#include "global.h" #include "ScreenOptions.h" #include "RageUtil.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "GameConstantsAndTypes.h" #include "RageLog.h" #include "GameState.h" #include "ThemeManager.h" #include "InputMapper.h" #include "ActorUtil.h" #include "ProfileManager.h" #include "song.h" #include "Course.h" #include "Style.h" #include "ScreenDimensions.h" #include "Command.h" const float ITEM_X[NUM_PLAYERS] = { 260, 420 }; #define ICONS_X( p ) THEME->GetMetricF(m_sName,ssprintf("IconsP%dX",p+1)) #define EXPLANATION_X(p) THEME->GetMetricF(m_sName,ssprintf("ExplanationP%dX",p+1)) #define EXPLANATION_Y(p) THEME->GetMetricF(m_sName,ssprintf("ExplanationP%dY",p+1)) #define EXPLANATION_ON_COMMAND(p) THEME->GetMetricA(m_sName,ssprintf("ExplanationP%dOnCommand",p+1)) /* * These navigation types are provided: * * All modes: * left, right -> change option * up, down -> change row * (in toggle modes, focus on nearest item to old focus) * * NAV_THREE_KEY: * start -> move to next row * left+right+start -> move to prev row * (next screen via "exit" entry) * This is the minimal navigation, for using menus with only three buttons. * * NAV_FIVE_KEY: * start -> next screen * This is a much more convenient navigation, requiring five keys. * * NAV_TOGGLE_THREE_KEY: * start -> on first choice, move to next row; otherewise toggle option and move to first choice * left+right+start -> move to prev row * * NAV_TOGGLE_FIVE_KEY: * start -> toggle option * * Regular modes and toggle modes must be enabled by the theme. We could simply * automatically switch to toggle mode for multiselect rows, but that would be strange * for non-multiselect rows (eg. scroll speed). * * THREE_KEY modes are navigatable with only MenuLeft, MenuRight and MenuStart, and * are used when PREFSMAN->m_bArcadeOptionsNavigation is enabled. However, they can * still use MenuUp and MenuDown for nonessential behavior. * * NAV_THREE_KEY_MENU: * left, right -> change row * up, down -> change row * start -> next screen * This is a specialized navigation for ScreenOptionsMenu. It must be enabled to * allow screens that use rows to select other screens to work with only three * buttons. (It's also used when in five-key mode.) * * We don't want to simply allow left/right to move up and down on single-entry * rows when in NAV_THREE_KEY, becasue left and right shouldn't exit the "exit" row * in player options menus, but it should in the options menu. */ //REGISTER_SCREEN_CLASS( ScreenOptions ); // can't be instantiated ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sClassName) { LOG->Trace( "ScreenOptions::ScreenOptions()" ); ARROWS_X.Load (m_sName,"ArrowsX"); LABELS_X.Load (m_sName,"LabelsX"); LABELS_ZOOM.Load (m_sName,"LabelsZoom"); LABELS_H_ALIGN.Load (m_sName,"LabelsHAlign"); ITEMS_ZOOM.Load (m_sName,"ItemsZoom"); ITEMS_START_X.Load (m_sName,"ItemsStartX"); ITEMS_END_X.Load (m_sName,"ItemsEndX"); ITEMS_GAP_X.Load (m_sName,"ItemsGapX"); ITEMS_START_Y.Load (m_sName,"ItemsStartY"); ITEMS_SPACING_Y.Load (m_sName,"ItemsSpacingY"); EXPLANATION_TOGETHER_X.Load (m_sName,"ExplanationTogetherX"); EXPLANATION_TOGETHER_Y.Load (m_sName,"ExplanationTogetherY"); EXPLANATION_TOGETHER_ON_COMMAND.Load(m_sName,"ExplanationTogetherOnCommand"); SHOW_SCROLL_BAR.Load (m_sName,"ShowScrollBar"); SCROLL_BAR_HEIGHT.Load (m_sName,"ScrollBarHeight"); SCROLL_BAR_TIME.Load (m_sName,"ScrollBarTime"); EXPLANATION_ZOOM.Load (m_sName,"ExplanationZoom"); COLOR_SELECTED.Load (m_sName,"ColorSelected"); COLOR_NOT_SELECTED.Load (m_sName,"ColorNotSelected"); NUM_SHOWN_ITEMS.Load (m_sName,"NumShownItems"); SHOW_BPM_IN_SPEED_TITLE.Load (m_sName,"ShowBpmInSpeedTitle"); FRAME_ON_COMMAND.Load (m_sName,"FrameOnCommand"); FRAME_OFF_COMMAND.Load (m_sName,"FrameOffCommand"); SEPARATE_EXIT_ROW.Load (m_sName,"SeparateExitRow"); SEPARATE_EXIT_ROW_Y.Load (m_sName,"SeparateExitRowY"); CAPITALIZE_ALL_OPTION_NAMES.Load (m_sName,"CapitalizeAllOptionNames"); m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY; m_SoundChangeCol.Load( THEME->GetPathToS("ScreenOptions change"), true ); m_SoundNextRow.Load( THEME->GetPathToS("ScreenOptions next"), true ); m_SoundPrevRow.Load( THEME->GetPathToS("ScreenOptions prev"), true ); m_SoundToggleOn.Load( THEME->GetPathToS("ScreenOptions toggle on") ); m_SoundToggleOff.Load( THEME->GetPathToS("ScreenOptions toggle off") ); // add everything to m_framePage so we can animate everything at once this->AddChild( &m_framePage ); m_bMoreShown = false; FOREACH_PlayerNumber( p ) { m_iCurrentRow[p] = 0; m_iFocusX[p] = 0; m_bWasOnExit[p] = false; m_bGotAtLeastOneStartPressed[p] = false; } m_bShowUnderlines = true; m_framePage.RunCommands( FRAME_ON_COMMAND ); } void ScreenOptions::LoadOptionIcon( PlayerNumber pn, int iRow, CString sText ) { m_Rows[iRow]->m_OptionIcons[pn].Load( pn, sText, false ); } void ScreenOptions::InitMenu( InputMode im, OptionRowData OptionRows[], int iNumOptionLines, bool bShowUnderlines ) { LOG->Trace( "ScreenOptions::Set()" ); m_InputMode = im; m_bShowUnderlines = bShowUnderlines; for( int r=0; r &vbSelected = row.m_vbSelected[p]; vbSelected.resize( row.m_RowDef.choices.size() ); for( unsigned j=0; jImportOptions(); for( int r=0; rm_vbSelected[0]; } CHECKPOINT_M( ssprintf("row %i: %s", r, row.m_RowDef.name.c_str()) ); FOREACH_PlayerNumber( p ) { // // Set focus to one item in the row // if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY ) { row.m_iChoiceInRowWithFocus[p] = 0; // focus on the first row, which is "go down" } else if( row.m_RowDef.type == OptionRowData::SELECT_ONE ) { /* Make sure the row actually has a selection. */ bool bHasSelection = false; unsigned i; for( i=0; iWarn( "Options menu \"%s\" row index %i has no selection", m_sName.c_str(), r ); row.m_vbSelected[p][0] = true; } row.m_iChoiceInRowWithFocus[p] = row.GetOneSelection(p); // focus on the selection we just set } else { row.m_iChoiceInRowWithFocus[p] = 0; } } } m_sprPage.Load( THEME->GetPathToG(m_sName+" page") ); m_sprPage->SetName( "Page" ); SET_XY_AND_ON_COMMAND( m_sprPage ); m_framePage.AddChild( m_sprPage ); // init line highlights FOREACH_HumanPlayer( p ) { m_sprLineHighlight[p].Load( THEME->GetPathToG("ScreenOptions line highlight") ); m_sprLineHighlight[p].SetName( "LineHighlight" ); m_sprLineHighlight[p].SetX( SCREEN_CENTER_X ); m_framePage.AddChild( &m_sprLineHighlight[p] ); ON_COMMAND( m_sprLineHighlight[p] ); } // init highlights FOREACH_HumanPlayer( p ) { m_Highlight[p].Load( p, false ); m_framePage.AddChild( &m_Highlight[p] ); } // init row icons FOREACH_HumanPlayer( p ) { for( unsigned l=0; l & textItems = row.m_textItems; const OptionRowData &optline = m_Rows[r]->m_RowDef; m_framePage.AddChild( &row.m_sprBullet ); m_framePage.AddChild( &row.m_textTitle ); float fX = ITEMS_START_X; // indent 70 pixels for( unsigned c=0; cLoadFromFont( THEME->GetPathToF("ScreenOptions item") ); CString sText = optline.choices[c]; if( CAPITALIZE_ALL_OPTION_NAMES ) sText.MakeUpper(); bt->SetText( sText ); bt->SetZoom( ITEMS_ZOOM ); bt->SetShadowLength( 0 ); // set the X position of each item in the line float fItemWidth = bt->GetZoomedWidth(); fX += fItemWidth/2; bt->SetX( fX ); // init underlines FOREACH_HumanPlayer( p ) { OptionsCursor *ul = new OptionsCursor; row.m_Underline[p].push_back( ul ); ul->Load( p, true ); ul->SetX( fX ); ul->SetWidth( truncf(fItemWidth) ); } fX += fItemWidth/2 + ITEMS_GAP_X; // It goes off the edge of the screen. Re-init with the "long row" style. if( fX > ITEMS_END_X ) { row.m_bRowIsLong = true; for( unsigned j=0; jLoadFromFont( THEME->GetPathToF("ScreenOptions