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Aquaria/Aquaria/ModSelector.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "../BBGE/DebugFont.h"
#include "DSQ.h"
[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
#include "AquariaProgressBar.h"
#include "tinyxml.h"
#include "ModSelector.h"
[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
#ifdef BBGE_BUILD_VFS
#include "ModDownloader.h"
#endif
[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
#define MOD_ICON_SIZE 150
#define MINI_ICON_SIZE 32
static bool _modname_cmp(const ModIcon *a, const ModIcon *b)
{
return a->fname < b->fname;
}
ModSelectorScreen::ModSelectorScreen() : Quad(), ActionMapper(),
currentPanel(-1), gotServerList(false), dlText(&dsq->smallFont), subtext(&dsq->subsFont)
{
[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
followCamera = 1;
shareAlphaWithChildren = false;
alpha = 1;
alphaMod = 0.1f;
color = 0;
globeIcon = NULL;
modsIcon = NULL;
subFadeT = -1;
}
[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
void ModSelectorScreen::moveUp()
{
move(5);
}
void ModSelectorScreen::moveDown()
{
move(-5);
}
[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
void ModSelectorScreen::move(int ud, bool instant /* = false */)
{
IconGridPanel *grid = panels[currentPanel];
InterpolatedVector& v = grid->position;
const float ch = ud * 42;
const float t = instant ? 0.0f : 0.2f;
if(!instant && v.isInterpolating())
{
v.data->from = v;
v.data->target.y += ch;
v.data->timePassed = 0;
if(v.data->target.y > 200)
v.data->target.y = 200;
else if(v.data->target.y < -grid->getUsedY())
v.data->target.y = -grid->getUsedY();
[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
}
else
{
Vector v2 = grid->position;
v2.y += ch; // scroll down == grid pos y gets negative (grid scrolls up)
if(v2.y > 200)
grid->position.interpolateTo(Vector(v2.x, 200), t);
else if(v2.y < -grid->getUsedY())
grid->position.interpolateTo(Vector(v2.x, -grid->getUsedY()), t);
[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
else
grid->position.interpolateTo(v2, t, 0, false, true);
}
}
[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
void ModSelectorScreen::onUpdate(float dt)
{
[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
Quad::onUpdate(dt);
// mouse wheel scroll
if(dsq->mouse.scrollWheelChange)
{
move(dsq->mouse.scrollWheelChange * 2);
}
[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
if(subFadeT >= 0)
{
[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
subFadeT = subFadeT - dt;
if(subFadeT <= 0)
{
subbox.alpha.interpolateTo(0, 1.0f);
subtext.alpha.interpolateTo(0, 1.2f);
}
}
[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
if(!AquariaGuiElement::currentFocus && dsq->inputMode == INPUT_JOYSTICK)
{
[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
AquariaGuiElement *closest = AquariaGuiElement::getClosestGuiElement(core->mouse.position);
if(closest)
{
debugLog("Lost focus, setting nearest gui element");
closest->setFocus(true);
}
}
}
void ModSelectorScreen::showPanel(int id)
{
if(id == currentPanel)
return;
[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
const float t = 0.2f;
IconGridPanel *newgrid = panels[id];
// fade in selected panel
if(currentPanel < 0) // just bringing up?
