ScreenOptions: row data structure allows multiple selections per row

This commit is contained in:
Chris Danford
2004-01-10 08:05:20 +00:00
parent 4f62f34ad9
commit 2cd7370442
4 changed files with 98 additions and 81 deletions
+42 -52
View File
@@ -125,25 +125,30 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
for( int r=0; r<iNumOptionLines; r++ ) // foreach row
{
m_Rows.push_back( new Row() );
m_Rows[r]->m_RowDef = OptionRows[r];
Row &Row = *m_Rows[r];
Row.m_RowDef = OptionRows[r];
for( int p=0; p<NUM_PLAYERS; p++ )
m_Rows[r]->m_iSelection[p] = 0;
if( m_Rows[r]->m_RowDef.bOneChoiceForAllPlayers )
for( int p=1; p<NUM_PLAYERS; p++ )
m_Rows[r]->m_iSelection[p] = m_Rows[r]->m_iSelection[0];
{
vector<bool> &vbSelected = Row.m_vbSelected[p];
vbSelected.resize( Row.m_RowDef.choices.size() );
for( int j=0; j<vbSelected.size(); j++ )
vbSelected[j] = false;
}
}
}
this->ImportOptions();
// Make all selections the same if bOneChoiceForAllPlayers
{
for( int r=0; r<iNumOptionLines; r++ ) // foreach row
{
Row &Row = *m_Rows[r];
if( m_Rows[r]->m_RowDef.bOneChoiceForAllPlayers )
for( int p=1; p<NUM_PLAYERS; p++ )
m_Rows[r]->m_iSelection[p] = m_Rows[r]->m_iSelection[0];
Row.m_vbSelected[p] = m_Rows[r]->m_vbSelected[0];
}
}
@@ -261,7 +266,7 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
BitmapText *bt = new BitmapText;
textItems.push_back( bt );
const int iChoiceInRow = m_Rows[r]->m_iSelection[p];
const int iChoiceInRow = row.GetOneSelection( (PlayerNumber)p );
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( optline.choices[iChoiceInRow] );
@@ -562,20 +567,25 @@ void ScreenOptions::PositionUnderlines()
vector<OptionsCursor*> &vpUnderlines = row.m_Underline[p];
if( row.m_bRowIsLong )
const int iNumUnderlines = row.m_bRowIsLong ? 1 : vpUnderlines.size();
for( int i=0; i<iNumUnderlines; i++ )
{
OptionsCursor& ul = *vpUnderlines[0];
OptionsCursor& ul = *vpUnderlines[i];
int iChoiceInRow = row.m_bRowIsLong ? row.GetOneSelection( (PlayerNumber)p ) : i;
/* Don't tween X movement and color changes. */
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, r, row.m_iSelection[p], iWidth, iX, iY );
GetWidthXY( (PlayerNumber)p, r, iChoiceInRow, iWidth, iX, iY );
ul.SetGlobalX( (float)iX );
ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
// If there's only one choice (ScreenOptionsMenu), don't show underlines.
// It looks silly.
bool bOnlyOneChoice = row.m_RowDef.choices.size() == 1;
bool hidden = bOnlyOneChoice || row.m_bHidden;
bool bSelected = iChoiceInRow == row.GetOneSelection( (PlayerNumber)p );
bool bHidden = bOnlyOneChoice || !bSelected || row.m_bHidden;
if( ul.GetDestY() != row.m_fY )
{
@@ -584,39 +594,10 @@ void ScreenOptions::PositionUnderlines()
}
/* XXX: diffuse doesn't work since underline is an ActorFrame */
ul.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
ul.SetDiffuse( RageColor(1,1,1,bHidden? 0.0f:1.0f) );
ul.SetBarWidth( iWidth );
ul.SetY( (float)iY );
}
else // !row.m_bRowIsLong
{
for( unsigned i=0; i<vpUnderlines.size(); i++ )
{
OptionsCursor& ul = *vpUnderlines[i];
/* Don't tween X movement and color changes. */
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, r, row.m_iSelection[p], iWidth, iX, iY );
ul.SetGlobalX( (float)iX );
ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
// If there's only one choice (ScreenOptionsMenu), don't show underlines.
