remove redundant m_RowDef

This commit is contained in:
Glenn Maynard
2006-01-17 22:16:58 +00:00
parent a7fc41580d
commit b60126a261
2 changed files with 88 additions and 78 deletions
+82 -61
View File
@@ -38,7 +38,7 @@ void OptionRow::PrepareItemText( CString &s ) const
// HACK: Always theme the NEXT_ROW and EXIT items.
if( s == NEXT_ROW_NAME ) bTheme = true;
if( s == EXIT_NAME ) bTheme = true;
if( m_RowDef.m_bAllowThemeItems ) bTheme = true;
if( m_pHand->m_Def.m_bAllowThemeItems ) bTheme = true;
// Items beginning with a pipe mean "don't theme".
// This allows us to disable theming on a per-choice basis for choice names that are just a number
@@ -60,7 +60,7 @@ CString OptionRow::OptionTitle( CString s ) const
bool bTheme = false;
// HACK: Always theme the NEXT_ROW and EXIT items, even if metrics says not to theme.
if( m_RowDef.m_bAllowThemeTitle )
if( m_pHand->m_Def.m_bAllowThemeTitle )
bTheme = true;
if( s.empty() )
@@ -155,7 +155,6 @@ void OptionRowType::Load( const CString &sType )
void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
{
m_RowDef = pHand->m_Def;
m_RowType = OptionRow::RowType_Normal;
m_pHand = pHand;
m_bFirstItemGoesDown = bFirstItemGoesDown;
@@ -167,17 +166,17 @@ void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
{
vector<bool> &vbSelected = m_vbSelected[p];
vbSelected.resize( 0 );
vbSelected.resize( m_RowDef.m_vsChoices.size(), false );
vbSelected.resize( m_pHand->m_Def.m_vsChoices.size(), false );
// set select the first item if a SELECT_ONE row
if( vbSelected.size() && m_RowDef.m_selectType == SELECT_ONE )
if( vbSelected.size() && m_pHand->m_Def.m_selectType == SELECT_ONE )
vbSelected[0] = true;
}
// TRICKY: Insert a down arrow as the first choice in the row.
if( m_bFirstItemGoesDown )
{
m_RowDef.m_vsChoices.insert( m_RowDef.m_vsChoices.begin(), NEXT_ROW_NAME );
m_pHand->m_Def.m_vsChoices.insert( m_pHand->m_Def.m_vsChoices.begin(), NEXT_ROW_NAME );
FOREACH_PlayerNumber( p )
m_vbSelected[p].insert( m_vbSelected[p].begin(), false );
}
@@ -185,7 +184,7 @@ void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
CString OptionRow::GetRowTitle() const
{
CString sLineName = m_RowDef.m_sName;
CString sLineName = m_pHand->m_Def.m_sName;
CString sTitle = OptionTitle(sLineName);
// HACK: tack the BPM onto the name of the speed line
@@ -232,7 +231,7 @@ CString OptionRow::GetRowTitle() const
}
/* Set up text, underlines and titles for options. This can be called
* as soon as m_RowDef is available. */
* as soon as m_pHand->m_Def is available. */
void OptionRow::InitText()
{
/* If we have elements already, we're being updated from a new set of options.
