more work on multiselect

This commit is contained in:
Chris Danford
2004-01-10 08:57:08 +00:00
parent 2cd7370442
commit 57819b0e80
3 changed files with 126 additions and 73 deletions
+112 -63
View File
@@ -134,6 +134,10 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
vbSelected.resize( Row.m_RowDef.choices.size() ); vbSelected.resize( Row.m_RowDef.choices.size() );
for( int j=0; j<vbSelected.size(); j++ ) for( int j=0; j<vbSelected.size(); j++ )
vbSelected[j] = false; vbSelected[j] = false;
// set select the first item if not a multiselect row
if( !Row.m_RowDef.bMultiSelect )
vbSelected[0] = true;
} }
} }
} }
@@ -146,9 +150,30 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
{ {
Row &Row = *m_Rows[r]; Row &Row = *m_Rows[r];
if( m_Rows[r]->m_RowDef.bOneChoiceForAllPlayers ) // If this isn't a multiSelectRow, exactly one choice should be selected.
if( !Row.m_RowDef.bMultiSelect )
{
if( Row.m_RowDef.bOneChoiceForAllPlayers )
{
ASSERT( find( Row.m_vbSelected[0].begin(), Row.m_vbSelected[0].end(), true ) != Row.m_vbSelected[0].end() );
}
else
{
for( int p=0; p<NUM_PLAYERS; p++ )
ASSERT( find( Row.m_vbSelected[p].begin(), Row.m_vbSelected[p].end(), true ) != Row.m_vbSelected[p].end() );
}
}
if( Row.m_RowDef.bOneChoiceForAllPlayers )
for( int p=1; p<NUM_PLAYERS; p++ ) for( int p=1; p<NUM_PLAYERS; p++ )
Row.m_vbSelected[p] = m_Rows[r]->m_vbSelected[0]; Row.m_vbSelected[p] = m_Rows[r]->m_vbSelected[0];
for( int p=0; p<NUM_PLAYERS; p++ )
if( Row.m_RowDef.bMultiSelect )
Row.m_iChoiceWithFocus[p] = 0; // focus on the first row, which is "go down"
else
Row.m_iChoiceWithFocus[p] = Row.GetOneSelection( (PlayerNumber)p); // focus on the only selected choice
} }
} }
@@ -266,10 +291,10 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
BitmapText *bt = new BitmapText; BitmapText *bt = new BitmapText;
textItems.push_back( bt ); textItems.push_back( bt );
const int iChoiceInRow = row.GetOneSelection( (PlayerNumber)p ); const int iChoiceWithFocus = row.m_iChoiceWithFocus[p];
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") ); bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( optline.choices[iChoiceInRow] ); bt->SetText( optline.choices[iChoiceWithFocus] );
bt->SetZoom( ITEMS_ZOOM ); bt->SetZoom( ITEMS_ZOOM );
bt->EnableShadow( false ); bt->EnableShadow( false );
@@ -553,6 +578,10 @@ void ScreenOptions::InitOptionsText()
void ScreenOptions::PositionUnderlines() void ScreenOptions::PositionUnderlines()
{ {
// OPTIMIZATION OPPORTUNITY: There's no reason to the underlines for
// all rows when something changes. Just recalulate for the row that
// changed.
// Set the position of the underscores showing the current choice for each option line. // Set the position of the underscores showing the current choice for each option line.
for( unsigned r=0; r<m_Rows.size(); r++ ) // foreach options line for( unsigned r=0; r<m_Rows.size(); r++ ) // foreach options line
{ {
@@ -573,19 +602,19 @@ void ScreenOptions::PositionUnderlines()
{ {
OptionsCursor& ul = *vpUnderlines[i]; OptionsCursor& ul = *vpUnderlines[i];
int iChoiceInRow = row.m_bRowIsLong ? row.GetOneSelection( (PlayerNumber)p ) : i; int iChoiceWithFocus = row.m_bRowIsLong ? row.m_iChoiceWithFocus[p] : i;
/* Don't tween X movement and color changes. */ /* Don't tween X movement and color changes. */
int iWidth, iX, iY; int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, r, iChoiceInRow, iWidth, iX, iY ); GetWidthXY( (PlayerNumber)p, r, iChoiceWithFocus, iWidth, iX, iY );
ul.SetGlobalX( (float)iX ); ul.SetGlobalX( (float)iX );
ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) ); ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
// If there's only one choice (ScreenOptionsMenu), don't show underlines. // Don't show underlines on the ScreenOptionsMenu. We know we're on this
// It looks silly. // screen if the row title is empty.
