == PT_QRTZ || sim->parts[i].type == PT_GLAS || sim->parts[i].type == PT_TUNG)
{
sim->parts[i].pavg[0] = sim->parts[i].pavg[1] = 0;
}
}
}
void GameController::ResetSpark()
{
Simulation * sim = gameModel->GetSimulation();
for (int i = 0; i < NPART; i++)
if (sim->parts[i].type == PT_SPRK)
{
if (sim->parts[i].ctype >= 0 && sim->parts[i].ctype < PT_NUM && sim->elements[sim->parts[i].ctype].Enabled)
{
sim->parts[i].type = sim->parts[i].ctype;
sim->parts[i].life = 0;
}
else
sim->kill_part(i);
}
}
void GameController::SwitchGravity()
{
gameModel->GetSimulation()->gravityMode = (gameModel->GetSimulation()->gravityMode+1)%3;
switch (gameModel->GetSimulation()->gravityMode)
{
case 0:
gameModel->SetInfoTip("Gravity: Vertical");
break;
case 1:
gameModel->SetInfoTip("Gravity: Off");
break;
case 2:
gameModel->SetInfoTip("Gravity: Radial");
break;
}
}
void GameController::SwitchAir()
{
gameModel->GetSimulation()->air->airMode = (gameModel->GetSimulation()->air->airMode+1)%5;
switch (gameModel->GetSimulation()->air->airMode)
{
case 0:
gameModel->SetInfoTip("Air: On");
break;
case 1:
gameModel->SetInfoTip("Air: Pressure Off");
break;
case 2:
gameModel->SetInfoTip("Air: Velocity Off");
break;
case 3:
gameModel->SetInfoTip("Air: Off");
break;
case 4:
gameModel->SetInfoTip("Air: No Update");
break;
}
}
void GameController::ToggleAHeat()
{
gameModel->SetAHeatEnable(!gameModel->GetAHeatEnable());
}
void GameController::ToggleNewtonianGravity()
{
if (gameModel->GetSimulation()->grav->ngrav_enable)
gameModel->GetSimulation()->grav->stop_grav_async();
else
gameModel->GetSimulation()->grav->start_grav_async();
gameModel->UpdateQuickOptions();
}
void GameController::LoadRenderPreset(int presetNum)
{
Renderer * renderer = gameModel->GetRenderer();
RenderPreset preset = renderer->renderModePresets[presetNum];
gameModel->SetInfoTip(preset.Name);
renderer->SetRenderMode(preset.RenderModes);
renderer->SetDisplayMode(preset.DisplayModes);
renderer->SetColourMode(preset.ColourMode);
}
void GameController::Update()
{
ui::Point pos = gameView->GetMousePosition();
gameModel->GetRenderer()->mousePos = PointTranslate(pos);
if (pos.X < XRES && pos.Y < YRES)
gameView->SetSample(gameModel->GetSimulation()->GetSample(PointTranslate(pos).X, PointTranslate(pos).Y));
else
gameView->SetSample(gameModel->GetSimulation()->GetSample(pos.X, pos.Y));
Simulation * sim = gameModel->GetSimulation();
sim->update_particles();
//if either STKM or STK2 isn't out, reset it's selected element. Defaults to PT_DUST unless right selected is something else
//This won't run if the stickmen dies in a frame, since it respawns instantly
if (!sim->player.spwn || !sim->player2.spwn)
{
int rightSelected = PT_DUST;
Tool * activeTool = gameModel->GetActiveTool(1);
if (activeTool->GetIdentifier().find("DEFAULT_PT_") != activeTool->GetIdentifier().npos)
{
int sr = activeTool->GetToolID();
if ((sr>0 && sr<PT_NUM && sim->elements[sr].Enabled && sim->elements[sr].Falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT || sr == PT_LIGH)
rightSelected = sr;
}
if (!sim->player.spwn)
sim->player.elem = rightSelected;
if (!sim->player2.spwn)
sim->player2.elem = rightSelected;
}
if(renderOptions && renderOptions->HasExited)
{
delete renderOptions;
renderOptions = NULL;
}
if(search && search->HasExited)
{
delete search;
search = NULL;
}
if(activePreview && activePreview->HasExited)
{
delete activePreview;
activePreview = NULL;
}