// It looks silly.
bool bOnlyOneChoice = row.m_RowDef.choices.size() == 1;
bool hidden = bOnlyOneChoice || row.m_bHidden;
if( ul.GetDestY() != row.m_fY )
{
ul.StopTweening();
ul.BeginTweening( 0.3f );
}
/* XXX: diffuse doesn't work since underline is an ActorFrame */
ul.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
ul.SetBarWidth( iWidth );
ul.SetY( (float)iY );
}
}
}
}
}
@@ -636,8 +617,10 @@ void ScreenOptions::PositionIcons()
OptionIcon &icon = row.m_OptionIcons[p];
int iChoiceInRow = row.GetOneSelection( (PlayerNumber)p );
int iWidth, iX, iY; // We only use iY
GetWidthXY( (PlayerNumber)p, i, row.m_iSelection[p], iWidth, iX, iY );
GetWidthXY( (PlayerNumber)p, i, iChoiceInRow, iWidth, iX, iY );
icon.SetX( ICONS_X(p) );
if( icon.GetDestY() != row.m_fY )
@@ -673,8 +656,10 @@ void ScreenOptions::PositionCursors()
OptionsCursor &highlight = m_Highlight[p];
int iChoiceInRow = Row.GetOneSelection( (PlayerNumber)p );
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, row, Row.m_iSelection[p], iWidth, iX, iY );
GetWidthXY( (PlayerNumber)p, row, iChoiceInRow, iWidth, iX, iY );
highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
}
@@ -690,8 +675,10 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
int row = m_iCurrentRow[pn];
Row &Row = *m_Rows[row];
int iChoiceInRow = Row.GetOneSelection( pn );
int iWidth, iX, iY;
GetWidthXY( pn, iCurRow, Row.m_iSelection[pn], iWidth, iX, iY );
GetWidthXY( pn, iCurRow, iChoiceInRow, iWidth, iX, iY );
highlight.StopTweening();
highlight.BeginTweening( 0.2f );
@@ -707,18 +694,18 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
}
}
void ScreenOptions::UpdateText( PlayerNumber player_no, int iRow )
void ScreenOptions::UpdateText( PlayerNumber pn, int iRow )
{
Row &row = *m_Rows[iRow];
if( !row.m_bRowIsLong )
return;
int iChoiceInRow = m_Rows[iRow]->m_iSelection[player_no];
int iChoiceInRow = row.GetOneSelection( pn );
const OptionRowData &optrow = m_Rows[iRow]->m_RowDef;
unsigned item_no = optrow.bOneChoiceForAllPlayers?0:player_no;
unsigned item_no = optrow.bOneChoiceForAllPlayers ? 0 : pn;
/* If player_no is 2 and there is no player 1: */
item_no = min( item_no, m_Rows[iRow]->m_textItems.size()-1 );
@@ -1143,23 +1130,26 @@ void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
if( p != pn )
continue; // skip
int iNewSel = m_Rows[iCurRow]->m_iSelection[p] + iDelta;
Row &row = *m_Rows[iCurRow];
int iCurrentSel = row.GetOneSelection( (PlayerNumber)p );
int iNewSel = row.GetOneSelection( (PlayerNumber)p ) + iDelta;
wrap( iNewSel, iNumOptions );
if( iNewSel != m_Rows[iCurRow]->m_iSelection[p] )
if( iCurrentSel != iNewSel )
bOneChanged = true;
if( optrow.bOneChoiceForAllPlayers )
{
for( int p2=0; p2<NUM_PLAYERS; p2++ )
{
m_Rows[iCurRow]->m_iSelection[p2] = iNewSel;
row.SetOneSelection( (PlayerNumber)p2, iNewSel );
UpdateText( (PlayerNumber)p2, iCurRow );
}
}
else
{
m_Rows[iCurRow]->m_iSelection[p] = iNewSel;
row.SetOneSelection( (PlayerNumber)p, iNewSel );
UpdateText( (PlayerNumber)p, iCurRow );
}
OnChange( (PlayerNumber)p );