ScreenOptions: per-choice underlines
This commit is contained in:
+160
-78
@@ -170,7 +170,7 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
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}
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}
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// init underlines
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// init row icons
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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@@ -183,9 +183,6 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
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LoadOptionIcon( (PlayerNumber)p, l, "" );
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m_framePage.AddChild( &row.m_OptionIcons[p] );
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row.m_Underline[p].Load( (PlayerNumber)p, true );
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m_framePage.AddChild( &row.m_Underline[p] );
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}
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}
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}
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@@ -208,34 +205,59 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
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float fX = ITEMS_START_X; // indent 70 pixels
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for( c=0; c<optline.choices.size(); c++ )
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{
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// init text
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BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
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bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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bt->SetText( optline.choices[c] );
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bt->SetZoom( ITEMS_ZOOM );
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bt->EnableShadow( false );
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// set the X position of each item in the line
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const float fItemWidth = bt->GetZoomedWidth();
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float fItemWidth = bt->GetZoomedWidth();
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fX += fItemWidth/2;
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bt->SetX( fX );
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fX += fItemWidth/2 + ITEMS_GAP_X;
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}
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if( fX > SCREEN_RIGHT-40 )
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{
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// It goes off the edge of the screen. Re-init with the "long row" style.
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row.m_bRowIsLong = true;
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for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this row
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delete textItems[j];
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textItems.clear();
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for( unsigned p=0; p<NUM_PLAYERS; p++ )
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// init underlines
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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OptionsCursor *ul = new OptionsCursor;
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row.m_Underline[p].push_back( ul );
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ul->Load( (PlayerNumber)p, true );
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ul->SetX( fX );
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ul->SetWidth( (int)fItemWidth );
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}
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fX += fItemWidth/2 + ITEMS_GAP_X;
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// It goes off the edge of the screen. Re-init with the "long row" style.
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if( fX > SCREEN_RIGHT-40 )
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{
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row.m_bRowIsLong = true;
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for( unsigned j=0; j<textItems.size(); j++ ) // for each option on this row
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delete textItems[j];
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textItems.clear();
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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for( unsigned j=0; j<row.m_Underline[p].size(); j++ ) // for each option on this row
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delete row.m_Underline[p][j];
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row.m_Underline[p].clear();
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}
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break;
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}
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}
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if( row.m_bRowIsLong )
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{
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// init text
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for( unsigned p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
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@@ -246,20 +268,44 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
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bt->SetZoom( ITEMS_ZOOM );
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bt->EnableShadow( false );
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/* if choices are locked together, center the item. */
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if( optline.bOneChoiceForAllPlayers )
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bt->SetX( (ITEM_X[0]+ITEM_X[1])/2 );
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{
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bt->SetX( (int)(ITEM_X[0]+ITEM_X[1])/2 ); // center the item
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break; // only initialize one item since it's shared
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}
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else
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{
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bt->SetX( ITEM_X[p] );
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}
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}
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/* If bOneChoiceForAllPlayers, then only initialize one text item. */
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if( optline.bOneChoiceForAllPlayers )
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break;
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// init underlines
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{
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for( unsigned p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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OptionsCursor *ul = new OptionsCursor;
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row.m_Underline[p].push_back( ul );
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ul->Load( (PlayerNumber)p, true );
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float fX = optline.bOneChoiceForAllPlayers ? textItems[0]->GetX() : textItems[p]->GetX();
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float fWidth = optline.bOneChoiceForAllPlayers ? textItems[0]->GetZoomedWidth() : textItems[p]->GetZoomedWidth();
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ul->SetX( (int)fX );
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ul->SetWidth( (int)fWidth );
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}
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}
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}
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for( c=0; c<textItems.size(); c++ )
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m_framePage.AddChild( textItems[c] );
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// Add children here and not above because of the logic that starts
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// over if we run off the right edge of the screen.
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{
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for( int c=0; c<textItems.size(); c++ )
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m_framePage.AddChild( textItems[c] );
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( int c=0; c<row.m_Underline[p].size(); c++ )
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m_framePage.AddChild( row.m_Underline[p][c] );
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}
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}
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}
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@@ -379,10 +425,10 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
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for( unsigned c=0; c<row.m_textItems.size(); c++ )
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row.m_textItems[c]->FinishTweening();
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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row.m_Underline[p].FinishTweening();
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for( unsigned c=0; c<row.m_Underline[p].size(); c++ )
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row.m_Underline[p][c]->FinishTweening();
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row.m_OptionIcons[p].FinishTweening();
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}
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}
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@@ -436,33 +482,28 @@ CString ScreenOptions::GetExplanationTitle( int iRow ) const
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return sTitle;
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}
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BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow )
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BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow, int iChoiceOnRow )
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{
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Row &row = *m_Rows[iRow];
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if( row.Type == Row::ROW_EXIT )
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return *row.m_textItems[0];
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if( !row.m_bRowIsLong )
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{
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unsigned iOptionInRow = m_Rows[iRow]->m_iSelection[pn];
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return *row.m_textItems[iOptionInRow];
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}
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return *row.m_textItems[iChoiceOnRow];
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const bool bOneChoice = m_Rows[iRow]->m_RowDef.bOneChoiceForAllPlayers;
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CHECKPOINT;
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if( bOneChoice )
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return *row.m_textItems[0];
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/* We have lots of options and this isn't a OneChoice row, which means
