split OptionRowHandler out of ScreenOptionsMaster

This commit is contained in:
Chris Danford
2005-02-24 04:56:36 +00:00
parent 185966bd35
commit fbf7bc4f26
7 changed files with 933 additions and 802 deletions
+1
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@@ -76,6 +76,7 @@ NoteData.cpp NoteData.h NoteDataUtil.cpp NoteDataUtil.h NoteDataWithScoring.cpp
NoteFieldPositioning.cpp NoteFieldPositioning.h NoteTypes.cpp NoteTypes.h NotesLoader.cpp NotesLoader.h \
NotesLoaderBMS.cpp NotesLoaderBMS.h NotesLoaderDWI.cpp NotesLoaderDWI.h NotesLoaderKSF.cpp NotesLoaderKSF.h \
NotesLoaderSM.cpp NotesLoaderSM.h NotesWriterDWI.cpp NotesWriterDWI.h NotesWriterSM.cpp NotesWriterSM.h \
OptionRowHandler.cpp OptionRowHandler.h \
PlayerAI.cpp PlayerAI.h PlayerNumber.cpp PlayerNumber.h PlayerOptions.cpp PlayerOptions.h \
PlayerStageStats.cpp PlayerStageStats.h \
PlayerState.cpp PlayerState.h Preference.cpp Preference.h Profile.cpp Profile.h \
+679
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@@ -0,0 +1,679 @@
#include "global.h"
#include "OptionRowHandler.h"
#include "LuaManager.h"
#include "ScreenOptionsMasterPrefs.h"
#include "NoteSkinManager.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "GameState.h"
#include "Course.h"
#include "Steps.h"
#include "Style.h"
#include "song.h"
#include "SongManager.h"
#include "Character.h"
#include "PrefsManager.h"
#include "StepsUtil.h"
#include "GameManager.h"
#include "Foreach.h"
#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
#define ENTRY_NAME(s) THEME->GetMetric ("OptionNames", s)
#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
static void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
{
for( int i=0; i<(int)vbSelectedOut.size(); i++ )
vbSelectedOut[i] = i==iSelection;
}
static int GetOneSelection( const vector<bool> &vbSelected )
{
for( unsigned i=0; i<vbSelected.size(); i++ )
if( vbSelected[i] )
return i;
ASSERT(0); // shouldn't call this if not expecting one to be selected
return -1;
}
void OptionRowHandlerList::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
{
int FallbackOption = -1;
bool UseFallbackOption = true;
for( unsigned e = 0; e < ListEntries.size(); ++e )
{
const GameCommand &mc = ListEntries[e];
vbSelectedOut[e] = false;
if( mc.IsZero() )
{
/* The entry has no effect. This is usually a default "none of the
* above" entry. It will always return true for DescribesCurrentMode().
* It's only the selected choice if nothing else matches. */
if( row.selectType != SELECT_MULTIPLE )
FallbackOption = e;
continue;
}
if( row.bOneChoiceForAllPlayers )
{
if( mc.DescribesCurrentModeForAllPlayers() )
{
UseFallbackOption = false;
if( row.selectType != SELECT_MULTIPLE )
SelectExactlyOne( e, vbSelectedOut );
else
vbSelectedOut[e] = true;
}
}
else
{
if( mc.DescribesCurrentMode( pn) )
{
UseFallbackOption = false;
if( row.selectType != SELECT_MULTIPLE )
SelectExactlyOne( e, vbSelectedOut );
else
vbSelectedOut[e] = true;
}
}
}
if( row.selectType == SELECT_ONE &&
UseFallbackOption &&
FallbackOption != -1 )
{
SelectExactlyOne( FallbackOption, vbSelectedOut );
}
}
int OptionRowHandlerList::ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const
{
Default.Apply( pn );
for( unsigned i=0; i<vbSelected.size(); i++ )
if( vbSelected[i] )
ListEntries[i].Apply( pn );
return 0;
}
void OptionRowHandlerLua::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
{
ASSERT( lua_gettop(LUA->L) == 0 );
/* Evaluate the LoadSelections(self,array,pn) function, where array is a table
* representing vbSelectedOut. */
/* All selections default to false. */
for( unsigned i = 0; i < vbSelectedOut.size(); ++i )
vbSelectedOut[i] = false;
/* Create the vbSelectedOut table. */
LUA->CreateTableFromArrayB( vbSelectedOut );
ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
/* Get the function to call from m_LuaTable. */
m_pLuaTable->PushSelf( LUA->L );
ASSERT( lua_istable( LUA->L, -1 ) );
lua_pushstring( LUA->L, "LoadSelections" );
lua_gettable( LUA->L, -2 );
if( !lua_isfunction( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"LoadSelections\" entry is not a function", row.name.c_str() );
/* Argument 1 (self): */
m_pLuaTable->PushSelf( LUA->L );
/* Argument 2 (vbSelectedOut): */
lua_pushvalue( LUA->L, 1 );
/* Argument 3 (pn): */
LUA->PushStack( (int) pn );
ASSERT( lua_gettop(LUA->L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
lua_call( LUA->L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(LUA->L) == 2 );
lua_pop( LUA->L, 1 ); /* pop option table */
LUA->ReadArrayFromTableB( vbSelectedOut );
lua_pop( LUA->L, 1 ); /* pop vbSelectedOut table */
ASSERT( lua_gettop(LUA->L) == 0 );
}
int OptionRowHandlerLua::ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const
{
ASSERT( lua_gettop(LUA->L) == 0 );
/* Evaluate SaveSelections(self,array,pn) function, where array is a table
* representing vbSelectedOut. */
vector<bool> vbSelectedCopy = vbSelected;
/* Create the vbSelectedOut table. */
LUA->CreateTableFromArrayB( vbSelectedCopy );
ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
/* Get the function to call. */
m_pLuaTable->PushSelf( LUA->L );
ASSERT( lua_istable( LUA->L, -1 ) );
lua_pushstring( LUA->L, "SaveSelections" );
lua_gettable( LUA->L, -2 );
if( !lua_isfunction( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"SaveSelections\" entry is not a function", def.name.c_str() );
/* Argument 1 (self): */
m_pLuaTable->PushSelf( LUA->L );
/* Argument 2 (vbSelectedOut): */
lua_pushvalue( LUA->L, 1 );
/* Argument 3 (pn): */
LUA->PushStack( (int) pn );
ASSERT( lua_gettop(LUA->L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
lua_call( LUA->L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(LUA->L) == 2 );
lua_pop( LUA->L, 1 ); /* pop option table */
lua_pop( LUA->L, 1 ); /* pop vbSelected table */
ASSERT( lua_gettop(LUA->L) == 0 );
// XXX: allow specifying the mask
return 0;
}
void OptionRowHandlerLua::Reload( OptionRowDefinition &def )
{
