Implement ScreenMiniMenu with ScreenOptions
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@@ -3,105 +3,79 @@
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#ifndef SCREEN_MINI_MENU_H
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#define SCREEN_MINI_MENU_H
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#include "Screen.h"
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#include "ScreenOptions.h"
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#include "BitmapText.h"
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#include "Transition.h"
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#include "Quad.h"
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#include "RageSound.h"
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#include "BGAnimation.h"
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#define MAX_MENU_ROWS 40
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struct MenuRow
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{
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int iRowCode;
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const char *name;
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bool enabled;
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CString sName;
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bool bEnabled;
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bool bShowInHomeEditMode;
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int defaultChoice;
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const char *choices[32];
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};
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struct MenuRowInternal
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{
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int iRowCode;
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CString name;
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bool enabled;
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bool bShowInHomeEditMode;
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int defaultChoice;
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int iDefaultChoice;
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vector<CString> choices;
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MenuRowInternal()
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MenuRow() {}
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MenuRow( int r, CString n, bool e, bool s, int d, const char *c0=NULL, const char *c1=NULL, const char *c2=NULL, const char *c3=NULL, const char *c4=NULL, const char *c5=NULL, const char *c6=NULL, const char *c7=NULL, const char *c8=NULL, const char *c9=NULL, const char *c10=NULL, const char *c11=NULL, const char *c12=NULL, const char *c13=NULL, const char *c14=NULL, const char *c15=NULL, const char *c16=NULL, const char *c17=NULL, const char *c18=NULL, const char *c19=NULL )
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{
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iRowCode = -1;
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enabled = true;
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bShowInHomeEditMode = true;
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defaultChoice = 0;
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iRowCode = r; sName = n; bEnabled = e; bShowInHomeEditMode = s; iDefaultChoice = d;
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#define PUSH( c ) if(c) choices.push_back(c);
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PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);PUSH(c12);PUSH(c13);PUSH(c14);PUSH(c15);PUSH(c16);PUSH(c17);PUSH(c18);PUSH(c19);
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#undef PUSH
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}
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MenuRowInternal( const MenuRow &r );
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void SetDefaultChoiceIfPresent( const CString &s );
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void SetDefaultChoiceIfPresent( CString sChoice )
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{
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iDefaultChoice = 0;
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FOREACH_CONST( CString, choices, s )
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if( sChoice == *s )
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iDefaultChoice = s - choices.begin();
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}
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};
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struct Menu
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{
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CString title;
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vector<MenuRowInternal> rows;
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CString sClassName;
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vector<MenuRow> rows;
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Menu() {}
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Menu( CString t, const MenuRow *rows );
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Menu( CString c, MenuRow r0=MenuRow(), MenuRow r1=MenuRow(), MenuRow r2=MenuRow(), MenuRow r3=MenuRow(), MenuRow r4=MenuRow(), MenuRow r5=MenuRow(), MenuRow r6=MenuRow(), MenuRow r7=MenuRow(), MenuRow r8=MenuRow(), MenuRow r9=MenuRow(), MenuRow r10=MenuRow(), MenuRow r11=MenuRow(), MenuRow r12=MenuRow(), MenuRow r13=MenuRow(), MenuRow r14=MenuRow(), MenuRow r15=MenuRow(), MenuRow r16=MenuRow(), MenuRow r17=MenuRow(), MenuRow r18=MenuRow(), MenuRow r19=MenuRow(), MenuRow r20=MenuRow(), MenuRow r21=MenuRow(), MenuRow r22=MenuRow(), MenuRow r23=MenuRow(), MenuRow r24=MenuRow(), MenuRow r25=MenuRow(), MenuRow r26=MenuRow(), MenuRow r27=MenuRow(), MenuRow r28=MenuRow(), MenuRow r29=MenuRow() )
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{
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sClassName = c;
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#define PUSH( r ) if(!r.sName.empty()) rows.push_back(r);
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PUSH(r0);PUSH(r1);PUSH(r2);PUSH(r3);PUSH(r4);PUSH(r5);PUSH(r6);PUSH(r7);PUSH(r8);PUSH(r9);PUSH(r10);PUSH(r11);PUSH(r12);PUSH(r13);PUSH(r14);PUSH(r15);PUSH(r16);PUSH(r17);PUSH(r18);PUSH(r19);PUSH(r20);PUSH(r21);PUSH(r22);PUSH(r23);PUSH(r24);PUSH(r25);PUSH(r26);PUSH(r27);PUSH(r28);PUSH(r29);
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#undef PUSH
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}
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};
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class ScreenMiniMenu : public Screen
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class ScreenMiniMenu : public ScreenOptions
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{
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public:
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ScreenMiniMenu( CString sName );
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ScreenMiniMenu( const Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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ScreenMiniMenu( CString sScreenClass );
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void Init( const Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel );
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protected:
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void MenuUp( PlayerNumber pn, const InputEventType type );
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void MenuDown( PlayerNumber pn, const InputEventType type );
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void MenuLeft( PlayerNumber pn, const InputEventType type );
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void MenuRight( PlayerNumber pn, const InputEventType type );
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void MenuBack( PlayerNumber pn );
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void MenuStart( PlayerNumber pn, const InputEventType type );
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virtual void ImportOptions( int row, PlayerNumber pn );
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virtual void ExportOptions( int row, PlayerNumber pn );
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virtual void GoToNextScreen();
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virtual void GoToPrevScreen();
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int GetGoUpSpot(); // return -1 if can't go up
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int GetGoDownSpot(); // return -1 if can't go down
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bool CanGoLeft();
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bool CanGoRight();
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// Screens that get pushed on top of other screens don't
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// use the ScreenManager's shared background, so they must draw their own.
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AutoActor m_Background;
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ScreenMessage m_SMSendOnOK;
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ScreenMessage m_SMSendOnCancel;
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void BeforeLineChanged();
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void AfterLineChanged();
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void AfterAnswerChanged();
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BGAnimation m_Background;
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Menu m_Def;
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BitmapText m_textTitle;
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BitmapText m_textLabel[MAX_MENU_ROWS];
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BitmapText m_textAnswer[MAX_MENU_ROWS];
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int m_iCurLine;
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int m_iCurAnswers[MAX_MENU_ROWS];
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ScreenMessage m_SMSendOnOK, m_SMSendOnCancel;
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RageSound m_sndChangeRow;
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RageSound m_sndChangeValue;
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Transition m_In;
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Transition m_Out;
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vector<MenuRow> m_vMenuRows;
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public:
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static int s_iLastRowCode;
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static int s_iLastAnswers[MAX_MENU_ROWS];
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static vector<int> s_viLastAnswers;
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};
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