if(loginWindow && loginWindow->HasExited)
{
delete loginWindow;
loginWindow = NULL;
}
if(localBrowser && localBrowser->HasDone)
{
delete localBrowser;
localBrowser = NULL;
}
}
void GameController::SetZoomEnabled(bool zoomEnabled)
{
gameModel->SetZoomEnabled(zoomEnabled);
}
void GameController::SetToolStrength(float value)
{
gameModel->SetToolStrength(value);
}
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::ShowGravityGrid()
{
gameModel->ShowGravityGrid(!gameModel->GetGravityGrid());
gameModel->UpdateQuickOptions();
}
void GameController::SetHudEnable(bool hudState)
{
gameView->SetHudEnable(hudState);
}
bool GameController::GetHudEnable()
{
return gameView->GetHudEnable();
}
void GameController::SetDebugHUD(bool hudState)
{
gameView->SetDebugHUD(hudState);
}
bool GameController::GetDebugHUD()
{
return gameView->GetDebugHUD();
}
void GameController::SetActiveColourPreset(int preset)
{
gameModel->SetActiveColourPreset(preset);
}
void GameController::SetColour(ui::Colour colour)
{
gameModel->SetColourSelectorColour(colour);
gameModel->SetPresetColour(colour);
}
void GameController::SetActiveMenu(int menuID)
{
gameModel->SetActiveMenu(menuID);
if(menuID == SC_DECO)
gameModel->SetColourSelectorVisibility(true);
else
gameModel->SetColourSelectorVisibility(false);
}
std::vector<Menu*> GameController::GetMenuList()
{
return gameModel->GetMenuList();
}
void GameController::ActiveToolChanged(int toolSelection, Tool *tool)
{
commandInterface->OnActiveToolChanged(toolSelection, tool);
}
Tool * GameController::GetActiveTool(int selection)
{
return gameModel->GetActiveTool(selection);
}
void GameController::SetActiveTool(int toolSelection, Tool * tool)
{
if (gameModel->GetActiveMenu() == SC_DECO && toolSelection == 2)
toolSelection = 0;
gameModel->SetActiveTool(toolSelection, tool);
gameModel->GetRenderer()->gravityZonesEnabled = false;
if (toolSelection == 3)
gameModel->GetSimulation()->replaceModeSelected = tool->GetToolID();
gameModel->SetLastTool(tool);
for(int i = 0; i < 3; i++)
{
if(gameModel->GetActiveTool(i) == gameModel->GetMenuList().at(SC_WALL)->GetToolList().at(WL_GRAV))
{
gameModel->GetRenderer()->gravityZonesEnabled = true;
}
}
}
int GameController::GetReplaceModeFlags()
{
return gameModel->GetSimulation()->replaceModeFlags;
}
void GameController::SetReplaceModeFlags(int flags)
{
gameModel->GetSimulation()->replaceModeFlags = flags;
}
void GameController::OpenSearch()
{
if(!search)
search = new SearchController(new SearchCallback(this));
ui::Engine::Ref().ShowWindow(search->GetView());
}
void GameController::OpenLocalSaveWindow(bool asCurrent)
{
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;
gameSave->aheatEnable = sim->aheat_enable;
if(!gameSave)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
std::string filename = "";
if (gameModel->GetSaveFile())
filename = gameModel->GetSaveFile()->GetDisplayName();
SaveFile tempSave(filename);
tempSave.SetGameSave(gameSave);
if (!asCurrent || !gameModel->GetSaveFile())
{
class LocalSaveCallback: public FileSavedCallback
{
GameController * c;
public:
LocalSaveCallback(GameController * _c): c(_c) {}
virtual ~LocalSaveCallback() {};
virtual void FileSaved(SaveFile* file)
{
c->gameModel->SetSaveFile(file);
}
};
new LocalSaveActivity(tempSave, new LocalSaveCallback(this));
}
else if (gameModel->GetSaveFile())
{
Client::Ref().MakeDirectory(LOCAL_SAVE_DIR);
if (Client::Ref().WriteFile(gameSave->Serialise(), gameModel->GetSaveFile()->GetName()))
