Merge branch 'master' of github.com:supertuxkart/stk-code

This commit is contained in:
hiker 2014-06-13 09:09:36 +10:00
commit 364c7434f6
8 changed files with 108 additions and 216 deletions

View File

@ -215,7 +215,10 @@ public:
// ------------------------------------------------------------------------
bool isFirstTime() const { return m_story_mode_status->isFirstTime(); }
// ------------------------------------------------------------------------
void clearUnlocked() { m_story_mode_status->clearUnlocked(); }
void clearUnlocked()
{
m_story_mode_status->clearUnlocked();
}
// ------------------------------------------------------------------------
/** Returns the current challenge for this player. */
const ChallengeStatus* getCurrentChallengeStatus() const

View File

@ -138,7 +138,7 @@ void AbstractStateManager::pushScreen(Screen* screen)
// ----------------------------------------------------------------------------
void AbstractStateManager::replaceTopMostScreen(Screen* screen)
void AbstractStateManager::replaceTopMostScreen(Screen* screen, GUIEngine::GameState gameState)
{
//assert(m_game_mode != GAME);
// you need to close any dialog before calling this
@ -160,6 +160,7 @@ void AbstractStateManager::replaceTopMostScreen(Screen* screen)
getCurrentScreen()->tearDown();
m_menu_stack[m_menu_stack.size()-1] = name;
setGameState(gameState);
switchToScreen(name.c_str());
// Send init event to new menu

View File

@ -82,7 +82,7 @@ namespace GUIEngine
* without displaying the second-topmost menu of the stack
* in-between)
*/
void replaceTopMostScreen(Screen* screen);
void replaceTopMostScreen(Screen* screen, GUIEngine::GameState gameState = GUIEngine::MENU);
/**
* \brief removes the menu at the top of the screens stack

