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itgmania212121/stepmania/src/ScreenOptions.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
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Class: ScreenOptions
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "InputMapper.h"
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#include "ActorUtil.h"
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const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
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#define ICONS_X( p ) THEME->GetMetricF("ScreenOptions",ssprintf("IconsP%dX",p+1))
#define ARROWS_X THEME->GetMetricF("ScreenOptions","ArrowsX")
#define LABELS_X THEME->GetMetricF("ScreenOptions","LabelsX")
#define LABELS_ZOOM THEME->GetMetricF("ScreenOptions","LabelsZoom")
#define LABELS_H_ALIGN THEME->GetMetricI("ScreenOptions","LabelsHAlign")
#define ITEMS_ZOOM THEME->GetMetricF("ScreenOptions","ItemsZoom")
#define ITEMS_START_X THEME->GetMetricF("ScreenOptions","ItemsStartX")
#define ITEMS_GAP_X THEME->GetMetricF("ScreenOptions","ItemsGapX")
#define ITEMS_START_Y THEME->GetMetricF("ScreenOptions","ItemsStartY")
#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
#define EXPLANATION_X(p) THEME->GetMetricF("ScreenOptions",ssprintf("ExplanationP%dX",p+1))
#define EXPLANATION_Y(p) THEME->GetMetricF("ScreenOptions",ssprintf("ExplanationP%dY",p+1))
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#define EXPLANATION_ON_COMMAND(p) THEME->GetMetric ("ScreenOptions",ssprintf("ExplanationP%dOnCommand",p+1))
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#define EXPLANATION_TOGETHER_X THEME->GetMetricF("ScreenOptions","ExplanationTogetherX")
#define EXPLANATION_TOGETHER_Y THEME->GetMetricF("ScreenOptions","ExplanationTogetherY")
#define EXPLANATION_TOGETHER_ON_COMMAND THEME->GetMetric ("ScreenOptions","ExplanationTogetherOnCommand")
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#define SHOW_SCROLL_BAR THEME->GetMetricB("ScreenOptions","ShowScrollBar")
#define SCROLL_BAR_HEIGHT THEME->GetMetricF("ScreenOptions","ScrollBarHeight")
#define SCROLL_BAR_TIME THEME->GetMetricF("ScreenOptions","ScrollBarTime")
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#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
#define EXPLANATION_ZOOM THEME->GetMetricF("ScreenOptions","ExplanationZoom")
#define COLOR_SELECTED THEME->GetMetricC("ScreenOptions","ColorSelected")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
#define NUM_SHOWN_ITEMS THEME->GetMetricI("ScreenOptions","NumShownItems")
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ScreenOptions::ScreenOptions( CString sClassName ) : Screen(sClassName)
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{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
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m_SoundChangeCol.Load( THEME->GetPathToS("ScreenOptions change"), true );
m_SoundNextRow.Load( THEME->GetPathToS("ScreenOptions next"), true );
m_SoundPrevRow.Load( THEME->GetPathToS("ScreenOptions prev"), true );
m_SoundStart.Load( THEME->GetPathToS("Common start") );
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m_Menu.Load( sClassName );
this->AddChild( &m_Menu );
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// add everything to m_framePage so we can animate everything at once
this->AddChild( &m_framePage );
m_sprPage.Load( THEME->GetPathToG(sClassName+" page") );
m_sprPage.SetXY( CENTER_X, CENTER_Y );
m_framePage.AddChild( &m_sprPage );
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for( int p=0; p<NUM_PLAYERS; p++ )
{
m_iCurrentRow[p] = 0;
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for( unsigned l=0; l<MAX_OPTION_LINES; l++ )
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m_iSelectedOption[p][l] = 0;
}
m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_DECELERATE );
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m_framePage.SetX( 0 );
memset(&m_bRowIsLong, 0, sizeof(m_bRowIsLong));
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}
void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLines )
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{
LOG->Trace( "ScreenOptions::Set()" );
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m_InputMode = im;
m_OptionRow = OptionRows;
m_iNumOptionRows = iNumOptionLines;
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this->ImportOptions();
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for( int l=0; l<m_iNumOptionRows; l++ )
if( m_OptionRow[l].bOneChoiceForAllPlayers )
m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
int p;
// init highlights
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
m_Highlight[p].Load( (PlayerNumber)p, false );
m_framePage.AddChild( &m_Highlight[p] );
}
// init underlines
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
for( int l=0; l<m_iNumOptionRows; l++ )
{
m_OptionIcons[p][l].Load( (PlayerNumber)p, "", false );
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m_framePage.AddChild( &m_OptionIcons[p][l] );
m_Underline[p][l].Load( (PlayerNumber)p, true );
m_framePage.AddChild( &m_Underline[p][l] );
}
}
// init m_textItems from optionLines
int r;
for( r=0; r<m_iNumOptionRows; r++ ) // foreach line
{
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vector<BitmapText *> & textItems = m_textItems[r];
const OptionRow &optline = m_OptionRow[r];
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unsigned c;
m_framePage.AddChild( &m_sprBullets[r] );
m_framePage.AddChild( &m_textTitles[r] );
float fX = ITEMS_START_X; // indent 70 pixels
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for( c=0; c<optline.choices.size(); c++ )
{
BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( optline.choices[c] );
bt->SetZoom( ITEMS_ZOOM );
bt->EnableShadow( false );
// set the X position of each item in the line
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const float fItemWidth = bt->GetZoomedWidth();
fX += fItemWidth/2;
bt->SetX( fX );
fX += fItemWidth/2 + ITEMS_GAP_X;
}
if( fX > SCREEN_RIGHT-40 )
{
// It goes off the edge of the screen. Re-init with the "long row" style.