OptionRowHandlerUtil::FillLua( this, def, m_sName );
}
void OptionRowHandlerConfig::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
{
int iSelection = opt->Get();
SelectExactlyOne( iSelection, vbSelectedOut );
}
int OptionRowHandlerConfig::ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const
{
int sel = GetOneSelection(vbSelected);
/* Get the original choice. */
int Original = opt->Get();
/* Apply. */
opt->Put( sel );
/* Get the new choice. */
int New = opt->Get();
/* If it didn't change, don't return any side-effects. */
if( Original == New )
return 0;
return opt->GetEffects();
}
/* Add the list named "ListName" to the given row/handler. */
void OptionRowHandlerUtil::FillList( OptionRowHandlerList* pHand, OptionRowDefinition &row, CString _ListName )
{
CString ListName = _ListName;
pHand->Init();
row.Init();
pHand->m_sName = ListName;
pHand->m_bUseModNameForIcon = true;
row.name = ListName;
if( !ListName.CompareNoCase("noteskins") )
{
pHand->Default.Init(); /* none */
row.bOneChoiceForAllPlayers = false;
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
for( unsigned skin=0; skin<arraySkinNames.size(); skin++ )
{
arraySkinNames[skin].MakeUpper();
GameCommand mc;
mc.m_sModifiers = arraySkinNames[skin];
pHand->ListEntries.push_back( mc );
row.choices.push_back( arraySkinNames[skin] );
}
return;
}
pHand->Default.Load( -1, ParseCommands(ENTRY_DEFAULT(ListName)) );
/* Parse the basic configuration metric. */
Commands cmds = ParseCommands( ENTRY(ListName) );
if( cmds.v.size() < 1 )
RageException::Throw( "Parse error in OptionRowHandlerUtilEntries::ListName%s", ListName.c_str() );
row.bOneChoiceForAllPlayers = false;
const int NumCols = atoi( cmds.v[0].m_vsArgs[0] );
for( unsigned i=1; i<cmds.v.size(); i++ )
{
const Command &cmd = cmds.v[i];
CString sName = cmd.GetName();
if( sName == "together" ) row.bOneChoiceForAllPlayers = true;
else if( sName == "selectmultiple" ) row.selectType = SELECT_MULTIPLE;
else if( sName == "selectnone" ) row.selectType = SELECT_NONE;
else if( sName == "showoneinrow" ) row.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
else if( sName == "reloadrownames" )
{
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
pHand->m_vsRefreshRowNames.push_back( cmd.m_vsArgs[a] );
}
else if( sName == "enabledforplayers" )
{
row.m_vEnabledForPlayers.clear();
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
{
CString sArg = cmd.m_vsArgs[a];
PlayerNumber pn = (PlayerNumber)(atoi(sArg)-1);
ASSERT( pn >= 0 && pn < NUM_PLAYERS );
row.m_vEnabledForPlayers.insert( pn );
}
}
else if( sName == "exportonchange" ) pHand->m_bExportOnChange = true;
else RageException::Throw( "Unkown row flag \"%s\"", sName.c_str() );
}
for( int col = 0; col < NumCols; ++col )
{
GameCommand mc;
mc.Load( 0, ParseCommands(ENTRY_MODE(ListName, col)) );
if( mc.m_sName == "" )
RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col );
if( !mc.IsPlayable() )
continue;
pHand->ListEntries.push_back( mc );
CString sName = mc.m_sName;
CString sChoice = ENTRY_NAME(mc.m_sName);
row.choices.push_back( sChoice );
}
}
void OptionRowHandlerUtil::FillLua( OptionRowHandlerLua* pHand, OptionRowDefinition &row, CString sLuaFunction )
{
pHand->Init();
row.Init();
pHand->m_sName = sLuaFunction;
// pHand->m_bUseModNameForIcon = true;
/* Run the Lua expression. It should return a table. */
pHand->m_pLuaTable->SetFromExpression( sLuaFunction );
if( pHand->m_pLuaTable->GetLuaType() != LUA_TTABLE )
RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() );
{
pHand->m_pLuaTable->PushSelf( LUA->L );
lua_pushstring( LUA->L, "Name" );
lua_gettable( LUA->L, -2 );
const char *pStr = lua_tostring( LUA->L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() );
row.name = pStr;
lua_pop( LUA->L, 1 );
lua_pushstring( LUA->L, "OneChoiceForAllPlayers" );
lua_gettable( LUA->L, -2 );
row.bOneChoiceForAllPlayers = !!lua_toboolean( LUA->L, -1 );
lua_pop( LUA->L, 1 );
lua_pushstring( LUA->L, "LayoutType" );
lua_gettable( LUA->L, -2 );
pStr = lua_tostring( LUA->L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() );
row.layoutType = StringToLayoutType( pStr );
ASSERT( row.layoutType != LAYOUT_INVALID );
lua_pop( LUA->L, 1 );
lua_pushstring( LUA->L, "SelectType" );
lua_gettable( LUA->L, -2 );
pStr = lua_tostring( LUA->L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() );
row.selectType = StringToSelectType( pStr );
ASSERT( row.selectType != SELECT_INVALID );
lua_pop( LUA->L, 1 );
/* Iterate over the "Choices" table. */
lua_pushstring( LUA->L, "Choices" );
lua_gettable( LUA->L, -2 );
if( !lua_istable( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() );
lua_pushnil( LUA->L );
while( lua_next(LUA->L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
const char *pValue = lua_tostring( LUA->L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
LOG->Trace( "'%s'", pValue);
row.choices.push_back( pValue );
lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
lua_pop( LUA->L, 1 ); /* pop choices table */
/* Iterate over the "EnabledForPlayers" table. */
lua_pushstring( LUA->L, "EnabledForPlayers" );
lua_gettable( LUA->L, -2 );
if( !lua_isnil( LUA->L, -1 ) )
{
if( !lua_istable( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
row.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( LUA->L );
while( lua_next(LUA->L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
PlayerNumber pn = (PlayerNumber)luaL_checkint( LUA->L, -1 );
row.m_vEnabledForPlayers.insert( pn );
lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( LUA->L, 1 ); /* pop EnabledForPlayers table */
/* Look for "ExportOnChange" value. */
lua_pushstring( LUA->L, "ExportOnChange" );
lua_gettable( LUA->L, -2 );
if( !lua_isnil( LUA->L, -1 ) )
{
pHand->m_bExportOnChange = !!MyLua_checkboolean( LUA->L, -1 );
}
lua_pop( LUA->L, 1 ); /* pop ExportOnChange value */
/* Iterate over the "RefreshRowNames" table. */
lua_pushstring( LUA->L, "RefreshRowNames" );
lua_gettable( LUA->L, -2 );
