Use a lua transform function to position SOptions rows instead of having a Y metric for each row

This commit is contained in:
Chris Danford
2005-08-15 07:51:16 +00:00
parent 1470cfb900
commit c885d87f4a
6 changed files with 117 additions and 66 deletions
+72 -23
View File
@@ -11,6 +11,8 @@
#include "ActorUtil.h"
#include "ScreenDimensions.h"
#include "Command.h"
#include "GameCommand.h"
#include "OptionRowHandler.h"
/*
@@ -59,7 +61,6 @@
* in player options menus, but it should in the options menu.
*/
static CString ROW_Y_NAME( size_t r ) { return ssprintf("Row%dY",int(r+1)); }
static CString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",int(p+1)); }
static CString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",int(p+1)); }
static CString EXPLANATION_ON_COMMAND_NAME( size_t p ) { return ssprintf("ExplanationP%dOnCommand",int(p+1)); }
@@ -72,10 +73,6 @@ static CString OPTION_EXPLANATION( CString s )
//REGISTER_SCREEN_CLASS( ScreenOptions ); // can't be instantiated
ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sClassName),
NUM_ROWS_SHOWN (m_sName,"NumRowsShown"),
ROW_Y (m_sName,ROW_Y_NAME,NUM_ROWS_SHOWN),
ROW_Y_OFF_SCREEN_TOP (m_sName,"RowYOffScreenTop"),
ROW_Y_OFF_SCREEN_CENTER (m_sName,"RowYOffScreenCenter"),
ROW_Y_OFF_SCREEN_BOTTOM (m_sName,"RowYOffScreenBottom"),
EXPLANATION_X (m_sName,EXPLANATION_X_NAME,NUM_PLAYERS),
EXPLANATION_Y (m_sName,EXPLANATION_Y_NAME,NUM_PLAYERS),
EXPLANATION_ON_COMMAND (m_sName,EXPLANATION_ON_COMMAND_NAME,NUM_PLAYERS),
@@ -95,13 +92,18 @@ ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sCla
CURSOR_TWEEN_SECONDS (m_sName,"CursorTweenSeconds"),
WRAP_VALUE_IN_ROW (m_sName,"WrapValueInRow")
{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
// These can be overridden in a derived Init().
m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY;
m_InputMode = INPUTMODE_SHARE_CURSOR;
LOG->Trace( "ScreenOptions::ScreenOptions()" );
m_exprRowPositionTransformFunction .SetFromExpression( THEME->GetMetric(m_sName,"RowPositionTransformFunction") );
m_exprRowOffScreenTopTransformFunction .SetFromExpression( THEME->GetMetric(m_sName,"RowOffScreenTopTransformFunction") );
m_exprRowOffScreenCenterTransformFunction .SetFromExpression( THEME->GetMetric(m_sName,"RowOffScreenCenterTransformFunction") );
m_exprRowOffScreenBottomTransformFunction .SetFromExpression( THEME->GetMetric(m_sName,"RowOffScreenBottomTransformFunction") );
}
@@ -406,9 +408,42 @@ void ScreenOptions::PositionIcons()
}
}
void ScreenOptions::RefreshIcons( int row, PlayerNumber pn )
void ScreenOptions::RefreshIcons( int iRow, PlayerNumber pn )
{
// overridden by ScreenOptionsMaster
OptionRow &row = *m_pRows[iRow];
if( row.GetRowType() == OptionRow::ROW_EXIT )
return; // skip
const OptionRowDefinition &def = row.GetRowDef();
// find first selection and whether multiple are selected
int iFirstSelection = row.GetOneSelection( pn, true );
// set icon name and bullet
CString sIcon;
GameCommand gc;
if( iFirstSelection == -1 )
{
sIcon = "Multi";
}
else if( iFirstSelection != -1 )
{
const OptionRowHandler *pHand = row.GetHandler();
if( pHand )
{
int iSelection = iFirstSelection+(m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?-1:0);
pHand->GetIconTextAndGameCommand( def, iSelection, sIcon, gc );
}
}
/* XXX: hack to not display text in the song options menu */
if( def.m_bOneChoiceForAllPlayers )
sIcon = "";
SetOptionIcon( pn, iRow, sIcon, gc );
}
void ScreenOptions::RefreshAllIcons()
@@ -668,31 +703,45 @@ void ScreenOptions::PositionItems()
int pos = 0;
for( int i=0; i<(int) Rows.size(); i++ ) // foreach row
{
float fY;
if( i < first_start )
fY = ROW_Y_OFF_SCREEN_TOP;
else if( i < first_end )
fY = ROW_Y.GetValue( pos++ );
else if( i < second_start )
fY = ROW_Y_OFF_SCREEN_CENTER;
else if( i < second_end )
fY = ROW_Y.GetValue( pos++ );
else
fY = ROW_Y_OFF_SCREEN_BOTTOM;
OptionRow &row = *Rows[i];
row.SetRowY( fY );
LuaExpression *pExpr = NULL;
if( i < first_start )
pExpr = &m_exprRowOffScreenTopTransformFunction;
else if( i < first_end )
pExpr = &m_exprRowPositionTransformFunction;
else if( i < second_start )
pExpr = &m_exprRowOffScreenCenterTransformFunction;
else if( i < second_end )
pExpr = &m_exprRowPositionTransformFunction;
else
pExpr = &m_exprRowOffScreenBottomTransformFunction;
Lua *L = LUA->Get();
pExpr->PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
row.GetFrameDestination().PushSelf( L );
LuaHelpers::Push( pos, L );
LuaHelpers::Push( i, L );
LuaHelpers::Push( NUM_ROWS_SHOWN, L );
lua_call( L, 4, 0 ); // 4 args, 0 results
LUA->Release(L);
bool bHidden =
i < first_start ||
(i >= first_end && i < second_start) ||
i >= second_end;
if( !bHidden )
pos++;
row.SetRowHidden( bHidden );
}
if( ExitRow )
{
ExitRow->SetRowY( SEPARATE_EXIT_ROW_Y );
ExitRow->GetFrameDestination().SetY( SEPARATE_EXIT_ROW_Y );
ExitRow->SetRowHidden( second_end != (int) Rows.size() );
}
}
@@ -713,7 +762,7 @@ void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn )
/* Do positioning. */
PositionAllUnderlines();
RefreshIcons( iCurRow, pn );
this->RefreshIcons( iCurRow, pn );
PositionIcons();
UpdateEnabledDisabled();