general options cleanup

This commit is contained in:
Glenn Maynard
2004-01-09 04:14:13 +00:00
parent efb1eb16cf
commit 35a7bbbe61
3 changed files with 188 additions and 141 deletions
+159 -119
View File
@@ -79,8 +79,11 @@ ScreenOptions::ScreenOptions( CString sClassName ) : Screen(sClassName)
}
m_framePage.Command( FRAME_ON_COMMAND );
}
memset(&m_bRowIsLong, 0, sizeof(m_bRowIsLong));
void ScreenOptions::LoadOptionIcon( PlayerNumber pn, int iRow, CString sText )
{
m_Rows[iRow]->m_OptionIcons[pn].Load( pn, sText, false );
}
void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLines )
@@ -122,6 +125,12 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
m_framePage.AddChild( &m_Highlight[p] );
}
int r;
for( r=0; r<m_iNumOptionRows; r++ ) // foreach row
{
m_Rows.push_back( new Row() );
}
// init underlines
for( p=0; p<NUM_PLAYERS; p++ )
{
@@ -130,26 +139,29 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
for( int l=0; l<m_iNumOptionRows; l++ )
{
m_OptionIcons[p][l].Load( (PlayerNumber)p, "", false );
m_framePage.AddChild( &m_OptionIcons[p][l] );
Row &row = *m_Rows[l];
m_Underline[p][l].Load( (PlayerNumber)p, true );
m_framePage.AddChild( &m_Underline[p][l] );
LoadOptionIcon( (PlayerNumber)p, l, "" );
m_framePage.AddChild( &row.m_OptionIcons[p] );
row.m_Underline[p].Load( (PlayerNumber)p, true );
m_framePage.AddChild( &row.m_Underline[p] );
}
}
// init m_textItems from optionLines
int r;
for( r=0; r<m_iNumOptionRows; r++ ) // foreach line
for( r=0; r<m_iNumOptionRows; r++ ) // foreach row
{
vector<BitmapText *> & textItems = m_textItems[r];
Row &row = *m_Rows[r];
row.Type = Row::ROW_NORMAL;
vector<BitmapText *> & textItems = row.m_textItems;
const OptionRow &optline = m_OptionRow[r];
unsigned c;
m_framePage.AddChild( &m_sprBullets[r] );
m_framePage.AddChild( &m_textTitles[r] );
m_framePage.AddChild( &row.m_sprBullet );
m_framePage.AddChild( &row.m_textTitle );
float fX = ITEMS_START_X; // indent 70 pixels
for( c=0; c<optline.choices.size(); c++ )
@@ -172,8 +184,8 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
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
row.m_bRowIsLong = true;
for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this row
delete textItems[j];
textItems.clear();
@@ -206,25 +218,24 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
for( c=0; c<textItems.size(); c++ )
m_framePage.AddChild( textItems[c] );
m_Rows.push_back( r );
}
// TRICKY: Add one more item. This will be "EXIT"
{
m_Rows.push_back( new Row() );
Row &row = *m_Rows.back();
row.Type = Row::ROW_EXIT;
BitmapText *bt = new BitmapText;
m_textItems[r].push_back( bt );
row.m_textItems.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 );
bt->EnableShadow( false );
bt->SetX( CENTER_X );
m_framePage.AddChild( bt );
m_Rows.push_back( ROW_EXIT );
}
InitOptionsText();
@@ -282,7 +293,7 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
m_framePage.AddChild( m_sprFrame );
// poke once at all the explanation metrics so that we catch missing ones early
for( r=0; r<m_iNumOptionRows; r++ ) // foreach line
for( r=0; r<(int)m_Rows.size(); r++ ) // foreach row
{
GetExplanationText( r );
GetExplanationTitle( r );
@@ -304,19 +315,19 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
/* 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
for( r=0; r<(int) m_Rows.size(); r++ ) // foreach options line
{
m_textTitles[r].FinishTweening();
m_sprBullets[r].FinishTweening();
for( unsigned c=0; c<m_textItems[r].size(); c++ )
{
m_textItems[r][c]->FinishTweening();
}
Row &row = *m_Rows[r];
row.m_sprBullet.FinishTweening();
row.m_textTitle.FinishTweening();
for( unsigned c=0; c<row.m_textItems.size(); c++ )
row.m_textItems[c]->FinishTweening();
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
m_Underline[p][r].FinishTweening();
