Renamed Header elements to ListHeader. Removed hungarian notation from ScreenMapControllers.
This commit is contained in:
@@ -102,22 +102,21 @@ void ScreenMapControllers::Init()
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// header row
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{
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m_Line.push_back(new ActorFrame);
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m_headerCenter.LoadFromFont(THEME->GetPathF(m_sName, "title"));
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m_headerCenter.SetName("headerCenter");
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m_headerCenter.SetText(KEYNAME);
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ActorUtil::LoadAllCommands(m_headerCenter, m_sName);
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m_Line.back()->AddChild(&m_headerCenter);
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m_ListHeaderCenter.LoadFromFont(THEME->GetPathF(m_sName, "title"));
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m_ListHeaderCenter.SetName("ListHeaderCenter");
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m_ListHeaderCenter.SetText(KEYNAME);
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ActorUtil::LoadAllCommands(m_ListHeaderCenter, m_sName);
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m_Line.back()->AddChild(&m_ListHeaderCenter);
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FOREACH_ENUM(GameController, c)
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{
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for(int s= 0; s < NUM_SHOWN_GAME_TO_DEVICE_SLOTS; ++s)
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{
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BitmapText& text= m_headerLabels[c][s];
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BitmapText& text= m_ListHeaderLabels[c][s];
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text.LoadFromFont(THEME->GetPathF(m_sName, "title"));
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PlayerNumber pn = (PlayerNumber)c;
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text.SetName("Header");
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text.SetName("ListHeader");
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text.SetText(SLOT_NAMES[s]);
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text.RunCommands(THEME->GetMetricA(
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m_sName, ssprintf("HeaderP%iS%iCommand", c+1, s+1)));
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m_sName, ssprintf("ListHeaderP%iS%iCommand", c+1, s+1)));
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ActorUtil::LoadAllCommands(text, m_sName);
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m_Line.back()->AddChild(&text);
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}
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@@ -201,18 +200,18 @@ void ScreenMapControllers::Init()
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m_NoSetListPrompt->SetName("NoSetListPrompt");
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this->AddChild(m_NoSetListPrompt);
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m_sprWarning.Load(THEME->GetPathG(m_sName, "warning"));
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m_sprWarning->SetName("Warning");
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m_sprWarning->SetDrawOrder(DRAW_ORDER_TRANSITIONS);
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this->AddChild(m_sprWarning);
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LOAD_ALL_COMMANDS(m_sprWarning);
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m_Warning.Load(THEME->GetPathG(m_sName, "warning"));
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m_Warning->SetName("Warning");
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m_Warning->SetDrawOrder(DRAW_ORDER_TRANSITIONS);
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this->AddChild(m_Warning);
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LOAD_ALL_COMMANDS(m_Warning);
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}
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void ScreenMapControllers::BeginScreen()
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{
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m_iCurController = 0;
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m_iCurButton = 0;
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m_iCurSlot = 0;
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m_CurController = 0;
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m_CurButton = 0;
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m_CurSlot = 0;
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ScreenWithMenuElements::BeginScreen();
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@@ -223,7 +222,7 @@ void ScreenMapControllers::BeginScreen()
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m_fLockInputSecs= THEME->GetMetricF(m_sName, "LockInputSecs");
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m_AutoDismissWarningSecs= THEME->GetMetricF(m_sName, "AutoDismissWarningSecs");
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m_AutoDismissNoSetListPromptSecs= 0.0f;
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m_sprWarning->PlayCommand("TweenOn");
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m_Warning->PlayCommand("TweenOn");
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}
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@@ -263,13 +262,13 @@ void ScreenMapControllers::Update( float fDeltaTime )
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ASSERT(CursorOnKey());
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const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
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GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
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GameInput curGameI( (GameController)m_CurController, pKey->m_GameButton );
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INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
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INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_CurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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m_ChangeOccurred= true;
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BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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BitmapText *pText = pKey->m_textMappedTo[m_CurController][m_CurSlot];
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pText->PlayCommand("MappedInput");
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if(m_InSetListMode)
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{
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@@ -419,8 +418,8 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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}
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{
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const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
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GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
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if( !INPUTMAPPER->ClearFromInputMap(curGameI, m_iCurSlot) )
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GameInput curGameI( (GameController)m_CurController, pKey->m_GameButton );
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if( !INPUTMAPPER->ClearFromInputMap(curGameI, m_CurSlot) )
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break;
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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@@ -434,16 +433,16 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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{
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break;
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}
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if( m_iCurSlot == 0 && m_iCurController == 0 )
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if( m_CurSlot == 0 && m_CurController == 0 )
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{
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break; // can't go left any more
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}
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BeforeChangeFocus();
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m_iCurSlot--;
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if( m_iCurSlot < 0 )
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m_CurSlot--;
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if( m_CurSlot < 0 )
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{
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m_iCurSlot = NUM_CHANGABLE_SLOTS-1;
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m_iCurController--;
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m_CurSlot = NUM_CHANGABLE_SLOTS-1;
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m_CurController--;
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}
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AfterChangeFocus();
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m_soundChange.Play();
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@@ -454,16 +453,16 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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{
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break;
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}
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if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == NUM_GameController-1 )
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if( m_CurSlot == NUM_CHANGABLE_SLOTS-1 && m_CurController == NUM_GameController-1 )
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{
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break; // can't go right any more
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}
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BeforeChangeFocus();
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m_iCurSlot++;
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if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 )
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m_CurSlot++;
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if( m_CurSlot > NUM_CHANGABLE_SLOTS-1 )
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{
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m_iCurSlot = 0;
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m_iCurController++;
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m_CurSlot = 0;
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m_CurController++;
