Add More OptionsList functionality (#1810)
* Add More OptionsList functionality * Remove Size parameter because it's broken * Make OptionsList inputs remappable * Change Next/Prev OptionsList to CodeDetector
This commit is contained in:
committed by
Colby Klein
parent
3eb03feadd
commit
dcb2f74c8d
@@ -53,6 +53,8 @@ const char *CodeNames[] = {
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"CancelAllPlayerOptions",
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"BackInEventMode",
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"CloseCurrentFolder",
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"PrevOptionsList",
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"NextOptionsList"
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};
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XToString( Code );
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@@ -116,6 +118,15 @@ bool CodeDetector::EnteredModeMenu( GameController controller )
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return EnteredCode(controller,CODE_MODE_MENU1) || EnteredCode(controller,CODE_MODE_MENU2);
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}
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bool CodeDetector::EnteredPrevOpList( GameController controller )
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{
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return EnteredCode(controller,CODE_PREV_OPLIST);
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}
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bool CodeDetector::EnteredNextOpList( GameController controller )
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{
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return EnteredCode(controller,CODE_NEXT_OPLIST);
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}
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#define TOGGLE(v,a,b) if(v!=a) v=a; else v=b;
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#define FLOAT_TOGGLE(v) if(v!=1.f) v=1.f; else v=0.f;
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// XXX: Read the metrics file instead!
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@@ -47,6 +47,8 @@ enum Code {
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CODE_CANCEL_ALL_PLAYER_OPTIONS,
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CODE_BACK_IN_EVENT_MODE,
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CODE_CLOSE_CURRENT_FOLDER,
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CODE_NEXT_OPLIST,
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CODE_PREV_OPLIST,
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NUM_Code // leave this at the end
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};
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@@ -63,6 +65,8 @@ public:
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static bool EnteredPrevGroup( GameController controller );
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static bool EnteredNextGroup( GameController controller );
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static bool EnteredCloseFolder( GameController controller );
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static bool EnteredPrevOpList( GameController controller );
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static bool EnteredNextOpList( GameController controller );
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// todo: move to PlayerOptions.h -aj
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void ChangeScrollSpeed( GameController controller, bool bIncrement );
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@@ -1326,7 +1326,7 @@ public:
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LUA->Release(L);
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return changed;
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}
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virtual bool GoToFirstOnStart()
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virtual bool GoToFirstOnStart() const
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{
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return m_GoToFirstOnStart;
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}
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@@ -186,7 +186,7 @@ public:
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virtual RString GetScreen( int /* iChoice */ ) const { return RString(); }
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// Exists so that a lua function can act on the selection. Returns true if the choices should be reloaded.
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virtual bool NotifyOfSelection(PlayerNumber pn, int choice) { return false; }
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virtual bool GoToFirstOnStart() { return true; }
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virtual bool GoToFirstOnStart() const { return true; }
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};
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/** @brief Utilities for the OptionRowHandlers. */
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+38
-22
@@ -181,13 +181,16 @@ OptionsList::~OptionsList()
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delete hand->second;
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}
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//This is the initialization function.
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void OptionsList::Load( RString sType, PlayerNumber pn )
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{
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TOP_MENU.Load( sType, "TopMenu" );
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m_pn = pn;
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m_bStartIsDown = false;
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m_GameButtonPreviousItem = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric( m_sName,"PrevItemButton" ) );
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m_GameButtonNextItem = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric( m_sName,"NextItemButton" ) );
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m_Codes.Load( sType );
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m_Cursor.Load( THEME->GetPathG(sType, "cursor") );
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@@ -290,7 +293,8 @@ RString OptionsList::GetCurrentRow() const
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return m_asMenuStack.back();
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}
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const OptionRowHandler *OptionsList::GetCurrentHandler()
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//This can't be const because OptionRowHandler->NotifyOfSelection() will modify the OptionRow.