m_OptionIcons[p][r].FinishTweening();
row.m_Underline[p].FinishTweening();
row.m_OptionIcons[p].FinishTweening();
}
}
}
@@ -325,22 +336,27 @@ ScreenOptions::~ScreenOptions()
{
LOG->Trace( "ScreenOptions::~ScreenOptions()" );
for( unsigned i=0; i<m_Rows.size(); i++ )
for( unsigned j = 0; j < m_textItems[i].size(); ++j)
delete m_textItems[i][j];
delete m_Rows[i];
}
CString ScreenOptions::GetExplanationText( int row ) const
CString ScreenOptions::GetExplanationText( int iRow ) const
{
CString sLineName = m_OptionRow[row].name;
if( m_Rows[iRow]->Type == Row::ROW_EXIT )
return "";
CString sLineName = m_OptionRow[iRow].name;
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
return THEME->GetMetric( "OptionExplanations", sLineName+"Help" );
}
CString ScreenOptions::GetExplanationTitle( int row ) const
CString ScreenOptions::GetExplanationTitle( int iRow ) const
{
CString sLineName = m_OptionRow[row].name;
if( m_Rows[iRow]->Type == Row::ROW_EXIT )
return "";
CString sLineName = m_OptionRow[iRow].name;
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
@@ -365,26 +381,26 @@ CString ScreenOptions::GetExplanationTitle( int row ) const
BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow )
{
const bool bExitRow = (m_Rows[iRow] == ROW_EXIT);
if( bExitRow )
return *m_textItems[iRow][0];
Row &row = *m_Rows[iRow];
if( row.Type == Row::ROW_EXIT )
return *row.m_textItems[0];
const bool bLotsOfOptions = m_bRowIsLong[iRow];
if( !bLotsOfOptions )
if( !row.m_bRowIsLong )
{
unsigned iOptionInRow = m_iSelectedOption[pn][iRow];
return *m_textItems[iRow][iOptionInRow];
return *row.m_textItems[iOptionInRow];
}
const bool bOneChoice = m_OptionRow[iRow].bOneChoiceForAllPlayers;
if( bOneChoice )
return *m_textItems[iRow][0];
return *row.m_textItems[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];
int iOptionInRow = min( (unsigned)pn, row.m_textItems.size()-1 );
CHECKPOINT;
return *row.m_textItems[iOptionInRow];
}
void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
@@ -393,23 +409,24 @@ void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &
iWidthOut = int(roundf( text.GetZoomedWidth() ));
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
/* We update m_fY, change colors and tween items, and then tween rows to
* their final positions. (This is so we don't tween colors, too.) m_fY
* is the actual destination position, even though we may not have set up the
* tween yet. */
iYOut = int(roundf( m_fRowY[iRow] ));
iYOut = int(roundf( m_Rows[iRow]->m_fY ));
}
void ScreenOptions::InitOptionsText()
{
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
{
if( m_Rows[i] == ROW_EXIT )
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
continue;
const float fY = ITEMS_START_Y + ITEMS_SPACING_Y*i;
BitmapText &title = m_textTitles[i];
BitmapText &title = row.m_textTitle;
title.LoadFromFont( THEME->GetPathToF("ScreenOptions title") );
CString sText = GetExplanationTitle( i );
@@ -421,13 +438,13 @@ void ScreenOptions::InitOptionsText()
title.SetVertAlign( Actor::align_middle );
title.EnableShadow( false );
Sprite &bullet = m_sprBullets[i];
Sprite &bullet = row.m_sprBullet;
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 );
for( unsigned c=0; c<row.m_textItems.size(); c++ )
row.m_textItems[c]->SetY( fY );
}
}
@@ -441,10 +458,11 @@ void ScreenOptions::PositionUnderlines()
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
{
if( m_Rows[i] == ROW_EXIT )
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
continue;
OptionsCursor &underline = m_Underline[p][i];
OptionsCursor &underline = row.m_Underline[p];
/* Don't tween X movement and color changes. */
int iWidth, iX, iY;
@@ -455,9 +473,9 @@ void ScreenOptions::PositionUnderlines()
// If there's only one choice (ScreenOptionsMenu), don't show underlines.