{
newgrid->scale = Vector(0.8f,0.8f);
newgrid->alpha = 0;
}
[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
currentPanel = id;
updateFade();
}
void ModSelectorScreen::updateFade()
{
// fade out background panels
// necessary to do all of them, that icon alphas are 0... they would trigger otherwise, even if invisible because parent panel is not shown
for(int i = 0; i < panels.size(); ++i)
panels[i]->fade(i == currentPanel, true);
}
static void _MenuIconClickCallback(int id, void *user)
{
ModSelectorScreen *ms = (ModSelectorScreen*)user;
switch(id) // see MenuIconBar::init()
{
[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
case 2: // network
ms->initNetPanel();
break;
case 3: // exit
dsq->quitNestedMain();
return;
}
ms->showPanel(id);
}
// can be called multiple times without causing trouble
void ModSelectorScreen::init()
{
leftbar.width = 100;
leftbar.height = height;
leftbar.alpha = 0;
leftbar.alpha.interpolateTo(1, 0.2f);
leftbar.position = Vector((leftbar.width - width) / 2, 0);
leftbar.followCamera = 1;
if(!leftbar.getParent())
{
leftbar.init();
addChild(&leftbar, PM_STATIC);
panels.resize(leftbar.icons.size());
std::fill(panels.begin(), panels.end(), (IconGridPanel*)NULL);
}
rightbar.width = 100;
rightbar.height = height;
rightbar.alpha = 0;
rightbar.alpha.interpolateTo(1, 0.2f);
rightbar.position = Vector(((width - rightbar.width) / 2), 0);
rightbar.followCamera = 1;
if(!rightbar.getParent())
{
rightbar.init();
addChild(&rightbar, PM_STATIC);
}
for(int i = 0; i < panels.size(); ++i)
{
if(panels[i])
continue;
panels[i] = new IconGridPanel();
panels[i]->followCamera = 1;
panels[i]->width = width - leftbar.width - rightbar.width;
panels[i]->height = 750;
panels[i]->position = Vector(0, 0);
panels[i]->alpha = 0;
panels[i]->spacing = 20; // for the grid
panels[i]->scale = Vector(0.8f, 0.8f);
leftbar.icons[i]->cb = _MenuIconClickCallback;
leftbar.icons[i]->cb_data = this;
addChild(panels[i], PM_POINTER);
}
arrowUp.useQuad("Gui/arrow-left");
arrowUp.useSound("click");
arrowUp.useGlow("particles/glow", 128, 64);
arrowUp.position = Vector(0, -230);
arrowUp.followCamera = 1;
arrowUp.rotation.z = 90;
arrowUp.event.set(MakeFunctionEvent(ModSelectorScreen, moveUp));
arrowUp.guiInputLevel = 100;
arrowUp.alpha = 0;
arrowUp.alpha.interpolateTo(1, 0.2f);
arrowUp.setDirMove(DIR_DOWN, &arrowDown);
rightbar.addChild(&arrowUp, PM_STATIC);
arrowDown.useQuad("Gui/arrow-right");
arrowDown.useSound("click");
arrowDown.useGlow("particles/glow", 128, 64);
arrowDown.position = Vector(0, 170);
arrowDown.followCamera = 1;
arrowDown.rotation.z = 90;
arrowDown.event.set(MakeFunctionEvent(ModSelectorScreen, moveDown));
arrowDown.guiInputLevel = 100;
arrowDown.alpha = 0;
arrowDown.alpha.interpolateTo(1, 0.2f);
arrowDown.setDirMove(DIR_UP, &arrowUp);
rightbar.addChild(&arrowDown, PM_STATIC);
dlText.alpha = 0;
dlText.position = Vector(0, 0);
dlText.setFontSize(15);
dlText.scale = Vector(1.5f, 1.5f);
dlText.followCamera = 1;
addChild(&dlText, PM_STATIC);
initModAndPatchPanel();
// net panel inited on demand
showPanel(0);
subbox.position = Vector(0,260);
subbox.alpha = 0;
subbox.alphaMod = 0.7;
subbox.followCamera = 1;
subbox.autoWidth = AUTO_VIRTUALWIDTH;
subbox.setHeight(80);
subbox.color = Vector(0, 0, 0);
addChild(&subbox, PM_STATIC);
subtext.position = Vector(0,230);
subtext.followCamera = 1;
subtext.alpha = 0;
subtext.setFontSize(12);
subtext.setWidth(800);
subtext.setAlign(ALIGN_CENTER);
addChild(&subtext, PM_STATIC);
dsq->toggleVersionLabel(false);
modsIcon->setFocus(true);
// TODO: keyboard/gamepad control
}
void ModSelectorScreen::initModAndPatchPanel()
{
IconGridPanel *modgrid = panels[0];
IconGridPanel *patchgrid = panels[1];
ModIcon *ico;
std::vector<ModIcon*> tv; // for sorting
tv.resize(dsq->modEntries.size());
for(unsigned int i = 0; i < tv.size(); ++i)
{
ico = NULL;
for(RenderObject::Children::iterator it = modgrid->children.begin(); it != modgrid->children.end(); ++it)
if(ModIcon* other = dynamic_cast<ModIcon*>(*it))
if(other->modId == i)
{
[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
ico = other;
break;
}
[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
if(!ico)
{
for(RenderObject::Children::iterator it = patchgrid->children.begin(); it != patchgrid->children.end(); ++it)
if(ModIcon* other = dynamic_cast<ModIcon*>(*it))
if(other->modId == i)
{
ico = other;
break;
}
if(!ico) // ok, its really not there.