bool bOnlyOneChoice = row.m_RowDef.choices.size() == 1; bool bEmptyTitle = GetExplanationTitle(r).empty();
bool bSelected = iChoiceInRow == row.GetOneSelection( (PlayerNumber)p ); bool bSelected = row.m_vbSelected[p][ iChoiceWithFocus ];
bool bHidden = bOnlyOneChoice || !bSelected || row.m_bHidden; bool bHidden = bEmptyTitle || !bSelected || row.m_bHidden;
if( ul.GetDestY() != row.m_fY ) if( ul.GetDestY() != row.m_fY )
{ {
@@ -617,10 +646,10 @@ void ScreenOptions::PositionIcons()
OptionIcon &icon = row.m_OptionIcons[p]; OptionIcon &icon = row.m_OptionIcons[p];
int iChoiceInRow = row.GetOneSelection( (PlayerNumber)p ); int iChoiceWithFocus = row.m_iChoiceWithFocus[p];
int iWidth, iX, iY; // We only use iY int iWidth, iX, iY; // We only use iY
GetWidthXY( (PlayerNumber)p, i, iChoiceInRow, iWidth, iX, iY ); GetWidthXY( (PlayerNumber)p, i, iChoiceWithFocus, iWidth, iX, iY );
icon.SetX( ICONS_X(p) ); icon.SetX( ICONS_X(p) );
if( icon.GetDestY() != row.m_fY ) if( icon.GetDestY() != row.m_fY )
@@ -656,10 +685,10 @@ void ScreenOptions::PositionCursors()
OptionsCursor &highlight = m_Highlight[p]; OptionsCursor &highlight = m_Highlight[p];
int iChoiceInRow = Row.GetOneSelection( (PlayerNumber)p ); int iChoiceWithFocus = Row.m_iChoiceWithFocus[p];
int iWidth, iX, iY; int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, row, iChoiceInRow, iWidth, iX, iY ); GetWidthXY( (PlayerNumber)p, row, iChoiceWithFocus, iWidth, iX, iY );
highlight.SetBarWidth( iWidth ); highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY ); highlight.SetXY( (float)iX, (float)iY );
} }
@@ -675,10 +704,10 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
int row = m_iCurrentRow[pn]; int row = m_iCurrentRow[pn];
Row &Row = *m_Rows[row]; Row &Row = *m_Rows[row];
int iChoiceInRow = Row.GetOneSelection( pn ); int iChoiceWithFocus = Row.m_iChoiceWithFocus[pn];
int iWidth, iX, iY; int iWidth, iX, iY;
GetWidthXY( pn, iCurRow, iChoiceInRow, iWidth, iX, iY ); GetWidthXY( pn, iCurRow, iChoiceWithFocus, iWidth, iX, iY );
highlight.StopTweening(); highlight.StopTweening();
highlight.BeginTweening( 0.2f ); highlight.BeginTweening( 0.2f );
@@ -697,20 +726,19 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
void ScreenOptions::UpdateText( PlayerNumber pn, int iRow ) void ScreenOptions::UpdateText( PlayerNumber pn, int iRow )
{ {
Row &row = *m_Rows[iRow]; Row &row = *m_Rows[iRow];
const OptionRowData &data = row.m_RowDef;
if( !row.m_bRowIsLong ) if( !row.m_bRowIsLong )
return; return;
int iChoiceInRow = row.GetOneSelection( pn ); int iChoiceWithFocus = row.m_iChoiceWithFocus[pn];
const OptionRowData &optrow = m_Rows[iRow]->m_RowDef; unsigned item_no = data.bOneChoiceForAllPlayers ? 0 : pn;
unsigned item_no = optrow.bOneChoiceForAllPlayers ? 0 : pn;
/* If player_no is 2 and there is no player 1: */ /* If player_no is 2 and there is no player 1: */