// It looks silly.
bool bOnlyOneChoice = m_OptionRow[i].choices.size() == 1;
bool hidden = bOnlyOneChoice || m_bRowIsHidden[i];
bool hidden = bOnlyOneChoice || row.m_bHidden;
if( underline.GetDestY() != m_fRowY[i] )
if( underline.GetDestY() != row.m_fY )
{
underline.StopTweening();
underline.BeginTweening( 0.3f );
@@ -480,16 +498,17 @@ void ScreenOptions::PositionIcons()
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
{
if( m_Rows[i] == ROW_EXIT )
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
continue;
OptionIcon &icon = m_OptionIcons[p][i];
OptionIcon &icon = row.m_OptionIcons[p];
int iWidth, iX, iY; // We only use iY
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
icon.SetX( ICONS_X(p) );
if( icon.GetDestY() != m_fRowY[i] )
if( icon.GetDestY() != row.m_fY )
{
icon.StopTweening();
icon.BeginTweening( 0.3f );
@@ -497,7 +516,7 @@ void ScreenOptions::PositionIcons()
icon.SetY( (float)iY );
/* XXX: this doesn't work since icon is an ActorFrame */
icon.SetDiffuse( RageColor(1,1,1, m_bRowIsHidden[i]? 0.0f:1.0f) );
icon.SetDiffuse( RageColor(1,1,1, row.m_bHidden? 0.0f:1.0f) );
}
}
}
@@ -517,12 +536,12 @@ void ScreenOptions::PositionCursors()
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
int i=m_iCurrentRow[p];
const int row = m_iCurrentRow[p];
OptionsCursor &highlight = m_Highlight[p];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
GetWidthXY( (PlayerNumber)p, row, iWidth, iX, iY );
highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
}
@@ -531,7 +550,7 @@ void ScreenOptions::PositionCursors()
void ScreenOptions::TweenCursor( PlayerNumber player_no )
{
// Set the position of the highlight showing the current option the user is changing.
int iCurRow = m_iCurrentRow[player_no];
const int iCurRow = m_iCurrentRow[player_no];
OptionsCursor &highlight = m_Highlight[player_no];
@@ -548,19 +567,21 @@ void ScreenOptions::TweenCursor( PlayerNumber player_no )
void ScreenOptions::UpdateText( PlayerNumber player_no, int iRow )
{
int iChoiceInRow = m_iSelectedOption[player_no][iRow];
Row &row = *m_Rows[iRow];
if( !m_bRowIsLong[iRow] )
if( !row.m_bRowIsLong )
return;
const OptionRow &row = m_OptionRow[iRow];
int iChoiceInRow = m_iSelectedOption[player_no][iRow];
unsigned item_no = row.bOneChoiceForAllPlayers?0:player_no;
const OptionRow &optrow = m_OptionRow[iRow];
unsigned item_no = optrow.bOneChoiceForAllPlayers?0:player_no;
/* If player_no is 2 and there is no player 1: */
item_no = min( item_no, m_textItems[iRow].size()-1 );
item_no = min( item_no, m_Rows[iRow]->m_textItems.size()-1 );
m_textItems[iRow][item_no]->SetText( m_OptionRow[iRow].choices[iChoiceInRow] );
m_Rows[iRow]->m_textItems[item_no]->SetText( m_OptionRow[iRow].choices[iChoiceInRow] );
}
void ScreenOptions::UpdateEnabledDisabled()
@@ -571,7 +592,9 @@ void ScreenOptions::UpdateEnabledDisabled()
// init text
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach line
{
if( m_Rows[i] == ROW_EXIT )
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