if( !lua_isnil( LUA->L, -1 ) )
{
if( !lua_istable( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"RefreshRowNames\" is not a table", sLuaFunction.c_str() );
pHand->m_vsRefreshRowNames.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( LUA->L );
while( lua_next(LUA->L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
const char *pValue = lua_tostring( LUA->L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
LOG->Trace( "'%s'", pValue);
pHand->m_vsRefreshRowNames.push_back( pValue );
lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( LUA->L, 1 ); /* pop RefreshRowNames table */
lua_pop( LUA->L, 1 ); /* pop main table */
ASSERT( lua_gettop(LUA->L) == 0 );
}
}
/* Add a list of difficulties/edits to the given row/handler. */
void OptionRowHandlerUtil::FillSteps( OptionRowHandlerList* pHand, OptionRowDefinition &row )
{
pHand->Init();
row.Init();
row.name = "Steps";
row.bOneChoiceForAllPlayers = false;
// fill in difficulty names
if( GAMESTATE->m_bEditing )
{
row.choices.push_back( "" );
pHand->ListEntries.push_back( GameCommand() );
}
else if( GAMESTATE->IsCourseMode() ) // playing a course
{
row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties;
vector<Trail*> vTrails;
GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
for( unsigned i=0; i<vTrails.size(); i++ )
{
Trail* pTrail = vTrails[i];
CString s = CourseDifficultyToThemedString( pTrail->m_CourseDifficulty );
row.choices.push_back( s );
GameCommand mc;
mc.m_pTrail = pTrail;
pHand->ListEntries.push_back( mc );
}
}
else // !GAMESTATE->IsCourseMode(), playing a song
{
vector<Steps*> vSteps;
GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::SortNotesArrayByDifficulty( vSteps );
for( unsigned i=0; i<vSteps.size(); i++ )
{
Steps* pSteps = vSteps[i];
CString s;
if( pSteps->GetDifficulty() == DIFFICULTY_EDIT )
s = pSteps->GetDescription();
else
s = DifficultyToThemedString( pSteps->GetDifficulty() );
s += ssprintf( " (%d)", pSteps->GetMeter() );
row.choices.push_back( s );
GameCommand mc;
mc.m_pSteps = pSteps;
mc.m_dc = pSteps->GetDifficulty();
pHand->ListEntries.push_back( mc );
}
}
}
/* Add the given configuration value to the given row/handler. */
void OptionRowHandlerUtil::FillConf( OptionRowHandlerConfig* pHand, OptionRowDefinition &row, CString param )
{
pHand->Init();
row.Init();
/* Configuration values are never per-player. */
row.bOneChoiceForAllPlayers = true;
ConfOption *pConfOption = ConfOption::Find( param );
if( pConfOption == NULL )
RageException::Throw( "Invalid Conf type \"%s\"", param.c_str() );
pConfOption->UpdateAvailableOptions();
pHand->opt = pConfOption;
pHand->opt->MakeOptionsList( row.choices );
row.name = pHand->opt->name;
}
/* Add a list of available characters to the given row/handler. */
void OptionRowHandlerUtil::FillCharacters( OptionRowHandlerList* pHand, OptionRowDefinition &row )
{
pHand->Init();
row.Init();
row.bOneChoiceForAllPlayers = false;
row.name = "Characters";
pHand->Default.m_pCharacter = GAMESTATE->GetDefaultCharacter();
{
row.choices.push_back( ENTRY_NAME("Off") );
GameCommand mc;
mc.m_pCharacter = NULL;
pHand->ListEntries.push_back( mc );
}
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for( unsigned i=0; i<apCharacters.size(); i++ )
{
Character* pCharacter = apCharacters[i];
CString s = pCharacter->m_sName;
s.MakeUpper();
row.choices.push_back( s );
GameCommand mc;
mc.m_pCharacter = pCharacter;
pHand->ListEntries.push_back( mc );
}
}
/* Add a list of available styles to the given row/handler. */
void OptionRowHandlerUtil::FillStyles( OptionRowHandlerList* pHand, OptionRowDefinition &row )
{
pHand->Init();
row.Init();
row.bOneChoiceForAllPlayers = true;
row.name = "Style";
row.bOneChoiceForAllPlayers = true;
vector<const Style*> vStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
ASSERT( vStyles.size() );
FOREACH_CONST( const Style*, vStyles, s )
{
row.choices.push_back( GAMEMAN->StyleToThemedString(*s) );
GameCommand mc;
mc.m_pStyle = *s;
pHand->ListEntries.push_back( mc );
}
pHand->Default.m_pStyle = vStyles[0];
}
/* Add a list of available song groups to the given row/handler. */
void OptionRowHandlerUtil::FillGroups( OptionRowHandlerList* pHand, OptionRowDefinition &row )
{
pHand->Init();
row.Init();
row.bOneChoiceForAllPlayers = true;
row.name = "Group";
pHand->Default.m_sSongGroup = GROUP_ALL_MUSIC;
vector<CString> vGroups;
SONGMAN->GetGroupNames( vGroups );
ASSERT( vGroups.size() );
{
row.choices.push_back( ENTRY_NAME("AllGroups") );
GameCommand mc;
mc.m_sSongGroup = GROUP_ALL_MUSIC;
pHand->ListEntries.push_back( mc );
}
FOREACH_CONST( CString, vGroups, g )
{
row.choices.push_back( *g );
GameCommand mc;
mc.m_sSongGroup = *g;
pHand->ListEntries.push_back( mc );
}
}
/* Add a list of available difficulties to the given row/handler. */
void OptionRowHandlerUtil::FillDifficulties( OptionRowHandlerList* pHand, OptionRowDefinition &row )
{
pHand->Init();
row.Init();
set<Difficulty> vDifficulties;
GAMESTATE->GetDifficultiesToShow( vDifficulties );
row.bOneChoiceForAllPlayers = true;
row.name = "Difficulty";
pHand->Default.m_dc = DIFFICULTY_INVALID;
{
row.choices.push_back( ENTRY_NAME("AllDifficulties") );
GameCommand mc;
mc.m_dc = DIFFICULTY_INVALID;
pHand->ListEntries.push_back( mc );
}
FOREACHS_CONST( Difficulty, vDifficulties, d )
{
CString s = DifficultyToThemedString( *d );
row.choices.push_back( s );
GameCommand mc;
mc.m_dc = *d;
pHand->ListEntries.push_back( mc );
}
}
/*
* (c) 2002-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+153
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@@ -0,0 +1,153 @@
/* OptionRowHandler - Shows PlayerOptions and SongOptions in icon form. */
#ifndef OptionRowHandler_H
#define OptionRowHandler_H
#include "OptionRow.h"
#include "GameCommand.h"
#include "LuaReference.h"
struct ConfOption;
class OptionRowHandler
{
public:
CString m_sName;
bool m_bExportOnChange;
vector<CString> m_vsRefreshRowNames; // refresh these rows when the value of this row changes