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}
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AfterChangeFocus();
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m_soundChange.Play();
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@@ -475,7 +474,7 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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break;
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}
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BeforeChangeFocus();
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m_iCurButton--;
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m_CurButton--;
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AfterChangeFocus();
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m_soundChange.Play();
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bHandled = true;
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@@ -486,7 +485,7 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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break;
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}
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BeforeChangeFocus();
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m_iCurButton++;
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m_CurButton++;
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AfterChangeFocus();
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m_soundChange.Play();
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bHandled = true;
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@@ -498,7 +497,7 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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case KEY_Cm:
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if(CursorOnKey())
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{
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SetListEntry to_add(SetListEntry(CurKeyIndex(), m_iCurController, m_iCurSlot));
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SetListEntry to_add(SetListEntry(CurKeyIndex(), m_CurController, m_CurSlot));
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set<SetListEntry>::iterator found= m_SetList.find(to_add);
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if(found == m_SetList.end())
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{
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@@ -535,7 +534,7 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
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// This trace is also useless log spew. Create a preference or something
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// configurable if you disagree. -Kyz
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// LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
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// LOG->Trace( "m_CurSlot: %d m_CurController: %d m_CurButton: %d", m_CurSlot, m_CurController, m_CurButton );
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Refresh();
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return bHandled;
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@@ -549,11 +548,11 @@ Actor *ScreenMapControllers::GetActorWithFocus()
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}
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if(CursorOnHeader())
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{
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return &(m_headerLabels[m_iCurController][m_iCurSlot]);
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return &(m_ListHeaderLabels[m_CurController][m_CurSlot]);
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}
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const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
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return pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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return pKey->m_textMappedTo[m_CurController][m_CurSlot];
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}
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void ScreenMapControllers::BeforeChangeFocus()
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@@ -589,26 +588,26 @@ void ScreenMapControllers::Refresh()
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}
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m_LineScroller.SetDestinationItem(
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static_cast<float>(min(m_iCurButton, m_MaxDestItem)));
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static_cast<float>(min(m_CurButton, m_MaxDestItem)));
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}
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void ScreenMapControllers::DismissWarning()
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{
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m_sprWarning->PlayCommand("TweenOff");
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m_Warning->PlayCommand("TweenOff");
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}
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bool ScreenMapControllers::CursorOnAction()
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{
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// We have a header row, the rows for the keys, and the action rows.
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// So every row after m_KeysToMap.size is an action row.
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return m_iCurButton >= static_cast<int>(m_KeysToMap.size()+1);
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return m_CurButton >= m_KeysToMap.size()+1;
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}
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bool ScreenMapControllers::CursorOnHeader()
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{
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// We have a header row before all others.
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// So the header is at 0.
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return m_iCurButton == 0;
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return m_CurButton == 0;
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}
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bool ScreenMapControllers::CursorOnKey()
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@@ -618,37 +617,37 @@ bool ScreenMapControllers::CursorOnKey()
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bool ScreenMapControllers::CursorCanGoUp()
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{
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return m_iCurButton > 0;
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return m_CurButton > 0;
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}
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bool ScreenMapControllers::CursorCanGoDown()
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{
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return m_iCurButton < m_KeysToMap.size() + m_Actions.size();
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return m_CurButton < m_KeysToMap.size() + m_Actions.size();
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}
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int ScreenMapControllers::CurKeyIndex()
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{
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// The header row is at 0, so subtract 1 from m_iCurButton.
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return m_iCurButton - 1;
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// The header row is at 0, so subtract 1 from m_CurButton.
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return m_CurButton - 1;
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}
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int ScreenMapControllers::CurActionIndex()
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{
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// Subtract the header row and the keys.
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return m_iCurButton - 1 - m_KeysToMap.size();
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return m_CurButton - 1 - m_KeysToMap.size();
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}
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void ScreenMapControllers::SetCursorFromSetListCurrent()
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{
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m_iCurButton= m_SetListCurrent->m_button + 1;
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m_iCurController= m_SetListCurrent->m_controller;
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m_iCurSlot= m_SetListCurrent->m_slot;
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m_CurButton= m_SetListCurrent->m_button + 1;
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m_CurController= m_SetListCurrent->m_controller;
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m_CurSlot= m_SetListCurrent->m_slot;
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}
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void ScreenMapControllers::StartWaitingForPress()
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{
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const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
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BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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BitmapText *pText = pKey->m_textMappedTo[m_CurController][m_CurSlot];
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pText->PlayCommand( "Waiting" );
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m_WaitingForPress.Touch();
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m_DeviceIToMap.MakeInvalid();
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@@ -663,12 +662,10 @@ void ScreenMapControllers::HandleScreenMessage(const ScreenMessage SM)
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DEFAULT_FAIL(ScreenPrompt::s_LastAnswer);
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case ANSWER_YES:
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SaveToDisk();
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen(SM_GoToNextScreen);
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break;
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case ANSWER_NO:
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ReloadFromDisk();
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen(SM_GoToNextScreen);
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break;
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case ANSWER_CANCEL:
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