Implement options splitting
There are several cosmetic problems with this; working on fixes ...
This commit is contained in:
+135
-23
@@ -40,6 +40,8 @@ const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
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#define COLOR_SELECTED THEME->GetMetricC("ScreenOptions","ColorSelected")
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#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
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const int total = 10;
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const int halfsize = total / 2;
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ScreenOptions::ScreenOptions( CString sClassName, bool bEnableTimer ) : Screen("ScreenOptions")
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{
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@@ -139,6 +141,7 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRow[], int iNumOptionLin
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InitOptionsText();
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PositionItems();
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PositionUnderlines();
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PositionIcons();
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RefreshIcons();
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@@ -162,21 +165,23 @@ void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &
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BitmapText &text = m_textItems[iRow][iOptionInRow];
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iWidthOut = int(roundf( text.GetWidestLineWidthInSourcePixels() * text.GetZoomX() ));
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iXOut = int(roundf( text.GetX() ));
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iYOut = int(roundf( text.GetY() ));
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iXOut = int(roundf( text.GetDestX() ));
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/* We update m_fRowY, change colors and tween items, and then tween rows to
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* their final positions. (This is so we don't tween colors, too.) m_fRowY
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* is the actual destination position, even though we may not have set up the
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* tween yet. */
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iYOut = int(roundf( m_fRowY[iRow] ));
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}
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void ScreenOptions::InitOptionsText()
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{
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const float fLineGap = ITEMS_SPACING_Y - max(0, (m_iNumOptionRows-10)*2);
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// init m_textItems from optionLines
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int i;
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for( i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionRow &optline = m_OptionRow[i];
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float fY = ITEMS_START_Y + fLineGap*i;
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const float fY = ITEMS_START_Y + ITEMS_SPACING_Y*i;
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BitmapText &title = m_textTitles[i];
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@@ -253,7 +258,7 @@ void ScreenOptions::InitOptionsText()
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option.SetText( "EXIT" );
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option.SetZoom( ITEMS_ZOOM );
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option.SetShadowLength( 0 );
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float fY = ITEMS_START_Y + fLineGap*i;
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float fY = ITEMS_START_Y + ITEMS_SPACING_Y*i;
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option.SetXY( CENTER_X, fY );
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}
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@@ -266,20 +271,27 @@ void ScreenOptions::PositionUnderlines()
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{
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OptionsCursor &underline = m_Underline[p][i];
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underline.StopTweening();
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/* Don't tween X movement. */
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetX( (float)iX );
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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_OptionRow[i].choices.size() == 1;
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underline.SetDiffuse( bOnlyOneChoice ? RageColor(1,1,1,0) : RageColor(1,1,1,1) );
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bool hidden = bOnlyOneChoice || m_bRowIsHidden[i];
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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/* XXX: this doesn't work since underline is an ActorFrame */
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underline.BeginTweening( 0.3f );
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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.SetXY( (float)iX, (float)iY );
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underline.SetY( (float)iY );
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}
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}
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}
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void ScreenOptions::PositionIcons()
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{
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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@@ -290,7 +302,12 @@ void ScreenOptions::PositionIcons()
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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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icon.SetXY( ICONS_X(p), (float)iY );
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icon.SetX( ICONS_X(p) );
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icon.StopTweening();
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/* XXX: this doesn't work since icon is an ActorFrame */
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icon.BeginTweening( 0.3f );
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icon.SetY( (float)iY );
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icon.SetDiffuse( RageColor(1,1,1, m_bRowIsHidden[i]? 0.0f:1.0f) );
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}
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}
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}
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@@ -373,29 +390,59 @@ void ScreenOptions::UpdateEnabledDisabled()
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == i )
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bThisRowIsSelected = true;
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m_sprBullets[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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m_sprBullets[i].StopTweening();
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m_textTitles[i].StopTweening();
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m_sprBullets[i].BeginTweening( 0.3f );
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m_textTitles[i].BeginTweening( 0.3f );
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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{
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].BeginTweening( 0.3f );
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}
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m_textTitles[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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RageColor color = bThisRowIsSelected ? colorSelected : colorNotSelected;
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if( m_bRowIsHidden[i] )
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color.a = 0.0f;
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m_sprBullets[i].SetDiffuse( color );
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m_textTitles[i].SetDiffuse( color );
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m_sprBullets[i].SetY( m_fRowY[i] );
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m_textTitles[i].SetY( m_fRowY[i] );
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if( m_bRowIsLong[i] )
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for( unsigned j=0; j<NUM_PLAYERS; j++ )
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{
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m_textItems[i][j].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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m_textItems[i][j].SetDiffuse( color );
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m_textItems[i][j].SetY( m_fRowY[i] );
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/* Hide the text of all but the first player, so we don't overdraw. */
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if( m_InputMode == INPUTMODE_BOTH && j != 0 )
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{
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m_textItems[i][j].StopTweening();
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m_textItems[i][j].SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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else
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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m_textItems[i][j].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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{
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m_textItems[i][j].SetDiffuse( color );
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m_textItems[i][j].SetY( m_fRowY[i] );
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}