OptionRowHandler::OptionRowHandler() { Init(); }
virtual void Init()
{
m_sName = "";
m_vsRefreshRowNames.clear();
m_bExportOnChange = false;
}
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 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; }
}
#endif
/*
* (c) 2002-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+81 -742
View File
@@ -7,451 +7,27 @@
#include "ThemeManager.h"
#include "GameState.h"
#include "ScreenManager.h"
#include "NoteSkinManager.h"
#include "Course.h"
#include "Steps.h"
#include "Style.h"
#include "song.h"
#include "SongManager.h"
#include "Character.h"
#include "PrefsManager.h"
#include "ScreenOptionsMasterPrefs.h"
#include "GameSoundManager.h"
#include "StepMania.h"
#include "RageSoundManager.h"
#include "ProfileManager.h"
#include "StepsUtil.h"
#include "LuaManager.h"
#include "GameManager.h"
#include "Foreach.h"
#include "OptionRowHandler.h"
#include "ScreenOptionsMasterPrefs.h"
#define LINE_NAMES THEME->GetMetric (m_sName,"LineNames")
#define OPTION_MENU_FLAGS THEME->GetMetric (m_sName,"OptionMenuFlags")
#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
// keep this in sync with OptionRowHandler.cpp
#define ENTRY_NAME(s) THEME->GetMetric ("OptionNames", s)
#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
/* Add the list named "ListName" to the given row/handler. */
void ScreenOptionsMaster::SetList( OptionRowDefinition &row, OptionRowHandler &hand, CString _ListName )
{
CString ListName = _ListName;
const CString NEXT_ROW_NAME = "NextRow";
row.Init();
hand.Init();
hand.type = ROW_LIST;
hand.m_sName = ListName;
hand.m_bUseModNameForIcon = true;
row.name = ListName;
if( !ListName.CompareNoCase("noteskins") )
{
hand.Default.Init(); /* none */
row.bOneChoiceForAllPlayers = false;
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
for( unsigned skin=0; skin<arraySkinNames.size(); skin++ )
{
arraySkinNames[skin].MakeUpper();
GameCommand mc;
mc.m_sModifiers = arraySkinNames[skin];
hand.ListEntries.push_back( mc );
row.choices.push_back( arraySkinNames[skin] );
}
return;
}
hand.Default.Load( -1, ParseCommands(ENTRY_DEFAULT(ListName)) );
/* Parse the basic configuration metric. */
Commands cmds = ParseCommands( ENTRY(ListName) );
if( cmds.v.size() < 1 )
RageException::Throw( "Parse error in ScreenOptionsMasterEntries::ListName%s", ListName.c_str() );
row.bOneChoiceForAllPlayers = false;
const int NumCols = atoi( cmds.v[0].m_vsArgs[0] );
for( unsigned i=1; i<cmds.v.size(); i++ )
{
const Command &cmd = cmds.v[i];
CString sName = cmd.GetName();
if( sName == "together" ) row.bOneChoiceForAllPlayers = true;
else if( sName == "selectmultiple" ) row.selectType = SELECT_MULTIPLE;
else if( sName == "selectnone" ) row.selectType = SELECT_NONE;
else if( sName == "showoneinrow" ) row.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
else if( sName == "reloadrownames" )
{
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
hand.m_vsRefreshRowNames.push_back( cmd.m_vsArgs[a] );
}
else if( sName == "enabledforplayers" )
{
row.m_vEnabledForPlayers.clear();
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
{
CString sArg = cmd.m_vsArgs[a];
PlayerNumber pn = (PlayerNumber)(atoi(sArg)-1);
ASSERT( pn >= 0 && pn < NUM_PLAYERS );
row.m_vEnabledForPlayers.insert( pn );
}
}
else if( sName == "exportonchange" ) hand.m_bExportOnChange = true;
else RageException::Throw( "Unkown row flag \"%s\"", sName.c_str() );
}
for( int col = 0; col < NumCols; ++col )
{
GameCommand mc;
mc.Load( 0, ParseCommands(ENTRY_MODE(ListName, col)) );
if( mc.m_sName == "" )
RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col );
if( !mc.IsPlayable() )
continue;
hand.ListEntries.push_back( mc );
CString sName = mc.m_sName;
CString sChoice = ENTRY_NAME(mc.m_sName);
row.choices.push_back( sChoice );
}
}
void ScreenOptionsMaster::SetLua( OptionRowDefinition &row, OptionRowHandler &hand, const CString &_sLuaFunction )
{
CString sLuaFunction = _sLuaFunction;
row.Init();
hand.Init();
hand.type = ROW_LUA;
hand.m_sName = sLuaFunction;
hand.m_bUseModNameForIcon = true;
/* Run the Lua expression. It should return a table. */
hand.m_pLuaTable->SetFromExpression( sLuaFunction );
if( hand.m_pLuaTable->GetLuaType() != LUA_TTABLE )
RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() );
{
hand.m_pLuaTable->PushSelf( LUA->L );
lua_pushstring( LUA->L, "Name" );
lua_gettable( LUA->L, -2 );
const char *pStr = lua_tostring( LUA->L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() );
row.name = pStr;
lua_pop( LUA->L, 1 );
lua_pushstring( LUA->L, "OneChoiceForAllPlayers" );
lua_gettable( LUA->L, -2 );
row.bOneChoiceForAllPlayers = !!lua_toboolean( LUA->L, -1 );
lua_pop( LUA->L, 1 );
lua_pushstring( LUA->L, "LayoutType" );
lua_gettable( LUA->L, -2 );
pStr = lua_tostring( LUA->L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() );
row.layoutType = StringToLayoutType( pStr );
ASSERT( row.layoutType != LAYOUT_INVALID );
lua_pop( LUA->L, 1 );
lua_pushstring( LUA->L, "SelectType" );
lua_gettable( LUA->L, -2 );
pStr = lua_tostring( LUA->L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() );
row.selectType = StringToSelectType( pStr );
ASSERT( row.selectType != SELECT_INVALID );
lua_pop( LUA->L, 1 );
/* Iterate over the "Choices" table. */
lua_pushstring( LUA->L, "Choices" );
lua_gettable( LUA->L, -2 );
if( !lua_istable( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() );
lua_pushnil( LUA->L );
while( lua_next(LUA->L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
const char *pValue = lua_tostring( LUA->L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
LOG->Trace( "'%s'", pValue);
row.choices.push_back( pValue );
lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
lua_pop( LUA->L, 1 ); /* pop choices table */
/* Iterate over the "EnabledForPlayers" table. */
lua_pushstring( LUA->L, "EnabledForPlayers" );
lua_gettable( LUA->L, -2 );
if( !lua_isnil( LUA->L, -1 ) )
{
