Broke GameOptions into Input and Machine Options. Added "OptionsNavigation" option.
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenMachineOptions
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenMachineOptions.h"
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#include "RageTextureManager.h"
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#include "RageUtil.h"
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#include "RageMusic.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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enum {
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MO_MENU_TIMER,
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MO_SHOW_DANGER,
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MO_NUM_ARCADE_STAGES,
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MO_JUDGE_DIFFICULTY,
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MO_LIFE_DIFFICULTY,
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MO_HIDDEN_SONGS,
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NUM_MACHINE_OPTIONS_LINES
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};
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/* Hmm. Ignore JoyAxes and Back Delayed probably belong in "input options",
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* preferably alongside button configuration. */
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OptionRowData g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = {
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{ "Menu\nTimer", 2, {"OFF","ON"} },
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{ "Show\nDanger", 2, {"OFF","ON"} },
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{ "Arcade\nStages", 8, {"1","2","3","4","5","6","7","UNLIMITED"} },
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{ "Judge\nDifficulty", 8, {"1","2","3","4","5","6","7","8"} },
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{ "Life\nDifficulty", 7, {"1","2","3","4","5","6","7"} },
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{ "Hidden\nSongs", 2, {"OFF","ON"} },
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};
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ScreenMachineOptions::ScreenMachineOptions() :
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ScreenOptions(
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THEME->GetPathTo("Graphics","machine options background"),
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THEME->GetPathTo("Graphics","machine options page"),
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THEME->GetPathTo("Graphics","machine options top edge")
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)
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{
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LOG->Trace( "ScreenMachineOptions::ScreenMachineOptions()" );
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Init(
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INPUTMODE_BOTH,
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g_MachineOptionsLines,
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NUM_MACHINE_OPTIONS_LINES,
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false );
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m_Menu.StopTimer();
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MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","machine options music") );
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}
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void ScreenMachineOptions::ImportOptions()
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{
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m_iSelectedOption[0][MO_MENU_TIMER] = PREFSMAN->m_bMenuTimer ? 1:0;
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m_iSelectedOption[0][MO_SHOW_DANGER] = PREFSMAN->m_bShowDanger ? 1:0;
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m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] = PREFSMAN->m_bEventMode ? 7 : PREFSMAN->m_iNumArcadeStages - 1;
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m_iSelectedOption[0][MO_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0;
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/* .02 difficulty is beyond our timing right now; even autoplay
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* misses! At least fix autoplay before enabling this, or we'll
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* probably get lots of bug reports about it.
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*
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* It's not *supposed* to be doable--it's supposed to be mostly
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* impossible, and perhaps it *is* justice that even the CPU fails
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* it. :)
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*/
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if( PREFSMAN->m_fJudgeWindow == 0.24f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
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else if( PREFSMAN->m_fJudgeWindow == 0.22f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
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else if( PREFSMAN->m_fJudgeWindow == 0.20f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
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else if( PREFSMAN->m_fJudgeWindow == 0.18f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
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else if( PREFSMAN->m_fJudgeWindow == 0.16f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
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else if( PREFSMAN->m_fJudgeWindow == 0.14f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5;
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else if( PREFSMAN->m_fJudgeWindow == 0.12f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6;
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else if( PREFSMAN->m_fJudgeWindow == 0.06f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7;
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// else if( PREFSMAN->m_fJudgeWindow == 0.02f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 8;
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else m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
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if( PREFSMAN->m_fLifeDifficultyScale == 1.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 0;
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else if( PREFSMAN->m_fLifeDifficultyScale == 1.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 1;
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else if( PREFSMAN->m_fLifeDifficultyScale == 1.20f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 2;
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else if( PREFSMAN->m_fLifeDifficultyScale == 1.00f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
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else if( PREFSMAN->m_fLifeDifficultyScale == 0.80f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 4;
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else if( PREFSMAN->m_fLifeDifficultyScale == 0.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 5;
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else if( PREFSMAN->m_fLifeDifficultyScale == 0.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 6;
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else m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
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}
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void ScreenMachineOptions::ExportOptions()
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{
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PREFSMAN->m_bMenuTimer = m_iSelectedOption[0][MO_MENU_TIMER] == 1;
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PREFSMAN->m_bShowDanger = m_iSelectedOption[0][MO_SHOW_DANGER] == 1;
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PREFSMAN->m_bEventMode = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] == 7;
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PREFSMAN->m_iNumArcadeStages = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] + 1;
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PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][MO_HIDDEN_SONGS] == 1;
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switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] )
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{
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case 0: PREFSMAN->m_fJudgeWindow = 0.24f; break;
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case 1: PREFSMAN->m_fJudgeWindow = 0.22f; break;
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case 2: PREFSMAN->m_fJudgeWindow = 0.20f; break;
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case 3: PREFSMAN->m_fJudgeWindow = 0.18f; break;
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case 4: PREFSMAN->m_fJudgeWindow = 0.16f; break;
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case 5: PREFSMAN->m_fJudgeWindow = 0.14f; break;
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case 6: PREFSMAN->m_fJudgeWindow = 0.12f; break;
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case 7: PREFSMAN->m_fJudgeWindow = 0.06f; break;
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// case 8: PREFSMAN->m_fJudgeWindow = 0.02f; break;
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default: ASSERT(0);
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}
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switch( m_iSelectedOption[0][MO_LIFE_DIFFICULTY] )
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{
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case 0: PREFSMAN->m_fLifeDifficultyScale = 1.60f; break;
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case 1: PREFSMAN->m_fLifeDifficultyScale = 1.40f; break;
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case 2: PREFSMAN->m_fLifeDifficultyScale = 1.20f; break;
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case 3: PREFSMAN->m_fLifeDifficultyScale = 1.00f; break;
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case 4: PREFSMAN->m_fLifeDifficultyScale = 0.80f; break;
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case 5: PREFSMAN->m_fLifeDifficultyScale = 0.60f; break;
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case 6: PREFSMAN->m_fLifeDifficultyScale = 0.40f; break;
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default: ASSERT(0);
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}
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}
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void ScreenMachineOptions::GoToPrevState()
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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PREFSMAN->SaveGlobalPrefsToDisk();
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}
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void ScreenMachineOptions::GoToNextState()
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{
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GoToPrevState();
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}
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