{
ico = new ModIcon;
ico->followCamera = 1;
std::ostringstream os;
os << "Created ModIcon " << i;
debugLog(os.str());
}
}
[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
tv[i] = ico;
ico->loadEntry(dsq->modEntries[i]);
}
std::sort(tv.begin(), tv.end(), _modname_cmp);
for(int i = 0; i < tv.size(); ++i)
{
if(!tv[i]->getParent()) // ensure it was not added earlier
{
if(tv[i]->modType == MODTYPE_PATCH)
patchgrid->add(tv[i]);
else
modgrid->add(tv[i]);
}
}
updateFade();
}
void ModSelectorScreen::initNetPanel()
{
#ifdef BBGE_BUILD_VFS
if(!gotServerList)
{
moddl.init();
std::string serv = dsq->user.network.masterServer;
if(serv.empty())
serv = DEFAULT_MASTER_SERVER;
moddl.GetModlist(serv, true, true);
[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
gotServerList = true; // try this only once (is automatically reset on failure)
}
#endif
}
void ModSelectorScreen::setSubText(const std::string& s)
{
subtext.setText(s);
subtext.alpha.interpolateTo(1, 0.2f);
subbox.alpha.interpolateTo(1, 0.2f);
subFadeT = 1;
}
static void _FadeOutAll(RenderObject *r, float t)
{
//r->shareAlphaWithChildren = true;
r->alpha.interpolateTo(0, t);
for(RenderObject::Children::iterator it = r->children.begin(); it != r->children.end(); ++it)
_FadeOutAll(*it, t);
}
void ModSelectorScreen::close()
{
const float t = 0.5f;
_FadeOutAll(this, t);
//panels[currentPanel]->scale.interpolateTo(Vector(0.9f, 0.9f), t); // HMM
dsq->user.save();
dsq->toggleVersionLabel(true);
}
JuicyProgressBar::JuicyProgressBar() : Quad(), txt(&dsq->smallFont)
{
setTexture("modselect/tube");
//shareAlphaWithChildren = true;
followCamera = 1;
alpha = 1;
juice.setTexture("loading/juice");
juice.alpha = 0.8;
juice.followCamera = 1;
addChild(&juice, PM_STATIC);
txt.alpha = 0.7;
txt.followCamera = 1;
addChild(&txt, PM_STATIC);
progress(0);
}
void JuicyProgressBar::progress(float p)
{
juice.width = p * width;
juice.height = height - 4;
perc = p;
}
BasicIcon::BasicIcon()
: mouseDown(false), scaleNormal(1,1), scaleBig(scaleNormal * 1.1f)
{
// HACK: Because AquariaMenuItem assigns onClick() in it's ctor,
// but we handle this ourselves.
