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itgmania212121/src/OptionRowHandler.cpp
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#include "global.h"
#include "OptionRowHandler.h"
#include "LuaManager.h"
#include "ScreenOptionsMasterPrefs.h"
#include "NoteSkinManager.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "GameState.h"
#include "Course.h"
#include "Steps.h"
#include "Style.h"
#include "Song.h"
#include "SongManager.h"
#include "Character.h"
#include "PrefsManager.h"
#include "SongUtil.h"
#include "StepsUtil.h"
#include "GameManager.h"
#include "Foreach.h"
#include "GameSoundManager.h"
#include "CommonMetrics.h"
#include "CharacterManager.h"
#include "ScreenManager.h"
#include "ScreenMiniMenu.h" // for MenuRowDef
#include "FontCharAliases.h"
#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
#define NOTE_SKIN_SORT_ORDER THEME->GetMetric ("ScreenOptionsMaster","NoteSkinSortOrder")
#define STEPS_ROW_LAYOUT_TYPE THEME->GetMetric("ScreenOptionsMaster","StepsRowLayoutType")
#define STEPS_USE_CHART_NAME THEME->GetMetricB("ScreenOptionsMaster","StepsUseChartName")
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static const char *SelectTypeNames[] = {
"SelectOne",
"SelectMultiple",
"SelectNone",
};
XToString( SelectType );
StringToX( SelectType );
LuaXType( SelectType );
static const char *LayoutTypeNames[] = {
"ShowAllInRow",
"ShowOneInRow",
};
XToString( LayoutType );
StringToX( LayoutType );
LuaXType( LayoutType );
RString OptionRowHandler::OptionTitle() const
{
bool bTheme = false;
// HACK: Always theme the NEXT_ROW and EXIT items, even if metrics says not to theme.
if( m_Def.m_bAllowThemeTitle )
bTheme = true;
RString s = m_Def.m_sName;
if( s.empty() )
return s;
return bTheme ? THEME->GetString("OptionTitles",s) : s;
}
RString OptionRowHandler::GetThemedItemText( int iChoice ) const
{
RString s = m_Def.m_vsChoices[iChoice];
if( s == "" )
return "";
bool bTheme = false;
if( m_Def.m_bAllowThemeItems ) bTheme = true;
// Items beginning with a pipe mean "don't theme".
// This allows us to disable theming on a per-choice basis for choice names that are just a number
// and don't need to be localized.
if( s[0] == '|' )
{
s.erase( s.begin() );
bTheme = false;
}
if( bTheme )
s = CommonMetrics::LocalizeOptionItem( s, false );
return s;
}
void OptionRowHandler::GetIconTextAndGameCommand( int iFirstSelection, RString &sIconTextOut, GameCommand &gcOut ) const
{
sIconTextOut = "";
gcOut.Init();
}
void OptionRowHandlerUtil::SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
{
ASSERT_M( iSelection >= 0 && iSelection < (int) vbSelectedOut.size(),
ssprintf("%d/%u",iSelection, unsigned(vbSelectedOut.size())) );
for( int i=0; i<int(vbSelectedOut.size()); i++ )
vbSelectedOut[i] = i==iSelection;
}
int OptionRowHandlerUtil::GetOneSelection( const vector<bool> &vbSelected )
{
int iRet = -1;
for( unsigned i=0; i<vbSelected.size(); i++ )
{
if( vbSelected[i] )
{
ASSERT( iRet == -1 ); // only one should be selected
iRet = i;
}
}
ASSERT( iRet != -1 ); // shouldn't call this if not expecting one to be selected
return iRet;
}
static LocalizedString OFF ( "OptionRowHandler", "Off" );
// begin OptionRow handlers
class OptionRowHandlerList : public OptionRowHandler
{
public:
vector<GameCommand> m_aListEntries;
GameCommand m_Default;
bool m_bUseModNameForIcon;
vector<RString> m_vsBroadcastOnExport;
OptionRowHandlerList() { Init(); }
virtual void Init()
{
OptionRowHandler::Init();
m_aListEntries.clear();
m_Default.Init();
m_bUseModNameForIcon = false;
m_vsBroadcastOnExport.clear();
}
virtual void LoadInternal( const Commands &cmds )
{
ASSERT( cmds.v.size() == 1 );
const Command &command = cmds.v[0];
RString sParam = command.GetArg(1).s;
ASSERT( command.m_vsArgs.size() == 2 );
ASSERT( sParam.size() );
m_bUseModNameForIcon = true;
m_Def.m_sName = sParam;
m_Default.Load( -1, ParseCommands(ENTRY_DEFAULT(sParam)) );
{
// Parse the basic configuration metric.