{
bool bExitRowIsSelectedByBoth = true;
for( int p=0; p<NUM_PLAYERS; p++ )
@@ -579,20 +602,20 @@ void ScreenOptions::UpdateEnabledDisabled()
bExitRowIsSelectedByBoth = false;
RageColor color = bExitRowIsSelectedByBoth ? colorSelected : colorNotSelected;
m_textItems[i][0]->SetGlobalDiffuseColor( color );
row.m_textItems[0]->SetGlobalDiffuseColor( color );
if( m_textItems[i][0]->GetDestY() != m_fRowY[i] )
if( row.m_textItems[0]->GetDestY() != row.m_fY )
{
m_textItems[i][0]->StopTweening();
m_textItems[i][0]->BeginTweening( 0.3f );
m_textItems[i][0]->SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
m_textItems[i][0]->SetY( m_fRowY[i] );
row.m_textItems[0]->StopTweening();
row.m_textItems[0]->BeginTweening( 0.3f );
row.m_textItems[0]->SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
row.m_textItems[0]->SetY( row.m_fY );
}
if( bExitRowIsSelectedByBoth )
m_textItems[i][0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
row.m_textItems[0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
else
m_textItems[i][0]->SetEffectNone();
row.m_textItems[0]->SetEffectNone();
continue;
}
@@ -604,31 +627,31 @@ void ScreenOptions::UpdateEnabledDisabled()
/* Don't tween selection colors at all. */
RageColor color = bThisRowIsSelected ? colorSelected : colorNotSelected;
m_sprBullets[i].SetGlobalDiffuseColor( color );
m_textTitles[i].SetGlobalDiffuseColor( color );
row.m_sprBullet.SetGlobalDiffuseColor( color );
row.m_textTitle.SetGlobalDiffuseColor( color );
for( unsigned j=0; j<m_textItems[i].size(); j++ )
m_textItems[i][j]->SetGlobalDiffuseColor( color );
for( unsigned j=0; j<row.m_textItems.size(); j++ )
row.m_textItems[j]->SetGlobalDiffuseColor( color );
if( m_sprBullets[i].GetDestY() != m_fRowY[i] )
if( row.m_sprBullet.GetDestY() != row.m_fY )
{
m_sprBullets[i].StopTweening();
m_textTitles[i].StopTweening();
m_sprBullets[i].BeginTweening( 0.3f );
m_textTitles[i].BeginTweening( 0.3f );
row.m_sprBullet.StopTweening();
row.m_textTitle.StopTweening();
row.m_sprBullet.BeginTweening( 0.3f );
row.m_textTitle.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 );
row.m_sprBullet.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
row.m_textTitle.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
m_sprBullets[i].SetY( m_fRowY[i] );
m_textTitles[i].SetY( m_fRowY[i] );
row.m_sprBullet.SetY( row.m_fY );
row.m_textTitle.SetY( row.m_fY );
for( unsigned j=0; j<m_textItems[i].size(); j++ )
for( unsigned j=0; j<row.m_textItems.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] );
row.m_textItems[j]->StopTweening();
row.m_textItems[j]->BeginTweening( 0.3f );
row.m_textItems[j]->SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
row.m_textItems[j]->SetY( row.m_fY );
}
}
}
@@ -690,7 +713,7 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_MenuTimer:
this->PostScreenMessage( SM_BeginFadingOut, 0 );
StartGoToNextState();
break;
case SM_GoToPrevScreen:
// this->ExportOptions(); // Don't save options if we're going back!
