Remove CourseEntryType. Instead, treat each CourseEntry property as a filter.
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@@ -9,7 +9,6 @@
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enum EditCourseEntryRow
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{
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ROW_ENTRY_TYPE,
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ROW_SONG_GROUP,
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ROW_SONG,
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ROW_BASE_DIFFICULTY,
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@@ -22,19 +21,6 @@ enum EditCourseEntryRow
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};
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#define FOREACH_EditCourseEntryRow( i ) FOREACH_ENUM( EditCourseEntryRow, NUM_EditCourseEntryRow, i )
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const bool g_bRowEnabledForEntryType[NUM_EditCourseEntryRow][NUM_CourseEntryType] =
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{ // fixed, random, random_group, best, worst
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/* entry type */ { true, true, true, true, true },
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/* song group */ { true, false, true, false, false },
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/* song */ { true, false, false, false, false },
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/* base difficulty */ { true, true, true, false, false },
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/* low meter */ { true, true, true, false, false },
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/* high meter */ { true, true, true, false, false },
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/* best worst */ { false, false, false, true, true },
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/* set mods */ { true, true, true, true, true },
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/* done */ { true, true, true, true, true },
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};
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REGISTER_SCREEN_CLASS( ScreenEditCourseEntry );
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ScreenEditCourseEntry::ScreenEditCourseEntry( CString sName ) : ScreenOptions( sName )
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{
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@@ -51,13 +37,6 @@ void ScreenEditCourseEntry::Init()
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OptionRowDefinition def;
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def.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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def.name = "Entry Type";
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def.choices.clear();
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FOREACH_CourseEntryType( i )
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def.choices.push_back( CourseEntryTypeToThemedString(i) );
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Song Group";
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def.choices.clear();
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vector<CString> vsSongGroups;
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@@ -73,7 +52,7 @@ void ScreenEditCourseEntry::Init()
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vDefs.push_back( def );
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vHands.push_back( NULL );
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def.name = "Difficulty";
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def.name = "Base Difficulty";
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def.choices.clear();
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FOREACH_CONST( Difficulty, DIFFICULTIES_TO_SHOW.GetValue(), dc )
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def.choices.push_back( DifficultyToThemedString(*dc) );
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@@ -126,22 +105,6 @@ void ScreenEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
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switch( m_iCurrentRow[pn] )
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{
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case ROW_ENTRY_TYPE:
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// export entry type
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{
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OptionRow &row = *m_pRows[ROW_ENTRY_TYPE];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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sSongGroup = row.GetRowDef().choices[ iChoice ];
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CourseEntryType cet = (CourseEntryType)iChoice;
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FOREACH_EditCourseEntryRow( i )
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{
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OptionRow &row = *m_pRows[i];
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bool bEnabled = g_bRowEnabledForEntryType[i][cet];
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row.SetEnabledRowForAllPlayers( bEnabled );
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}
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}
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// fall through
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case ROW_SONG_GROUP:
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// export song group
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{
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@@ -184,7 +147,7 @@ void ScreenEditCourseEntry::AfterChangeValueInRow( PlayerNumber pn )
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{
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OptionRow &row = *m_pRows[ROW_BASE_DIFFICULTY];
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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ce.difficulty = DIFFICULTIES_TO_SHOW.GetValue()[iChoice];
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ce.baseDifficulty = DIFFICULTIES_TO_SHOW.GetValue()[iChoice];
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}
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// fall through
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case ROW_LOW_METER:
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@@ -247,7 +210,6 @@ void ScreenEditCourseEntry::GoToNextScreen()
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{
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switch( m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber] )
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{
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case ROW_ENTRY_TYPE:
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case ROW_SONG_GROUP:
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case ROW_SONG:
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case ROW_BASE_DIFFICULTY:
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@@ -273,7 +235,6 @@ void ScreenEditCourseEntry::ProcessMenuStart( PlayerNumber pn, const InputEventT
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{
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switch( m_iCurrentRow[GAMESTATE->m_MasterPlayerNumber] )
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{
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case ROW_ENTRY_TYPE:
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case ROW_SONG_GROUP:
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case ROW_SONG:
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case ROW_BASE_DIFFICULTY:
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