Commands lCmds = ParseCommands( ENTRY(sParam) );
if( lCmds.v.size() < 1 )
RageException::Throw( "Parse error in \"ScreenOptionsMaster::%s\".", sParam.c_str() );
m_Def.m_bOneChoiceForAllPlayers = false;
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const int NumCols = StringToInt( lCmds.v[0].m_vsArgs[0] );
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for( unsigned i=1; i<lCmds.v.size(); i++ )
{
const Command &cmd = lCmds.v[i];
RString sName = cmd.GetName();
if( sName == "together" ) m_Def.m_bOneChoiceForAllPlayers = true;
else if( sName == "selectmultiple" ) m_Def.m_selectType = SELECT_MULTIPLE;
else if( sName == "selectone" ) m_Def.m_selectType = SELECT_ONE;
else if( sName == "selectnone" ) m_Def.m_selectType = SELECT_NONE;
else if( sName == "showoneinrow" ) m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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else if( sName == "default" ) m_Def.m_iDefault = StringToInt( cmd.GetArg(1).s ) - 1; // match ENTRY_MODE
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else if( sName == "reloadrowmessages" )
{
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
m_vsReloadRowMessages.push_back( cmd.m_vsArgs[a] );
}
else if( sName == "enabledforplayers" )
{
m_Def.m_vEnabledForPlayers.clear();
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
{
RString sArg = cmd.m_vsArgs[a];
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PlayerNumber pn = (PlayerNumber)(StringToInt(sArg)-1);
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ASSERT( pn >= 0 && pn < NUM_PLAYERS );
m_Def.m_vEnabledForPlayers.insert( pn );
}
}
else if( sName == "exportonchange" )
{
m_Def.m_bExportOnChange = true;
}
else if( sName == "broadcastonexport" )
{
for( unsigned j=1; j<cmd.m_vsArgs.size(); j++ )
m_vsBroadcastOnExport.push_back( cmd.m_vsArgs[j] );
}
else
{
RageException::Throw( "Unkown row flag \"%s\".", sName.c_str() );
}
}
for( int col = 0; col < NumCols; ++col )
{
GameCommand mc;
mc.ApplyCommitsScreens( false );
mc.Load( 0, ParseCommands(ENTRY_MODE(sParam, col)) );
/* If the row has just one entry, use the name of the row as the name of the
* entry. If it has more than one, each one must be specified explicitly. */
if( mc.m_sName == "" && NumCols == 1 )
mc.m_sName = sParam;
if( mc.m_sName == "" )
RageException::Throw( "List \"%s\", col %i has no name.", sParam.c_str(), col );
if( !mc.IsPlayable() )
{
LOG->Trace( "\"%s\" is not playable.", sParam.c_str() );
continue;
}
m_aListEntries.push_back( mc );
RString sName = mc.m_sName;
RString sChoice = mc.m_sName;
m_Def.m_vsChoices.push_back( sChoice );
}
}
if( m_Def.m_selectType != SELECT_MULTIPLE && m_Def.m_iDefault == -1 )
{
for( unsigned e = 0; e < m_aListEntries.size(); ++e )
{
const GameCommand &mc = m_aListEntries[e];
if( mc.IsZero() )
m_Def.m_iDefault = e;
}
}
}
void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
bool bUseFallbackOption = true;
for( unsigned e = 0; e < m_aListEntries.size(); ++e )
{
const GameCommand &mc = m_aListEntries[e];
vbSelOut[e] = false;
if( mc.IsZero() )
{
/* The entry has no effect. This is usually a default "none
* of the above" entry. It will always return true for
* DescribesCurrentMode(). It's only the selected choice if
* nothing else matches. */
continue;
}
if( m_Def.m_bOneChoiceForAllPlayers )
{
if( mc.DescribesCurrentModeForAllPlayers() )
{
bUseFallbackOption = false;
if( m_Def.m_selectType != SELECT_MULTIPLE )
OptionRowHandlerUtil::SelectExactlyOne( e, vbSelOut );
else
vbSelOut[e] = true;
}
}
else
{
if( mc.DescribesCurrentMode(p) )
{
bUseFallbackOption = false;
if( m_Def.m_selectType != SELECT_MULTIPLE )
OptionRowHandlerUtil::SelectExactlyOne( e, vbSelOut );
else
vbSelOut[e] = true;
}
}
}
if( m_Def.m_selectType == SELECT_ONE && bUseFallbackOption )
{
int iFallbackOption = m_Def.m_iDefault;
if( iFallbackOption == -1 )
{
RString s = ssprintf("No options in row \"list,%s\" were selected, and no fallback row found; selected entry 0", m_Def.m_sName.c_str());
LOG->Warn( "%s", s.c_str() );
CHECKPOINT_M( s );
iFallbackOption = 0;
}
OptionRowHandlerUtil::SelectExactlyOne( iFallbackOption, vbSelOut );
}
VerifySelected( m_Def.m_selectType, vbSelOut, m_Def.m_sName );
}
}
int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
m_Default.Apply( p );
for( unsigned i=0; i<vbSel.size(); i++ )
{
if( vbSel[i] )
m_aListEntries[i].Apply( p );
}
}
FOREACH_CONST( RString, m_vsBroadcastOnExport, s )
MESSAGEMAN->Broadcast( *s );
return 0;
}
virtual int GetDefaultOption() const
{
return m_Def.m_iDefault;
}
virtual void GetIconTextAndGameCommand( int iFirstSelection, RString &sIconTextOut, GameCommand &gcOut ) const
{
sIconTextOut = m_bUseModNameForIcon ?
