split OptionRowHandler out of ScreenOptionsMaster
This commit is contained in:
@@ -0,0 +1,679 @@
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#include "global.h"
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#include "OptionRowHandler.h"
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#include "LuaManager.h"
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#include "ScreenOptionsMasterPrefs.h"
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#include "NoteSkinManager.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "Course.h"
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#include "Steps.h"
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#include "Style.h"
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#include "song.h"
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#include "SongManager.h"
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#include "Character.h"
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#include "PrefsManager.h"
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#include "StepsUtil.h"
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#include "GameManager.h"
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#include "Foreach.h"
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#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
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#define ENTRY_NAME(s) THEME->GetMetric ("OptionNames", s)
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#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
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#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
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static void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
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{
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for( int i=0; i<(int)vbSelectedOut.size(); i++ )
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vbSelectedOut[i] = i==iSelection;
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}
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static int GetOneSelection( const vector<bool> &vbSelected )
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{
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for( unsigned i=0; i<vbSelected.size(); i++ )
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if( vbSelected[i] )
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return i;
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ASSERT(0); // shouldn't call this if not expecting one to be selected
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return -1;
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}
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void OptionRowHandlerList::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
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{
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int FallbackOption = -1;
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bool UseFallbackOption = true;
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for( unsigned e = 0; e < ListEntries.size(); ++e )
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{
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const GameCommand &mc = ListEntries[e];
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vbSelectedOut[e] = false;
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if( mc.IsZero() )
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{
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/* The entry has no effect. This is usually a default "none of the
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* above" entry. It will always return true for DescribesCurrentMode().
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* It's only the selected choice if nothing else matches. */
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if( row.selectType != SELECT_MULTIPLE )
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FallbackOption = e;
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continue;
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}
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if( row.bOneChoiceForAllPlayers )
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{
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if( mc.DescribesCurrentModeForAllPlayers() )
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{
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UseFallbackOption = false;
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if( row.selectType != SELECT_MULTIPLE )
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SelectExactlyOne( e, vbSelectedOut );
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else
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vbSelectedOut[e] = true;
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}
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}
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else
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{
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if( mc.DescribesCurrentMode( pn) )
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{
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UseFallbackOption = false;
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if( row.selectType != SELECT_MULTIPLE )
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SelectExactlyOne( e, vbSelectedOut );
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else
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vbSelectedOut[e] = true;
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}
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}
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}
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if( row.selectType == SELECT_ONE &&
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UseFallbackOption &&
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FallbackOption != -1 )
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{
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SelectExactlyOne( FallbackOption, vbSelectedOut );
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}
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}
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int OptionRowHandlerList::ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const
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{
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Default.Apply( pn );
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for( unsigned i=0; i<vbSelected.size(); i++ )
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if( vbSelected[i] )
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ListEntries[i].Apply( pn );
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return 0;
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}
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void OptionRowHandlerLua::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
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{
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ASSERT( lua_gettop(LUA->L) == 0 );
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/* Evaluate the LoadSelections(self,array,pn) function, where array is a table
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* representing vbSelectedOut. */
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/* All selections default to false. */
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for( unsigned i = 0; i < vbSelectedOut.size(); ++i )
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vbSelectedOut[i] = false;
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/* Create the vbSelectedOut table. */
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LUA->CreateTableFromArrayB( vbSelectedOut );
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ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
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/* Get the function to call from m_LuaTable. */
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m_pLuaTable->PushSelf( LUA->L );
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ASSERT( lua_istable( LUA->L, -1 ) );
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lua_pushstring( LUA->L, "LoadSelections" );
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lua_gettable( LUA->L, -2 );
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if( !lua_isfunction( LUA->L, -1 ) )
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RageException::Throw( "\"%s\" \"LoadSelections\" entry is not a function", row.name.c_str() );
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/* Argument 1 (self): */
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m_pLuaTable->PushSelf( LUA->L );
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/* Argument 2 (vbSelectedOut): */
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lua_pushvalue( LUA->L, 1 );
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/* Argument 3 (pn): */
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LUA->PushStack( (int) pn );
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ASSERT( lua_gettop(LUA->L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
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lua_call( LUA->L, 3, 0 ); // call function with 3 arguments and 0 results
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ASSERT( lua_gettop(LUA->L) == 2 );
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lua_pop( LUA->L, 1 ); /* pop option table */
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LUA->ReadArrayFromTableB( vbSelectedOut );
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lua_pop( LUA->L, 1 ); /* pop vbSelectedOut table */
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ASSERT( lua_gettop(LUA->L) == 0 );
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}