if( !lua_istable( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
row.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( LUA->L );
while( lua_next(LUA->L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
PlayerNumber pn = (PlayerNumber)luaL_checkint( LUA->L, -1 );
row.m_vEnabledForPlayers.insert( pn );
lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( LUA->L, 1 ); /* pop EnabledForPlayers table */
/* Look for "ExportOnChange" value. */
lua_pushstring( LUA->L, "ExportOnChange" );
lua_gettable( LUA->L, -2 );
if( !lua_isnil( LUA->L, -1 ) )
{
hand.m_bExportOnChange = !!MyLua_checkboolean( LUA->L, -1 );
}
lua_pop( LUA->L, 1 ); /* pop ExportOnChange value */
/* Iterate over the "RefreshRowNames" table. */
lua_pushstring( LUA->L, "RefreshRowNames" );
lua_gettable( LUA->L, -2 );
if( !lua_isnil( LUA->L, -1 ) )
{
if( !lua_istable( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"RefreshRowNames\" is not a table", sLuaFunction.c_str() );
hand.m_vsRefreshRowNames.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( LUA->L );
while( lua_next(LUA->L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
const char *pValue = lua_tostring( LUA->L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
LOG->Trace( "'%s'", pValue);
hand.m_vsRefreshRowNames.push_back( pValue );
lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( LUA->L, 1 ); /* pop RefreshRowNames table */
lua_pop( LUA->L, 1 ); /* pop main table */
ASSERT( lua_gettop(LUA->L) == 0 );
}
}
/* Add a list of difficulties/edits to the given row/handler. */
void ScreenOptionsMaster::SetSteps( OptionRowDefinition &row, OptionRowHandler &hand )
{
hand.type = ROW_LIST;
row.name = "Steps";
row.bOneChoiceForAllPlayers = false;
// fill in difficulty names
if( GAMESTATE->m_bEditing )
{
row.choices.push_back( "" );
hand.ListEntries.push_back( GameCommand() );
}
else if( GAMESTATE->IsCourseMode() ) // playing a course
{
row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties;
vector<Trail*> vTrails;
GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
for( unsigned i=0; i<vTrails.size(); i++ )
{
Trail* pTrail = vTrails[i];
CString s = CourseDifficultyToThemedString( pTrail->m_CourseDifficulty );
row.choices.push_back( s );
GameCommand mc;
mc.m_pTrail = pTrail;
hand.ListEntries.push_back( mc );
}
}
else // !GAMESTATE->IsCourseMode(), playing a song
{
vector<Steps*> vSteps;
GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::SortNotesArrayByDifficulty( vSteps );
for( unsigned i=0; i<vSteps.size(); i++ )
{
Steps* pSteps = vSteps[i];
CString s;
if( pSteps->GetDifficulty() == DIFFICULTY_EDIT )
s = pSteps->GetDescription();
else
s = DifficultyToThemedString( pSteps->GetDifficulty() );
s += ssprintf( " (%d)", pSteps->GetMeter() );
row.choices.push_back( s );
GameCommand mc;
mc.m_pSteps = pSteps;
mc.m_dc = pSteps->GetDifficulty();
hand.ListEntries.push_back( mc );
}
}
}
/* Add the given configuration value to the given row/handler. */
void ScreenOptionsMaster::SetConf( OptionRowDefinition &row, OptionRowHandler &hand, CString param )
{
/* Configuration values are never per-player. */
row.bOneChoiceForAllPlayers = true;
hand.type = ROW_CONFIG;
ConfOption *pConfOption = ConfOption::Find( param );
if( pConfOption == NULL )
RageException::Throw( "Invalid Conf type \"%s\"", param.c_str() );
pConfOption->UpdateAvailableOptions();
hand.opt = pConfOption;
hand.opt->MakeOptionsList( row.choices );
row.name = hand.opt->name;
}
/* Add a list of available characters to the given row/handler. */
void ScreenOptionsMaster::SetCharacters( OptionRowDefinition &row, OptionRowHandler &hand )
{
hand.type = ROW_LIST;
row.bOneChoiceForAllPlayers = false;
row.name = "Characters";
hand.Default.m_pCharacter = GAMESTATE->GetDefaultCharacter();
{
row.choices.push_back( ENTRY_NAME("Off") );
GameCommand mc;
mc.m_pCharacter = NULL;
hand.ListEntries.push_back( mc );
}
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for( unsigned i=0; i<apCharacters.size(); i++ )
{
Character* pCharacter = apCharacters[i];
CString s = pCharacter->m_sName;
s.MakeUpper();
row.choices.push_back( s );
GameCommand mc;
mc.m_pCharacter = pCharacter;
hand.ListEntries.push_back( mc );
}
}
/* Add a list of available styles to the given row/handler. */
void ScreenOptionsMaster::SetStyles( OptionRowDefinition &row, OptionRowHandler &hand )
{
hand.type = ROW_LIST;
row.bOneChoiceForAllPlayers = true;
row.name = "Style";
row.bOneChoiceForAllPlayers = true;
vector<const Style*> vStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
ASSERT( vStyles.size() );
FOREACH_CONST( const Style*, vStyles, s )
{
row.choices.push_back( GAMEMAN->StyleToThemedString(*s) );
GameCommand mc;
mc.m_pStyle = *s;
hand.ListEntries.push_back( mc );
}
hand.Default.m_pStyle = vStyles[0];
}
/* Add a list of available song groups to the given row/handler. */
void ScreenOptionsMaster::SetGroups( OptionRowDefinition &row, OptionRowHandler &hand )
{
hand.type = ROW_LIST;
row.bOneChoiceForAllPlayers = true;
row.name = "Group";
hand.Default.m_sSongGroup = GROUP_ALL_MUSIC;
vector<CString> vGroups;
SONGMAN->GetGroupNames( vGroups );
ASSERT( vGroups.size() );
{
row.choices.push_back( ENTRY_NAME("AllGroups") );
GameCommand mc;
mc.m_sSongGroup = GROUP_ALL_MUSIC;
hand.ListEntries.push_back( mc );
}
FOREACH_CONST( CString, vGroups, g )
{
row.choices.push_back( *g );
GameCommand mc;
mc.m_sSongGroup = *g;
hand.ListEntries.push_back( mc );
}
}
/* Add a list of available difficulties to the given row/handler. */
void ScreenOptionsMaster::SetDifficulties( OptionRowDefinition &row, OptionRowHandler &hand )
{
set<Difficulty> vDifficulties;
GAMESTATE->GetDifficultiesToShow( vDifficulties );
hand.type = ROW_LIST;
row.bOneChoiceForAllPlayers = true;
row.name = "Difficulty";
hand.Default.m_dc = DIFFICULTY_INVALID;
{
row.choices.push_back( ENTRY_NAME("AllDifficulties") );
GameCommand mc;
mc.m_dc = DIFFICULTY_INVALID;
hand.ListEntries.push_back( mc );
}