m_aListEntries[iFirstSelection].m_sPreferredModifiers :
m_Def.m_vsChoices[iFirstSelection];
gcOut = m_aListEntries[iFirstSelection];
}
virtual RString GetScreen( int iChoice ) const
{
const GameCommand &gc = m_aListEntries[iChoice];
return gc.m_sScreen;
}
virtual ReloadChanged Reload()
{
// HACK: always reload "speed", to update the BPM text in the name of the speed line
if( !m_Def.m_sName.CompareNoCase("speed") )
return RELOAD_CHANGED_ALL;
return OptionRowHandler::Reload();
}
};
static void SortNoteSkins( vector<RString> &asSkinNames )
{
set<RString> setSkinNames;
setSkinNames.insert( asSkinNames.begin(), asSkinNames.end() );
vector<RString> asSorted;
split( NOTE_SKIN_SORT_ORDER, ",", asSorted );
set<RString> setUnusedSkinNames( setSkinNames );
asSkinNames.clear();
FOREACH( RString, asSorted, sSkin )
{
if( setSkinNames.find(*sSkin) == setSkinNames.end() )
continue;
asSkinNames.push_back( *sSkin );
setUnusedSkinNames.erase( *sSkin );
}
asSkinNames.insert( asSkinNames.end(), setUnusedSkinNames.begin(), setUnusedSkinNames.end() );
}
class OptionRowHandlerListNoteSkins : public OptionRowHandlerList
{
virtual void LoadInternal( const Commands & )
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{
m_Def.m_sName = "NoteSkins";
m_Def.m_bOneChoiceForAllPlayers = false;
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
vector<RString> arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
SortNoteSkins( arraySkinNames );
for( unsigned skin=0; skin<arraySkinNames.size(); skin++ )
{
if( arraySkinNames[skin] == CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue() )
m_Def.m_iDefault = skin;
GameCommand mc;
mc.m_sPreferredModifiers = arraySkinNames[skin];
//ms.m_sName = arraySkinNames[skin];
m_aListEntries.push_back( mc );
m_Def.m_vsChoices.push_back( arraySkinNames[skin] );
}
}
};
// XXX: very similar to OptionRowHandlerSteps
class OptionRowHandlerListSteps : public OptionRowHandlerList
{
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virtual void LoadInternal( const Commands & )
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{
m_Def.m_sName = "Steps";
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
Reload();
// don't call default
// OptionRowHandlerList::LoadInternal( cmds );
}
virtual ReloadChanged Reload()
{
m_Def.m_vsChoices.clear();
m_aListEntries.clear();
// fill in difficulty names
if( GAMESTATE->IsEditing() )
{
m_Def.m_vsChoices.push_back( "" );
m_aListEntries.push_back( GameCommand() );
}
else if( GAMESTATE->IsCourseMode() && GAMESTATE->m_pCurCourse ) // playing a course
{
m_Def.m_bOneChoiceForAllPlayers = (bool)PREFSMAN->m_bLockCourseDifficulties;
m_Def.m_layoutType = StringToLayoutType( STEPS_ROW_LAYOUT_TYPE );
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vector<Trail*> vTrails;
GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
for( unsigned i=0; i<vTrails.size(); i++ )
{
Trail* pTrail = vTrails[i];
RString s = CourseDifficultyToLocalizedString( pTrail->m_CourseDifficulty );
s += ssprintf( " %d", pTrail->GetMeter() );
m_Def.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_pTrail = pTrail;
m_aListEntries.push_back( mc );
}
}
else if( GAMESTATE->m_pCurSong ) // playing a song
{
m_Def.m_layoutType = StringToLayoutType( STEPS_ROW_LAYOUT_TYPE );
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vector<Steps*> vpSteps;
Song *pSong = GAMESTATE->m_pCurSong;
SongUtil::GetSteps( pSong, vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::RemoveLockedSteps( pSong, vpSteps );
StepsUtil::SortNotesArrayByDifficulty( vpSteps );
for( unsigned i=0; i<vpSteps.size(); i++ )
{
Steps* pSteps = vpSteps[i];
RString s;
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if (STEPS_USE_CHART_NAME)
{
s = pSteps->GetChartName();
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// TODO: find a way to make this use lua or metrics.