@@ -278,20 +277,20 @@ void OptionRow::InitText()
float fX = m_pParentType->ITEMS_START_X;
for( unsigned c=0; c<m_RowDef.m_vsChoices.size(); c++ )
for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
{
CString sText = m_RowDef.m_vsChoices[c];
CString sText = m_pHand->m_Def.m_vsChoices[c];
PrepareItemText( sText );
bt.SetText( sText );
fX += bt.GetZoomedWidth();
if( c != m_RowDef.m_vsChoices.size()-1 )
if( c != m_pHand->m_Def.m_vsChoices.size()-1 )
fX += m_pParentType->ITEMS_GAP_X;
if( fX > m_pParentType->ITEMS_END_X )
{
m_RowDef.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
m_pHand->m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
break;
}
}
@@ -300,7 +299,7 @@ void OptionRow::InitText()
//
// load m_textItems
//
switch( m_RowDef.m_layoutType )
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
// init text
@@ -312,7 +311,7 @@ void OptionRow::InitText()
pText->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
pText->SetShadowLength( 0 );
if( m_RowDef.m_bOneChoiceForAllPlayers )
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
pText->SetX( m_pParentType->ITEMS_LONG_ROW_SHARED_X );
break; // only initialize one item since it's shared
@@ -343,12 +342,12 @@ void OptionRow::InitText()
case LAYOUT_SHOW_ALL_IN_ROW:
{
float fX = m_pParentType->ITEMS_START_X;
for( unsigned c=0; c<m_RowDef.m_vsChoices.size(); c++ )
for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
{
// init text
BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent );
m_textItems.push_back( bt );
CString sText = m_RowDef.m_vsChoices[c];
CString sText = m_pHand->m_Def.m_vsChoices[c];
PrepareItemText( sText );
bt->SetText( sText );
bt->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
@@ -416,8 +415,8 @@ void OptionRow::AfterImportOptions()
* players. */
FOREACH_PlayerNumber( p )
{
if( m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
!m_RowDef.m_bOneChoiceForAllPlayers )
if( m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
!m_pHand->m_Def.m_bOneChoiceForAllPlayers )
m_textItems[p]->SetHidden( !GAMESTATE->IsHumanPlayer(p) );
}
@@ -433,7 +432,7 @@ void OptionRow::AfterImportOptions()
// Make all selections the same if bOneChoiceForAllPlayers
// Hack: we only import active players, so if only player 2 is imported,
// we need to copy p2 to p1, not p1 to p2.
if( m_RowDef.m_bOneChoiceForAllPlayers )
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
PlayerNumber pnCopyFrom = GAMESTATE->m_MasterPlayerNumber;
if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID )
@@ -444,7 +443,7 @@ void OptionRow::AfterImportOptions()
FOREACH_PlayerNumber( p )
{
switch( m_RowDef.m_selectType )
switch( m_pHand->m_Def.m_selectType )
{
case SELECT_ONE:
{
@@ -494,7 +493,6 @@ void OptionRow::LoadExit()
pHand->m_Def.m_bOneChoiceForAllPlayers = true;
m_RowType = OptionRow::RowType_Exit;
m_pHand = pHand;
m_RowDef = m_pHand->m_Def;
FOREACH_PlayerNumber( p )
{
vector<bool> &vbSelected = m_vbSelected[p];
@@ -508,15 +506,15 @@ void OptionRow::PositionUnderlines( PlayerNumber pn )
if( vpUnderlines.empty() )
return;
PlayerNumber pnTakeSelectedFrom = m_RowDef.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn;
PlayerNumber pnTakeSelectedFrom = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn;
const int iNumUnderlines = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size();
const int iNumUnderlines = (m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size();
for( int i=0; i<iNumUnderlines; i++ )
{
OptionsCursor& ul = *vpUnderlines[i];
int iChoiceWithFocus = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? m_iChoiceInRowWithFocus[pnTakeSelectedFrom] : i;
int iChoiceWithFocus = (m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? m_iChoiceInRowWithFocus[pnTakeSelectedFrom] : i;
/* Don't tween X movement and color changes. */
int iWidth, iX, iY;
@@ -524,7 +522,7 @@ void OptionRow::PositionUnderlines( PlayerNumber pn )
ul.SetGlobalX( (float)iX );
ul.SetGlobalDiffuseColor( RageColor(1,1,1,1) );
ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_RowDef.m_vsChoices.size() );
ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_pHand->m_Def.m_vsChoices.size() );
bool bSelected = (iChoiceWithFocus==-1) ? false : m_vbSelected[pnTakeSelectedFrom][ iChoiceWithFocus ];
bool bHidden = !bSelected || m_bHidden;
@@ -553,17 +551,17 @@ void OptionRow::PositionIcons()
void OptionRow::UpdateText()
{
