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itgmania212121/stepmania/src/ScreenOptions.h
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#ifndef SCREENOPTIONS_H
#define SCREENOPTIONS_H
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/*
-----------------------------------------------------------------------------
File: ScreenOptions.h
Desc: A grid of options, and the selected option is drawn with a highlight rectangle.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "RandomSample.h"
#include "Quad.h"
#include "MenuElements.h"
#include "OptionsCursor.h"
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#include "OptionIcon.h"
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const unsigned MAX_OPTION_LINES = 20;
const unsigned MAX_OPTIONS_PER_LINE = 20;
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struct OptionRow
{
CString name;
vector<CString> choices;
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OptionRow( CString n, CString c0="", CString c1="", CString c2="", CString c3="", CString c4="", CString c5="", CString c6="", CString c7="", CString c8="", CString c9="", CString c10="", CString c11="", CString c12="", CString c13="", CString c14="" )
{
name = n;
#define PUSH( c ) if(c!="") choices.push_back(c);
PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);PUSH(c12);PUSH(c13);PUSH(c14);
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#undef PUSH
}
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};
enum InputMode
{
INPUTMODE_PLAYERS, // each player controls their own cursor
INPUTMODE_BOTH // both players control the same cursor
};
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class ScreenOptions : public Screen
{
public:
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ScreenOptions( CString sClassName, bool bEnableTimer );
void Init( InputMode im, OptionRow OptionRow[], int iNumOptionLines, bool bUseIcons, bool bLoadExplanations );
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virtual ~ScreenOptions();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
virtual void ImportOptions() = 0;
virtual void ExportOptions() = 0;
void InitOptionsText();
void GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut );
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void PositionUnderlines();
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void PositionIcons();
void RefreshIcons();
void PositionCursors();
void TweenCursor( PlayerNumber player_no );
void UpdateText( PlayerNumber player_no );
void UpdateEnabledDisabled();
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virtual void OnChange();
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virtual void MenuBack( PlayerNumber pn );
virtual void MenuStart( PlayerNumber pn );
void StartGoToNextState();
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virtual void GoToNextState() = 0;
virtual void GoToPrevState() = 0;
void MenuLeft( PlayerNumber pn );
void MenuRight( PlayerNumber pn );
void MenuUp( PlayerNumber pn );
void MenuDown( PlayerNumber pn );
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CString m_sName;
InputMode m_InputMode;
bool m_bUseIcons;
bool m_bLoadExplanations;
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OptionRow* m_OptionRow;
int m_iNumOptionRows;
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MenuElements m_Menu;
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ActorFrame m_framePage;
Sprite m_sprPage;
Sprite m_sprBullets[MAX_OPTION_LINES];
BitmapText m_textTitles[MAX_OPTION_LINES];
BitmapText m_textItems[MAX_OPTION_LINES][MAX_OPTIONS_PER_LINE]; // this array has to be big enough to hold all of the options
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bool m_OptionDim[MAX_OPTION_LINES][MAX_OPTIONS_PER_LINE];
void DimOption(int line, int option, bool dim);
bool RowCompletelyDimmed(int line) const;
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bool m_bRowIsLong[MAX_OPTION_LINES]; // goes off edge of screen
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int m_iSelectedOption[NUM_PLAYERS][MAX_OPTION_LINES];
int m_iCurrentRow[NUM_PLAYERS];
// Quad m_OptionUnderline[NUM_PLAYERS][MAX_OPTION_LINES];
// Quad m_SelectionHighlight[NUM_PLAYERS];
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OptionsCursor m_Underline[NUM_PLAYERS][MAX_OPTION_LINES];
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OptionIcon m_OptionIcons[NUM_PLAYERS][MAX_OPTION_LINES];
OptionsCursor m_Highlight[NUM_PLAYERS];
BitmapText m_textExplanation;
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RageSound m_SoundChangeCol;
RageSound m_SoundNextRow;
RageSound m_SoundPrevRow;
RageSound m_SoundStart;
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};
#endif