new ErrorMessage("Error", "Unable to write save file.");
}
}
}
void GameController::LoadSaveFile(SaveFile * file)
{
gameModel->SetSaveFile(file);
}
void GameController::LoadSave(SaveInfo * save)
{
gameModel->SetSave(save);
}
void GameController::OpenSavePreview(int saveID, int saveDate, bool instant)
{
activePreview = new PreviewController(saveID, saveDate, instant, new SaveOpenCallback(this));
ui::Engine::Ref().ShowWindow(activePreview->GetView());
}
void GameController::OpenSavePreview()
{
if(gameModel->GetSave())
{
activePreview = new PreviewController(gameModel->GetSave()->GetID(), false, new SaveOpenCallback(this));
ui::Engine::Ref().ShowWindow(activePreview->GetView());
}
}
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);
delete file;
}
};
new FileBrowserActivity(LOCAL_SAVE_DIR PATH_SEP, new LocalSaveOpenCallback(this));
}
void GameController::OpenLogin()
{
loginWindow = new LoginController();
ui::Engine::Ref().ShowWindow(loginWindow->GetView());
}
void GameController::OpenProfile()
{
if(Client::Ref().GetAuthUser().ID)
{
new ProfileActivity(Client::Ref().GetAuthUser().Username);
}
else
{
loginWindow = new LoginController();
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());
}
vector<Tool*> hiddenTools = gameModel->GetUnlistedTools();
toolList.insert(toolList.end(), hiddenTools.begin(), hiddenTools.end());
new ElementSearchActivity(this, toolList);
}
void GameController::OpenColourPicker()
{
class ColourPickerCallback: public ColourPickedCallback
{
GameController * c;
public:
ColourPickerCallback(GameController * _c): c(_c) {}
virtual ~ColourPickerCallback() {};
virtual void ColourPicked(ui::Colour colour)
{
c->SetColour(colour);
}
};
new ColourPickerActivity(gameModel->GetColourSelectorColour(), new ColourPickerCallback(this));
}
void GameController::OpenTags()
{
if(gameModel->GetSave() && gameModel->GetSave()->GetID())
{
if (tagsWindow)
delete tagsWindow;
tagsWindow = new TagsController(new TagsCallback(this), gameModel->GetSave());
ui::Engine::Ref().ShowWindow(tagsWindow->GetView());
}
else
{
new ErrorMessage("Error", "No save open");
}
}
void GameController::OpenStamps()
{
localBrowser = new LocalBrowserController(new StampsCallback(this));
ui::Engine::Ref().ShowWindow(localBrowser->GetView());
}
void GameController::OpenOptions()
{
options = new OptionsController(gameModel, new OptionsCallback(this));
ui::Engine::Ref().ShowWindow(options->GetView());
}
void GameController::ShowConsole()
{
if(!console)
console = new ConsoleController(NULL, commandInterface);
if (console->GetView() != ui::Engine::Ref().GetWindow())
ui::Engine::Ref().ShowWindow(console->GetView());
}
void GameController::HideConsole()
{
if(!console)
return;
if (console->GetView() == ui::Engine::Ref().GetWindow())
ui::Engine::Ref().CloseWindow();
}
void GameController::OpenRenderOptions()
{
renderOptions = new RenderController(gameModel->GetRenderer(), NULL);
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)
{
save.SetVote(1);
save.SetVotesUp(1);
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;
gameSave->aheatEnable = sim->aheat_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::SaveAsCurrent()
{
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->GetSave() && gameModel->GetUser().ID && gameModel->GetUser().Username == gameModel->GetSave()->GetUserName())
{
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;