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if (!(s == "" || s == "blank" || s == "Blank"))
{
goto nameGotten;
}
}
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if( pSteps->GetDifficulty() == Difficulty_Edit )
{
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s = pSteps->GetChartName();
if (s == "" || s == "blank" || s == "Blank")
s = pSteps->GetDescription();
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}
else
{
if( pSteps->IsAnEdit() )
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{
s = pSteps->GetChartName();
if (s == "" || s == "blank" || s == "Blank")
s = pSteps->GetDescription();
}
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else
s = CustomDifficultyToLocalizedString( GetCustomDifficulty( pSteps->m_StepsType, pSteps->GetDifficulty(), CourseType_Invalid ) );
}
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nameGotten:
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s += ssprintf( " %d", pSteps->GetMeter() );
m_Def.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_pSteps = pSteps;
mc.m_dc = pSteps->GetDifficulty();
m_aListEntries.push_back( mc );
}
}
else
{
/* We have neither a song nor a course. We may be preloading the
* screen for future use. */
m_Def.m_vsChoices.push_back( "n/a" );
m_aListEntries.push_back( GameCommand() );
}
return RELOAD_CHANGED_ALL;
}
};
class OptionRowHandlerSteps : public OptionRowHandler
{
public:
BroadcastOnChangePtr<Steps> *m_ppStepsToFill;
BroadcastOnChange<Difficulty> *m_pDifficultyToFill;
const BroadcastOnChange<StepsType> *m_pst;
vector<Steps*> m_vSteps;
vector<Difficulty> m_vDifficulties;
OptionRowHandlerSteps() { Init(); }
void Init()
{
OptionRowHandler::Init();
m_ppStepsToFill = NULL;
m_pDifficultyToFill = NULL;
m_vSteps.clear();
m_vDifficulties.clear();
}
virtual void LoadInternal( const Commands &cmds )
{
ASSERT( cmds.v.size() == 1 );
const Command &command = cmds.v[0];
RString sParam = command.GetArg(1).s;
ASSERT( command.m_vsArgs.size() == 2 );
ASSERT( sParam.size() );
if( sParam == "EditSteps" )
{
m_ppStepsToFill = &GAMESTATE->m_pCurSteps[0];
m_pDifficultyToFill = &GAMESTATE->m_PreferredDifficulty[0];
m_pst = &GAMESTATE->m_stEdit;
m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditStepsTypeChanged) );
}
else if( sParam == "EditSourceSteps" )
{
m_ppStepsToFill = &GAMESTATE->m_pEditSourceSteps;
m_pst = &GAMESTATE->m_stEditSource;
m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditSourceStepsTypeChanged) );
if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
m_Def.m_vEnabledForPlayers.clear(); // hide row
}
else
{
RageException::Throw( "Invalid StepsType param \"%s\".", sParam.c_str() );
}
m_Def.m_sName = sParam;
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
m_Def.m_bExportOnChange = true;
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
m_vsReloadRowMessages.push_back( MessageIDToString(Message_CurrentSongChanged) );
m_vDifficulties.clear();
m_vSteps.clear();
if( GAMESTATE->m_pCurSong )
{
FOREACH_ENUM( Difficulty, dc )
{
if( dc == Difficulty_Edit )
continue;
m_vDifficulties.push_back( dc );
Steps* pSteps = SongUtil::GetStepsByDifficulty( GAMESTATE->m_pCurSong, *m_pst, dc );
m_vSteps.push_back( pSteps );
}
SongUtil::GetSteps( GAMESTATE->m_pCurSong, m_vSteps, *m_pst, Difficulty_Edit );
m_vDifficulties.resize( m_vSteps.size(), Difficulty_Edit );
if( sParam == "EditSteps" )
{
m_vSteps.push_back( NULL );
m_vDifficulties.push_back( Difficulty_Edit );
}
for( unsigned i=0; i<m_vSteps.size(); i++ )
{
Steps* pSteps = m_vSteps[i];
Difficulty dc = m_vDifficulties[i];
RString s;
if( dc == Difficulty_Edit )
{
if( pSteps )
s = pSteps->GetDescription();
else
s = "NewEdit";
}
else
{
s = CustomDifficultyToLocalizedString( GetCustomDifficulty( GAMESTATE->m_stEdit, dc, CourseType_Invalid ) );
}
m_Def.m_vsChoices.push_back( s );
}
}
else
{
m_vDifficulties.push_back( Difficulty_Edit );
m_vSteps.push_back( NULL );
m_Def.m_vsChoices.push_back( "none" );
}
if( m_pDifficultyToFill )
m_pDifficultyToFill->Set( m_vDifficulties[0] );
m_ppStepsToFill->Set( m_vSteps[0] );
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
ASSERT( m_vSteps.size() == vbSelOut.size() );
// look for matching steps
vector<Steps*>::const_iterator iter = find( m_vSteps.begin(), m_vSteps.end(), m_ppStepsToFill->Get() );
if( iter != m_vSteps.end() )
{
unsigned i = iter - m_vSteps.begin();
vbSelOut[i] = true;
return;
}
// look for matching difficulty
if( m_pDifficultyToFill )
{
FOREACH_CONST( Difficulty, m_vDifficulties, d )
{
unsigned i = d - m_vDifficulties.begin();
if( *d == GAMESTATE->m_PreferredDifficulty[0] )
{
vbSelOut[i] = true;
vector<PlayerNumber> v;
v.push_back( p );
ExportOption( v, vbSelectedOut ); // current steps changed
continue;
}
}
}
// default to 1st
vbSelOut[0] = true;
}
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
int index = OptionRowHandlerUtil::GetOneSelection( vbSel );
Difficulty dc = m_vDifficulties[index];
Steps *pSteps = m_vSteps[index];
if( m_pDifficultyToFill )
m_pDifficultyToFill->Set( dc );
m_ppStepsToFill->Set( pSteps );
}
return 0;
}
};
class OptionRowHandlerListCharacters: public OptionRowHandlerList
{
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virtual void LoadInternal( const Commands & )
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{
m_Def.m_bOneChoiceForAllPlayers = false;
m_Def.m_bAllowThemeItems = false;
m_Def.m_sName = "Characters";
m_Def.m_iDefault = 0;
m_Default.m_pCharacter = CHARMAN->GetDefaultCharacter();
{
m_Def.m_vsChoices.push_back( OFF );
GameCommand mc;
mc.m_pCharacter = NULL;
m_aListEntries.push_back( mc );
}
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
for( unsigned i=0; i<vpCharacters.size(); i++ )
{
Character* pCharacter = vpCharacters[i];
RString s = pCharacter->GetDisplayName();
s.MakeUpper();
m_Def.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_pCharacter = pCharacter;