item") ); bt->SetText( optline.choices[iChoiceInRowWithFocus] ); bt->SetZoom( ITEMS_ZOOM ); bt->SetShadowLength( 0 ); if( optline.bOneChoiceForAllPlayers ) { bt->SetX( truncf((ITEM_X[0]+ITEM_X[1])/2) ); // center the item break; // only initialize one item since it's shared } else { bt->SetX( ITEM_X[p] ); } } // init underlines FOREACH_HumanPlayer( p ) { OptionsCursor *ul = new OptionsCursor; row.m_Underline[p].push_back( ul ); ul->Load( p, true ); int iWidth, iX, iY; GetWidthXY( p, r, 0, iWidth, iX, iY ); ul->SetX( float(iX) ); ul->SetWidth( float(iWidth) ); } } // Add children here and not above because of the logic that starts // over if we run off the right edge of the screen. { for( unsigned c=0; cLoadFromFont( THEME->GetPathToF("ScreenOptions item") ); bt->SetText( THEME->GetMetric("OptionNames","Exit") ); bt->SetZoom( ITEMS_ZOOM ); bt->SetShadowLength( 0 ); bt->SetX( SCREEN_CENTER_X ); m_framePage.AddChild( bt ); InitOptionsText(); // add explanation here so it appears on top FOREACH_PlayerNumber( p ) { m_textExplanation[p].LoadFromFont( THEME->GetPathToF("ScreenOptions explanation") ); m_textExplanation[p].SetZoom( EXPLANATION_ZOOM ); m_textExplanation[p].SetShadowLength( 0 ); m_framePage.AddChild( &m_textExplanation[p] ); } /* Hack: if m_CurStyle is set, we're probably in the player or song options menu, so * the player name is meaningful. Otherwise, we're probably in the system menu. */ if( GAMESTATE->m_pCurStyle != NULL ) { FOREACH_HumanPlayer( p ) { m_textPlayerName[p].LoadFromFont( THEME->GetPathToF( "ScreenOptions player") ); m_textPlayerName[p].SetName( ssprintf("PlayerNameP%i",p+1) ); m_textPlayerName[p].SetText( GAMESTATE->GetPlayerDisplayName(p) ); SET_XY_AND_ON_COMMAND( m_textPlayerName[p] ); m_framePage.AddChild( &m_textPlayerName[p] ); } } if( SHOW_SCROLL_BAR ) { m_ScrollBar.SetName( "DualScrollBar", "ScrollBar" ); m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT ); m_ScrollBar.SetBarTime( SCROLL_BAR_TIME ); FOREACH_PlayerNumber( p ) m_ScrollBar.EnablePlayer( p, GAMESTATE->IsHumanPlayer(p) ); m_ScrollBar.Load(); SET_XY( m_ScrollBar ); m_framePage.AddChild( &m_ScrollBar ); } m_sprMore.Load( THEME->GetPathToG( "ScreenOptions more") ); m_sprMore->SetName( "ScreenOptions", "More" ); SET_XY_AND_ON_COMMAND( m_sprMore ); COMMAND( m_sprMore, m_bMoreShown? "ShowMore":"HideMore" ); m_framePage.AddChild( m_sprMore ); switch( m_InputMode ) { case INPUTMODE_INDIVIDUAL: { FOREACH_PlayerNumber( p ) m_textExplanation[p].SetXY( EXPLANATION_X(p), EXPLANATION_Y(p) ); } break; case INPUTMODE_SHARE_CURSOR: m_textExplanation[0].SetXY( EXPLANATION_TOGETHER_X, EXPLANATION_TOGETHER_Y ); break; default: ASSERT(0); } FOREACH_PlayerNumber( p ) { m_sprDisqualify[p].Load( THEME->GetPathG(m_sName,"disqualify") ); m_sprDisqualify[p]->SetName( "ScreenOptions", ssprintf("DisqualifyP%i",p+1) ); SET_XY_AND_ON_COMMAND( m_sprDisqualify[p] ); m_sprDisqualify[p]->SetHidden( true ); // unhide later if handicapping options are discovered m_framePage.AddChild( m_sprDisqualify[p] ); } // poke once at all the explanation metrics so that we catch missing ones early for( int r=0; r<(int)m_Rows.size(); r++ ) // foreach row { GetExplanationText( r ); GetExplanationTitle( r ); } CHECKPOINT; PositionItems(); PositionUnderlines(); PositionIcons(); RefreshIcons(); PositionCursors(); UpdateEnabledDisabled(); { FOREACH_PlayerNumber( p ) OnChange( p ); } CHECKPOINT; /* It's tweening into position, but on the initial tween-in we only want to * tween in the whole page at once. Since the tweens are nontrivial, it's * easiest to queue the tweens and then force them to finish. */ for( int r=0; r<(int) m_Rows.size(); r++ ) // foreach options line { Row &row = *m_Rows[r]; row.m_sprBullet.FinishTweening(); row.m_textTitle.FinishTweening(); for( unsigned