m_bRowIsLong[r] = true;
for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this line
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delete textItems[j];
textItems.clear();
for( unsigned p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
const int iChoiceInRow = m_iSelectedOption[p][r];
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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bt->SetText( optline.choices[iChoiceInRow] );
bt->SetZoom( ITEMS_ZOOM );
bt->EnableShadow( false );
/* if choices are locked together, center the item. */
if( optline.bOneChoiceForAllPlayers )
bt->SetX( (ITEM_X[0]+ITEM_X[1])/2 );
else
bt->SetX( ITEM_X[p] );
/* If bOneChoiceForAllPlayers, then only initialize one text item. */
if( optline.bOneChoiceForAllPlayers )
break;
}
}
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for( c=0; c<textItems.size(); c++ )
m_framePage.AddChild( textItems[c] );
}
InitOptionsText();
// TRICKY: Add one more item. This will be "EXIT"
{
BitmapText *bt = new BitmapText;
m_textItems[r].push_back( bt );
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( "EXIT" );
bt->SetZoom( ITEMS_ZOOM );
bt->SetShadowLength( 0 );
float fY = ITEMS_START_Y + ITEMS_SPACING_Y*m_iNumOptionRows;
bt->SetXY( CENTER_X, fY );
m_framePage.AddChild( bt );
}
// add explanation here so it appears on top
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for( p=0; p<NUM_PLAYERS; p++ )
{
m_textExplanation[p].LoadFromFont( THEME->GetPathToF("ScreenOptions explanation") );
m_textExplanation[p].SetZoom( EXPLANATION_ZOOM );
m_textExplanation[p].SetShadowLength( 0 );
m_framePage.AddChild( &m_textExplanation[p] );
}
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if( SHOW_SCROLL_BAR )
{
m_ScrollBar.SetName( "DualScrollBar", "ScrollBar" );
m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
m_ScrollBar.SetBarTime( SCROLL_BAR_TIME );
for( p=0; p<NUM_PLAYERS; p++ )
m_ScrollBar.EnablePlayer( (PlayerNumber)p, GAMESTATE->IsHumanPlayer(p) );
m_ScrollBar.Load();
UtilSetXY( m_ScrollBar, "ScreenOptions" );
m_framePage.AddChild( &m_ScrollBar );
}
switch( m_InputMode )
{
case INPUTMODE_INDIVIDUAL:
for( p=0; p<NUM_PLAYERS; p++ )
m_textExplanation[p].SetXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
break;
case INPUTMODE_TOGETHER:
m_textExplanation[0].SetXY( EXPLANATION_TOGETHER_X, EXPLANATION_TOGETHER_Y );
break;
default:
ASSERT(0);
}
// poke once at all the explanation metrics so that we catch missing ones early
for( r=0; r<m_iNumOptionRows; r++ ) // foreach line
{
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GetExplanationText( r );
GetExplanationTitle( r );
}
CHECKPOINT;
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PositionItems();
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PositionUnderlines();
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PositionIcons();
CHECKPOINT;
RefreshIcons();
CHECKPOINT;
PositionCursors();
CHECKPOINT;
UpdateEnabledDisabled();
CHECKPOINT;
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for( p=0; p<NUM_PLAYERS; p++ )
OnChange( (PlayerNumber)p );
CHECKPOINT;
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/* It's tweening into position, but on the initial tween-in we only want to
* tween in the whole page at once. Since the tweens are nontrivial, it's
* easiest to queue the tweens and then force them to finish. */
for( r=0; r<m_iNumOptionRows; r++ ) // foreach options row
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{
m_textTitles[r].FinishTweening();
m_sprBullets[r].FinishTweening();
for( unsigned c=0; c<m_textItems[r].size(); c++ )
{
m_textItems[r][c]->FinishTweening();
}
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
m_Underline[p][r].FinishTweening();
m_OptionIcons[p][r].FinishTweening();
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}
}
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}
ScreenOptions::~ScreenOptions()
{