item_no = min( item_no, m_Rows[iRow]->m_textItems.size()-1 ); item_no = min( item_no, row.m_textItems.size()-1 );
m_Rows[iRow]->m_textItems[item_no]->SetText( m_Rows[iRow]->m_RowDef.choices[iChoiceInRow] ); row.m_textItems[item_no]->SetText( data.choices[iChoiceWithFocus] );
} }
void ScreenOptions::UpdateEnabledDisabled() void ScreenOptions::UpdateEnabledDisabled()
@@ -1073,24 +1101,37 @@ void ScreenOptions::MenuStart( PlayerNumber pn, const InputEventType type )
if( type == IET_RELEASE ) if( type == IET_RELEASE )
return; return;
switch( m_OptionsNavigation ) Row &row = *m_Rows[m_iCurrentRow[pn]];
{ OptionRowData &data = row.m_RowDef;
case NAV_THREE_KEY:
{
bool bAllOnExit = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_Rows[m_iCurrentRow[p]]->Type != Row::ROW_EXIT )
bAllOnExit = false;
if( m_Rows[m_iCurrentRow[pn]]->Type != Row::ROW_EXIT ) // not on exit // Toggle selection if this is a multiselect row.
MenuDown( pn, type ); // can't go down any more // Is this the right thing to do for five key navigation?
else if( bAllOnExit && type == IET_FIRST_PRESS ) if( data.bMultiSelect )
StartGoToNextState(); {
int iChoiceInRow = row.m_iChoiceWithFocus[pn];
row.m_vbSelected[pn][iChoiceInRow] ^= true;
} }
case NAV_THREE_KEY_MENU: else
case NAV_FIVE_KEY: {
if( type == IET_FIRST_PRESS ) // m_SMOptionsNavigation switch( m_OptionsNavigation )
StartGoToNextState(); {
case NAV_THREE_KEY:
{
bool bAllOnExit = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_Rows[m_iCurrentRow[p]]->Type != Row::ROW_EXIT )
bAllOnExit = false;
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 )
StartGoToNextState();
}
case NAV_THREE_KEY_MENU:
case NAV_FIVE_KEY:
if( type == IET_FIRST_PRESS ) // m_SMOptionsNavigation
StartGoToNextState();
}
} }
} }
@@ -1125,36 +1166,44 @@ void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
return; // don't allow a move return; // don't allow a move
bool bOneChanged = false; bool bOneChanged = false;
for( int p=0; p<NUM_PLAYERS; p++ )
int iCurrentChoiceWithFocus = row.m_iChoiceWithFocus[pn];
int iNewChoiceWithFocus = iCurrentChoiceWithFocus + iDelta;
wrap( iNewChoiceWithFocus, iNumOptions );
if( iCurrentChoiceWithFocus != iNewChoiceWithFocus )
bOneChanged = true;
if( optrow.bOneChoiceForAllPlayers )
{ {
if( p != pn ) for( int p=0; p<NUM_PLAYERS; p++ )
continue; // skip
Row &row = *m_Rows[iCurRow];
int iCurrentSel = row.GetOneSelection( (PlayerNumber)p );
int iNewSel = row.GetOneSelection( (PlayerNumber)p ) + iDelta;
wrap( iNewSel, iNumOptions );
if( iCurrentSel != iNewSel )
bOneChanged = true;
if( optrow.bOneChoiceForAllPlayers )
{ {
for( int p2=0; p2<NUM_PLAYERS; p2++ ) row.m_iChoiceWithFocus[p] = iNewChoiceWithFocus;
{
row.SetOneSelection( (PlayerNumber)p2, iNewSel ); if( optrow.bMultiSelect )
UpdateText( (PlayerNumber)p2, iCurRow ); ; // do nothing. User must press Start to toggle the selection.