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int OptionRowHandlerLua::ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const
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{
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ASSERT( lua_gettop(LUA->L) == 0 );
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/* Evaluate SaveSelections(self,array,pn) function, where array is a table
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* representing vbSelectedOut. */
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vector<bool> vbSelectedCopy = vbSelected;
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/* Create the vbSelectedOut table. */
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LUA->CreateTableFromArrayB( vbSelectedCopy );
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ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
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/* Get the function to call. */
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m_pLuaTable->PushSelf( LUA->L );
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ASSERT( lua_istable( LUA->L, -1 ) );
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lua_pushstring( LUA->L, "SaveSelections" );
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lua_gettable( LUA->L, -2 );
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if( !lua_isfunction( LUA->L, -1 ) )
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RageException::Throw( "\"%s\" \"SaveSelections\" entry is not a function", def.name.c_str() );
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/* Argument 1 (self): */
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m_pLuaTable->PushSelf( LUA->L );
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/* Argument 2 (vbSelectedOut): */
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lua_pushvalue( LUA->L, 1 );
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/* Argument 3 (pn): */
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LUA->PushStack( (int) pn );
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ASSERT( lua_gettop(LUA->L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
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lua_call( LUA->L, 3, 0 ); // call function with 3 arguments and 0 results
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ASSERT( lua_gettop(LUA->L) == 2 );
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lua_pop( LUA->L, 1 ); /* pop option table */
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lua_pop( LUA->L, 1 ); /* pop vbSelected table */
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ASSERT( lua_gettop(LUA->L) == 0 );
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// XXX: allow specifying the mask
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return 0;
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}
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void OptionRowHandlerLua::Reload( OptionRowDefinition &def )
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{
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OptionRowHandlerUtil::FillLua( this, def, m_sName );
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}
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void OptionRowHandlerConfig::ImportOption( const OptionRowDefinition &row, PlayerNumber pn, vector<bool> &vbSelectedOut ) const
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{
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int iSelection = opt->Get();
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SelectExactlyOne( iSelection, vbSelectedOut );
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}
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int OptionRowHandlerConfig::ExportOption( const OptionRowDefinition &def, PlayerNumber pn, const vector<bool> &vbSelected ) const
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{
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int sel = GetOneSelection(vbSelected);
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/* Get the original choice. */
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int Original = opt->Get();
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/* Apply. */
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opt->Put( sel );
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/* Get the new choice. */
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int New = opt->Get();
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/* If it didn't change, don't return any side-effects. */
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if( Original == New )
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return 0;
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return opt->GetEffects();
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}
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/* Add the list named "ListName" to the given row/handler. */
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void OptionRowHandlerUtil::FillList( OptionRowHandlerList* pHand, OptionRowDefinition &row, CString _ListName )
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{
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CString ListName = _ListName;
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pHand->Init();
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row.Init();
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pHand->m_sName = ListName;
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pHand->m_bUseModNameForIcon = true;
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row.name = ListName;
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if( !ListName.CompareNoCase("noteskins") )
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{
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pHand->Default.Init(); /* none */
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row.bOneChoiceForAllPlayers = false;
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CStringArray arraySkinNames;
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NOTESKIN->GetNoteSkinNames( arraySkinNames );
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for( unsigned skin=0; skin<arraySkinNames.size(); skin++ )
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{
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arraySkinNames[skin].MakeUpper();
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GameCommand mc;
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mc.m_sModifiers = arraySkinNames[skin];
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pHand->ListEntries.push_back( mc );
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row.choices.push_back( arraySkinNames[skin] );
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}
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return;
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}
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pHand->Default.Load( -1, ParseCommands(ENTRY_DEFAULT(ListName)) );
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/* Parse the basic configuration metric. */
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Commands cmds = ParseCommands( ENTRY(ListName) );
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if( cmds.v.size() < 1 )
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RageException::Throw( "Parse error in OptionRowHandlerUtilEntries::ListName%s", ListName.c_str() );
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row.bOneChoiceForAllPlayers = false;
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const int NumCols = atoi( cmds.v[0].m_vsArgs[0] );
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for( unsigned i=1; i<cmds.v.size(); i++ )
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{
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const Command &cmd = cmds.v[i];
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CString sName = cmd.GetName();
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if( sName == "together" ) row.bOneChoiceForAllPlayers = true;
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else if( sName == "selectmultiple" ) row.selectType = SELECT_MULTIPLE;
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else if( sName == "selectnone" ) row.selectType = SELECT_NONE;
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else if( sName == "showoneinrow" ) row.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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else if( sName == "reloadrownames" )
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{
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for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
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pHand->m_vsRefreshRowNames.push_back( cmd.m_vsArgs[a] );
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}
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else if( sName == "enabledforplayers" )
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{
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row.m_vEnabledForPlayers.clear();
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for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
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{
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CString sArg = cmd.m_vsArgs[a];
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PlayerNumber pn = (PlayerNumber)(atoi(sArg)-1);
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ASSERT( pn >= 0 && pn < NUM_PLAYERS );
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row.m_vEnabledForPlayers.insert( pn );
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}
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}
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else if( sName == "exportonchange" ) pHand->m_bExportOnChange = true;
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else RageException::Throw( "Unkown row flag \"%s\"", sName.c_str() );
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}