FOREACHS_CONST( Difficulty, vDifficulties, d )
{
CString s = DifficultyToThemedString( *d );
row.choices.push_back( s );
GameCommand mc;
mc.m_dc = *d;
hand.ListEntries.push_back( mc );
}
}
REGISTER_SCREEN_CLASS( ScreenOptionsMaster );
ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):
@@ -501,7 +77,8 @@ void ScreenOptionsMaster::Init()
RageException::Throw( "Unknown flag \"%s\"", sFlag.c_str() );
}
m_OptionRowAlloc = new OptionRowDefinition[asLineNames.size()];
m_OptionRowAlloc.resize( asLineNames.size() );
OptionRowHandlers.resize( asLineNames.size() );
for( unsigned i = 0; i < asLineNames.size(); ++i )
{
CString sLineName = asLineNames[i];
@@ -516,7 +93,9 @@ void ScreenOptionsMaster::Init()
if( vCommands.v.size() < 1 )
RageException::Throw( "Parse error in %s::Line%i", m_sName.c_str(), i+1 );
OptionRowHandler hand;
OptionRowHandler* &pHand = OptionRowHandlers[i];
pHand = NULL;
for( unsigned c=0; c<vCommands.v.size(); ++c )
{
Command& command = vCommands.v[c];
@@ -525,14 +104,14 @@ void ScreenOptionsMaster::Init()
const CString &name = command.GetName();
if( name == "list" ) { hand.m_sName = sArg(1); SetList( row, hand, hand.m_sName ); }
else if( name == "lua" ) { hand.m_sName = sArg(1); SetLua( row, hand, hand.m_sName ); }
else if( name == "steps" ) SetSteps( row, hand );
else if( name == "conf" ) { hand.m_sName = sArg(1); SetConf( row, hand, hand.m_sName ); }
else if( name == "characters" ) SetCharacters( row, hand );
else if( name == "styles" ) SetStyles( row, hand );
else if( name == "groups" ) SetGroups( row, hand );
else if( name == "difficulties" ) SetDifficulties( row, hand );
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 );
@@ -541,22 +120,19 @@ void ScreenOptionsMaster::Init()
// 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("NextRow") );
hand.ListEntries.insert( hand.ListEntries.begin(), GameCommand() );
}
OptionRowHandlers.push_back( hand );
row.choices.insert( row.choices.begin(), ENTRY_NAME(NEXT_ROW_NAME) );
}
ASSERT( OptionRowHandlers.size() == asLineNames.size() );
InitMenu( im, m_OptionRowAlloc, asLineNames.size(), bShowUnderlines );
InitMenu( im, &m_OptionRowAlloc[0], asLineNames.size(), bShowUnderlines );
}
ScreenOptionsMaster::~ScreenOptionsMaster()
{
delete [] m_OptionRowAlloc;
FOREACH( OptionRowHandler*, OptionRowHandlers, h )
SAFE_DELETE( *h );
OptionRowHandlers.clear();
}
void ScreenOptionsMaster::Update( float fDelta )
@@ -577,166 +153,53 @@ void ScreenOptionsMaster::Update( float fDelta )
ScreenOptions::Update( fDelta );
}
void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
{
for( int i=0; i<(int)vbSelectedOut.size(); i++ )
vbSelectedOut[i] = i==iSelection;
}
//if( row.selectType != SELECT_MULTIPLE )
//{
// // The first row ("go down") should not be selected.
// ASSERT( !vbSelectedOut[0] );
void ScreenOptionsMaster::ImportOption( const OptionRowDefinition &row, const OptionRowHandler &hand, PlayerNumber pn, int rowno, vector<bool> &vbSelectedOut )
{
/* Figure out which selection is the default. */
switch( hand.type )
{
case ROW_LIST:
{
int FallbackOption = -1;
bool UseFallbackOption = true;
for( unsigned e = 0; e < hand.ListEntries.size(); ++e )
{
const GameCommand &mc = hand.ListEntries[e];
vbSelectedOut[e] = false;
if( mc.IsZero() )
{
/* The entry has no effect. This is usually a default "none of the
* above" entry. It will always return true for DescribesCurrentMode().
* It's only the selected choice if nothing else matches. */
if( row.selectType != SELECT_MULTIPLE )
FallbackOption = e;
continue;
}
if( row.bOneChoiceForAllPlayers )
{
if( mc.DescribesCurrentModeForAllPlayers() )
{
UseFallbackOption = false;
if( row.selectType != SELECT_MULTIPLE )
SelectExactlyOne( e, vbSelectedOut );
else
vbSelectedOut[e] = true;
}
}
else
{
if( mc.DescribesCurrentMode( pn) )
{
UseFallbackOption = false;
if( row.selectType != SELECT_MULTIPLE )
SelectExactlyOne( e, vbSelectedOut );
else
vbSelectedOut[e] = true;
}
}
}
if( row.selectType == SELECT_ONE &&
UseFallbackOption &&
FallbackOption != -1 )
{
SelectExactlyOne( FallbackOption, vbSelectedOut );
}
return;
}
case ROW_LUA:
{
ASSERT( lua_gettop(LUA->L) == 0 );
/* Evaluate the LoadSelections(self,array,pn) function, where array is a table
* representing vbSelectedOut. */
/* Hack: the NextRow entry is never set, and should be transparent. Remove
* it, and readd it below. */
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
vbSelectedOut.erase( vbSelectedOut.begin() );
/* All selections default to false. */
for( unsigned i = 0; i < vbSelectedOut.size(); ++i )
vbSelectedOut[i] = false;
/* Create the vbSelectedOut table. */
LUA->CreateTableFromArrayB( vbSelectedOut );
ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
/* Get the function to call from m_LuaTable. */
hand.m_pLuaTable->PushSelf( LUA->L );
ASSERT( lua_istable( LUA->L, -1 ) );
lua_pushstring( LUA->L, "LoadSelections" );
lua_gettable( LUA->L, -2 );
if( !lua_isfunction( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"LoadSelections\" entry is not a function", row.name.c_str() );
/* Argument 1 (self): */
hand.m_pLuaTable->PushSelf( LUA->L );
/* Argument 2 (vbSelectedOut): */
lua_pushvalue( LUA->L, 1 );
/* Argument 3 (pn): */
LUA->PushStack( (int) pn );
ASSERT( lua_gettop(LUA->L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
lua_call( LUA->L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(LUA->L) == 2 );
lua_pop( LUA->L, 1 ); /* pop option table */
LUA->ReadArrayFromTableB( vbSelectedOut );
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
vbSelectedOut.insert( vbSelectedOut.begin(), false );
lua_pop( LUA->L, 1 ); /* pop vbSelectedOut table */
ASSERT( lua_gettop(LUA->L) == 0 );
return;
}
case ROW_CONFIG:
{
int iSelection = hand.opt->Get();
SelectExactlyOne( iSelection+(m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?1:0), vbSelectedOut );
return;
}
default:
ASSERT(0);
}
if( row.selectType != SELECT_MULTIPLE )
{
// The first row ("go down") should not be selected.