gameSave->aheatEnable = sim->aheat_enable;
if(!gameSave)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
if(gameModel->GetSave())
{
SaveInfo tempSave(*gameModel->GetSave());
tempSave.SetGameSave(gameSave);
new ServerSaveActivity(tempSave, true, new SaveUploadedCallback(this));
}
else
{
SaveInfo tempSave(0, 0, 0, 0, gameModel->GetUser().Username, "");
tempSave.SetGameSave(gameSave);
new ServerSaveActivity(tempSave, true, new SaveUploadedCallback(this));
}
}
}
else if(gameModel->GetUser().ID)
{
OpenSaveWindow();
}
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)
{
try
{
gameModel->SetVote(direction);
}
catch(GameModelException & ex)
{
new ErrorMessage("Error while voting", ex.what());
}
}
}
void GameController::ChangeBrush()
{
gameModel->SetBrushID(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());
}
else if(gameModel->GetSaveFile() && gameModel->GetSaveFile()->GetGameSave())
{
gameModel->SetSaveFile(gameModel->GetSaveFile());
}
}
std::string GameController::ElementResolve(int type, int ctype)
{
if(gameModel && gameModel->GetSimulation())
{
if (type == PT_LIFE && ctype >= 0 && ctype < NGOL && gameModel->GetSimulation()->gmenu)
return gameModel->GetSimulation()->gmenu[ctype].name;
else if (type >= 0 && type < PT_NUM && gameModel->GetSimulation()->elements)
return std::string(gameModel->GetSimulation()->elements[type].Name);
}
else
return "";
}
std::string GameController::WallName(int type)
{
if(gameModel && gameModel->GetSimulation() && gameModel->GetSimulation()->wtypes && type >= 0 && type < UI_WALLCOUNT)
return std::string(gameModel->GetSimulation()->wtypes[type].name);
else
return "";
}
void GameController::NotifyAuthUserChanged(Client * sender)
{
User newUser = sender->GetAuthUser();
gameModel->SetUser(newUser);
}
void GameController::NotifyNewNotification(Client * sender, std::pair<std::string, std::string> notification)
{
class LinkNotification : public Notification
{
std::string link;
public:
LinkNotification(std::string link_, std::string message) : link(link_), Notification(message) {}
virtual ~LinkNotification() {}
virtual void Action()
{
OpenURI(link);
}
};
gameModel->AddNotification(new LinkNotification(notification.second, notification.first));
}
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()
{
std::string currentVersion, newVersion;
#ifdef BETA
currentVersion = MTOS(SAVE_VERSION) "." MTOS(MINOR_VERSION) " Beta, Build " MTOS(BUILD_NUM);
#elif defined(SNAPSHOT)
currentVersion = "Snapshot " MTOS(SNAPSHOT_ID);
#else
currentVersion = MTOS(SAVE_VERSION) "." MTOS(MINOR_VERSION) " Stable, Build " MTOS(BUILD_NUM);
#endif
UpdateInfo info = Client::Ref().GetUpdateInfo();
if(info.Type == UpdateInfo::Beta)
newVersion = format::NumberToString<int>(info.Major) + " " + format::NumberToString<int>(info.Minor) + " Beta, Build " + format::NumberToString<int>(info.Build);
else if(info.Type == UpdateInfo::Snapshot)
newVersion = "Snapshot " + format::NumberToString<int>(info.Time);
else if(info.Type == UpdateInfo::Stable)
newVersion = format::NumberToString<int>(info.Major) + " " + format::NumberToString<int>(info.Minor) + " Stable, Build " + format::NumberToString<int>(info.Build);
new ConfirmPrompt("Run Updater", "Are you sure you want to run the updater, please save any changes before updating.\n\nCurrent version:\n " + currentVersion + "\nNew version:\n " + newVersion, 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();
}