m_aListEntries.push_back( mc );
}
}
};
class OptionRowHandlerListStyles: public OptionRowHandlerList
{
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virtual void LoadInternal( const Commands & )
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{
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_sName = "Style";
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
vector<const Style*> vStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
ASSERT( vStyles.size() );
FOREACH_CONST( const Style*, vStyles, s )
{
m_Def.m_vsChoices.push_back( GAMEMAN->StyleToLocalizedString(*s) );
GameCommand mc;
mc.m_pStyle = *s;
m_aListEntries.push_back( mc );
}
m_Default.m_pStyle = vStyles[0];
}
};
class OptionRowHandlerListGroups: public OptionRowHandlerList
{
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virtual void LoadInternal( const Commands & )
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{
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
m_Def.m_sName = "Group";
m_Default.m_sSongGroup = GROUP_ALL;
vector<RString> vSongGroups;
SONGMAN->GetSongGroupNames( vSongGroups );
ASSERT( vSongGroups.size() );
{
m_Def.m_vsChoices.push_back( "AllGroups" );
GameCommand mc;
mc.m_sSongGroup = GROUP_ALL;
m_aListEntries.push_back( mc );
}
FOREACH_CONST( RString, vSongGroups, g )
{
m_Def.m_vsChoices.push_back( *g );
GameCommand mc;
mc.m_sSongGroup = *g;
m_aListEntries.push_back( mc );
}
}
};
class OptionRowHandlerListDifficulties: public OptionRowHandlerList
{
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virtual void LoadInternal( const Commands & )
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{
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_sName = "Difficulty";
m_Default.m_dc = Difficulty_Invalid;
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
{
m_Def.m_vsChoices.push_back( "AllDifficulties" );
GameCommand mc;
mc.m_dc = Difficulty_Invalid;
m_aListEntries.push_back( mc );
}
FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), d )
{
// TODO: Is this the best thing we can do here?
StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType;
RString s = CustomDifficultyToLocalizedString( GetCustomDifficulty(st, *d, CourseType_Invalid) );
m_Def.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_dc = *d;
m_aListEntries.push_back( mc );
}
}
};
// XXX: very similar to OptionRowHandlerSongChoices
class OptionRowHandlerListSongsInCurrentSongGroup: public OptionRowHandlerList
{
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virtual void LoadInternal( const Commands & )
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{
const vector<Song*> &vpSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
if( GAMESTATE->m_pCurSong == NULL )
GAMESTATE->m_pCurSong.Set( vpSongs[0] );
m_Def.m_sName = "SongsInCurrentSongGroup";
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
m_Def.m_bExportOnChange = true;
FOREACH_CONST( Song*, vpSongs, p )
{
m_Def.m_vsChoices.push_back( (*p)->GetTranslitFullTitle() );
GameCommand mc;
mc.m_pSong = *p;
m_aListEntries.push_back( mc );
}
}
};
class OptionRowHandlerLua : public OptionRowHandler
{
public:
LuaReference *m_pLuaTable;
LuaReference m_EnabledForPlayersFunc;
OptionRowHandlerLua() { m_pLuaTable = new LuaReference; Init(); }
virtual ~OptionRowHandlerLua() { delete m_pLuaTable; }
void Init()
{
OptionRowHandler::Init();
m_pLuaTable->Unset();
}
void SetEnabledForPlayers()
{
Lua *L = LUA->Get();
if( m_EnabledForPlayersFunc.IsNil() )
{
LUA->Release(L);
return;
}
m_EnabledForPlayersFunc.PushSelf( L );
// Argument 1 (self):
m_pLuaTable->PushSelf( L );
lua_call( L, 1, 1 ); // call function with 1 argument and 1 result
if( !lua_istable(L, -1) )
RageException::Throw( "\"EnabledForPlayers\" did not return a table." );
m_Def.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
// `key' is at index -2 and `value' at index -1
PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 );
m_Def.m_vEnabledForPlayers.insert( pn );
lua_pop( L, 1 ); // removes `value'; keeps `key' for next iteration
}
lua_pop( L, 1 );
LUA->Release(L);
}
virtual void LoadInternal( const Commands &cmds )
{
ASSERT( cmds.v.size() == 1 );
const Command &command = cmds.v[0];
ASSERT( command.m_vsArgs.size() == 2 );
RString sLuaFunction = command.m_vsArgs[1];
ASSERT( sLuaFunction.size() );
m_Def.m_bAllowThemeItems = false; // Lua options are always dynamic and can theme themselves.
Lua *L = LUA->Get();
// Run the Lua expression. It should return a table.
m_pLuaTable->SetFromExpression( sLuaFunction );
if( m_pLuaTable->GetLuaType() != LUA_TTABLE )
RageException::Throw( "Result of \"%s\" is not a table.", sLuaFunction.c_str() );
m_pLuaTable->PushSelf( L );
lua_pushstring( L, "Name" );
lua_gettable( L, -2 );
const char *pStr = lua_tostring( L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"Name\" entry is not a string.", sLuaFunction.c_str() );
m_Def.m_sName = pStr;
lua_pop( L, 1 );
lua_pushstring( L, "OneChoiceForAllPlayers" );
lua_gettable( L, -2 );
m_Def.m_bOneChoiceForAllPlayers = !!lua_toboolean( L, -1 );
lua_pop( L, 1 );
lua_pushstring( L, "ExportOnChange" );
lua_gettable( L, -2 );
m_Def.m_bExportOnChange = !!lua_toboolean( L, -1 );
lua_pop( L, 1 );
lua_pushstring( L, "LayoutType" );
lua_gettable( L, -2 );
pStr = lua_tostring( L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string.", sLuaFunction.c_str() );
m_Def.m_layoutType = StringToLayoutType( pStr );
ASSERT( m_Def.m_layoutType != LayoutType_Invalid );
lua_pop( L, 1 );
lua_pushstring( L, "SelectType" );
lua_gettable( L, -2 );
pStr = lua_tostring( L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"SelectType\" entry is not a string.", sLuaFunction.c_str() );
m_Def.m_selectType = StringToSelectType( pStr );
ASSERT( m_Def.m_selectType != SelectType_Invalid );
lua_pop( L, 1 );
// Iterate over the "Choices" table.