ASSERT( !vbSelectedOut[0] );
// there should be exactly one option selected
int iNumSelected = 0;
for( unsigned e = 1; e < hand.ListEntries.size(); ++e )
if( vbSelectedOut[e] )
iNumSelected++;
ASSERT( iNumSelected == 1 );
}
}
// // there should be exactly one option selected
// int iNumSelected = 0;
// for( unsigned e = 1; e < pHand->ListEntries.size(); ++e )
// if( vbSelectedOut[e] )
// iNumSelected++;
// ASSERT( iNumSelected == 1 );
//}
void ScreenOptionsMaster::ImportOptions( int r )
{
const OptionRowHandler &hand = OptionRowHandlers[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 )
{
ImportOption(def, hand, PLAYER_1, r, row.m_vbSelected[0] );
pHand->ImportOption(def, PLAYER_1, row.m_vbSelected[0] );
}
else
{
FOREACH_HumanPlayer( p )
ImportOption( def, hand, p, r, 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 );
}
}
@@ -748,125 +211,26 @@ void ScreenOptionsMaster::ImportOptionsForPlayer( PlayerNumber pn )
for( unsigned i = 0; i < OptionRowHandlers.size(); ++i )
{
const OptionRowHandler &hand = OptionRowHandlers[i];
const OptionRowHandler *pHand = OptionRowHandlers[i];
const OptionRowDefinition &def = m_OptionRowAlloc[i];
OptionRow &row = *m_Rows[i];
if( def.bOneChoiceForAllPlayers )
continue;
ImportOption( def, hand, pn, i, row.m_vbSelected[pn] );
pHand->ImportOption( def, pn, row.m_vbSelected[pn] );
}
}
int GetOneSelection( const vector<bool> &vbSelected )
{
for( unsigned i=0; i<vbSelected.size(); i++ )
if( vbSelected[i] )
return i;
ASSERT(0); // shouldn't call this if not expecting one to be selected
return -1;
}
/* Returns an OPT mask. */
int ScreenOptionsMaster::ExportOption( const OptionRowDefinition &row, const OptionRowHandler &hand, PlayerNumber pn, const vector<bool> &vbSelected )
{
/* Figure out which selection is the default. */
switch( hand.type )
{
case ROW_LIST:
{
hand.Default.Apply( pn );
for( unsigned i=0; i<vbSelected.size(); i++ )
if( vbSelected[i] )
hand.ListEntries[i].Apply( pn );
}
break;
case ROW_LUA:
{
ASSERT( lua_gettop(LUA->L) == 0 );
/* Evaluate SaveSelections(self,array,pn) function, where array is a table
* representing vbSelectedOut. */
/* Hack: the NextRow entry is never set, and should be transparent. Remove it. */
vector<bool> vbSelectedCopy = vbSelected;
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
vbSelectedCopy.erase( vbSelectedCopy.begin() );
/* Create the vbSelectedOut table. */
LUA->CreateTableFromArrayB( vbSelectedCopy );
ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
/* Get the function to call. */
hand.m_pLuaTable->PushSelf( LUA->L );
ASSERT( lua_istable( LUA->L, -1 ) );
lua_pushstring( LUA->L, "SaveSelections" );
lua_gettable( LUA->L, -2 );
if( !lua_isfunction( LUA->L, -1 ) )
RageException::Throw( "\"%s\" \"SaveSelections\" entry is not a function", row.name.c_str() );
/* Argument 1 (self): */
hand.m_pLuaTable->PushSelf( LUA->L );
/* Argument 2 (vbSelectedOut): */
lua_pushvalue( LUA->L, 1 );
/* Argument 3 (pn): */
LUA->PushStack( (int) pn );
ASSERT( lua_gettop(LUA->L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
lua_call( LUA->L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(LUA->L) == 2 );
lua_pop( LUA->L, 1 ); /* pop option table */
lua_pop( LUA->L, 1 ); /* pop vbSelected table */
ASSERT( lua_gettop(LUA->L) == 0 );
// XXX: allow specifying the mask
return 0;
}
case ROW_CONFIG:
{
int sel = GetOneSelection(vbSelected) - (m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?1:0);
/* Get the original choice. */
int Original = hand.opt->Get();
/* Apply. */
hand.opt->Put( sel );
/* Get the new choice. */
int New = hand.opt->Get();
/* If it didn't change, don't return any side-effects. */
if( Original == New )
return 0;
return hand.opt->GetEffects();
}
break;
default:
ASSERT(0);
break;
}
return 0;
}
void ScreenOptionsMaster::ExportOptions( int iRow )
{
const OptionRowHandler &hand = OptionRowHandlers[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 |= ExportOption( def, hand, pn, vbSelected );
m_iChangeMask |= pHand->ExportOption( def, pn, vbSelected );
}
}
@@ -917,17 +281,8 @@ void ScreenOptionsMaster::RefreshIcons()
}
else if( iFirstSelection != -1 )
{
const OptionRowHandler &handler = OptionRowHandlers[i];
switch( handler.type )
{
case ROW_LIST:
sIcon = handler.m_bUseModNameForIcon ?