LOG->Trace( "ScreenOptions::~ScreenOptions()" );
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for( int i=0; i<m_iNumOptionRows+1; i++ ) /* +1 = "exit" */
for( unsigned j = 0; j < m_textItems[i].size(); ++j)
delete m_textItems[i][j];
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}
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CString ScreenOptions::GetExplanationText( int row ) const
{
CString sLineName = m_OptionRow[row].name;
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
return THEME->GetMetric( "OptionExplanations", sLineName+"Help" );
}
CString ScreenOptions::GetExplanationTitle( int row ) const
{
CString sLineName = m_OptionRow[row].name;
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
return THEME->GetMetric( "OptionExplanations", sLineName+"Title" );
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}
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BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow )
{
const bool bExitRow = iRow == m_iNumOptionRows;
if( bExitRow )
return *m_textItems[iRow][0];
const bool bLotsOfOptions = m_bRowIsLong[iRow];
if( !bLotsOfOptions )
{
unsigned iOptionInRow = m_iSelectedOption[pn][iRow];
return *m_textItems[iRow][iOptionInRow];
}
const bool bOneChoice = m_OptionRow[iRow].bOneChoiceForAllPlayers;
if( bOneChoice )
return *m_textItems[iRow][0];
/* We have lots of options and this isn't a OneChoice row, which means
* each player has a separate item displayed. */
int iOptionInRow = min( (unsigned)pn, m_textItems[iRow].size()-1 );
return *m_textItems[iRow][iOptionInRow];
}
void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
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{
BitmapText &text = GetTextItemForRow( pn, iRow );
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iWidthOut = int(roundf( text.GetZoomedWidth() ));
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iXOut = int(roundf( text.GetDestX() ));
/* We update m_fRowY, change colors and tween items, and then tween rows to
* their final positions. (This is so we don't tween colors, too.) m_fRowY
* is the actual destination position, even though we may not have set up the
* tween yet. */
iYOut = int(roundf( m_fRowY[iRow] ));
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}
void ScreenOptions::InitOptionsText()
{
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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const float fY = ITEMS_START_Y + ITEMS_SPACING_Y*i;
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BitmapText &title = m_textTitles[i];
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title.LoadFromFont( THEME->GetPathToF("ScreenOptions title") );
CString sText = GetExplanationTitle( i );
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title.SetText( sText );
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title.SetXY( LABELS_X, fY );
title.SetZoom( LABELS_ZOOM );
title.SetHorizAlign( (Actor::HorizAlign)LABELS_H_ALIGN );
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title.SetVertAlign( Actor::align_middle );
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title.EnableShadow( false );
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Sprite &bullet = m_sprBullets[i];
bullet.Load( THEME->GetPathToG("ScreenOptions bullet") );
bullet.SetXY( ARROWS_X, fY );
// set the Y position of each item in the line
for( unsigned c=0; c<m_textItems[i].size(); c++ )
m_textItems[i][c]->SetY( fY );
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}
}
void ScreenOptions::PositionUnderlines()
{
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
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if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
OptionsCursor &underline = m_Underline[p][i];
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetGlobalX( (float)iX );
underline.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
// It looks silly.