View File

@ -305,12 +305,12 @@ void EventHandler::processGUIAction(const PlayerAction action,
case PA_ACCEL:
case PA_MENU_UP:
navigateUp(playerID, type, pressedDown);
navigate(playerID, type, pressedDown, true);
break;
case PA_BRAKE:
case PA_MENU_DOWN:
navigateDown(playerID, type, pressedDown);
navigate(playerID, type, pressedDown, false);
break;
case PA_RESCUE:
@ -364,10 +364,14 @@ const bool NAVIGATION_DEBUG = false;
#pragma mark Private methods
#endif
void EventHandler::navigateUp(const int playerID, Input::InputType type, const bool pressedDown)
/**
* Focus the next widget either downwards or upwards.
*
* \param reverse True means navigating up, false means down.
*/
void EventHandler::navigate(const int playerID, Input::InputType type, const bool pressedDown, const bool reverse)
{
//std::cout << "Naviagte up!\n";
IGUIElement *el = NULL/*, *first=NULL*/, *closest=NULL;
IGUIElement *el = NULL, *closest = NULL;
if (type == Input::IT_STICKBUTTON && !pressedDown)
return;
@ -378,19 +382,22 @@ void EventHandler::navigateUp(const int playerID, Input::InputType type, const b
el = w->getIrrlichtElement();
}
// list widgets are a bit special, because up/down keys are also used
// to navigate between various list items, not only to navigate between
// components
if (w != NULL && w->m_type == WTYPE_LIST)
{
ListWidget* list = (ListWidget*)w;
ListWidget* list = (ListWidget*) w;
const bool stay_within_list = list->getSelectionID() > 0;
const bool stay_within_list = reverse ? list->getSelectionID() > 0 :
list->getSelectionID() < list->getItemCount() - 1;
if (stay_within_list)
{
list->setSelectionID(list->getSelectionID()-1);
if (reverse)
list->setSelectionID(list->getSelectionID() - 1);
else
list->setSelectionID(list->getSelectionID() + 1);
return;
}
else
@ -399,16 +406,15 @@ void EventHandler::navigateUp(const int playerID, Input::InputType type, const b
}
}
if (w != NULL && w->m_tab_up_root != -1)
if (w != NULL && ((reverse && w->m_tab_up_root != -1) || (!reverse && w->m_tab_down_root != -1)))
{
Widget* up = GUIEngine::getWidget( w->m_tab_up_root );
assert( up != NULL );
el = up->getIrrlichtElement();
Widget* next = GUIEngine::getWidget(reverse ? w->m_tab_up_root : w->m_tab_down_root);
assert(next != NULL);
el = next->getIrrlichtElement();
if (el == NULL)
{
std::cerr << "WARNING : m_tab_down_root is set to an ID for which I can't find the widget\n";
std::cerr << "WARNING : m_tab_down/up_root is set to an ID for which I can't find the widget\n";
return;
}
}
@ -424,190 +430,69 @@ void EventHandler::navigateUp(const int playerID, Input::InputType type, const b
// find closest widget
if (el != NULL && el->getTabGroup() != NULL)
{
// if the current widget is e.g. 15, search for widget 14, 13, 12, ... (up to 10 IDs may be missing)
for (int n=1; n<10 && !found; n++)
// Up: if the current widget is e.g. 15, search for widget 14, 13, 12, ... (up to 10 IDs may be missing)
// Down: if the current widget is e.g. 5, search for widget 6, 7, 8, 9, ..., 15 (up to 10 IDs may be missing)
for (int n = 1; n < 10 && !found; n++)
{
closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() - n, true);
closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() + (reverse ? -n : n), true);
if (closest != NULL && Widget::isFocusableId(closest->getID()))
{
if (NAVIGATION_DEBUG) std::cout << "Navigating up to " << closest->getID() << std::endl;
Widget* closestWidget = GUIEngine::getWidget( closest->getID() );
if (playerID != PLAYER_ID_GAME_MASTER && !closestWidget->m_supports_multiplayer) return;
// if a dialog is shown, restrict to items in the dialog
if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyChild(closestWidget))
{
continue;
if (NAVIGATION_DEBUG)
{
std::cout << "Navigating " << (reverse ? "up" : "down") << " to " << closest->getID() << std::endl;
}
// when focusing a list by going up, select the last item of the list
assert (closestWidget != NULL);
assert(closestWidget != NULL);
if (!closestWidget->isVisible() || !closestWidget->isActivated())
continue;
closestWidget->setFocusForPlayer(playerID);
// another list exception : when entering a list by going down, select the first item
// when focusing a list by going up, select the last item of the list
