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
+679
View File
@@ -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.
*/