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* each player has a separate item displayed. */
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int iOptionInRow = min( (unsigned)pn, row.m_textItems.size()-1 );
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CHECKPOINT;
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return *row.m_textItems[iOptionInRow];
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else
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return *row.m_textItems[iChoiceOnRow];
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}
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void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
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void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut )
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{
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BitmapText &text = GetTextItemForRow( pn, iRow );
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BitmapText &text = GetTextItemForRow( pn, iRow, iChoiceOnRow );
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iWidthOut = int(roundf( text.GetZoomedWidth() ));
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iXOut = int(roundf( text.GetDestX() ));
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@@ -508,40 +549,74 @@ void ScreenOptions::InitOptionsText()
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void ScreenOptions::PositionUnderlines()
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{
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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for( unsigned r=0; r<m_Rows.size(); r++ ) // foreach options line
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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Row &row = *m_Rows[r];
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if( row.Type == Row::ROW_EXIT )
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continue;
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for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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Row &row = *m_Rows[i];
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if( row.Type == Row::ROW_EXIT )
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continue;
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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OptionsCursor &underline = row.m_Underline[p];
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vector<OptionsCursor*> &vpUnderlines = row.m_Underline[p];
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetGlobalX( (float)iX );
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underline.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = m_Rows[i]->m_RowDef.choices.size() == 1;
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bool hidden = bOnlyOneChoice || row.m_bHidden;
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if( underline.GetDestY() != row.m_fY )
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if( row.m_bRowIsLong )
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{
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underline.StopTweening();
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underline.BeginTweening( 0.3f );
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}
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OptionsCursor& ul = *vpUnderlines[0];
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/* XXX: diffuse doesn't work since underline is an ActorFrame */
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underline.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
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underline.SetBarWidth( iWidth );
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underline.SetY( (float)iY );
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, r, row.m_iSelection[p], iWidth, iX, iY );
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ul.SetGlobalX( (float)iX );
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ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = row.m_RowDef.choices.size() == 1;
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bool hidden = bOnlyOneChoice || row.m_bHidden;
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if( ul.GetDestY() != row.m_fY )
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{
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ul.StopTweening();
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ul.BeginTweening( 0.3f );
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}
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/* XXX: diffuse doesn't work since underline is an ActorFrame */
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ul.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
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ul.SetBarWidth( iWidth );
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ul.SetY( (float)iY );
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}
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else // !row.m_bRowIsLong
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{
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for( int i=0; i<vpUnderlines.size(); i++ )
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{
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OptionsCursor& ul = *vpUnderlines[i];
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, r, row.m_iSelection[p], iWidth, iX, iY );
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ul.SetGlobalX( (float)iX );
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ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = row.m_RowDef.choices.size() == 1;
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bool hidden = bOnlyOneChoice || row.m_bHidden;
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if( ul.GetDestY() != row.m_fY )
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{
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ul.StopTweening();
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ul.BeginTweening( 0.3f );
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}
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/* XXX: diffuse doesn't work since underline is an ActorFrame */
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ul.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
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ul.SetBarWidth( iWidth );
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ul.SetY( (float)iY );
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}
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}
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}
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}
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}
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@@ -562,7 +637,7 @@ void ScreenOptions::PositionIcons()
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OptionIcon &icon = row.m_OptionIcons[p];
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int iWidth, iX, iY; // We only use iY
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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GetWidthXY( (PlayerNumber)p, i, row.m_iSelection[p], iWidth, iX, iY );
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icon.SetX( ICONS_X(p) );
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if( icon.GetDestY() != row.m_fY )
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@@ -593,38 +668,42 @@ void ScreenOptions::PositionCursors()
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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const int row = m_iCurrentRow[p];
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int row = m_iCurrentRow[p];
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Row &Row = *m_Rows[row];
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OptionsCursor &highlight = m_Highlight[p];
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, row, iWidth, iX, iY );
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GetWidthXY( (PlayerNumber)p, row, Row.m_iSelection[p], iWidth, iX, iY );
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highlight.SetBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
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}
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void ScreenOptions::TweenCursor( PlayerNumber player_no )
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void ScreenOptions::TweenCursor( PlayerNumber pn )
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{
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// Set the position of the highlight showing the current option the user is changing.
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const int iCurRow = m_iCurrentRow[player_no];
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const int iCurRow = m_iCurrentRow[pn];
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OptionsCursor &highlight = m_Highlight[player_no];
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OptionsCursor &highlight = m_Highlight[pn];
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int row = m_iCurrentRow[pn];
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Row &Row = *m_Rows[row];
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int iWidth, iX, iY;
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GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
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GetWidthXY( pn, iCurRow, Row.m_iSelection[pn], iWidth, iX, iY );
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highlight.StopTweening();
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highlight.BeginTweening( 0.2f );
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highlight.TweenBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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if( GAMESTATE->IsHumanPlayer(player_no) )
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if( GAMESTATE->IsHumanPlayer(pn) )
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{
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UtilCommand( m_sprLineHighlight[player_no], "ScreenOptions", "Change" );
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UtilCommand( m_sprLineHighlight[pn], "ScreenOptions", "Change" );
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if( m_Rows[iCurRow]->Type == Row::ROW_EXIT )
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UtilCommand( m_sprLineHighlight[player_no], "ScreenOptions", "ChangeToExit" );
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m_sprLineHighlight[player_no].SetY( (float)iY );
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UtilCommand( m_sprLineHighlight[pn], "ScreenOptions", "ChangeToExit" );
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m_sprLineHighlight[pn].SetY( (float)iY );
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}
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}
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@@ -1131,4 +1210,7 @@ ScreenOptions::Row::~Row()
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{
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for( unsigned i = 0; i < m_textItems.size(); ++i )
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delete m_textItems[i];
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( unsigned i = 0; i < m_Underline[p].size(); ++i )
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delete m_Underline[p][i];
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}
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Block a user