Add Menu(Left/Right/Up/Down)(P1/P2) messages to ScreenOptions.

This commit is contained in:
AJ Kelly
2010-07-17 02:40:44 -05:00
parent eb504b5963
commit f3626734d2
+29 -23
View File
@@ -692,15 +692,15 @@ void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn )
if( iCurRow == -1 )
return;
/* Update m_fY and m_bHidden[]. */
// Update m_fY and m_bHidden[].
PositionRows( true );
/* Do positioning. */
// Do positioning.
RefreshIcons( iCurRow, pn );
for( unsigned r=0; r<m_pRows.size(); r++ )
{
/* After changing a value, position underlines. Do this for both players, since
* underlines for both players will change with m_bOneChoiceForAllPlayers. */
/* After changing a value, position underlines. Do this for both players,
* since underlines for both players will change with m_bOneChoiceForAllPlayers. */
FOREACH_HumanPlayer( p )
m_pRows[r]->PositionUnderlines( p );
m_pRows[r]->PositionIcons( pn );
@@ -716,7 +716,7 @@ void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn )
m_ScrollBar.SetPercentage( pn, fPercent );
}
/* Update all players, since changing one player can move both cursors. */
// Update all players, since changing one player can move both cursors.
FOREACH_HumanPlayer( p )
TweenCursor( p );
@@ -826,14 +826,12 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
}
}
//
// Check whether Start ends this screen.
//
{
bool bEndThisScreen = false;
// If we didn't apply and return above in NAV_THREE_KEY_MENU, then the selection
// sets a screen.
// If we didn't apply and return above in NAV_THREE_KEY_MENU, then the
// selection sets a screen.
if( m_OptionsNavigation == NAV_THREE_KEY_MENU )
bEndThisScreen = true;
@@ -845,7 +843,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
if( AllAreOnLastRow() )
bEndThisScreen = true;
/* Don't accept START to go to the next screen if we're still transitioning in. */
// Don't accept START to go to the next screen if we're still transitioning in.
if( bEndThisScreen &&
(input.type != IET_FIRST_PRESS || IsTransitioning()) )
return;
@@ -933,7 +931,7 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
void ScreenOptions::StoreFocus( PlayerNumber pn )
{
/* Long rows always put us in the center, so don't update the focus. */
// Long rows always put us in the center, so don't update the focus.
int iCurrentRow = m_iCurrentRow[pn];
const OptionRow &row = *m_pRows[iCurrentRow];
if( row.GetRowDef().m_layoutType == LAYOUT_SHOW_ONE_IN_ROW )
@@ -980,7 +978,7 @@ void ScreenOptions::BeginFadingOut()
this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
/* Left/right */
// Left/right
void ScreenOptions::ChangeValueInRowAbsolute( int iRow, PlayerNumber pn, int iChoiceIndex, bool bRepeat )
{
if( iRow == -1 ) // no row selected
@@ -1011,8 +1009,9 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe
/* There are no other options on the row; move up or down instead of left and right.
* This allows navigating the options menu with left/right/start.
*
* XXX: Only allow repeats if the opposite key isn't pressed; otherwise, holding both
* directions will repeat in place continuously, which is weird. */
* XXX: Only allow repeats if the opposite key isn't pressed; otherwise,
* holding both directions will repeat in place continuously,
* which is weird. */
if( MoveRowRelative(pn, iDelta, bRepeat) )
{
if( iDelta < 0 )
@@ -1031,7 +1030,6 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe
bool bOneChanged = false;
int iCurrentChoiceWithFocus = row.GetChoiceInRowWithFocus(pn);
int iNewChoiceWithFocus = iCurrentChoiceWithFocus + iDelta;
if( !bRepeat && WRAP_VALUE_IN_ROW.GetValue() )
@@ -1048,7 +1046,7 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe
if( row.GetRowDef().m_bOneChoiceForAllPlayers )
{
/* If this row is bOneChoiceForAllPlayers, then lock the cursors together
* for this row. Don't do this in toggle modes, since the current selection
* for this row. Don't do this in toggle modes, since the current selection
* and the current focus are detached. */
bool bForceFocusedChoiceTogether = false;
if( m_OptionsNavigation!=NAV_TOGGLE_THREE_KEY &&
@@ -1058,7 +1056,7 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe
bForceFocusedChoiceTogether = true;
}
/* Also lock focus if the screen is explicitly set to share cursors. */
// Also lock focus if the screen is explicitly set to share cursors.
if( m_InputMode == INPUTMODE_SHARE_CURSOR )
bForceFocusedChoiceTogether = true;
@@ -1110,10 +1108,10 @@ void ScreenOptions::AfterChangeValueInRow( int iRow, PlayerNumber pn )
AfterChangeValueOrRow( pn );
}
/* Move up/down. Returns true if we actually moved. */
// Move up/down. Returns true if we actually moved.
bool ScreenOptions::MoveRowRelative( PlayerNumber pn, int iDir, bool bRepeat )
{
LOG->Trace( "MoveRowRelative(pn %i, dir %i, rep %i)", pn, iDir, bRepeat );
//LOG->Trace( "MoveRowRelative(pn %i, dir %i, rep %i)", pn, iDir, bRepeat );
int iDest = -1;
ASSERT( m_pRows.size() );
@@ -1149,9 +1147,7 @@ void ScreenOptions::AfterChangeRow( PlayerNumber pn )
const int iRow = m_iCurrentRow[pn];
if( iRow != -1 )
{
//
// In FIVE_KEY, keep the selection in the row near the focus.
//
OptionRow &row = *m_pRows[iRow];
switch( m_OptionsNavigation )
{
@@ -1211,6 +1207,9 @@ void ScreenOptions::MenuLeft( const InputEventPlus &input )
MenuUpDown( input, -1 );
else
ChangeValueInRowRelative(m_iCurrentRow[input.pn],input.pn,-1, input.type != IET_FIRST_PRESS);
PlayerNumber pn = input.pn;
MESSAGEMAN->Broadcast( (MessageID)(Message_MenuLeftP1+pn) );
}
void ScreenOptions::MenuRight( const InputEventPlus &input )
@@ -1219,16 +1218,23 @@ void ScreenOptions::MenuRight( const InputEventPlus &input )
MenuUpDown( input, +1 );
else
ChangeValueInRowRelative(m_iCurrentRow[input.pn], input.pn,+1, input.type != IET_FIRST_PRESS);
PlayerNumber pn = input.pn;
MESSAGEMAN->Broadcast( (MessageID)(Message_MenuRightP1+pn) );
}
void ScreenOptions::MenuUp( const InputEventPlus &input )
{
MenuUpDown( input, -1 );
PlayerNumber pn = input.pn;
MESSAGEMAN->Broadcast( (MessageID)(Message_MenuUpP1+pn) );
}
void ScreenOptions::MenuDown( const InputEventPlus &input )
{
MenuUpDown( input, +1 );
PlayerNumber pn = input.pn;
MESSAGEMAN->Broadcast( (MessageID)(Message_MenuDownP1+pn) );
}
void ScreenOptions::MenuSelect( const InputEventPlus &input )
@@ -1243,8 +1249,8 @@ void ScreenOptions::MenuUpDown( const InputEventPlus &input, int iDir )
if( input.type == IET_REPEAT )
{
/* If down is pressed, don't allow up to repeat, and vice versa. This prevents
* holding both up and down from toggling repeatedly in-place. */
/* If down is pressed, don't allow up to repeat, and vice versa. This
* prevents holding both up and down from toggling repeatedly in-place. */
if( iDir == +1 )
{
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_MENUUP, pn) ||