clearCreatedEvents();
clearActions();
shareAlpha = true;
guiInputLevel = 100;
}
bool BasicIcon::isGuiVisible()
{
return !isHidden() && alpha.x > 0.1f && alphaMod > 0.1f && (!parent || parent->alpha.x == 1);
}
bool BasicIcon::isCursorInMenuItem()
{
if(quad)
return quad->isCoordinateInside(core->mouse.position);
return AquariaMenuItem::isCursorInMenuItem();
}
void BasicIcon::onUpdate(float dt)
{
AquariaMenuItem::onUpdate(dt);
// Autoscroll if selecting icon outside of screen
if(hasFocus && dsq->modSelectorScr)
{
Vector pos = getRealPosition();
if(pos.y < 20 || pos.y > 580)
{
if(pos.y < 300)
dsq->modSelectorScr->move(5, true);
else
dsq->modSelectorScr->move(-5, true);
core->main(FRAME_TIME); // HACK: this is necessary to correctly position the mouse on the object after moving the panel
[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
setFocus(true); // re-position mouse
}
}
[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
if(!quad)
return;
if (hasInput() && quad->isCoordinateInside(core->mouse.position))
{
[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
scale.interpolateTo(scaleBig, 0.1f);
const bool anyButton = core->mouse.buttons.left || core->mouse.buttons.right;
if (anyButton && !mouseDown)
{
mouseDown = true;
}
else if (!anyButton && mouseDown)
{
if(isGuiVisible()) // do not trigger if invis
onClick();
mouseDown = false;
}
}
[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
else
{
scale.interpolateTo(scaleNormal, 0.1f);
mouseDown = false;
}
}
void SubtitleIcon::onUpdate(float dt)
{
BasicIcon::onUpdate(dt);
if (dsq->modSelectorScr && isGuiVisible() && quad && quad->isCoordinateInside(core->mouse.position))
dsq->modSelectorScr->setSubText(label);
}
void BasicIcon::onClick()
{
dsq->sound->playSfx("denied");
}
MenuIcon::MenuIcon(int id) : SubtitleIcon(), iconId(id), cb(0), cb_data(0)
{
}
void MenuIcon::onClick()
{
dsq->sound->playSfx("click");
if(cb)
cb(iconId, cb_data);
}
ModIcon::ModIcon(): SubtitleIcon(), modId(-1)
{
}
[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
void ModIcon::onClick()
{
[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
dsq->sound->playSfx("click");
[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
switch(modType)
{
[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
case MODTYPE_MOD:
{
[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
dsq->sound->playSfx("pet-on");
core->quitNestedMain();
dsq->modIsSelected = true;
dsq->selectedMod = modId;
break;
}
case MODTYPE_PATCH:
{
#ifdef AQUARIA_DEMO
dsq->sound->playSfx("denied");
core->quitNestedMain();
dsq->modIsSelected = true; // HACK: trigger nag screen
dsq->selectedMod = -1;
break;
#endif
[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
std::set<std::string>::iterator it = dsq->activePatches.find(fname);
if(it != dsq->activePatches.end())
{
[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
dsq->sound->playSfx("pet-off");
dsq->unapplyPatch(fname);
}
[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
else
{
dsq->sound->playSfx("pet-on");
[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
dsq->applyPatch(fname);
}
[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
updateStatus();
break;
}
default:
errorLog("void ModIcon::onClick() -- unknown modType");
}
}
void ModIcon::loadEntry(const ModEntry& entry)
{
modId = entry.id;
modType = entry.type;
fname = entry.path;
std::string texToLoad = entry.path + "/" + "mod-icon";
texToLoad = dsq->mod.getBaseModPath() + texToLoad;
if(!quad)
useQuad(texToLoad);
quad->setWidthHeight(MOD_ICON_SIZE, MOD_ICON_SIZE);
TiXmlDocument d;
dsq->mod.loadModXML(&d, entry.path);
std::string ds = dsq->continuity.stringBank.get(2009);
[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
TiXmlElement *top = d.FirstChildElement("AquariaMod");