handler.ListEntries[iFirstSelection].m_sModifiers :
def.choices[iFirstSelection];
break;
case ROW_CONFIG:
break;
}
const OptionRowHandler *pHand = OptionRowHandlers[i];
sIcon = pHand->GetIconText( def, iFirstSelection );
}
@@ -946,12 +301,12 @@ void ScreenOptionsMaster::ChangeValueInRow( PlayerNumber pn, int iDelta, bool Re
int iRow = m_iCurrentRow[pn];
const OptionRowHandler &hand = OptionRowHandlers[iRow];
const OptionRowHandler *pHand = OptionRowHandlers[iRow];
if( hand.m_bExportOnChange || !hand.m_vsRefreshRowNames.empty() )
if( pHand->m_bExportOnChange || !pHand->m_vsRefreshRowNames.empty() )
ExportOptions( iRow );
FOREACH_CONST( CString, hand.m_vsRefreshRowNames, sRowToRefreshName )
FOREACH_CONST( CString, pHand->m_vsRefreshRowNames, sRowToRefreshName )
{
for( unsigned r=0; r<m_Rows.size(); r++ )
{
@@ -960,20 +315,12 @@ void ScreenOptionsMaster::ChangeValueInRow( PlayerNumber pn, int iDelta, bool Re
if( rowOther.GetRowType() == OptionRow::ROW_EXIT )
continue;
OptionRowHandler &handOther = OptionRowHandlers[r];
OptionRowHandler *pHandOther = OptionRowHandlers[r];
OptionRowDefinition &defOther = m_OptionRowAlloc[r];
if( *sRowToRefreshName == handOther.m_sName )
if( *sRowToRefreshName == pHandOther->m_sName )
{
switch( handOther.type )
{
case ROW_LIST:
SetList( defOther, handOther, handOther.m_sName );
break;
case ROW_LUA:
SetLua( defOther, handOther, handOther.m_sName );
break;
}
pHandOther->Reload( defOther );
ScreenOptions::RefreshRowChoices( r, defOther );
}
}
@@ -998,33 +345,25 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
* honor it. */
m_sNextScreen = "";
for( unsigned i = 0; i < OptionRowHandlers.size(); ++i )
for( unsigned r = 0; r < OptionRowHandlers.size(); ++r )
{
CHECKPOINT_M( ssprintf("%i/%i", i, int(OptionRowHandlers.size())) );
OptionRow &row = *m_Rows[r];
CHECKPOINT_M( ssprintf("%i/%i", r, int(OptionRowHandlers.size())) );
/* If SELECT_NONE, only apply it if it's the selected option. */
const OptionRowDefinition &def = m_OptionRowAlloc[i];
if( def.selectType == SELECT_NONE && i != uFocusRow )
const OptionRowDefinition &def = m_OptionRowAlloc[r];
if( def.selectType == SELECT_NONE && r != uFocusRow )
continue;
OptionRowHandler &hand = OptionRowHandlers[i];
OptionRowHandler *pHand = OptionRowHandlers[r];
if( hand.type == ROW_LIST )
{
const int choice = m_Rows[i]->m_iChoiceInRowWithFocus[GAMESTATE->m_MasterPlayerNumber];
GameCommand &mc = hand.ListEntries[choice];
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. */
m_sNextScreen = mc.m_sScreen;
mc.m_sScreen = "";
}
}
const int iChoice = row.m_iChoiceInRowWithFocus[GAMESTATE->m_MasterPlayerNumber];
CString sScreen = pHand->GetAndEraseScreen( iChoice );
if( !sScreen.empty() )
m_sNextScreen = sScreen;
ExportOptions( i );
ExportOptions( r );
}
CHECKPOINT;
+3 -58
View File
@@ -2,18 +2,8 @@
#define SCREEN_OPTIONS_MASTER_H
#include "ScreenOptions.h"
#include "GameCommand.h"
#include "LuaReference.h"
struct ConfOption;
enum OptionRowHandlerType
{
ROW_LIST, /* list of custom settings */
ROW_LUA, /* lua tells us what to do */
ROW_CONFIG, /* global pref */
NUM_OPTION_ROW_TYPES
};
class OptionRowHandler;
class ScreenOptionsMaster: public ScreenOptions
{
@@ -25,57 +15,12 @@ public:
protected:
struct OptionRowHandler
{
OptionRowHandler() { m_pLuaTable=NULL; Init(); }
void Init()
{
type = ROW_LIST;
m_sName = "";
m_vsRefreshRowNames.clear();
ListEntries.clear();
Default.Init();
m_bUseModNameForIcon = false;
delete m_pLuaTable;
m_pLuaTable = new LuaExpression;
opt = NULL;
}
OptionRowHandlerType type;
CString m_sName;
bool m_bExportOnChange;
vector<CString> m_vsRefreshRowNames; // refresh these rows when the value of this row changes
/* ROW_LIST: */
vector<GameCommand> ListEntries;
GameCommand Default;
bool m_bUseModNameForIcon;
/* ROW_LUA: */
LuaExpression *m_pLuaTable;
/* ROW_CONFIG: */
const ConfOption *opt;
};
int m_iChangeMask;
CString m_sNextScreen;
vector<OptionRowHandler> OptionRowHandlers;
OptionRowDefinition *m_OptionRowAlloc;
int ExportOption( const OptionRowDefinition &def, const OptionRowHandler &hand, PlayerNumber pn, const vector<bool> &vbSelected );
void ImportOption( const OptionRowDefinition &def, const OptionRowHandler &hand, PlayerNumber pn, int rowno, vector<bool> &vbSelectedOut );
vector<OptionRowHandler*> OptionRowHandlers;
vector<OptionRowDefinition> m_OptionRowAlloc;
static void SetList( OptionRowDefinition &def, OptionRowHandler &hand, CString param );
static void SetLua( OptionRowDefinition &def, OptionRowHandler &hand, const CString &sLuaFunction );
static void SetSteps( OptionRowDefinition &def, OptionRowHandler &hand );
static void SetConf( OptionRowDefinition &def, OptionRowHandler &hand, CString param );
static void SetCharacters( OptionRowDefinition &def, OptionRowHandler &hand );
static void SetStyles( OptionRowDefinition &def, OptionRowHandler &hand );
static void SetGroups( OptionRowDefinition &def, OptionRowHandler &hand );
static void SetDifficulties( OptionRowDefinition &def, OptionRowHandler &hand );
protected:
void HandleScreenMessage( const ScreenMessage SM );
+10 -2
View File
@@ -62,7 +62,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -99,7 +99,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -980,6 +980,14 @@ SOURCE=.\NoteTypes.h
# End Source File
# Begin Source File
SOURCE=.\OptionRowHandler.cpp
# End Source File
# Begin Source File
SOURCE=.\OptionRowHandler.h
# End Source File
# Begin Source File
SOURCE=.\PlayerAI.cpp
# End Source File
# Begin Source File
+6
View File
@@ -881,6 +881,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="NotesWriterSM.h">
</File>
<File
RelativePath="OptionRowHandler.cpp">
</File>
<File
RelativePath="OptionRowHandler.h">
</File>
<File
RelativePath="PlayerAI.cpp">
</File>