if (closestWidget->m_type == WTYPE_LIST)
{
IGUIListBox* list = (IGUIListBox*)(closestWidget->m_element);
ListWidget* list = (ListWidget*) closestWidget;
assert(list != NULL);
list->setSelected( list->getItemCount()-1 );
return;
list->setSelectionID(reverse ? list->getItemCount() - 1 : 0);
}
found = true;
}
} // end for
}
if (!found)
{
if (NAVIGATION_DEBUG)
{
std::cout << "EventHandler::navigateUp : wrap around, selecting the last widget\n";
}
std::cout << "EventHandler::navigat : wrap around\n";
// select the last widget
Widget* lastWidget = NULL;
// select the last/first widget
Widget* wrapWidget = NULL;
if (ModalDialog::isADialogActive())
{
lastWidget = ModalDialog::getCurrent()->getLastWidget();
wrapWidget = reverse ? ModalDialog::getCurrent()->getLastWidget() :
ModalDialog::getCurrent()->getFirstWidget();
}
else
{
Screen* screen = GUIEngine::getCurrentScreen();
if (screen == NULL) return;
lastWidget = screen->getLastWidget();
wrapWidget = reverse ? screen->getLastWidget() :
screen->getFirstWidget();
}
if (lastWidget != NULL) lastWidget->setFocusForPlayer(playerID);
}
}
// -----------------------------------------------------------------------------
void EventHandler::navigateDown(const int playerID, Input::InputType type, const bool pressedDown)
{
//std::cout << "Naviagte down!\n";
IGUIElement *el = NULL, *closest = NULL;
if (type == Input::IT_STICKBUTTON && !pressedDown)
return;
Widget* w = GUIEngine::getFocusForPlayer(playerID);
if (w != NULL)
{
el = w->getIrrlichtElement();
}
//std::cout << "!!! Player " << playerID << " navigating down of " << w->m_element->getID() << std::endl;
// list widgets are a bit special, because up/down keys are also used
// to navigate between various list items, not only to navigate between
// components
if (w != NULL && w->m_type == WTYPE_LIST)
{
ListWidget* list = (ListWidget*)w;
const bool stay_within_list = list->getSelectionID() < list->getItemCount()-1;
if (stay_within_list)
{
list->setSelectionID(list->getSelectionID()+1);
return;
}
else
{
list->setSelectionID(-1);
}
}
if (w != NULL && w->m_tab_down_root != -1)
{
Widget* down = GUIEngine::getWidget( w->m_tab_down_root );
assert(down != NULL);
el = down->getIrrlichtElement();
if (el == NULL)
{
std::cerr << "WARNING : m_tab_down_root is set to an ID for which I can't find the widget\n";
return;
}
}
// don't allow navigating to any widget when a dialog is shown; only navigate to widgets in the dialog
if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyIrrChild(el))
{
el = NULL;
}
bool found = false;
if (el != NULL && el->getTabGroup() != NULL)
{
// if the current widget is e.g. 5, search for widget 6, 7, 8, 9, ..., 15 (up to 10 IDs may be missing)
for (int n=1; n<10 && !found; n++)
{
closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() + n, true);
if (closest != NULL && Widget::isFocusableId(closest->getID()))
{
Widget* closestWidget = GUIEngine::getWidget( closest->getID() );
if (playerID != PLAYER_ID_GAME_MASTER && !closestWidget->m_supports_multiplayer) return;
// if a dialog is shown, restrict to items in the dialog
if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyChild(closestWidget))
{
continue;
}
if (NAVIGATION_DEBUG)
{
std::cout << "Navigating down to " << closestWidget->getID() << "\n";
}
assert( closestWidget != NULL );
closestWidget->setFocusForPlayer(playerID);
// another list exception : when entering a list, select the first item
if (closestWidget->m_type == WTYPE_LIST)
{
IGUIListBox* list = (IGUIListBox*)(closestWidget->m_element);
assert(list != NULL);
list->setSelected(0);
}
found = true;
}
} // end for
}
if (!found)
{
if (NAVIGATION_DEBUG) std::cout << "Navigating down : wrap around\n";
// select the first widget
Widget* firstWidget = NULL;
if (ModalDialog::isADialogActive())
{
//std::cout << "w = ModalDialog::getCurrent()->getFirstWidget();\n";
firstWidget = ModalDialog::getCurrent()->getFirstWidget();
}
else
{
Screen* screen = GUIEngine::getCurrentScreen();
if (screen == NULL) return;
firstWidget = screen->getFirstWidget();
}
if (firstWidget != NULL) firstWidget->setFocusForPlayer(playerID);
if (wrapWidget != NULL) wrapWidget->setFocusForPlayer(playerID);
}
}