switch( m_RowDef.m_layoutType )
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
FOREACH_HumanPlayer( p )
{
unsigned pn = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : p;
unsigned pn = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? 0 : p;
int iChoiceWithFocus = m_iChoiceInRowWithFocus[pn];
if( iChoiceWithFocus == -1 )
continue;
CString sText = m_RowDef.m_vsChoices[iChoiceWithFocus];
CString sText = m_pHand->m_Def.m_vsChoices[iChoiceWithFocus];
PrepareItemText( sText );
// If player_no is 2 and there is no player 1:
@@ -592,7 +590,7 @@ void OptionRow::UpdateEnabledDisabled()
FOREACH_HumanPlayer( p )
bThisRowHasFocusByAll &= m_bRowHasFocus[p];
bool bRowEnabled = !m_RowDef.m_vEnabledForPlayers.empty();
bool bRowEnabled = !m_pHand->m_Def.m_vEnabledForPlayers.empty();
if( m_Frame.DestTweenState() != m_tsDestination )
{
@@ -642,7 +640,7 @@ void OptionRow::UpdateEnabledDisabled()
m_textItems[j]->RunCommands( m_pParentType->ITEM_LOSE_FOCUS_COMMAND );
}
switch( m_RowDef.m_layoutType )
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ALL_IN_ROW:
for( unsigned j=0; j<m_textItems.size(); j++ )
@@ -659,9 +657,9 @@ void OptionRow::UpdateEnabledDisabled()
case LAYOUT_SHOW_ONE_IN_ROW:
FOREACH_HumanPlayer( pn )
{
bool bRowEnabled = m_RowDef.m_vEnabledForPlayers.find(pn) != m_RowDef.m_vEnabledForPlayers.end();
bool bRowEnabled = m_pHand->m_Def.m_vEnabledForPlayers.find(pn) != m_pHand->m_Def.m_vEnabledForPlayers.end();
if( !m_RowDef.m_bOneChoiceForAllPlayers )
if( !m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED;
else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
@@ -671,7 +669,7 @@ void OptionRow::UpdateEnabledDisabled()
color.a = 0;
}
unsigned item_no = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : pn;
unsigned item_no = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? 0 : pn;
// If player_no is 2 and there is no player 1:
item_no = min( item_no, m_textItems.size()-1 );
@@ -742,9 +740,9 @@ void OptionRow::SetOptionIcon( PlayerNumber pn, const CString &sText, GameComman
const BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const
{
bool bOneChoice = m_RowDef.m_bOneChoiceForAllPlayers;
bool bOneChoice = m_pHand->m_Def.m_bOneChoiceForAllPlayers;
int index = -1;
switch( m_RowDef.m_layoutType )
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
index = bOneChoice ? 0 : pn;
@@ -810,9 +808,9 @@ void OptionRow::SetOneSharedSelection( int iChoice )
void OptionRow::SetOneSharedSelectionIfPresent( const CString &sChoice )
{
for( unsigned i=0; i<m_RowDef.m_vsChoices.size(); i++ )
for( unsigned i=0; i<m_pHand->m_Def.m_vsChoices.size(); i++ )
{
if( sChoice == m_RowDef.m_vsChoices[i] )
if( sChoice == m_pHand->m_Def.m_vsChoices[i] )
{
SetOneSharedSelection( i );
break;
@@ -822,9 +820,9 @@ void OptionRow::SetOneSharedSelectionIfPresent( const CString &sChoice )
int OptionRow::GetChoiceInRowWithFocus( PlayerNumber pn ) const
{
if( m_RowDef.m_bOneChoiceForAllPlayers )
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
if( m_RowDef.m_vsChoices.empty() )
if( m_pHand->m_Def.m_vsChoices.empty() )
return -1;
int iChoice = m_iChoiceInRowWithFocus[pn];
return iChoice;
@@ -837,9 +835,9 @@ int OptionRow::GetChoiceInRowWithFocusShared() const
void OptionRow::SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice )
{
if( m_RowDef.m_bOneChoiceForAllPlayers )
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
ASSERT(iChoice >= 0 && iChoice < (int)m_RowDef.m_vsChoices.size());
ASSERT(iChoice >= 0 && iChoice < (int)m_pHand->m_Def.m_vsChoices.size());
m_iChoiceInRowWithFocus[pn] = iChoice;
}
@@ -849,6 +847,29 @@ void OptionRow::SetChoiceInRowWithFocusShared( int iChoice )
SetChoiceInRowWithFocus( pn, iChoice );
}
bool OptionRow::GetSelected( PlayerNumber pn, int iChoice ) const
{
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
return m_vbSelected[pn][iChoice];
}
const OptionRowDefinition &OptionRow::GetRowDef() const
{
return m_pHand->m_Def;
}
OptionRowDefinition &OptionRow::GetRowDef()
{
return m_pHand->m_Def;
}
void OptionRow::SetSelected( PlayerNumber pn, int iChoice, bool b )
{
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
m_vbSelected[pn][iChoice] = b;
}
void OptionRow::SetExitText( CString sExitText )
{
@@ -867,7 +888,7 @@ void OptionRow::Reload( const OptionRowDefinition &def )
vpns.push_back( p );
// TODO: Nothing uses this yet and it causes skips when changing options.
