cleanup, fix offset vbSelected values when using NextRow choice at the front

This commit is contained in:
Chris Danford
2005-02-24 06:10:11 +00:00
parent a9c73de5b6
commit ca3684b232
3 changed files with 164 additions and 145 deletions
+122 -2
View File
@@ -39,6 +39,101 @@ static int GetOneSelection( const vector<bool> &vbSelected )
}
class OptionRowHandlerList : public OptionRowHandler
{
public:
vector<GameCommand> ListEntries;
GameCommand Default;
bool m_bUseModNameForIcon;
OptionRowHandlerList::OptionRowHandlerList() { Init(); }
virtual void Init()
{
OptionRowHandler::Init();
ListEntries.clear();
Default.Init();
m_bUseModNameForIcon = false;
}
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const;
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const;
virtual CString GetIconText( const OptionRowDefinition &def, int iFirstSelection ) const
{
return m_bUseModNameForIcon ?
ListEntries[iFirstSelection].m_sModifiers :
def.choices[iFirstSelection];
}
virtual CString GetAndEraseScreen( int iChoice )
{
GameCommand &mc = ListEntries[iChoice];
if( mc.m_sScreen != "" )
{
/* Hack: instead of applying screen commands here, store them in
* m_sNextScreen and apply them after we tween out. If we don't set
* m_sScreen to "", we'll load it twice (once for each player) and
* then again for m_sNextScreen. */
CString sNextScreen = mc.m_sScreen;
mc.m_sScreen = "";
return sNextScreen;
}
return "";
}
};
class OptionRowHandlerLua : public OptionRowHandler
{
public:
LuaExpression *m_pLuaTable;
OptionRowHandlerLua::OptionRowHandlerLua() { m_pLuaTable = NULL; Init(); }
void Init()
{
OptionRowHandler::Init();
delete m_pLuaTable;
m_pLuaTable = new LuaExpression;
}
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const;
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const;
virtual void Reload( OptionRowDefinition &defOut );
};
class OptionRowHandlerConfig : public OptionRowHandler
{
public:
const ConfOption *opt;
OptionRowHandlerConfig::OptionRowHandlerConfig() { Init(); }
void Init()
{
OptionRowHandler::Init();
opt = NULL;
}
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const;
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const;
};
namespace OptionRowHandlerUtil
{
void FillList( OptionRowHandlerList* pHand, OptionRowDefinition &defOut, CString param );
void FillLua( OptionRowHandlerLua* pHand, OptionRowDefinition &defOut, CString sLuaFunction );
void FillSteps( OptionRowHandlerList* pHand, OptionRowDefinition &defOut );
void FillConf( OptionRowHandlerConfig* pHand, OptionRowDefinition &defOut, CString param );
void FillCharacters( OptionRowHandlerList* pHand, OptionRowDefinition &defOut );
void FillStyles( OptionRowHandlerList* pHand, OptionRowDefinition &defOut );
void FillGroups( OptionRowHandlerList* pHand, OptionRowDefinition &defOut );
void FillDifficulties( OptionRowHandlerList* pHand, OptionRowDefinition &defOut );
inline OptionRowHandler* MakeList( OptionRowDefinition &defOut, CString param ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillList( pHand, defOut, param ); return pHand; }
inline OptionRowHandler* MakeLua( OptionRowDefinition &defOut, CString sLuaFunction ) { OptionRowHandlerLua *pHand = new OptionRowHandlerLua; FillLua( pHand, defOut, sLuaFunction ); return pHand; }
inline OptionRowHandler* MakeSteps( OptionRowDefinition &defOut ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillSteps( pHand, defOut ); return pHand; }
inline OptionRowHandler* MakeConf( OptionRowDefinition &defOut, CString param ) { OptionRowHandlerConfig *pHand = new OptionRowHandlerConfig; FillConf( pHand, defOut, param ); return pHand; }