lua_pushstring( L, "Choices" );
lua_gettable( L, -2 );
if( !lua_istable( L, -1 ) )
RageException::Throw( "\"%s\" \"Choices\" is not a table.", sLuaFunction.c_str() );
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
// `key' is at index -2 and `value' at index -1
const char *pValue = lua_tostring( L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string.", sLuaFunction.c_str() );
// LOG->Trace( "'%s'", pValue);
m_Def.m_vsChoices.push_back( pValue );
lua_pop( L, 1 ); // removes `value'; keeps `key' for next iteration
}
lua_pop( L, 1 ); // pop choices table
// Set the EnabledForPlayers function.
lua_pushstring( L, "EnabledForPlayers" );
lua_gettable( L, -2 );
if( !lua_isfunction( L, -1 ) && !lua_isnil( L, -1 ) )
RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table.", sLuaFunction.c_str() );
m_EnabledForPlayersFunc.SetFromStack( L );
SetEnabledForPlayers();
// Iterate over the "ReloadRowMessages" table.
lua_pushstring( L, "ReloadRowMessages" );
lua_gettable( L, -2 );
if( !lua_isnil( L, -1 ) )
{
if( !lua_istable( L, -1 ) )
RageException::Throw( "\"%s\" \"ReloadRowMessages\" is not a table.", sLuaFunction.c_str() );
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
// `key' is at index -2 and `value' at index -1
const char *pValue = lua_tostring( L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string.", sLuaFunction.c_str() );
LOG->Trace( "Found ReloadRowMessage '%s'", pValue);
m_vsReloadRowMessages.push_back( pValue );
lua_pop( L, 1 ); // removes `value'; keeps `key' for next iteration
}
}
lua_pop( L, 1 ); // pop ReloadRowMessages table
// Look for "ExportOnChange" value.
lua_pushstring( L, "ExportOnChange" );
lua_gettable( L, -2 );
if( !lua_isnil( L, -1 ) )
{
m_Def.m_bExportOnChange = !!MyLua_checkboolean( L, -1 );
}
lua_pop( L, 1 ); // pop ExportOnChange value
lua_pop( L, 1 ); // pop main table
ASSERT( lua_gettop(L) == 0 );
LUA->Release(L);
}
virtual ReloadChanged Reload()
{
SetEnabledForPlayers();
return RELOAD_CHANGED_ENABLED;
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
Lua *L = LUA->Get();
ASSERT( lua_gettop(L) == 0 );
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
/* Evaluate the LoadSelections(self,array,pn) function, where
* array is a table representing vbSelectedOut. */
// All selections default to false.
for( unsigned i = 0; i < vbSelOut.size(); ++i )
vbSelOut[i] = false;
// Create the vbSelectedOut table
LuaHelpers::CreateTableFromArrayB( L, vbSelOut );
ASSERT( lua_gettop(L) == 1 ); // vbSelectedOut table
// Get the function to call from m_LuaTable.
m_pLuaTable->PushSelf( L );
ASSERT( lua_istable( L, -1 ) );
lua_pushstring( L, "LoadSelections" );
lua_gettable( L, -2 );
if( !lua_isfunction( L, -1 ) )
RageException::Throw( "\"%s\" \"LoadSelections\" entry is not a function.", m_Def.m_sName.c_str() );
// Argument 1 (self):
m_pLuaTable->PushSelf( L );
// Argument 2 (vbSelectedOut):
lua_pushvalue( L, 1 );
// Argument 3 (pn):
LuaHelpers::Push( L, p );
ASSERT( lua_gettop(L) == 6 ); // vbSelectedOut, m_iLuaTable, function, self, arg, arg
lua_call( L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(L) == 2 );
lua_pop( L, 1 ); // pop option table
LuaHelpers::ReadArrayFromTableB( L, vbSelOut );
lua_pop( L, 1 ); // pop vbSelectedOut table
ASSERT( lua_gettop(L) == 0 );
}
LUA->Release(L);
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
Lua *L = LUA->Get();
ASSERT( lua_gettop(L) == 0 );
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
/* Evaluate SaveSelections(self,array,pn) function, where array is
* a table representing vbSelectedOut. */
vector<bool> vbSelectedCopy = vbSel;
// Create the vbSelectedOut table.