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OptionRowHandler *OptionsList::GetCurrentHandler()
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{
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RString sCurrentRow = GetCurrentRow();
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return m_Rows[sCurrentRow];
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@@ -414,18 +418,11 @@ bool OptionsList::Input( const InputEventPlus &input )
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}
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}
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if( input.MenuI == GAME_BUTTON_LEFT )
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if( input.MenuI == m_GameButtonPreviousItem )
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{
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if( input.type == IET_RELEASE )
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return false;
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if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_RIGHT, pn) )
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{
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if( input.type == IET_FIRST_PRESS )
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SwitchMenu( -1 );
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return true;
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}
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--m_iMenuStackSelection;
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wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
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PositionCursor();
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@@ -436,18 +433,11 @@ bool OptionsList::Input( const InputEventPlus &input )
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MESSAGEMAN->Broadcast( lMsg );
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return true;
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}
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else if( input.MenuI == GAME_BUTTON_RIGHT )
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else if( input.MenuI == m_GameButtonNextItem )
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{
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if( input.type == IET_RELEASE )
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return false;
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if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_LEFT, pn) )
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{
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if( input.type == IET_FIRST_PRESS )
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SwitchMenu( +1 );
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return true;
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}
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++m_iMenuStackSelection;
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wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
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PositionCursor();
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@@ -458,6 +448,18 @@ bool OptionsList::Input( const InputEventPlus &input )
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MESSAGEMAN->Broadcast( lMsg );
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return true;
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}
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else if ( CodeDetector::EnteredPrevOpList(input.GameI.controller) )
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{
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if( input.type == IET_FIRST_PRESS )
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SwitchMenu( -1 );
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return true;
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}
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else if ( CodeDetector::EnteredNextOpList(input.GameI.controller) )
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{
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if( input.type == IET_FIRST_PRESS )
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SwitchMenu( +1 );
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return true;
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}
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else if( input.MenuI == GAME_BUTTON_START )
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{
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if( input.type == IET_FIRST_PRESS )
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@@ -662,7 +664,7 @@ void OptionsList::UpdateMenuFromSelections()
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bool OptionsList::Start()
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{
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const OptionRowHandler *pHandler = GetCurrentHandler();
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OptionRowHandler *pHandler = GetCurrentHandler();
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const RString &sCurrentRow = m_asMenuStack.back();
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vector<bool> &bSelections = m_bSelections[sCurrentRow];
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if( m_iMenuStackSelection == (int)bSelections.size() )
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@@ -717,12 +719,26 @@ bool OptionsList::Start()
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SelectItem( GetCurrentRow(), m_iMenuStackSelection );
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/* Move to the exit row. */
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m_iMenuStackSelection = (int)bSelections.size();
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PositionCursor();
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/* Move to the exit row, but only if it's SelectOne. */
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if (pHandler->m_Def.m_selectType == SELECT_ONE)
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{
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m_iMenuStackSelection = (int)bSelections.size();
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PositionCursor();
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}
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if (pHandler->NotifyOfSelection(m_pn, m_iMenuStackSelection))
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{
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/* The current selections are irrelevant when we're getting them
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* from NotifyOfSelection. Re import them from the OptionRow. */
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ImportRow(sCurrentRow);
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UpdateMenuFromSelections();
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}
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/* Better to include Selection as a parameter since
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* the index may or may not change depending on if SelectType
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* is SELECT_ONE or SELECT_MULTIPLE. */
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Message msg("OptionsListStart");
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msg.SetParam( "Player", m_pn );
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msg.SetParam( "Selection", m_iMenuStackSelection );
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MESSAGEMAN->Broadcast( msg );
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return false;
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+4
-1
@@ -70,7 +70,7 @@ private:
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void SelectionsChanged( const RString &sRowName );
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void UpdateMenuFromSelections();
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RString GetCurrentRow() const;
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const OptionRowHandler *GetCurrentHandler();
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OptionRowHandler *GetCurrentHandler();
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int GetOneSelection( RString sRow, bool bAllowFail=false ) const;
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void SwitchToCurrentRow();
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void TweenOnCurrentRow( bool bForward );
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@@ -101,6 +101,9 @@ private:
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vector<RString> m_asMenuStack;
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int m_iMenuStackSelection;
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protected:
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GameButton m_GameButtonPreviousItem;
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GameButton m_GameButtonNextItem;
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};
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