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Aquaria/Aquaria/ModSelector.h

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[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
#ifndef AQ_MOD_SELECTOR_H
#define AQ_MOD_SELECTOR_H
#include "AquariaMenuItem.h"
#include "DSQ.h"
enum ModPackageType
{
MPT_MOD,
MPT_PATCH,
MPT_WEBLINK,
};
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
class JuicyProgressBar : public Quad
{
public:
JuicyProgressBar();
void progress(float p);
void showText(bool b);
void setText(const std::string& s);
inline float progress() { return perc; }
BitmapText txt;
Quad juice;
protected:
float perc;
};
class BasicIcon : public AquariaMenuItem
{
public:
BasicIcon();
std::string label;
virtual bool isGuiVisible();
virtual bool isCursorInMenuItem();
protected:
bool mouseDown;
Vector scaleNormal;
Vector scaleBig;
virtual void onUpdate(float dt);
virtual void onClick();
};
class SubtitleIcon : public BasicIcon
{
protected:
virtual void onUpdate(float dt);
};
class ModIcon : public SubtitleIcon
{
public:
ModIcon();
void loadEntry(const ModEntry& entry);
virtual void updateStatus();
std::string fname; // internal mod name (file/folder name)
std::string modname; // mod name as given by author
unsigned int modId;
ModType modType;
protected:
virtual void onClick();
};
class MenuIcon : public SubtitleIcon
{
public:
typedef void (*callback)(int, void*);
MenuIcon(int id);
callback cb;
void *cb_data;
protected:
int iconId;
virtual void onClick();
};
#ifdef BBGE_BUILD_VFS
class ModIconOnline : public SubtitleIcon
{
public:
ModIconOnline();
bool fixIcon();
bool hasPkgOnDisk();
std::string namestr; // name of the mod: <Fullname text="..."/>
std::string desc; // <Description text="..."/>
std::string iconfile; // expected local texture file name
std::string packageUrl; // where to download: <Package url="..." />
std::string localname; // _mods/<localname>.aqmod - under which name the file should be stored if downloaded. Can be empty.
std::string confirmStr; // <Confirm text="" /> -- pops up confirmation dialog before download if not empty.
void setDownloadProgress(float p, float barheight = 20);
JuicyProgressBar *pb; // visible if downloading
Quad *extraIcon; // installed or update available
Quad *statusIcon;
ModPackageType pkgtype;
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
bool clickable;
bool hasUpdate;
protected:
virtual void onClick();
};
#endif // BBGE_BUILD_VFS
class MenuBasicBar : public Quad
{
public:
MenuBasicBar();
virtual void init();
};
class MenuIconBar : public MenuBasicBar
{
public:
virtual void init();
std::vector<MenuIcon*> icons;
protected:
void add(MenuIcon *ico);
};
class IconGridPanel : public Quad
{
public:
IconGridPanel();
void fade(bool in, bool sc);
void add(BasicIcon *obj);
int spacing;
int getUsedX() const { return x; }
int getUsedY() const { return y; }
protected:
int x, y;
};
class ModSelectorScreen : public Quad, public ActionMapper
{
public:
ModSelectorScreen();
void init();
void close();
void showPanel(int id);
void updateFade();
void initModAndPatchPanel();
void initNetPanel();
void moveUp();
void moveDown();
void move(int ud, bool instant = false);
std::vector<IconGridPanel*> panels;
MenuIcon *globeIcon, *modsIcon;
BitmapText dlText;
bool gotServerList;
AquariaMenuItem arrowUp, arrowDown;
void setSubText(const std::string& s);
protected:
virtual void onUpdate(float dt);
MenuIconBar leftbar;
MenuBasicBar rightbar;
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
int currentPanel;
BitmapText subtext;
Quad subbox;
float subFadeT;
};
#endif