inline OptionRowHandler* MakeCharacters( OptionRowDefinition &defOut ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillCharacters( pHand, defOut ); return pHand; }
inline OptionRowHandler* MakeStyles( OptionRowDefinition &defOut ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillStyles( pHand, defOut ); return pHand; }
inline OptionRowHandler* MakeGroups( OptionRowDefinition &defOut ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillGroups( pHand, defOut ); return pHand; }
inline OptionRowHandler* MakeDifficulties( OptionRowDefinition &defOut ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillDifficulties( pHand, defOut ); return pHand; }
}
void OptionRowHandlerList::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
{
int FallbackOption = -1;
@@ -194,9 +289,9 @@ int OptionRowHandlerLua::ExportOption( const OptionRowDefinition &def, PlayerNum
return 0;
}
void OptionRowHandlerLua::Reload( OptionRowDefinition &def )
void OptionRowHandlerLua::Reload( OptionRowDefinition &defOut )
{
OptionRowHandlerUtil::FillLua( this, def, m_sName );
OptionRowHandlerUtil::FillLua( this, defOut, m_sName );
}
@@ -226,6 +321,8 @@ int OptionRowHandlerConfig::ExportOption( const OptionRowDefinition &def, Player
return opt->GetEffects();
}
///////////////////////////////////////////////////////////////////////////////////
/* Add the list named "ListName" to the given row/handler. */
void OptionRowHandlerUtil::FillList( OptionRowHandlerList* pHand, OptionRowDefinition &row, CString _ListName )
@@ -653,6 +750,29 @@ void OptionRowHandlerUtil::FillDifficulties( OptionRowHandlerList* pHand, Option
}
OptionRowHandler* OptionRowHandlerUtil::Make( const Command &command, OptionRowDefinition &defOut )
{
OptionRowHandler* pHand = NULL;
BeginHandleArgs;
const CString &name = command.GetName();
if( name == "list" ) pHand = OptionRowHandlerUtil::MakeList( defOut, sArg(1) );
else if( name == "lua" ) pHand = OptionRowHandlerUtil::MakeLua( defOut, sArg(1) );
else if( name == "steps" ) pHand = OptionRowHandlerUtil::MakeSteps( defOut );
else if( name == "conf" ) pHand = OptionRowHandlerUtil::MakeConf( defOut, sArg(1) );
else if( name == "characters" ) pHand = OptionRowHandlerUtil::MakeCharacters( defOut );
else if( name == "styles" ) pHand = OptionRowHandlerUtil::MakeStyles( defOut );
else if( name == "groups" ) pHand = OptionRowHandlerUtil::MakeGroups( defOut );
else if( name == "difficulties" ) pHand = OptionRowHandlerUtil::MakeDifficulties( defOut );
EndHandleArgs;
return pHand;
}
/*
* (c) 2002-2004 Chris Danford
* All rights reserved.
+2 -89
View File
@@ -26,102 +26,15 @@ public:
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const = 0;
/* Returns an OPT mask. */
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const = 0;
virtual void Reload( OptionRowDefinition &def ) {}
virtual void Reload( OptionRowDefinition &defOut ) {}
virtual CString GetIconText( const OptionRowDefinition &def, int iFirstSelection ) const { return ""; }
virtual CString GetAndEraseScreen( int iChoice ) { return ""; }
};
class OptionRowHandlerList : public OptionRowHandler
{
public:
vector<GameCommand> ListEntries;
GameCommand Default;
bool m_bUseModNameForIcon;
OptionRowHandlerList::OptionRowHandlerList() { Init(); }
virtual void Init()
{
OptionRowHandler::Init();
ListEntries.clear();
Default.Init();
m_bUseModNameForIcon = false;
}
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const;
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const;
virtual CString GetIconText( const OptionRowDefinition &def, int iFirstSelection ) const
{
return m_bUseModNameForIcon ?