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for( int col = 0; col < NumCols; ++col )
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{
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GameCommand mc;
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mc.Load( 0, ParseCommands(ENTRY_MODE(ListName, col)) );
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if( mc.m_sName == "" )
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RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col );
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if( !mc.IsPlayable() )
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continue;
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pHand->ListEntries.push_back( mc );
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CString sName = mc.m_sName;
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CString sChoice = ENTRY_NAME(mc.m_sName);
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row.choices.push_back( sChoice );
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}
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}
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void OptionRowHandlerUtil::FillLua( OptionRowHandlerLua* pHand, OptionRowDefinition &row, CString sLuaFunction )
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{
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pHand->Init();
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row.Init();
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pHand->m_sName = sLuaFunction;
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// pHand->m_bUseModNameForIcon = true;
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/* Run the Lua expression. It should return a table. */
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pHand->m_pLuaTable->SetFromExpression( sLuaFunction );
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if( pHand->m_pLuaTable->GetLuaType() != LUA_TTABLE )
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RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() );
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{
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pHand->m_pLuaTable->PushSelf( LUA->L );
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lua_pushstring( LUA->L, "Name" );
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lua_gettable( LUA->L, -2 );
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const char *pStr = lua_tostring( LUA->L, -1 );
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if( pStr == NULL )
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RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() );
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row.name = pStr;
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lua_pop( LUA->L, 1 );
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lua_pushstring( LUA->L, "OneChoiceForAllPlayers" );
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lua_gettable( LUA->L, -2 );
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row.bOneChoiceForAllPlayers = !!lua_toboolean( LUA->L, -1 );
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lua_pop( LUA->L, 1 );
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lua_pushstring( LUA->L, "LayoutType" );
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lua_gettable( LUA->L, -2 );
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pStr = lua_tostring( LUA->L, -1 );
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if( pStr == NULL )
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RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() );
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row.layoutType = StringToLayoutType( pStr );
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ASSERT( row.layoutType != LAYOUT_INVALID );
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lua_pop( LUA->L, 1 );
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lua_pushstring( LUA->L, "SelectType" );
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lua_gettable( LUA->L, -2 );
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pStr = lua_tostring( LUA->L, -1 );
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if( pStr == NULL )
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RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() );
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row.selectType = StringToSelectType( pStr );
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ASSERT( row.selectType != SELECT_INVALID );
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lua_pop( LUA->L, 1 );
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/* Iterate over the "Choices" table. */
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lua_pushstring( LUA->L, "Choices" );
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lua_gettable( LUA->L, -2 );
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if( !lua_istable( LUA->L, -1 ) )
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RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() );
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lua_pushnil( LUA->L );
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while( lua_next(LUA->L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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const char *pValue = lua_tostring( LUA->L, -1 );
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if( pValue == NULL )
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RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
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LOG->Trace( "'%s'", pValue);
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row.choices.push_back( pValue );
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lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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lua_pop( LUA->L, 1 ); /* pop choices table */
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/* Iterate over the "EnabledForPlayers" table. */
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lua_pushstring( LUA->L, "EnabledForPlayers" );
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lua_gettable( LUA->L, -2 );
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if( !lua_isnil( LUA->L, -1 ) )
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{
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if( !lua_istable( LUA->L, -1 ) )
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RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
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row.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
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lua_pushnil( LUA->L );
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while( lua_next(LUA->L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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PlayerNumber pn = (PlayerNumber)luaL_checkint( LUA->L, -1 );
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row.m_vEnabledForPlayers.insert( pn );
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lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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}
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lua_pop( LUA->L, 1 ); /* pop EnabledForPlayers table */
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/* Look for "ExportOnChange" value. */
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lua_pushstring( LUA->L, "ExportOnChange" );
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lua_gettable( LUA->L, -2 );
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if( !lua_isnil( LUA->L, -1 ) )
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{
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pHand->m_bExportOnChange = !!MyLua_checkboolean( LUA->L, -1 );
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}
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lua_pop( LUA->L, 1 ); /* pop ExportOnChange value */
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/* Iterate over the "RefreshRowNames" table. */
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lua_pushstring( LUA->L, "RefreshRowNames" );
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lua_gettable( LUA->L, -2 );
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if( !lua_isnil( LUA->L, -1 ) )
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{
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if( !lua_istable( LUA->L, -1 ) )
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RageException::Throw( "\"%s\" \"RefreshRowNames\" is not a table", sLuaFunction.c_str() );
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pHand->m_vsRefreshRowNames.clear(); // and fill in with supplied PlayerNumbers below
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lua_pushnil( LUA->L );
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while( lua_next(LUA->L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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const char *pValue = lua_tostring( LUA->L, -1 );
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if( pValue == NULL )
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RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
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LOG->Trace( "'%s'", pValue);
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pHand->m_vsRefreshRowNames.push_back( pValue );
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lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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}
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lua_pop( LUA->L, 1 ); /* pop RefreshRowNames table */
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||||
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|
||||
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.
|
||||
*/
|
||||
Reference in New Issue
Block a user