LuaHelpers::CreateTableFromArrayB( L, vbSelectedCopy );
ASSERT( lua_gettop(L) == 1 ); // vbSelectedOut table
// Get the function to call.
m_pLuaTable->PushSelf( L );
ASSERT( lua_istable( L, -1 ) );
lua_pushstring( L, "SaveSelections" );
lua_gettable( L, -2 );
if( !lua_isfunction( L, -1 ) )
RageException::Throw( "\"%s\" \"SaveSelections\" entry is not a function.", m_Def.m_sName.c_str() );
// Argument 1 (self):
m_pLuaTable->PushSelf( L );
// Argument 2 (vbSelectedOut):
lua_pushvalue( L, 1 );
// Argument 3 (pn):
LuaHelpers::Push( L, p );
ASSERT( lua_gettop(L) == 6 ); // vbSelectedOut, m_iLuaTable, function, self, arg, arg
lua_call( L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(L) == 2 );
lua_pop( L, 1 ); // pop option table
lua_pop( L, 1 ); // pop vbSelected table
ASSERT( lua_gettop(L) == 0 );
}
LUA->Release(L);
// XXX: allow specifying the mask
return 0;
}
};
class OptionRowHandlerConfig : public OptionRowHandler
{
public:
const ConfOption *m_pOpt;
OptionRowHandlerConfig() { Init(); }
void Init()
{
OptionRowHandler::Init();
m_pOpt = NULL;
}
virtual void LoadInternal( const Commands &cmds )
{
ASSERT( cmds.v.size() == 1 );
const Command &command = cmds.v[0];
RString sParam = command.GetArg(1).s;
ASSERT( command.m_vsArgs.size() == 2 );
ASSERT( sParam.size() );
Init();
// Configuration values are never per-player.
m_Def.m_bOneChoiceForAllPlayers = true;
ConfOption *pConfOption = ConfOption::Find( sParam );
if( pConfOption == NULL )
{
LOG->Warn( "Invalid Conf type \"%s\"", sParam.c_str() );
pConfOption = ConfOption::Find( "Invalid" );
ASSERT_M( pConfOption != NULL, "ConfOption::Find(Invalid)" );
}
pConfOption->UpdateAvailableOptions();
m_pOpt = pConfOption;
m_pOpt->MakeOptionsList( m_Def.m_vsChoices );
m_Def.m_bAllowThemeItems = m_pOpt->m_bAllowThemeItems;
m_Def.m_sName = m_pOpt->name;
}
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virtual void ImportOption( OptionRow *, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
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{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
int iSelection = m_pOpt->Get();
OptionRowHandlerUtil::SelectExactlyOne( iSelection, vbSelOut );
}
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
bool bChanged = false;
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
int iSel = OptionRowHandlerUtil::GetOneSelection(vbSel);
// Get the original choice.
int iOriginal = m_pOpt->Get();
// Apply.
m_pOpt->Put( iSel );
// Get the new choice.
int iNew = m_pOpt->Get();
// If it didn't change, don't return any side-effects.
if( iOriginal != iNew )
bChanged = true;
}
return bChanged ? m_pOpt->GetEffects() : 0;
}
};
class OptionRowHandlerStepsType : public OptionRowHandler
{
public:
BroadcastOnChange<StepsType> *m_pstToFill;
vector<StepsType> m_vStepsTypesToShow;
OptionRowHandlerStepsType() { Init(); }
void Init()
{
OptionRowHandler::Init();
m_pstToFill = NULL;
m_vStepsTypesToShow.clear();
}
virtual void LoadInternal( const Commands &cmds )
{
ASSERT( cmds.v.size() == 1 );
const Command &command = cmds.v[0];
RString sParam = command.GetArg(1).s;
ASSERT( command.m_vsArgs.size() == 2 );
ASSERT( sParam.size() );
if( sParam == "EditStepsType" )
{
m_pstToFill = &GAMESTATE->m_stEdit;
}
else if( sParam == "EditSourceStepsType" )
{
m_pstToFill = &GAMESTATE->m_stEditSource;
m_vsReloadRowMessages.push_back( MessageIDToString(Message_CurrentStepsP1Changed) );
m_vsReloadRowMessages.push_back( MessageIDToString(Message_EditStepsTypeChanged) );
if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
m_Def.m_vEnabledForPlayers.clear(); // hide row
}
else
{
RageException::Throw( "Invalid StepsType param \"%s\".", sParam.c_str() );
}
m_Def.m_sName = sParam;
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
m_Def.m_bExportOnChange = true;
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
// calculate which StepsTypes to show
m_vStepsTypesToShow = CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue();
m_Def.m_vsChoices.clear();
FOREACH_CONST( StepsType, m_vStepsTypesToShow, st )
{
RString s = GAMEMAN->GetStepsTypeInfo( *st ).GetLocalizedString();
m_Def.m_vsChoices.push_back( s );
}
if( *m_pstToFill == StepsType_Invalid )
m_pstToFill->Set( m_vStepsTypesToShow[0] );
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
if( GAMESTATE->m_pCurSteps[0] )
{
StepsType st = GAMESTATE->m_pCurSteps[0]->m_StepsType;