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}
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bool bExitRowIsSelectedByBoth = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
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bExitRowIsSelectedByBoth = false;
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m_textItems[m_iNumOptionRows][0].SetDiffuse( bExitRowIsSelectedByBoth ? colorNotSelected : colorSelected );
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m_textItems[m_iNumOptionRows][0].StopTweening();
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m_textItems[m_iNumOptionRows][0].BeginTweening( 0.3f );
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RageColor color = bExitRowIsSelectedByBoth ? colorSelected : colorNotSelected;
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if( m_bRowIsHidden[i] )
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color.a = 0.0f;
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m_textItems[m_iNumOptionRows][0].SetDiffuse( color );
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m_textItems[m_iNumOptionRows][0].SetY( m_fRowY[m_iNumOptionRows] );
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if( bExitRowIsSelectedByBoth )
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m_textItems[m_iNumOptionRows][0].SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
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else
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@@ -456,12 +503,83 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
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}
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void ScreenOptions::PositionItems()
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{
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int NumRows = m_iNumOptionRows + 1;
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/* First half: */
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const int earliest = min( m_iCurrentRow[PLAYER_1], m_iCurrentRow[PLAYER_2] );
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int first_start = max( earliest - halfsize+1, 0 );
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int first_end = first_start + halfsize - 1;
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/* Second half: */
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int latest = max( m_iCurrentRow[PLAYER_1], m_iCurrentRow[PLAYER_2] );
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int second_start = max( latest - halfsize + 1, 0 );
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/* Never overlap: */
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second_start = max( second_start, first_end + 1 );
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int second_end = second_start + halfsize - 1;
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if( second_end >= NumRows )
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{
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first_start = NumRows - total;
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first_end = NumRows;
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second_start = 9999;
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second_end = 9999;
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}
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bool is_split = false;
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if(first_end+1 < second_start)
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is_split = true;
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for( int i=0; i<NumRows; i++ ) // foreach line
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{
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float ItemPosition;
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if( i < first_start )
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ItemPosition = -0.5f;
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else if( i <= first_end )
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ItemPosition = float(i - first_start);
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else if( i < second_start )
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ItemPosition = first_end + 0.5f;
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else if( i <= second_end )
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ItemPosition = float(halfsize + i - second_start);
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else
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ItemPosition = (float) total - 0.5f;
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float fY = ITEMS_START_Y + ITEMS_SPACING_Y*ItemPosition;
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m_fRowY[i] = fY;
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m_bRowIsHidden[i] = i < first_start ||
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(i > first_end && i < second_start) ||
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i > second_end;
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}
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}
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void ScreenOptions::OnChange()
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{
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/* Update m_fRowY[] and m_bRowIsHidden[]. */
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PositionItems();
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/* Do positioning. */
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PositionUnderlines();
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RefreshIcons();
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PositionIcons();
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UpdateEnabledDisabled();
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
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{
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m_sprBullets[i].StopTweening();
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m_sprBullets[i].BeginTweening( 0.3f );
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m_sprBullets[i].SetY( m_fRowY[i] );
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RageColor color = m_sprBullets[i].GetDiffuse();
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color.a = m_bRowIsHidden[i]? 0.0f:1.0f;
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m_sprBullets[i].SetDiffuse( color );
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}
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for( int pn=0; pn<NUM_PLAYERS; pn++ )
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TweenCursor( (PlayerNumber)pn );
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int iCurRow = m_iCurrentRow[PLAYER_1];
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bool bIsExitRow = iCurRow == m_iNumOptionRows;
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@@ -534,7 +652,6 @@ void ScreenOptions::MenuLeft( PlayerNumber pn )
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m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]-1+iNumOptions) % iNumOptions;
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UpdateText( (PlayerNumber)p );
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundChangeCol.Play();
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OnChange();
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@@ -559,7 +676,6 @@ void ScreenOptions::MenuRight( PlayerNumber pn )
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m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]+1) % iNumOptions;
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UpdateText( (PlayerNumber)p );
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundChangeCol.Play();
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OnChange();
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@@ -576,8 +692,6 @@ void ScreenOptions::MenuUp( PlayerNumber pn )
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return; // can't go up any more
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m_iCurrentRow[p]--;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundPrevRow.Play();
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OnChange();
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@@ -595,8 +709,6 @@ void ScreenOptions::MenuDown( PlayerNumber pn )
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return; // can't go down any more
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m_iCurrentRow[p]++;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundNextRow.Play();
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OnChange();
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@@ -66,6 +66,7 @@ protected:
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void PositionIcons();
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void RefreshIcons();
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void PositionCursors();
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void PositionItems();
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void TweenCursor( PlayerNumber player_no );
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void UpdateText( PlayerNumber player_no );
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void UpdateEnabledDisabled();
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@@ -107,6 +108,10 @@ private:
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bool m_bRowIsLong[MAX_OPTION_LINES]; // goes off edge of screen
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/* True if the item is off of the screen. */
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bool m_bRowIsHidden[MAX_OPTION_LINES];
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float m_fRowY[MAX_OPTION_LINES];
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int m_iCurrentRow[NUM_PLAYERS];
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OptionsCursor m_Underline[NUM_PLAYERS][MAX_OPTION_LINES];
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