View File

@ -62,8 +62,7 @@ namespace GUIEngine
EventPropagation onGUIEvent(const irr::SEvent& event);
EventPropagation onWidgetActivated(Widget* w, const int playerID);
void navigateUp(const int playerID, Input::InputType type, const bool pressedDown);
void navigateDown(const int playerID, Input::InputType type, const bool pressedDown);
void navigate(const int playerID, Input::InputType type, const bool pressedDown, const bool reverse);
/** \brief send an event to the GUI module user's event callback
* \param widget the widget that triggerred this event

View File

@ -419,12 +419,11 @@ void CutsceneWorld::enterRaceOverState()
// un-set the GP mode so that after unlocking, it doesn't try to continue the GP
race_manager->setMajorMode(RaceManager::MAJOR_MODE_SINGLE);
if (PlayerManager::getCurrentPlayer()
->getRecentlyCompletedChallenges().size() > 0)
std::vector<const ChallengeData*> unlocked =
PlayerManager::getCurrentPlayer()->getRecentlyCompletedChallenges();
if (unlocked.size() > 0)
{
std::vector<const ChallengeData*> unlocked =
PlayerManager::getCurrentPlayer()->getRecentlyCompletedChallenges();
PlayerManager::getCurrentPlayer()->clearUnlocked();
//PlayerManager::getCurrentPlayer()->clearUnlocked();
StateManager::get()->enterGameState();
race_manager->setMinorMode(RaceManager::MINOR_MODE_CUTSCENE);
@ -443,12 +442,13 @@ void CutsceneWorld::enterRaceOverState()
scene->addTrophy(race_manager->getDifficulty());
scene->findWhatWasUnlocked(race_manager->getDifficulty());
StateManager::get()->replaceTopMostScreen(scene);
StateManager::get()->replaceTopMostScreen(scene, GUIEngine::INGAME_MENU);
}
else
{
if (race_manager->raceWasStartedFromOverworld())
{
//StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
OverWorld::enterOverWorld();
}
else
@ -462,10 +462,54 @@ void CutsceneWorld::enterRaceOverState()
// TODO: remove hardcoded knowledge of cutscenes, replace with scripting probably
else if (m_parts.size() == 1 && m_parts[0] == "gplose")
{
//race_manager->exitRace();
//StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
//if (race_manager->raceWasStartedFromOverworld())
// OverWorld::enterOverWorld();
race_manager->exitRace();
StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
if (race_manager->raceWasStartedFromOverworld())
OverWorld::enterOverWorld();
// un-set the GP mode so that after unlocking, it doesn't try to continue the GP
race_manager->setMajorMode(RaceManager::MAJOR_MODE_SINGLE);
std::vector<const ChallengeData*> unlocked =
PlayerManager::getCurrentPlayer()->getRecentlyCompletedChallenges();
if (unlocked.size() > 0)
{
//PlayerManager::getCurrentPlayer()->clearUnlocked();
StateManager::get()->enterGameState();
race_manager->setMinorMode(RaceManager::MINOR_MODE_CUTSCENE);
race_manager->setNumKarts(0);
race_manager->setNumPlayers(0);
race_manager->setNumLocalPlayers(0);
race_manager->startSingleRace("featunlocked", 999, false);
FeatureUnlockedCutScene* scene =
FeatureUnlockedCutScene::getInstance();
std::vector<std::string> parts;
parts.push_back("featunlocked");
((CutsceneWorld*)World::getWorld())->setParts(parts);
scene->addTrophy(race_manager->getDifficulty());
scene->findWhatWasUnlocked(race_manager->getDifficulty());
StateManager::get()->replaceTopMostScreen(scene, GUIEngine::INGAME_MENU);
}
else
{
if (race_manager->raceWasStartedFromOverworld())
{
//StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
OverWorld::enterOverWorld();
}
else
{
StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
// we assume the main menu was pushed before showing this menu
//StateManager::get()->popMenu();
}
}
}
// TODO: remove hardcoded knowledge of cutscenes, replace with scripting probably
else if (race_manager->getTrackName() == "introcutscene" ||

View File

@ -346,6 +346,8 @@ void FeatureUnlockedCutScene::init()
std::cerr << "Malformed unlocked goody!!!\n";
}
}
PlayerManager::getCurrentPlayer()->clearUnlocked();
} // init
// ----------------------------------------------------------------------------

View File

@ -109,48 +109,6 @@ void GrandPrixLose::onCutsceneEnd()
m_kart_node[1] = NULL;
m_kart_node[2] = NULL;
m_kart_node[3] = NULL;
// un-set the GP mode so that after unlocking, it doesn't try to continue the GP
race_manager->setMajorMode(RaceManager::MAJOR_MODE_SINGLE);
std::vector<const ChallengeData*> unlocked =
PlayerManager::getCurrentPlayer()->getRecentlyCompletedChallenges();
if (unlocked.size() > 0)
{
race_manager->exitRace();
StateManager::get()->enterGameState();
race_manager->setMinorMode(RaceManager::MINOR_MODE_CUTSCENE);
race_manager->setNumKarts(0);
race_manager->setNumPlayers(0);
race_manager->setNumLocalPlayers(0);
race_manager->startSingleRace("featunlocked", 999, false);
FeatureUnlockedCutScene* scene =
FeatureUnlockedCutScene::getInstance();
std::vector<std::string> parts;
parts.push_back("featunlocked");
((CutsceneWorld*)World::getWorld())->setParts(parts);
scene->addTrophy(race_manager->getDifficulty());
scene->findWhatWasUnlocked(race_manager->getDifficulty());
StateManager::get()->replaceTopMostScreen(scene);
PlayerManager::getCurrentPlayer()->clearUnlocked();
}
else
{
if (race_manager->raceWasStartedFromOverworld())
{
StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
OverWorld::enterOverWorld();
}
else
{
// we assume the main menu was pushed before showing this menu
StateManager::get()->popMenu();
}
}
}
// -------------------------------------------------------------------------------------