} else
} row.SetOneSelection( (PlayerNumber)p, iNewChoiceWithFocus );
else
{
row.SetOneSelection( (PlayerNumber)p, iNewSel );
UpdateText( (PlayerNumber)p, iCurRow ); UpdateText( (PlayerNumber)p, iCurRow );
} }
OnChange( (PlayerNumber)p );
} }
if( bOneChanged ) else
{
row.m_iChoiceWithFocus[pn] = iNewChoiceWithFocus;
if( optrow.bMultiSelect )
; // do nothing. User must press Start to toggle the selection.
else
row.SetOneSelection( pn, iNewChoiceWithFocus );
UpdateText( pn, iCurRow );
}
OnChange( pn );
if( m_OptionsNavigation != NAV_THREE_KEY_MENU )
m_SoundChangeCol.Play(); m_SoundChangeCol.Play();
} }
+3
View File
@@ -122,6 +122,8 @@ protected:
bool m_bRowIsLong; // goes off edge of screen bool m_bRowIsLong; // goes off edge of screen
bool m_bHidden; // currently off screen bool m_bHidden; // currently off screen
int m_iChoiceWithFocus[NUM_PLAYERS]; // this choice has input focus
// Only one will true at a time if m_RowDef.bMultiSelect // Only one will true at a time if m_RowDef.bMultiSelect
vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size(). vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size().
int GetOneSelection( PlayerNumber pn ) int GetOneSelection( PlayerNumber pn )
@@ -129,6 +131,7 @@ protected:
for( int i=0; i<m_vbSelected[pn].size(); i++ ) for( int i=0; i<m_vbSelected[pn].size(); i++ )
if( m_vbSelected[pn][i] ) if( m_vbSelected[pn][i] )
return i; return i;
ASSERT(0); // shouldn't call this if not expecting one to be selected
return -1; return -1;
} }
int GetOneSharedSelection() int GetOneSharedSelection()
+10 -9
View File
@@ -585,18 +585,19 @@ void ScreenOptionsMaster::RefreshIcons()
if( m_Rows[i]->Type == Row::ROW_EXIT ) if( m_Rows[i]->Type == Row::ROW_EXIT )
continue; // skip continue; // skip
const OptionRowData &row = m_Rows[i]->m_RowDef; Row &row = *m_Rows[i];
const OptionRowData &data = row.m_RowDef;
int iSelection = m_Rows[i]->GetOneSelection((PlayerNumber)p); int iSelection = row.GetOneSelection((PlayerNumber)p);
if( iSelection >= (int)row.choices.size() ) if( iSelection >= (int)data.choices.size() )
{ {
/* Invalid selection. Send debug output, to aid debugging. */ /* Invalid selection. Send debug output, to aid debugging. */
CString error = ssprintf("Option row with name '%s' selects item %i, but there are only %i items:\n", CString error = ssprintf("Option row with name '%s' selects item %i, but there are only %i items:\n",
row.name.c_str(), data.name.c_str(),
iSelection, (int) row.choices.size() ); iSelection, (int) data.choices.size() );
for( unsigned j = 0; j < row.choices.size(); ++j ) for( unsigned j = 0; j < data.choices.size(); ++j )
error += ssprintf(" %s\n", row.choices[j].c_str()); error += ssprintf(" %s\n", data.choices[j].c_str());
RageException::Throw( "%s", error.c_str() ); RageException::Throw( "%s", error.c_str() );
} }
@@ -611,14 +612,14 @@ void ScreenOptionsMaster::RefreshIcons()
break; break;
case ROW_STEP: case ROW_STEP:
case ROW_CHARACTER: case ROW_CHARACTER:
sIcon = row.choices[iSelection]; sIcon = data.choices[iSelection];
break; break;
case ROW_CONFIG: case ROW_CONFIG:
break; break;
} }
/* XXX: hack to not display text in the song options menu */ /* XXX: hack to not display text in the song options menu */
if( row.bOneChoiceForAllPlayers ) if( data.bOneChoiceForAllPlayers )
sIcon = ""; sIcon = "";
LoadOptionIcon( (PlayerNumber)p, i, sIcon ); LoadOptionIcon( (PlayerNumber)p, i, sIcon );