@@ -779,7 +802,7 @@ void ScreenOptions::PositionItems()
}
int pos = 0;
for( int i=0; i<(int) m_Rows.size(); i++ ) // foreach line
for( int i=0; i<(int) m_Rows.size(); i++ ) // foreach row
{
float ItemPosition;
if( i < first_start )
@@ -793,9 +816,11 @@ void ScreenOptions::PositionItems()
else
ItemPosition = (float) total - 0.5f;
Row &row = *m_Rows[i];
float fY = ITEMS_START_Y + ITEMS_SPACING_Y*ItemPosition;
m_fRowY[i] = fY;
m_bRowIsHidden[i] = i < first_start ||
row.m_fY = fY;
row.m_bHidden = i < first_start ||
(i >= first_end && i < second_start) ||
i >= second_end;
}
@@ -807,7 +832,7 @@ void ScreenOptions::OnChange( PlayerNumber pn )
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
/* Update m_fRowY[] and m_bRowIsHidden[]. */
/* Update m_fY and m_bHidden[]. */
PositionItems();
/* Do positioning. */
@@ -828,13 +853,8 @@ void ScreenOptions::OnChange( PlayerNumber pn )
for( int p=0; p<NUM_PLAYERS; p++ )
TweenCursor( (PlayerNumber) p );
int iCurRow = m_iCurrentRow[pn];
bool bIsExitRow = iCurRow == m_iNumOptionRows;
CString text = "";
if( !bIsExitRow )
text = GetExplanationText( iCurRow );
const int iCurRow = m_iCurrentRow[pn];
const CString text = GetExplanationText( iCurRow );
BitmapText *pText = NULL;
switch( m_InputMode )
@@ -884,27 +904,28 @@ void ScreenOptions::MenuStart( PlayerNumber pn, const InputEventType type )
{
bool bAllOnExit = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
if( GAMESTATE->IsHumanPlayer(p) && m_Rows[m_iCurrentRow[p]]->Type != Row::ROW_EXIT )
bAllOnExit = false;
if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
if( m_Rows[m_iCurrentRow[pn]]->Type != Row::ROW_EXIT ) // not on exit
MenuDown( pn, type ); // can't go down any more
else if( bAllOnExit && type == IET_FIRST_PRESS )
this->PostScreenMessage( SM_BeginFadingOut, 0 );
StartGoToNextState();
}
else if( type == IET_FIRST_PRESS ) // !m_bArcadeOptionsNavigation
{
this->PostScreenMessage( SM_BeginFadingOut, 0 );
StartGoToNextState();
}
}
void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
{
int iCurRow = m_iCurrentRow[pn];
OptionRow &row = m_OptionRow[iCurRow];
const int iCurRow = m_iCurrentRow[pn];
Row &row = *m_Rows[iCurRow];
OptionRow &optrow = m_OptionRow[iCurRow];
const int iNumOptions = (iCurRow == m_iNumOptionRows)? 1: row.choices.size();
const int iNumOptions = (row.Type == Row::ROW_EXIT)? 1: optrow.choices.size();
if( PREFSMAN->m_bArcadeOptionsNavigation )
{
/* If START is being pressed, and arcade nav is on, then we're holding left/right
@@ -922,7 +943,7 @@ void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
if( Repeat )
return;
if( iCurRow == m_iNumOptionRows ) // EXIT is selected
if( row.Type == Row::ROW_EXIT ) // EXIT is selected
return; // don't allow a move
for( int p=0; p<NUM_PLAYERS; p++ )
@@ -935,7 +956,7 @@ void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
int iNewSel = m_iSelectedOption[p][iCurRow] + iDelta;
wrap( iNewSel, iNumOptions );
if( row.bOneChoiceForAllPlayers )
if( optrow.bOneChoiceForAllPlayers )
{
for( int p2=0; p2<NUM_PLAYERS; p2++ )
{
@@ -976,3 +997,22 @@ void ScreenOptions::Move( PlayerNumber pn, int dir, bool Repeat )
if( changed )
m_SoundNextRow.Play();
}
int ScreenOptions::GetCurrentRow( PlayerNumber pn ) const
{
const int l = m_iCurrentRow[pn];
if( m_Rows[l]->Type != Row::ROW_NORMAL )
return -1;
return l;
}
ScreenOptions::Row::Row()
{
m_bRowIsLong = false;
}
ScreenOptions::Row::~Row()
{
for( unsigned i = 0; i < m_textItems.size(); ++i )
delete m_textItems[i];
}