ListEntries[iFirstSelection].m_sModifiers :
def.choices[iFirstSelection];
}
virtual CString GetAndEraseScreen( int iChoice )
{
GameCommand &mc = ListEntries[iChoice];
if( mc.m_sScreen != "" )
{
/* Hack: instead of applying screen commands here, store them in
* m_sNextScreen and apply them after we tween out. If we don't set
* m_sScreen to "", we'll load it twice (once for each player) and
* then again for m_sNextScreen. */
CString sNextScreen = mc.m_sScreen;
mc.m_sScreen = "";
return sNextScreen;
}
return "";
}
};
class OptionRowHandlerLua : public OptionRowHandler
{
public:
LuaExpression *m_pLuaTable;
OptionRowHandlerLua::OptionRowHandlerLua() { m_pLuaTable = NULL; Init(); }
void Init()
{
OptionRowHandler::Init();
delete m_pLuaTable;
m_pLuaTable = new LuaExpression;
}
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const;
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const;
virtual void Reload( OptionRowDefinition &def );
};
class OptionRowHandlerConfig : public OptionRowHandler
{
public:
const ConfOption *opt;
OptionRowHandlerConfig::OptionRowHandlerConfig() { Init(); }
void Init()
{
OptionRowHandler::Init();
opt = NULL;
}
virtual void ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const;
virtual int ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const;
};
namespace OptionRowHandlerUtil
{
void FillList( OptionRowHandlerList* pHand, OptionRowDefinition &def, CString param );
void FillLua( OptionRowHandlerLua* pHand, OptionRowDefinition &def, CString sLuaFunction );
void FillSteps( OptionRowHandlerList* pHand, OptionRowDefinition &def );
void FillConf( OptionRowHandlerConfig* pHand, OptionRowDefinition &def, CString param );
void FillCharacters( OptionRowHandlerList* pHand, OptionRowDefinition &def );
void FillStyles( OptionRowHandlerList* pHand, OptionRowDefinition &def );
void FillGroups( OptionRowHandlerList* pHand, OptionRowDefinition &def );
void FillDifficulties( OptionRowHandlerList* pHand, OptionRowDefinition &def );
inline OptionRowHandler* MakeList( OptionRowDefinition &def, CString param ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillList( pHand, def, param ); return pHand; }
inline OptionRowHandler* MakeLua( OptionRowDefinition &def, CString sLuaFunction ) { OptionRowHandlerLua *pHand = new OptionRowHandlerLua; FillLua( pHand, def, sLuaFunction ); return pHand; }
inline OptionRowHandler* MakeSteps( OptionRowDefinition &def ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillSteps( pHand, def ); return pHand; }
inline OptionRowHandler* MakeConf( OptionRowDefinition &def, CString param ) { OptionRowHandlerConfig *pHand = new OptionRowHandlerConfig; FillConf( pHand, def, param ); return pHand; }
inline OptionRowHandler* MakeCharacters( OptionRowDefinition &def ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillCharacters( pHand, def ); return pHand; }
inline OptionRowHandler* MakeStyles( OptionRowDefinition &def ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillStyles( pHand, def ); return pHand; }
inline OptionRowHandler* MakeGroups( OptionRowDefinition &def ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillGroups( pHand, def ); return pHand; }
inline OptionRowHandler* MakeDifficulties( OptionRowDefinition &def ) { OptionRowHandlerList *pHand = new OptionRowHandlerList; FillDifficulties( pHand, def ); return pHand; }
OptionRowHandler* Make( const Command &cmd, OptionRowDefinition &defOut );
}
+40 -54
View File
@@ -82,45 +82,25 @@ void ScreenOptionsMaster::Init()
for( unsigned i = 0; i < asLineNames.size(); ++i )
{
CString sLineName = asLineNames[i];
OptionRowDefinition &row = m_OptionRowAlloc[i];
OptionRowDefinition &def = m_OptionRowAlloc[i];
CString sRowCommands = LINE(sLineName);
OptionRowHandler* &pHand = OptionRowHandlers[i];
pHand = NULL;
Commands vCommands;
ParseCommands( sRowCommands, vCommands );
if( vCommands.v.size() < 1 )
if( vCommands.v.size() != 1 )
RageException::Throw( "Parse error in %s::Line%i", m_sName.c_str(), i+1 );
OptionRowHandler* &pHand = OptionRowHandlers[i];
pHand = NULL;
Command& command = vCommands.v[0];
pHand = OptionRowHandlerUtil::Make( command, def );
if( pHand == NULL )
RageException::Throw( "Invalid OptionRowHandler '%s' in %s::Line%i", command.GetOriginalCommandString().c_str(), m_sName.c_str(), i );
for( unsigned c=0; c<vCommands.v.size(); ++c )
{
Command& command = vCommands.v[c];
BeginHandleArgs;
const CString &name = command.GetName();
if( name == "list" ) pHand = OptionRowHandlerUtil::MakeList( row, sArg(1) );
else if( name == "lua" ) pHand = OptionRowHandlerUtil::MakeLua( row, sArg(1) );
else if( name == "steps" ) pHand = OptionRowHandlerUtil::MakeSteps( row );
else if( name == "conf" ) pHand = OptionRowHandlerUtil::MakeConf( row, sArg(1) );
else if( name == "characters" ) pHand = OptionRowHandlerUtil::MakeCharacters( row );
else if( name == "styles" ) pHand = OptionRowHandlerUtil::MakeStyles( row );
else if( name == "groups" ) pHand = OptionRowHandlerUtil::MakeGroups( row );
else if( name == "difficulties" ) pHand = OptionRowHandlerUtil::MakeDifficulties( row );
else
RageException::Throw( "Unexpected type '%s' in %s::Line%i", name.c_str(), m_sName.c_str(), i );
EndHandleArgs;
}
// TRICKY: Insert a down arrow as the first choice in the row.
