allow disabling of autoplay in normal gameplay but enabling in edit gameplay

This commit is contained in:
Chris Danford
2006-04-04 21:55:06 +00:00
parent 27c7482556
commit 0183226c72
+61 -18
View File
@@ -49,7 +49,8 @@ public:
g_pvpSubscribers->push_back( this );
}
virtual ~IDebugLine() { }
virtual bool GameplayOnly() const { return false; }
enum Type { all_screens, gameplay_only, editor_gameplay_only };
virtual Type GetType() const { return all_screens; }
virtual RString GetDescription() = 0;
virtual RString GetValue() = 0;
virtual bool IsEnabled() = 0;
@@ -65,12 +66,22 @@ public:
DeviceInput m_Button;
};
static bool IsGameplay()
{
return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
}
static bool IsEditorGameplay()
{
if( IsGameplay() )
{
RString s = SCREENMAN->GetTopScreen()->GetName();
if( s.find("ScreenEdit") != s.npos )
return true;
}
return false;
}
REGISTER_SCREEN_CLASS( ScreenDebugOverlay );
@@ -111,13 +122,22 @@ struct MapDebugToDI
static MapDebugToDI g_Mappings;
static LocalizedString IN_GAMEPLAY( "ScreenDebugOverlay", "%s in gameplay" );
static LocalizedString IN_EDITOR_GAMEPLAY( "ScreenDebugOverlay", "%s in editor gameplay" );
static LocalizedString OR( "ScreenDebugOverlay", "or" );
static RString GetDebugButtonName( const IDebugLine *pLine )
{
if( pLine->GameplayOnly() )
return ssprintf( IN_GAMEPLAY.GetValue(), INPUTMAN->GetDeviceSpecificInputString(pLine->m_Button).c_str() );
else
return INPUTMAN->GetDeviceSpecificInputString(pLine->m_Button);
RString s = INPUTMAN->GetDeviceSpecificInputString(pLine->m_Button);
switch( pLine->GetType() )
{
case IDebugLine::all_screens:
return s;
case IDebugLine::gameplay_only:
return ssprintf( IN_GAMEPLAY.GetValue(), s.c_str() );
case IDebugLine::editor_gameplay_only:
return ssprintf( IN_EDITOR_GAMEPLAY.GetValue(), s.c_str() );
default:
ASSERT(0);
}
}
static LocalizedString DEBUG_MENU( "ScreenDebugOverlay", "Debug Menu" );
@@ -170,10 +190,16 @@ void ScreenDebugOverlay::Init()
int iNextDebugButton = 0;
FOREACH( IDebugLine*, *g_pvpSubscribers, p )
{
if( (*p)->GameplayOnly() )
(*p)->m_Button = g_Mappings.gameplayButton[iNextGameplayButton++];
else
switch( (*p)->GetType() )
{
case IDebugLine::all_screens:
(*p)->m_Button = g_Mappings.debugButton[iNextDebugButton++];
break;
case IDebugLine::gameplay_only:
case IDebugLine::editor_gameplay_only:
(*p)->m_Button = g_Mappings.gameplayButton[iNextGameplayButton++];
break;
}
}
m_Quad.StretchTo( RectF( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
@@ -330,10 +356,22 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
// Gameplay buttons are available only in gameplay. Non-gameplay buttons are
// only available when the screen is displayed.
if( (*p)->GameplayOnly() && !IsGameplay() )
continue;
if( !(*p)->GameplayOnly() && !g_bIsDisplayed )
continue;
switch( (*p)->GetType() )
{
case IDebugLine::all_screens:
if( !g_bIsDisplayed )
continue;
break;
case IDebugLine::gameplay_only:
if( !IsGameplay() )
continue;
break;
case IDebugLine::editor_gameplay_only:
if( !IsEditorGameplay() )
continue;
break;
}
if( input.DeviceI == (*p)->m_Button )
{
if( input.type != IET_FIRST_PRESS )
@@ -431,12 +469,17 @@ class DebugLineAutoplay : public IDebugLine
default: ASSERT(0); return RString();
}
}
virtual bool GameplayOnly() const { return true; }
virtual Type GetType() const { return IDebugLine::gameplay_only; }
virtual bool IsEnabled() { return PREFSMAN->m_AutoPlay.Get() != PC_HUMAN; }
virtual void Do( RString &sMessageOut )
{
PlayerController pc = (PlayerController)(PREFSMAN->m_AutoPlay+1);
wrap( (int&)pc, NUM_PlayerController );
ASSERT( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID );
PlayerController pc = GAMESTATE->m_pPlayerState[GAMESTATE->m_MasterPlayerNumber]->m_PlayerController;
bool bHoldingShift = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
if( bHoldingShift )
pc = (pc==PC_CPU) ? PC_HUMAN : PC_CPU;
else
pc = (pc==PC_AUTOPLAY) ? PC_HUMAN : PC_AUTOPLAY;
PREFSMAN->m_AutoPlay.Set( pc );
FOREACH_HumanPlayer(p)
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
@@ -450,7 +493,7 @@ class DebugLineAssistTick : public IDebugLine
{
virtual RString GetDescription() { return ASSIST_TICK.GetValue(); }
virtual RString GetValue() { return IsEnabled() ? ON.GetValue():OFF.GetValue(); }
virtual bool GameplayOnly() const { return true; }
virtual Type GetType() const { return gameplay_only; }
virtual bool IsEnabled() { return GAMESTATE->m_SongOptions.m_bAssistTick; }
virtual void Do( RString &sMessageOut )
{
@@ -475,7 +518,7 @@ class DebugLineAutosync : public IDebugLine
default: ASSERT(0);
}
}
virtual bool GameplayOnly() const { return true; }
virtual Type GetType() const { return IDebugLine::gameplay_only; }
virtual bool IsEnabled() { return GAMESTATE->m_SongOptions.m_AutosyncType!=SongOptions::AUTOSYNC_OFF; }
virtual void Do( RString &sMessageOut )
{