Massively improved Config Key/Joy Mappings screen.
Warning is dismissable now, and cursor does not start in a position that will change a setting. New special actions added: ClearToDefault, ReloadFromDisk, SaveToDisk, SetListMode. Exit is a special action. Player is prompted to save when exiting screen instead of saving after every action. Special actions fallback on Graphics/SMC action if they don't have their own. Moved SMC overlay to Graphics/SMC warning. Metrics for configuring input lock time, warning autodismiss time, lines visible, and NoSetListPrompt autodismiss time. Header row added for cursor to start on. ScreenMapControllers2 deleted as obsolete. BitmapText:maxwidth changed to factor the zoom of the actor into the calculation.
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@@ -13,23 +13,38 @@ class ScreenMapControllers : public ScreenWithMenuElements
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{
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public:
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ScreenMapControllers();
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~ScreenMapControllers();
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virtual void Init();
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virtual void BeginScreen();
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virtual void Update( float fDeltaTime );
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virtual bool Input( const InputEventPlus &input );
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virtual void HandleMessage( const Message &msg );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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private:
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virtual void HandleMessage( const Message &msg );
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Actor *GetActorWithFocus();
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void BeforeChangeFocus();
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void AfterChangeFocus();
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void Refresh();
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void DismissWarning();
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bool CursorOnAction();
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bool CursorOnHeader();
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bool CursorOnKey();
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bool CursorCanGoUp();
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bool CursorCanGoDown();
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int CurKeyIndex();
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int CurActionIndex();
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void SetCursorFromSetListCurrent();
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void StartWaitingForPress();
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int m_iCurController;
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int m_iCurButton;
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int m_iCurSlot;
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int m_MaxDestItem;
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bool m_ChangeOccurred;
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RageTimer m_WaitingForPress;
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DeviceInput m_DeviceIToMap;
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@@ -46,10 +61,58 @@ private:
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BitmapText m_textDevices;
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BitmapText m_textLabel[NUM_GameController];
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BitmapText m_headerCenter;
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BitmapText m_headerLabels[NUM_GameController][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
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AutoActor m_sprExit;
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float m_AutoDismissWarningSecs;
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AutoActor m_sprWarning;
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ActorFrame m_Line[NUM_GameButton+2]; // label, normal lines, exit
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float m_AutoDismissNoSetListPromptSecs;
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AutoActor m_NoSetListPrompt;
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struct SetListEntry
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{
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int m_button;
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int m_controller;
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int m_slot;
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SetListEntry(int b, int c, int s)
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:m_button(b), m_controller(c), m_slot(s) {}
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bool operator<(SetListEntry const& rhs) const
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{
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if(m_controller != rhs.m_controller)
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{
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return m_controller < rhs.m_controller;
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}
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if(m_button != rhs.m_button)
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{
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return m_button < rhs.m_button;
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}
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return m_slot < rhs.m_slot;
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}
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};
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set<SetListEntry> m_SetList;
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set<SetListEntry>::iterator m_SetListCurrent;
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bool m_InSetListMode;
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typedef void (ScreenMapControllers::* action_fun_t)();
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struct ActionRow
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{
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RString m_name;
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AutoActor m_actor;
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action_fun_t m_action;
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void Load(RString const& scr_name, RString const& name,
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ScreenMapControllers::action_fun_t action, ActorFrame* line,
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ActorScroller* scroller);
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};
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void ClearToDefault();
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void ReloadFromDisk();
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void SaveToDisk();
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void SetListMode();
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void ExitAction();
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vector<ActionRow> m_Actions;
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vector<ActorFrame*> m_Line;
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ActorScroller m_LineScroller;
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RageSound m_soundChange;
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@@ -60,6 +123,7 @@ private:
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/*
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* (c) 2001-2004 Chris Danford
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* 2014 Eric Reese
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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