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
row.choices.insert( row.choices.begin(), ENTRY_NAME(NEXT_ROW_NAME) );
def.choices.insert( def.choices.begin(), ENTRY_NAME(NEXT_ROW_NAME) );
}
ASSERT( OptionRowHandlers.size() == asLineNames.size() );
@@ -166,40 +146,36 @@ void ScreenOptionsMaster::Update( float fDelta )
// ASSERT( iNumSelected == 1 );
//}
/* Hack: the NextRow entry is never set, and should be transparent. Remove
* it, and readd it below. */
#define ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY ) \
vbSelected.erase( vbSelected.begin() );
#define INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY ) \
vbSelected.insert( vbSelected.begin(), false );
void ScreenOptionsMaster::ImportOptions( int r )
{
const OptionRowHandler *pHand = OptionRowHandlers[r];
const OptionRowDefinition &def = m_OptionRowAlloc[r];
OptionRow &row = *m_Rows[r];
/* Hack: the NextRow entry is never set, and should be transparent. Remove
* it, and readd it below. */
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
{
if( def.bOneChoiceForAllPlayers )
row.m_vbSelected[0].erase( row.m_vbSelected[0].begin() );
else
FOREACH_HumanPlayer( p )
row.m_vbSelected[p].erase( row.m_vbSelected[p].begin() );
}
if( def.bOneChoiceForAllPlayers )
{
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[0] );
pHand->ImportOption(def, PLAYER_1, row.m_vbSelected[0] );
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[0] );
}
else
{
FOREACH_HumanPlayer( p )
{
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[p] );
pHand->ImportOption( def, p, row.m_vbSelected[p] );
}
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
{
if( def.bOneChoiceForAllPlayers )
row.m_vbSelected[0].insert( row.m_vbSelected[0].begin(), false );
else
FOREACH_HumanPlayer( p )
row.m_vbSelected[p].insert( row.m_vbSelected[p].begin(), false );
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[p] );
}
}
}
@@ -226,11 +202,21 @@ void ScreenOptionsMaster::ExportOptions( int iRow )
const OptionRowHandler *pHand = OptionRowHandlers[iRow];
const OptionRowDefinition &def = m_OptionRowAlloc[iRow];
OptionRow &row = *m_Rows[iRow];
FOREACH_HumanPlayer( pn )
{
vector<bool> &vbSelected = row.m_vbSelected[pn];
m_iChangeMask |= pHand->ExportOption( def, pn, vbSelected );
if( def.bOneChoiceForAllPlayers )
{
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[0] );
m_iChangeMask |= pHand->ExportOption( def, PLAYER_1, row.m_vbSelected[0] );
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[0] );
}
else
{
FOREACH_HumanPlayer( p )
{
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[p] );
m_iChangeMask |= pHand->ExportOption( def, p, row.m_vbSelected[p] );
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( row.m_vbSelected[p] );
}
}
}
@@ -282,7 +268,7 @@ void ScreenOptionsMaster::RefreshIcons()
else if( iFirstSelection != -1 )
{
const OptionRowHandler *pHand = OptionRowHandlers[i];
sIcon = pHand->GetIconText( def, iFirstSelection );
sIcon = pHand->GetIconText( def, iFirstSelection+(m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?-1:0) );
}