split OptionRowHandler out of ScreenOptionsMaster
This commit is contained in:
@@ -7,451 +7,27 @@
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "ScreenManager.h"
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#include "NoteSkinManager.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 "ScreenOptionsMasterPrefs.h"
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#include "GameSoundManager.h"
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#include "StepMania.h"
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#include "RageSoundManager.h"
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#include "ProfileManager.h"
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#include "StepsUtil.h"
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#include "LuaManager.h"
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#include "GameManager.h"
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#include "Foreach.h"
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#include "OptionRowHandler.h"
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#include "ScreenOptionsMasterPrefs.h"
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#define LINE_NAMES THEME->GetMetric (m_sName,"LineNames")
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#define OPTION_MENU_FLAGS THEME->GetMetric (m_sName,"OptionMenuFlags")
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#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
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#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
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// keep this in sync with OptionRowHandler.cpp
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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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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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/* Add the list named "ListName" to the given row/handler. */
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void ScreenOptionsMaster::SetList( OptionRowDefinition &row, OptionRowHandler &hand, CString _ListName )
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{
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CString ListName = _ListName;
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const CString NEXT_ROW_NAME = "NextRow";
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row.Init();
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hand.Init();
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hand.type = ROW_LIST;
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hand.m_sName = ListName;
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hand.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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hand.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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hand.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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hand.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 ScreenOptionsMasterEntries::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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hand.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" ) hand.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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hand.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 ScreenOptionsMaster::SetLua( OptionRowDefinition &row, OptionRowHandler &hand, const CString &_sLuaFunction )
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{
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CString sLuaFunction = _sLuaFunction;
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row.Init();
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hand.Init();
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hand.type = ROW_LUA;
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hand.m_sName = sLuaFunction;
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hand.m_bUseModNameForIcon = true;
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/* Run the Lua expression. It should return a table. */
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hand.m_pLuaTable->SetFromExpression( sLuaFunction );
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if( hand.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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hand.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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hand.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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hand.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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hand.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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lua_pop( LUA->L, 1 ); /* pop main table */
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ASSERT( lua_gettop(LUA->L) == 0 );
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}
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}
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/* Add a list of difficulties/edits to the given row/handler. */
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void ScreenOptionsMaster::SetSteps( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.name = "Steps";
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row.bOneChoiceForAllPlayers = false;
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// fill in difficulty names
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if( GAMESTATE->m_bEditing )
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{
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row.choices.push_back( "" );
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hand.ListEntries.push_back( GameCommand() );
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}
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else if( GAMESTATE->IsCourseMode() ) // playing a course
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{
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row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties;
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vector<Trail*> vTrails;
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GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
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for( unsigned i=0; i<vTrails.size(); i++ )
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{
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Trail* pTrail = vTrails[i];
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CString s = CourseDifficultyToThemedString( pTrail->m_CourseDifficulty );
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_pTrail = pTrail;
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hand.ListEntries.push_back( mc );
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}
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}
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else // !GAMESTATE->IsCourseMode(), playing a song
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{
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vector<Steps*> vSteps;
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GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
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StepsUtil::SortNotesArrayByDifficulty( vSteps );
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for( unsigned i=0; i<vSteps.size(); i++ )
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{
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Steps* pSteps = vSteps[i];
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CString s;
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if( pSteps->GetDifficulty() == DIFFICULTY_EDIT )
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s = pSteps->GetDescription();
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else
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s = DifficultyToThemedString( pSteps->GetDifficulty() );
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s += ssprintf( " (%d)", pSteps->GetMeter() );
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_pSteps = pSteps;
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mc.m_dc = pSteps->GetDifficulty();
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hand.ListEntries.push_back( mc );
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}
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}
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}
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/* Add the given configuration value to the given row/handler. */
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void ScreenOptionsMaster::SetConf( OptionRowDefinition &row, OptionRowHandler &hand, CString param )
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{
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/* Configuration values are never per-player. */
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row.bOneChoiceForAllPlayers = true;
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hand.type = ROW_CONFIG;
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ConfOption *pConfOption = ConfOption::Find( param );
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if( pConfOption == NULL )
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RageException::Throw( "Invalid Conf type \"%s\"", param.c_str() );
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pConfOption->UpdateAvailableOptions();
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hand.opt = pConfOption;
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hand.opt->MakeOptionsList( row.choices );
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row.name = hand.opt->name;
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}
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/* Add a list of available characters to the given row/handler. */
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void ScreenOptionsMaster::SetCharacters( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = false;
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row.name = "Characters";
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hand.Default.m_pCharacter = GAMESTATE->GetDefaultCharacter();
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{
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row.choices.push_back( ENTRY_NAME("Off") );
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GameCommand mc;
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mc.m_pCharacter = NULL;
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hand.ListEntries.push_back( mc );
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}
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for( unsigned i=0; i<apCharacters.size(); i++ )
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{
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Character* pCharacter = apCharacters[i];
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CString s = pCharacter->m_sName;
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s.MakeUpper();
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_pCharacter = pCharacter;
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hand.ListEntries.push_back( mc );
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}
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}
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/* Add a list of available styles to the given row/handler. */
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void ScreenOptionsMaster::SetStyles( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = true;
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row.name = "Style";
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row.bOneChoiceForAllPlayers = true;
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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ASSERT( vStyles.size() );
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FOREACH_CONST( const Style*, vStyles, s )
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{
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row.choices.push_back( GAMEMAN->StyleToThemedString(*s) );
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GameCommand mc;
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mc.m_pStyle = *s;
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hand.ListEntries.push_back( mc );
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}
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hand.Default.m_pStyle = vStyles[0];
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}
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/* Add a list of available song groups to the given row/handler. */
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void ScreenOptionsMaster::SetGroups( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = true;
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row.name = "Group";
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hand.Default.m_sSongGroup = GROUP_ALL_MUSIC;
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vector<CString> vGroups;
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SONGMAN->GetGroupNames( vGroups );
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ASSERT( vGroups.size() );
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{
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row.choices.push_back( ENTRY_NAME("AllGroups") );
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GameCommand mc;
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mc.m_sSongGroup = GROUP_ALL_MUSIC;
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hand.ListEntries.push_back( mc );
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}
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FOREACH_CONST( CString, vGroups, g )
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{
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row.choices.push_back( *g );
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GameCommand mc;
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mc.m_sSongGroup = *g;
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hand.ListEntries.push_back( mc );
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}
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}
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/* Add a list of available difficulties to the given row/handler. */
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void ScreenOptionsMaster::SetDifficulties( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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set<Difficulty> vDifficulties;
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GAMESTATE->GetDifficultiesToShow( vDifficulties );
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = true;
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row.name = "Difficulty";
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hand.Default.m_dc = DIFFICULTY_INVALID;
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{
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row.choices.push_back( ENTRY_NAME("AllDifficulties") );
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GameCommand mc;
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mc.m_dc = DIFFICULTY_INVALID;
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hand.ListEntries.push_back( mc );
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}
|
||||
|
||||
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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user