smsvn -> ssc-hg glue: rearrange directory structure
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/* OptionRow - One line in ScreenOptions. */
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#ifndef OptionRow_H
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#define OptionRow_H
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#include "ActorFrame.h"
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#include "BitmapText.h"
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#include "OptionsCursor.h"
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#include "ModIcon.h"
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#include "ThemeMetric.h"
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#include "AutoActor.h"
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class OptionRowHandler;
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class GameCommand;
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struct OptionRowDefinition;
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class OptionRowType
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{
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public:
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void Load( const RString &sMetricsGroup, Actor *pParent );
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private:
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RString m_sMetricsGroup;
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BitmapText m_textItem;
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OptionsCursor m_Underline[NUM_PLAYERS];
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AutoActor m_sprFrame;
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BitmapText m_textTitle;
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ModIcon m_ModIcon;
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ThemeMetric<float> ITEMS_START_X;
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ThemeMetric<float> ITEMS_END_X;
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ThemeMetric<float> ITEMS_GAP_X;
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ThemeMetric<float> ITEMS_MIN_BASE_ZOOM;
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ThemeMetric1D<float> ITEMS_LONG_ROW_X;
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ThemeMetric<float> ITEMS_LONG_ROW_SHARED_X;
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ThemeMetric1D<float> MOD_ICON_X;
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ThemeMetric<RageColor> COLOR_SELECTED;
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ThemeMetric<RageColor> COLOR_NOT_SELECTED;
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ThemeMetric<RageColor> COLOR_DISABLED;
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ThemeMetric<float> TWEEN_SECONDS;
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ThemeMetric<bool> SHOW_BPM_IN_SPEED_TITLE;
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ThemeMetric<bool> SHOW_MOD_ICONS;
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ThemeMetric<bool> SHOW_UNDERLINES;
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ThemeMetric<RString> MOD_ICON_METRICS_GROUP;
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friend class OptionRow;
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};
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class OptionRow : public ActorFrame
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{
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public:
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OptionRow( const OptionRowType *pType );
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~OptionRow();
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void Update( float fDeltaTime );
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void Clear();
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void LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown );
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void LoadExit();
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void SetModIcon( PlayerNumber pn, const RString &sText, GameCommand &gc );
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void ImportOptions( const vector<PlayerNumber> &vpns );
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int ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] );
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enum RowType
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{
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RowType_Normal,
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RowType_Exit
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};
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void InitText( RowType type );
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void AfterImportOptions( PlayerNumber pn );
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void ChoicesChanged( RowType type );
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void PositionUnderlines( PlayerNumber pn );
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void PositionIcons( PlayerNumber pn );
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void UpdateText( PlayerNumber pn );
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void SetRowHasFocus( PlayerNumber pn, bool bRowHasFocus );
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void UpdateEnabledDisabled();
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int GetOneSelection( PlayerNumber pn, bool bAllowFail=false ) const;
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int GetOneSharedSelection( bool bAllowFail=false ) const;
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void SetOneSelection( PlayerNumber pn, int iChoice );
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void SetOneSharedSelection( int iChoice );
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void SetOneSharedSelectionIfPresent( const RString &sChoice );
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int GetChoiceInRowWithFocus( PlayerNumber pn ) const;
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int GetChoiceInRowWithFocusShared() const;
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void SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice );
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void ResetFocusFromSelection( PlayerNumber pn );
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bool GetSelected( PlayerNumber pn, int iChoice ) const;
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void SetSelected( PlayerNumber pn, int iChoice, bool b );
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const OptionRowDefinition &GetRowDef() const;
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OptionRowDefinition &GetRowDef();
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RowType GetRowType() const { return m_RowType; }
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const OptionRowHandler *GetHandler() const { return m_pHand; }
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const BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const;
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void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const;
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// ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState.
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unsigned GetTextItemsSize() const { return m_textItems.size(); }
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bool GetFirstItemGoesDown() const { return m_bFirstItemGoesDown; }
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RString GetThemedItemText( int iChoice ) const;
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void SetExitText( RString sExitText );
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void Reload();
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//
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// Messages
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//
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virtual void HandleMessage( const Message &msg );
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protected:
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RString GetRowTitle() const;
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const OptionRowType *m_pParentType;
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RowType m_RowType;
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OptionRowHandler* m_pHand;
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ActorFrame m_Frame;
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vector<BitmapText *> m_textItems; // size depends on m_bRowIsLong and which players are joined
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vector<OptionsCursor *> m_Underline[NUM_PLAYERS]; // size depends on m_bRowIsLong and which players are joined
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Actor *m_sprFrame;
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BitmapText *m_textTitle;
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ModIcon *m_ModIcons[NUM_PLAYERS];
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bool m_bFirstItemGoesDown;
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bool m_bRowHasFocus[NUM_PLAYERS];
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int m_iChoiceInRowWithFocus[NUM_PLAYERS]; // this choice has input focus
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// Only one will true at a time if m_pHand->m_Def.bMultiSelect
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vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_pHand->m_Def.choices.size()
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Actor::TweenState m_tsDestination; // this should approach m_tsDestination.
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public:
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void SetDestination( Actor::TweenState &ts, bool bTween );
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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