//if( m_RowDef.m_bExportOnChange )
//if( m_pHand->m_Def.m_bExportOnChange )
//{
// bool bRowHasFocus[NUM_PLAYERS];
// ZERO( bRowHasFocus );
@@ -875,19 +896,19 @@ void OptionRow::Reload( const OptionRowDefinition &def )
//}
if( m_pHand == NULL )
m_RowDef = def;
m_pHand->m_Def = def;
else
m_pHand->Reload();
m_RowDef = m_pHand->m_Def;
ASSERT( !m_RowDef.m_vsChoices.empty() );
m_pHand->m_Def = m_pHand->m_Def;
ASSERT( !m_pHand->m_Def.m_vsChoices.empty() );
FOREACH_PlayerNumber( p )
m_vbSelected[p].resize( m_RowDef.m_vsChoices.size(), false );
m_vbSelected[p].resize( m_pHand->m_Def.m_vsChoices.size(), false );
// TODO: Nothing uses this yet and it causes skips when changing options.
//ImportOptions( vpns );
switch( m_RowDef.m_selectType )
switch( m_pHand->m_Def.m_selectType )
{
case SELECT_ONE:
FOREACH_HumanPlayer( p )
@@ -899,14 +920,14 @@ void OptionRow::Reload( const OptionRowDefinition &def )
break;
case SELECT_MULTIPLE:
FOREACH_HumanPlayer( p )
CLAMP( m_iChoiceInRowWithFocus[p], 0, m_RowDef.m_vsChoices.size()-1 );
CLAMP( m_iChoiceInRowWithFocus[p], 0, m_pHand->m_Def.m_vsChoices.size()-1 );
break;
default:
ASSERT(0);
}
// TODO: Nothing uses this yet and it causes skips when changing options.
//if( m_RowDef.m_bExportOnChange )
//if( m_pHand->m_Def.m_bExportOnChange )
//{
// bool bRowHasFocus[NUM_PLAYERS];
// ZERO( bRowHasFocus );
@@ -932,7 +953,7 @@ void OptionRow::Reload( const OptionRowDefinition &def )
void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers )
{
OptionRowDefinition def = m_RowDef;
OptionRowDefinition def = m_pHand->m_Def;
if( bEnabledForAllPlayers )
{
OptionRowDefinition temp;
@@ -947,7 +968,7 @@ void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers )
void OptionRow::HandleMessage( const CString& sMessage )
{
Reload( m_RowDef );
Reload( m_pHand->m_Def );
}
@@ -962,7 +983,7 @@ void OptionRow::HandleMessage( const CString& sMessage )
void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
{
ASSERT( m_RowDef.m_vsChoices.size() > 0 );
ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
@@ -971,24 +992,24 @@ void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
FOREACH( bool, m_vbSelected[p], b )
*b = false;
ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() );
ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
}
m_pHand->ImportOption( m_RowDef, vpns, m_vbSelected );
m_pHand->ImportOption( m_pHand->m_Def, vpns, m_vbSelected );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName );
VerifySelected( m_pHand->m_Def.m_selectType, m_vbSelected[p], m_pHand->m_Def.m_sName );
}
}
int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] )
{
ASSERT( m_RowDef.m_vsChoices.size() > 0 );
ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
int iChangeMask = 0;
@@ -997,18 +1018,18 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
PlayerNumber p = *iter;
bool bFocus = bRowHasFocus[p];
VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName );
ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() );
VerifySelected( m_pHand->m_Def.m_selectType, m_vbSelected[p], m_pHand->m_Def.m_sName );
ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
// SELECT_NONE rows get exported if they have focus when the user presses
// Start.
int iChoice = GetChoiceInRowWithFocus( p );
if( m_RowDef.m_selectType == SELECT_NONE && bFocus )
if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
m_vbSelected[p][iChoice] = true;
}
iChangeMask |= m_pHand->ExportOption( m_RowDef, vpns, m_vbSelected );
iChangeMask |= m_pHand->ExportOption( m_pHand->m_Def, vpns, m_vbSelected );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
@@ -1016,7 +1037,7 @@ int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocu
bool bFocus = bRowHasFocus[p];
int iChoice = GetChoiceInRowWithFocus( p );
if( m_RowDef.m_selectType == SELECT_NONE && bFocus )
if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
m_vbSelected[p][iChoice] = false;
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );