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itgmania212121/stepmania/src/OptionIconRow.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: OptionIconRow
Desc: A graphic displayed in the OptionIconRow during Dancing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "OptionIconRow.h"
#include "ThemeManager.h"
#include "PlayerOptions.h"
#include "GameState.h"
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#define SPACING_X THEME->GetMetricF("OptionIconRow","SpacingX")
#define SPACING_Y THEME->GetMetricF("OptionIconRow","SpacingY")
OptionIconRow::OptionIconRow()
{
for( int i=0; i<NUM_OPTION_COLS; i++ )
{
m_OptionIcon[i].SetXY( i*SPACING_X, i*SPACING_Y );
this->AddChild( &m_OptionIcon[i] );
}
}
struct OptionColumnEntry
{
char szString[30];
int iSlotIndex;
};
const OptionColumnEntry g_OptionColumnEntries[] =
{
{"0.5X", 0},
{"0.75X", 0},
{"1X", 0},
{"1.5X", 0},
{"2X", 0},
{"3X", 0},
{"4X", 0},
{"5X", 0},
{"8X", 0},
{"Boost", 1},
{"Wave", 1},
{"Drunk", 1},
{"Dizzy", 1},
{"Space", 1},
{"Mini", 1},
{"Flip", 1},
{"Tornado", 1},
{"Hidden", 2},
{"Sudden", 2},
{"Stealth", 2},
{"Blink", 2},
{"Mirror", 3},
{"Left", 3},
{"Right", 3},
{"Shuffle", 3},
{"SuperShuffle", 3},
{"Little", 4},
{"NoHolds", 4},
{"Dark", 4},
{"Reverse", 5},
{"Note", 6},
{"Flat", 6},
{"Plain", 6},
};
const int NUM_OPTION_COL_ENTRIES = sizeof(g_OptionColumnEntries)/sizeof(OptionColumnEntry);
int OptionToPreferredColumn( CString sOptionText )
{
for( int i=0; i<NUM_OPTION_COL_ENTRIES; i++ )
if( g_OptionColumnEntries[i].szString == sOptionText )
return g_OptionColumnEntries[i].iSlotIndex;
ASSERT(0); // we encountered an option that isn't in our lookup table. You should add it above.
return -1;
}
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void OptionIconRow::Refresh( PlayerNumber pn )
{
// init
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for( int i=0; i<NUM_OPTION_COLS; i++ )
m_OptionIcon[i].Load( pn, "", i==0 );
CString sOptions = GAMESTATE->m_PlayerOptions[pn].GetString();
CStringArray asOptions;
split( sOptions, ", ", asOptions, true );
CString asTabs[NUM_OPTION_COLS-1]; // fill these with what will be displayed on the tabs
// for each option, look for the best column to place it in
for( i=0; i<asOptions.GetSize(); i++ )
{
CString sOption = asOptions[i];
int iPerferredCol = OptionToPreferredColumn( sOption );
// search for a vacant spot
for( int i=iPerferredCol; i<NUM_OPTION_COLS-1; i++ )
{
if( asTabs[i] != "" )
continue;
else
{
asTabs[i] = sOption;
break;
}
}
}
for( i=0; i<NUM_OPTION_COLS-1; i++ )
m_OptionIcon[i+1].Load( pn, asTabs[i], false );
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}
void OptionIconRow::DrawPrimitives()
{
ActorFrame::DrawPrimitives();
}