vector<StepsType>::const_iterator iter = find( m_vStepsTypesToShow.begin(), m_vStepsTypesToShow.end(), st );
if( iter != m_vStepsTypesToShow.end() )
{
unsigned i = iter - m_vStepsTypesToShow.begin();
vbSelOut[i] = true;
continue; // done with this player
}
}
vbSelOut[0] = true;
}
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
int index = OptionRowHandlerUtil::GetOneSelection( vbSel );
m_pstToFill->Set( m_vStepsTypesToShow[index] );
}
return 0;
}
};
class OptionRowHandlerGameCommand : public OptionRowHandler
{
public:
GameCommand m_gc;
OptionRowHandlerGameCommand() { Init(); }
void Init()
{
OptionRowHandler::Init();
m_gc.Init();
m_gc.ApplyCommitsScreens( false );
}
virtual void LoadInternal( const Commands &cmds )
{
ASSERT( cmds.v.size() > 1 );
Commands temp = cmds;
temp.v.erase( temp.v.begin() );
m_gc.Load( 0, temp );
ASSERT( !m_gc.m_sName.empty() );
m_Def.m_sName = m_gc.m_sName;
m_Def.m_bOneChoiceForAllPlayers = true;
m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
m_Def.m_selectType = SELECT_NONE;
m_Def.m_vsChoices.push_back( "" );
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
if( vbSelected[PLAYER_1][0] || vbSelected[PLAYER_2][0] )
m_gc.ApplyToAllPlayers();
return 0;
}
virtual void GetIconTextAndGameCommand( int iFirstSelection, RString &sIconTextOut, GameCommand &gcOut ) const
{
sIconTextOut = "";
gcOut = m_gc;
}
virtual RString GetScreen( int iChoice ) const
{
return m_gc.m_sScreen;
}
};
class OptionRowHandlerNull: public OptionRowHandler
{
public:
OptionRowHandlerNull() { Init(); }
};
///////////////////////////////////////////////////////////////////////////////////
OptionRowHandler* OptionRowHandlerUtil::Make( const Commands &cmds )
{
OptionRowHandler* pHand = NULL;
if( cmds.v.size() == 0 )
return NULL;
const RString &name = cmds.v[0].GetName();
#define MAKE( type ) { type *p = new type; p->Load( cmds ); pHand = p; }
// XXX: merge these, and merge "Steps" and "list,Steps"
if( name == "list" )
{
const Command &command = cmds.v[0];
RString sParam = command.GetArg(1).s;
if( command.m_vsArgs.size() != 2 || !sParam.size() )
return NULL;
if( sParam.CompareNoCase("NoteSkins")==0 ) MAKE( OptionRowHandlerListNoteSkins )
else if( sParam.CompareNoCase("Steps")==0 ) MAKE( OptionRowHandlerListSteps )
else if( sParam.CompareNoCase("StepsLocked")==0 )
{
MAKE( OptionRowHandlerListSteps );
pHand->m_Def.m_bOneChoiceForAllPlayers = true;
}
else if( sParam.CompareNoCase("Characters")==0 ) MAKE( OptionRowHandlerListCharacters )
else if( sParam.CompareNoCase("Styles")==0 ) MAKE( OptionRowHandlerListStyles )
else if( sParam.CompareNoCase("Groups")==0 ) MAKE( OptionRowHandlerListGroups )
else if( sParam.CompareNoCase("Difficulties")==0 ) MAKE( OptionRowHandlerListDifficulties )
else if( sParam.CompareNoCase("SongsInCurrentSongGroup")==0 ) MAKE( OptionRowHandlerListSongsInCurrentSongGroup )
else MAKE( OptionRowHandlerList )
}
else if( name == "lua" ) MAKE( OptionRowHandlerLua )
else if( name == "conf" ) MAKE( OptionRowHandlerConfig )
else if( name == "stepstype" ) MAKE( OptionRowHandlerStepsType )
else if( name == "steps" ) MAKE( OptionRowHandlerSteps )
else if( name == "gamecommand" ) MAKE( OptionRowHandlerGameCommand )
return pHand;
}
OptionRowHandler* OptionRowHandlerUtil::MakeNull()
{
OptionRowHandler* pHand = NULL;
Commands cmds;
MAKE( OptionRowHandlerNull )
return pHand;
}
OptionRowHandler* OptionRowHandlerUtil::MakeSimple( const MenuRowDef &mr )
{
OptionRowHandler *pHand = OptionRowHandlerUtil::MakeNull();
pHand->m_Def.m_sName = mr.sName;
FontCharAliases::ReplaceMarkers( pHand->m_Def.m_sName ); // Allow special characters
pHand->m_Def.m_vEnabledForPlayers.clear();
if( mr.pfnEnabled? mr.pfnEnabled():mr.bEnabled )
{
FOREACH_EnabledPlayer( pn )
pHand->m_Def.m_vEnabledForPlayers.insert( pn );
}
pHand->m_Def.m_bOneChoiceForAllPlayers = true;
pHand->m_Def.m_selectType = SELECT_ONE;
pHand->m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
pHand->m_Def.m_bExportOnChange = false;//true;
// MISTER CHOICES!
pHand->m_Def.m_vsChoices = mr.choices;
// Each row must have at least one choice.
if( pHand->m_Def.m_vsChoices.empty() )
pHand->m_Def.m_vsChoices.push_back( "" );
pHand->m_Def.m_bAllowThemeTitle = mr.bThemeTitle;
pHand->m_Def.m_bAllowThemeItems = mr.bThemeItems;
FOREACH( RString, pHand->m_Def.m_vsChoices, c )
FontCharAliases::ReplaceMarkers( *c ); // Allow special characters
return pHand;
}
/*
* (c) 2002-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/