bool bOnlyOneChoice = m_OptionRow[i].choices.size() == 1;
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bool hidden = bOnlyOneChoice || m_bRowIsHidden[i];
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if( underline.GetDestY() != m_fRowY[i] )
{
underline.StopTweening();
underline.BeginTweening( 0.3f );
}
/* XXX: diffuse doesn't work since underline is an ActorFrame */
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underline.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
underline.SetBarWidth( iWidth );
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underline.SetY( (float)iY );
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}
}
}
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void ScreenOptions::PositionIcons()
{
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
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if( !GAMESTATE->IsHumanPlayer(p) )
continue;
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
OptionIcon &icon = m_OptionIcons[p][i];
int iWidth, iX, iY; // We only use iY
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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icon.SetX( ICONS_X(p) );
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if( icon.GetDestY() != m_fRowY[i] )
{
icon.StopTweening();
icon.BeginTweening( 0.3f );
}
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icon.SetY( (float)iY );
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/* XXX: this doesn't work since icon is an ActorFrame */
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icon.SetDiffuse( RageColor(1,1,1, m_bRowIsHidden[i]? 0.0f:1.0f) );
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}
}
}
void ScreenOptions::RefreshIcons()
{
// handled by ScreenOptionsMaster
}
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void ScreenOptions::PositionCursors()
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{
// Set the position of the highlight showing the current option the user is changing.
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
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if( !GAMESTATE->IsHumanPlayer(p) )
continue;
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int i=m_iCurrentRow[p];
OptionsCursor &highlight = m_Highlight[p];
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int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
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}
}
void ScreenOptions::TweenCursor( PlayerNumber player_no )
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{
// Set the position of the highlight showing the current option the user is changing.
int iCurRow = m_iCurrentRow[player_no];
OptionsCursor &highlight = m_Highlight[player_no];
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int iWidth, iX, iY;
GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
highlight.StopTweening();
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highlight.BeginTweening( 0.2f );
highlight.TweenBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
void ScreenOptions::UpdateText( PlayerNumber player_no, int iRow )
{
int iChoiceInRow = m_iSelectedOption[player_no][iRow];
if( !m_bRowIsLong[iRow] )
return;
const OptionRow &row = m_OptionRow[iRow];
unsigned item_no = row.bOneChoiceForAllPlayers?0:player_no;
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/* If player_no is 2 and there is no player 1: */
item_no = min( item_no, m_textItems[iRow].size()-1 );
m_textItems[iRow][item_no]->SetText( m_OptionRow[iRow].choices[iChoiceInRow] );
}
void ScreenOptions::UpdateEnabledDisabled()
{
RageColor colorSelected = COLOR_SELECTED;
RageColor colorNotSelected = COLOR_NOT_SELECTED;
// init text
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
{
bool bThisRowIsSelected = false;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == i )
bThisRowIsSelected = true;
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/* Don't tween selection colors at all. */
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RageColor color = bThisRowIsSelected ? colorSelected : colorNotSelected;
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m_sprBullets[i].SetGlobalDiffuseColor( color );
m_textTitles[i].SetGlobalDiffuseColor( color );
for( unsigned j=0; j<m_textItems[i].size(); j++ )
m_textItems[i][j]->SetGlobalDiffuseColor( color );
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if( m_sprBullets[i].GetDestY() != m_fRowY[i] )
{
m_sprBullets[i].StopTweening();
m_textTitles[i].StopTweening();
m_sprBullets[i].BeginTweening( 0.3f );
m_textTitles[i].BeginTweening( 0.3f );
m_sprBullets[i].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
m_textTitles[i].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
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m_sprBullets[i].SetY( m_fRowY[i] );
m_textTitles[i].SetY( m_fRowY[i] );
for( unsigned j=0; j<m_textItems[i].size(); j++ )
{
m_textItems[i][j]->StopTweening();
m_textItems[i][j]->BeginTweening( 0.3f );
m_textItems[i][j]->SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
m_textItems[i][j]->SetY( m_fRowY[i] );
}
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}
}
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bool bExitRowIsSelectedByBoth = true;
for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
bExitRowIsSelectedByBoth = false;
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RageColor color = bExitRowIsSelectedByBoth ? colorSelected : colorNotSelected;
m_textItems[m_iNumOptionRows][0]->SetGlobalDiffuseColor( color );
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if( m_textItems[m_iNumOptionRows][0]->GetDestY() != m_fRowY[m_iNumOptionRows] )
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{
m_textItems[m_iNumOptionRows][0]->StopTweening();
m_textItems[m_iNumOptionRows][0]->BeginTweening( 0.3f );
m_textItems[m_iNumOptionRows][0]->SetDiffuseAlpha( m_bRowIsHidden[m_iNumOptionRows]? 0.0f:1.0f );
m_textItems[m_iNumOptionRows][0]->SetY( m_fRowY[m_iNumOptionRows] );
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}
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if( bExitRowIsSelectedByBoth )
m_textItems[m_iNumOptionRows][0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
else
m_textItems[m_iNumOptionRows][0]->SetEffectNone();
}
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void ScreenOptions::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
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Screen::Update( fDeltaTime );
}
void ScreenOptions::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
* when we're transitioning out. */
if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
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return;
if( type == IET_RELEASE )
{
switch( MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_RIGHT:
case MENU_BUTTON_LEFT:
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_START) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
}
}
// if we are in dedicated menubutton input and arcade navigation
// check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held
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const bool bHoldingLeftOrRight = MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
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PREFSMAN->m_bArcadeOptionsNavigation &&
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(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ||
INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) );
if( type != IET_RELEASE && bHoldingLeftOrRight )
{
Move( MenuI.player, -1, type != IET_FIRST_PRESS );
return;
}
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// default input handler
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
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case SM_MenuTimer:
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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break;
case SM_GoToPrevScreen:
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// this->ExportOptions(); // Don't save options if we're going back!
