smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "ScreenOptionsMaster.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "ScreenManager.h"
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#include "SongManager.h"
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#include "PrefsManager.h"
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#include "StepMania.h"
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#include "RageSoundManager.h"
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#include "Foreach.h"
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#include "OptionRowHandler.h"
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#include "ScreenOptionsMasterPrefs.h"
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#include "CommonMetrics.h"
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#include "GameLoop.h"
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#define LINE_NAMES THEME->GetMetric (m_sName,"LineNames")
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#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
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#define FORCE_ALL_PLAYERS THEME->GetMetricB(m_sName,"ForceAllPlayers")
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#define INPUT_MODE THEME->GetMetric (m_sName,"InputMode")
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#define NAVIGATION_MODE THEME->GetMetric (m_sName,"NavigationMode")
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REGISTER_SCREEN_CLASS( ScreenOptionsMaster );
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void ScreenOptionsMaster::Init()
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{
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vector<RString> asLineNames;
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split( LINE_NAMES, ",", asLineNames );
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if( asLineNames.empty() )
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RageException::Throw( "\"%s::LineNames\" is empty.", m_sName.c_str() );
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if( FORCE_ALL_PLAYERS )
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{
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FOREACH_PlayerNumber( pn )
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GAMESTATE->JoinPlayer( pn );
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}
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if( NAVIGATION_MODE == "toggle" )
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SetNavigation( PREFSMAN->m_iArcadeOptionsNavigation? NAV_TOGGLE_THREE_KEY:NAV_TOGGLE_FIVE_KEY );
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else if( NAVIGATION_MODE == "menu" )
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SetNavigation( NAV_THREE_KEY_MENU );
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SetInputMode( StringToInputMode(INPUT_MODE) );
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// Call this after enabling players, if any.
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ScreenOptions::Init();
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vector<OptionRowHandler*> OptionRowHandlers;
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for( unsigned i = 0; i < asLineNames.size(); ++i )
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{
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RString sLineName = asLineNames[i];
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RString sRowCommands = LINE(sLineName);
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Commands cmds;
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ParseCommands( sRowCommands, cmds );
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OptionRowHandler *pHand = OptionRowHandlerUtil::Make( cmds );
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if( pHand == NULL )
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RageException::Throw( "Invalid OptionRowHandler \"%s\" in \"%s::Line%i\".", cmds.GetOriginalCommandString().c_str(), m_sName.c_str(), i );
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OptionRowHandlers.push_back( pHand );
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}
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ASSERT( OptionRowHandlers.size() == asLineNames.size() );
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InitMenu( OptionRowHandlers );
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}
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void ScreenOptionsMaster::ImportOptions( int r, const vector<PlayerNumber> &vpns )
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{
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FOREACH_CONST( PlayerNumber, vpns, pn )
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ASSERT( GAMESTATE->IsHumanPlayer(*pn) );
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OptionRow &row = *m_pRows[r];
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row.ImportOptions( vpns );
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}
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void ScreenOptionsMaster::ExportOptions( int r, const vector<PlayerNumber> &vpns )
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{
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CHECKPOINT_M( ssprintf("%i/%i", r, int(m_pRows.size())) );
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OptionRow &row = *m_pRows[r];
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bool bRowHasFocus[NUM_PLAYERS];
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ZERO( bRowHasFocus );
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FOREACH_CONST( PlayerNumber, vpns, p )
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{
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int iCurRow = m_iCurrentRow[*p];
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bRowHasFocus[*p] = iCurRow == r;
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}
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m_iChangeMask |= row.ExportOptions( vpns, bRowHasFocus );
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}
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void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_ExportOptions )
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{
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//
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// Override ScreenOptions's calling of ExportOptions
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//
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m_iChangeMask = 0;
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CHECKPOINT;
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vector<PlayerNumber> vpns;
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FOREACH_OptionsPlayer( p )
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vpns.push_back( p );
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for( unsigned r=0; r<m_pRows.size(); r++ ) // foreach row
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ExportOptions( r, vpns );
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if( m_iChangeMask & OPT_APPLY_ASPECT_RATIO )
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{
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THEME->UpdateLuaGlobals(); // This needs to be done before resetting the projection matrix below
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THEME->ReloadSubscribers(); // SCREEN_* has changed, so re-read all subscribing ThemeMetrics
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SCREENMAN->ThemeChanged(); // recreate ScreenSystemLayer and SharedBGA
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}
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/* If the theme changes, we need to reset RageDisplay to apply the new window
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* title and icon. If the aspect ratio changes, we need to reset RageDisplay
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* so that the projection matrix is re-created using the new screen dimensions. */
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if( (m_iChangeMask & OPT_APPLY_THEME) ||
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(m_iChangeMask & OPT_APPLY_GRAPHICS) ||
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(m_iChangeMask & OPT_APPLY_ASPECT_RATIO) )
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{
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/* If the resolution or aspect ratio changes, always reload the theme. Otherwise,
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* only reload it if it changed. */
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RString sNewTheme = PREFSMAN->m_sTheme.Get();
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bool bForceThemeReload = !!(m_iChangeMask & OPT_APPLY_ASPECT_RATIO) || !!(m_iChangeMask & OPT_APPLY_GRAPHICS);
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GameLoop::ChangeTheme( sNewTheme, this->GetNextScreenName(), bForceThemeReload );
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StepMania::ApplyGraphicOptions();
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}
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if( m_iChangeMask & OPT_SAVE_PREFERENCES )
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{
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/* Save preferences. */
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LOG->Trace("ROW_CONFIG used; saving ...");
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PREFSMAN->SavePrefsToDisk();
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}
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if( m_iChangeMask & OPT_RESET_GAME )
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{
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StepMania::ResetGame();
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m_sNextScreen = StepMania::GetInitialScreen();
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}
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if( m_iChangeMask & OPT_APPLY_SOUND )
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{
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SOUNDMAN->SetMixVolume();
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}
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if( m_iChangeMask & OPT_APPLY_SONG )
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SONGMAN->SetPreferences();
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CHECKPOINT;
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this->HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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else
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ScreenOptions::HandleScreenMessage( SM );
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}
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/*
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* (c) 2003-2004 Glenn Maynard
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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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