if (top)
{
TiXmlElement *desc = top->FirstChildElement("Description");
if (desc)
{
if (desc->Attribute("text"))
{
ds = desc->Attribute("text");
//if (label.size() > 255)
// label.resize(255);
}
}
TiXmlElement *fullname = top->FirstChildElement("Fullname");
if (fullname)
{
if (fullname->Attribute("text"))
{
modname = fullname->Attribute("text");
if (modname.size() > 60)
modname.resize(60);
}
}
}
label = "--[ " + modname + " ]--\n" + ds;
updateStatus();
}
void ModIcon::updateStatus()
{
if(modType == MODTYPE_PATCH)
{
if(dsq->isPatchActive(fname))
{
// enabled
quad->color.interpolateTo(Vector(1,1,1), 0.1f);
alpha.interpolateTo(1, 0.2f);
scaleNormal = Vector(1,1);
}
else
{
[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
// disabled
quad->color.interpolateTo(Vector(0.5f, 0.5f, 0.5f), 0.1f);
alpha.interpolateTo(0.6f, 0.2f);
scaleNormal = Vector(0.8f,0.8f);
}
scaleBig = scaleNormal * 1.1f;
}
}
#ifdef BBGE_BUILD_VFS
ModIconOnline::ModIconOnline()
: SubtitleIcon(), pb(0), extraIcon(0), statusIcon(0), clickable(true), isPatch(false), hasUpdate(false)
{
label = desc;
}
bool ModIconOnline::hasPkgOnDisk()
{
if(localname.empty())
return false;
std::string modfile = dsq->mod.getBaseModPath() + localname + ".aqmod";
return exists(modfile.c_str(), false, true);
}
// return true if the desired texture could be set
bool ModIconOnline::fixIcon()
{
bool result = false;
if(exists(iconfile, false, true))
{
if(quad)
{
quad->fadeAlphaWithLife = true;
quad->setLife(1);
quad->setDecayRate(2);
quad = 0;
}
useQuad(iconfile);
result = Texture::textureError == TEXERR_OK;
}
if(!quad)
{
//useQuad("bitblot/logo");
int i = (rand() % 7) + 1;
std::stringstream ss;
ss << "fish-000" << i;
useQuad(ss.str());
}
quad->alpha = 0.001;
quad->setWidthHeight(MOD_ICON_SIZE, MOD_ICON_SIZE);
quad->alpha.interpolateTo(1, 0.5f);
if(!extraIcon && isPatch)
{
Vector pos(-MOD_ICON_SIZE/2 + MINI_ICON_SIZE/2, MOD_ICON_SIZE/2 - MINI_ICON_SIZE/2);
extraIcon = new Quad("modselect/ico_patch", pos);
extraIcon->setWidthHeight(MINI_ICON_SIZE, MINI_ICON_SIZE);
quad->addChild(extraIcon, PM_POINTER);
}
if(statusIcon)
{
statusIcon->fadeAlphaWithLife = true;
statusIcon->setLife(1);
statusIcon->setDecayRate(2);
statusIcon = 0;
}
if(!statusIcon)
{
Vector pos(MOD_ICON_SIZE/2 - MINI_ICON_SIZE/2, MOD_ICON_SIZE/2 - MINI_ICON_SIZE/2);
if(dsq->modIsKnown(localname))
{
// installed manually?
if(!hasPkgOnDisk())
{
statusIcon = new Quad("modselect/ico_locked", pos);
}
else if(hasUpdate)
{
statusIcon = new Quad("modselect/ico_update", pos);
statusIcon->alpha.interpolateTo(0.5f, 0.5f, -1, true, true);
}
else
statusIcon = new Quad("modselect/ico_check", pos);
}
if(statusIcon)
{
statusIcon->setWidthHeight(MINI_ICON_SIZE, MINI_ICON_SIZE);
quad->addChild(statusIcon, PM_POINTER);
}
}
return result;
}
void ModIconOnline::onClick()
{
dsq->sound->playSfx("click");
#ifdef AQUARIA_DEMO
core->quitNestedMain();
dsq->modIsSelected = true; // HACK: trigger nag screen
dsq->selectedMod = -1;
[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
return;
#endif
bool success = false;
if(clickable && !packageUrl.empty())
{
bool proceed = true;
if(dsq->modIsKnown(localname))
{
mouseDown = false; // HACK: do this here else stack overflow!
if(hasPkgOnDisk())
{
if(hasUpdate)
proceed = dsq->confirm(dsq->continuity.stringBank.get(2024));
[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
else
proceed = dsq->confirm(dsq->continuity.stringBank.get(2025));
[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
}
else
{
dsq->confirm(dsq->continuity.stringBank.get(2026), "", true);
[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
proceed = false;
}
}
if(proceed && confirmStr.length())
{
mouseDown = false; // HACK: do this here else stack overflow!