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this->GoToPrevState();
break;
case SM_GoToNextScreen:
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this->ExportOptions();
this->GoToNextState();
break;
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case SM_BeginFadingOut:
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if(m_Menu.IsTransitioning())
return; /* already transitioning */
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m_Menu.StartTransitioning( SM_GoToNextScreen );
m_SoundStart.Play();
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_ACCELERATE );
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m_framePage.SetX( SCREEN_RIGHT );
break;
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case SM_GainFocus:
INPUTFILTER->SetRepeatRate( 0.25f, 12, 0.25f, 12 );
break;
case SM_LoseFocus:
INPUTFILTER->ResetRepeatRate();
break;
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}
}
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void ScreenOptions::PositionItems()
{
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const int total = NUM_SHOWN_ITEMS;
const int halfsize = total / 2;
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/* Total number of rows, including "EXIT". */
const int NumRows = m_iNumOptionRows + 1;
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int first_start, first_end, second_start, second_end;
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/* Choices for each player. If only one player is active, it's the same for both. */
const int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? m_iCurrentRow[PLAYER_1]: m_iCurrentRow[PLAYER_2];
const int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? m_iCurrentRow[PLAYER_2]: m_iCurrentRow[PLAYER_1];
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const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
if( m_InputMode == INPUTMODE_TOGETHER || !BothPlayersActivated )
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{
/* Simply center the cursor. */
first_start = max( P1Choice - halfsize, 0 );
first_end = first_start + total;
second_start = second_end = first_end;
} else {
/* First half: */
const int earliest = min( P1Choice, P2Choice );
first_start = max( earliest - halfsize/2, 0 );
first_end = first_start + halfsize;
/* Second half: */
const int latest = max( P1Choice, P2Choice );
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second_start = max( latest - halfsize/2, 0 );
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/* Don't overlap. */
second_start = max( second_start, first_end );
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second_end = second_start + halfsize;
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}
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first_end = min( first_end, NumRows );
second_end = min( second_end, NumRows );
/* If less than total (and NumRows) are displayed, fill in the empty
* space intelligently. */
while(1)
{
const int sum = (first_end - first_start) + (second_end - second_start);
if( sum >= NumRows || sum >= total)
break; /* nothing more to display, or no room */
/* First priority: expand the top of the second half until it meets
* the first half. */
if( second_start > first_end )
second_start--;
/* Otherwise, expand either end. */
else if( first_start > 0 )
first_start--;
else if( second_end < NumRows )
second_end++;
else
ASSERT(0); /* do we have room to grow or don't we? */
}
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int pos = 0;
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for( int i=0; i<NumRows; i++ ) // foreach line
{
float ItemPosition;
if( i < first_start )
ItemPosition = -0.5f;
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else if( i < first_end )
ItemPosition = (float) pos++;
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else if( i < second_start )
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ItemPosition = halfsize - 0.5f;
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else if( i < second_end )
ItemPosition = (float) pos++;
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else
ItemPosition = (float) total - 0.5f;
float fY = ITEMS_START_Y + ITEMS_SPACING_Y*ItemPosition;
m_fRowY[i] = fY;
m_bRowIsHidden[i] = i < first_start ||
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(i >= first_end && i < second_start) ||
i >= second_end;
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}
}
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void ScreenOptions::OnChange( PlayerNumber pn )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
return;
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/* Update m_fRowY[] and m_bRowIsHidden[]. */
PositionItems();
/* Do positioning. */
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PositionUnderlines();
RefreshIcons();
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PositionIcons();
UpdateEnabledDisabled();
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if( SHOW_SCROLL_BAR )
m_ScrollBar.SetPercentage( pn, m_iCurrentRow[pn] / float(m_iNumOptionRows) );
/* Update all players, since changing one player can move both cursors. */