dsq->sound->playSfx("spirit-beacon");
proceed = dsq->confirm(confirmStr);
}
if(proceed)
{
moddl.GetMod(packageUrl, localname);
setDownloadProgress(0);
success = true;
clickable = false;
}
[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
else
success = true; // we didn't want, anyway
}
if(!success)
{
SubtitleIcon::onClick(); // denied
}
}
void ModIconOnline::setDownloadProgress(float p, float barheight /* = 20 */)
{
if(p >= 0 && p <= 1)
{
if(!pb)
{
pb = new JuicyProgressBar;
addChild(pb, PM_POINTER);
pb->width = quad->width;
pb->height = 0;
pb->alpha = 0;
}
if(barheight != pb->height)
{
pb->height = barheight;
pb->width = quad->width;
pb->position = Vector(0, (quad->height - pb->height + 1) / 2); // +1 skips a pixel row and looks better
}
pb->alpha.interpolateTo(1, 0.2f);
pb->progress(p);
}
else if(pb)
{
pb->fadeAlphaWithLife = true;
pb->setLife(1);
pb->setDecayRate(2);
pb = 0;
}
}
#endif // BBGE_BUILD_VFS
MenuBasicBar::MenuBasicBar()
{
setTexture("modselect/bar");
repeatTextureToFill(true);
shareAlphaWithChildren = false;
}
void MenuBasicBar::init()
{
}
void MenuIconBar::init()
{
MenuIcon *ico;
int y = (-height / 2) - 35;
ico = new MenuIcon(0);
ico->label = dsq->continuity.stringBank.get(2027);
[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
ico->useQuad("modselect/hdd");
y += ico->quad->height;
ico->position = Vector(0, y);
add(ico);
dsq->modSelectorScr->modsIcon = ico; // HACK
MenuIcon *prev = ico;
ico = new MenuIcon(1);
ico->label = dsq->continuity.stringBank.get(2028);
[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
ico->useQuad("modselect/patch");
y += ico->quad->height;
ico->position = Vector(0, y);
ico->setDirMove(DIR_UP, prev);
prev->setDirMove(DIR_DOWN, ico);
add(ico);
prev = ico;
ico = new MenuIcon(2);
ico->label = dsq->continuity.stringBank.get(2029);
[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
ico->useQuad("modselect/globe");
y += ico->quad->height;
ico->position = Vector(0, y);
ico->setDirMove(DIR_UP, prev);
prev->setDirMove(DIR_DOWN, ico);
add(ico);
dsq->modSelectorScr->globeIcon = ico; // HACK
prev = ico;
ico = new MenuIcon(3);
ico->label = dsq->continuity.stringBank.get(2030);
[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
ico->useQuad("gui/wok-drop");
ico->repeatTextureToFill(false);
y += ico->quad->height;
ico->position = Vector(0, y);
ico->setDirMove(DIR_UP, prev);
prev->setDirMove(DIR_DOWN, ico);
add(ico);
}
void MenuIconBar::add(MenuIcon *ico)
{
ico->quad->setWidthHeight(width, width);
ico->followCamera = 1;
icons.push_back(ico);
addChild(ico, PM_POINTER);
}
void MenuArrowBar::init()
{
// TODO: up/down arrow
}
IconGridPanel::IconGridPanel()
: spacing(0), y(0), x(0)
{
shareAlphaWithChildren = false; // patch selection icons need their own alpha, use fade() instead
alphaMod = 0.01f;
color = 0;
}
void IconGridPanel::add(BasicIcon *obj)
{
const int xoffs = (-width / 2) + (obj->quad->width / 2) + spacing;
const int yoffs = (-height / 2) + obj->quad->height + spacing;
const int xlim = width - obj->quad->width;
Vector newpos;
if(x >= xlim)
{
x = 0;
y += (obj->quad->height + spacing);
}
newpos = Vector(x + xoffs, y + yoffs);
x += (obj->quad->width + spacing);
obj->position = newpos;
addChild(obj, PM_POINTER);
}
void IconGridPanel::fade(bool in, bool sc)
{
const float t = 0.2f;
Vector newalpha;
if(in)
{
newalpha.x = 1;
if(sc)
scale.interpolateTo(Vector(1, 1), t);
}
else
{
newalpha.x = 0;
if(sc)
scale.interpolateTo(Vector(0.8f, 0.8f), t);
}
alpha.interpolateTo(newalpha, t);
for(Children::iterator it = children.begin(); it != children.end(); ++it)
{
(*it)->alpha.interpolateTo(newalpha, t);
if(in)
if(ModIcon *ico = dynamic_cast<ModIcon*>(*it))
ico->updateStatus();
}
}