for( int p=0; p<NUM_PLAYERS; p++ )
TweenCursor( (PlayerNumber) p );
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int iCurRow = m_iCurrentRow[pn];
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bool bIsExitRow = iCurRow == m_iNumOptionRows;
CString text = "";
if( !bIsExitRow )
text = GetExplanationText( iCurRow );
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BitmapText *pText = NULL;
switch( m_InputMode )
{
case INPUTMODE_INDIVIDUAL:
pText = &m_textExplanation[pn];
if( pText->GetText() != text )
{
pText->FinishTweening();
pText->Command( EXPLANATION_ON_COMMAND(pn) );
pText->SetText( text );
}
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break;
case INPUTMODE_TOGETHER:
pText = &m_textExplanation[0];
if( pText->GetText() != text )
{
pText->FinishTweening();
pText->Command( EXPLANATION_TOGETHER_ON_COMMAND );
pText->SetText( text );
}
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break;
}
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}
void ScreenOptions::MenuBack( PlayerNumber pn )
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{
Screen::MenuBack( pn );
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m_Menu.Back( SM_GoToPrevScreen );
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}
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void ScreenOptions::StartGoToNextState()
{
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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}
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void ScreenOptions::MenuStart( PlayerNumber pn, const InputEventType type )
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{
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if( m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return;
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if( PREFSMAN->m_bArcadeOptionsNavigation )
{
bool bAllOnExit = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
bAllOnExit = false;
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if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
MenuDown( pn, type ); // can't go down any more
else if( bAllOnExit && type == IET_FIRST_PRESS )
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
else if( type == IET_FIRST_PRESS ) // !m_bArcadeOptionsNavigation
{
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
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}
void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
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{
int iCurRow = m_iCurrentRow[pn];
OptionRow &row = m_OptionRow[iCurRow];
const int iNumOptions = (iCurRow == m_iNumOptionRows)? 1: row.choices.size();
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if( PREFSMAN->m_bArcadeOptionsNavigation )
{
/* If START is being pressed, and arcade nav is on, then we're holding left/right
* and start to move backwards. Don't move left and right, too. */
if( PREFSMAN->m_bArcadeOptionsNavigation &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_START) ) )
return;
if( iNumOptions <= 1 ) // 1 or 0
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{
Move( pn, iDelta, Repeat );
return;
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}
}
if( Repeat )
return;
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if( iCurRow == m_iNumOptionRows ) // EXIT is selected
return; // don't allow a move
for( int p=0; p<NUM_PLAYERS; p++ )
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{
// if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
if( p != pn ) // don't check for INPUTMODE_INDIVIDUAL because on regular
// options it moves everything by 2
continue; // skip
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int iNewSel = m_iSelectedOption[p][iCurRow] + iDelta;
wrap( iNewSel, iNumOptions );
if( row.bOneChoiceForAllPlayers )
{
for( int p2=0; p2<NUM_PLAYERS; p2++ )
{
m_iSelectedOption[p2][iCurRow] = iNewSel;
UpdateText( (PlayerNumber)p2, iCurRow );
}
}
else
{
m_iSelectedOption[p][iCurRow] = iNewSel;
UpdateText( (PlayerNumber)p, iCurRow );
}
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OnChange( (PlayerNumber)p );
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}
m_SoundChangeCol.Play();
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}
void ScreenOptions::Move( PlayerNumber pn, int dir, bool Repeat )
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{
LOG->Trace("move pn %i, dir %i, rep %i", pn, dir, Repeat);
bool changed = false;
for( int p=0; p<NUM_PLAYERS; p++ )
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{
if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
continue; // skip
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int row = m_iCurrentRow[p] + dir;
if( Repeat && ( row == -1 || row == m_iNumOptionRows+1 ) )
continue; // don't wrap while repeating
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wrap( row, m_iNumOptionRows+1 );
m_iCurrentRow[p] = row;
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OnChange( (PlayerNumber)p );
changed = true;
}
if( changed )
m_SoundNextRow.Play();
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}