c=0; cFinishTweening(); FOREACH_PlayerNumber( p ) { for( unsigned c=0; cFinishTweening(); row.m_OptionIcons[p].FinishTweening(); } } m_sprMore->FinishTweening(); this->SortByDrawOrder(); } ScreenOptions::~ScreenOptions() { LOG->Trace( "ScreenOptions::~ScreenOptions()" ); for( unsigned i=0; iType == Row::ROW_EXIT ) return ""; CString sLineName = m_Rows[iRow]->m_RowDef.name; sLineName.Replace("\n-",""); sLineName.Replace("\n",""); sLineName.Replace(" ",""); return THEME->GetMetric( "OptionExplanations", sLineName+"Help" ); } CString ScreenOptions::GetExplanationTitle( int iRow ) const { if( m_Rows[iRow]->Type == Row::ROW_EXIT ) return ""; CString sLineName = m_Rows[iRow]->m_RowDef.name; sLineName.Replace("\n-",""); sLineName.Replace("\n",""); sLineName.Replace(" ",""); CString sTitle = THEME->GetMetric( "OptionTitles", sLineName+"Title" ); // HACK: tack the BPM onto the name of the speed line if( sLineName.CompareNoCase("speed")==0 ) { if( SHOW_BPM_IN_SPEED_TITLE ) { DisplayBpms bpms; if( GAMESTATE->m_pCurSong ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->GetDisplayBpms( bpms ); } else if( GAMESTATE->m_pCurCourse ) { Course *pCourse = GAMESTATE->m_pCurCourse; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; Trail* pTrail = pCourse->GetTrail( st ); ASSERT( pTrail ); pTrail->GetDisplayBpms( bpms ); } if( bpms.IsMystery() ) sTitle += ssprintf( " (??" "?)" ); /* split so gcc doesn't think this is a trigraph */ else if( bpms.BpmIsConstant() ) sTitle += ssprintf( " (%.0f)", bpms.GetMin() ); else sTitle += ssprintf( " (%.0f-%.0f)", bpms.GetMin(), bpms.GetMax() ); } } return sTitle; } BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow, int iChoiceOnRow ) { ASSERT_M( iRow < (int)m_Rows.size(), ssprintf("%i < %i", iRow, (int)m_Rows.size() ) ); Row &row = *m_Rows[iRow]; if( row.Type == Row::ROW_EXIT ) return *row.m_textItems[0]; bool bOneChoice = row.m_RowDef.bOneChoiceForAllPlayers; int index = -1; if( row.m_bRowIsLong ) { index = bOneChoice ? 0 : pn; /* If only P2 is enabled, his selections will be in index 0. */ if( row.m_textItems.size() == 1 ) index = 0; } else { index = iChoiceOnRow; } ASSERT_M( index < (int)row.m_textItems.size(), ssprintf("%i < %i", index, (int)row.m_textItems.size() ) ); return *row.m_textItems[index]; } void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) { BitmapText &text = GetTextItemForRow( pn, iRow, iChoiceOnRow ); iWidthOut = int(roundf( text.GetZoomedWidth() )); iXOut = int(roundf( text.GetDestX() )); /* We update m_fY, change colors and tween items, and then tween rows to * their final positions. (This is so we don't tween colors, too.) m_fY * is the actual destination position, even though we may not have set up the * tween yet. */ iYOut = int(roundf( m_Rows[iRow]->m_fY )); } void ScreenOptions::InitOptionsText() { for( unsigned i=0; iGetPathF(m_sName,"title") ); const CString sText = GetExplanationTitle( i ); title.SetText( sText ); title.SetXY( LABELS_X, fY ); title.SetZoom( LABELS_ZOOM ); title.SetHorizAlign( (Actor::HorizAlign)(int)LABELS_H_ALIGN ); title.SetVertAlign( Actor::align_middle ); title.SetShadowLength( 0 ); Sprite &bullet = row.m_sprBullet; bullet.Load( THEME->GetPathG(m_sName,"bullet") ); bullet.SetXY( ARROWS_X, fY ); // set the Y position of each item in the line for( unsigned c=0; cSetY( fY ); } } void ScreenOptions::PositionUnderlines() { // OPTIMIZATION OPPORTUNITY: There's no reason to the underlines for // all rows when something changes. Just recalulate for the row that // changed. // Set the position of the underscores showing the current choice for each option line. for( unsigned r=0; r &vpUnderlines = row.m_Underline[p]; const int iNumUnderlines = row.m_bRowIsLong ? 1 : vpUnderlines.size(); for( int i=0; iIsHumanPlayer(p) ) continue; for( unsigned i=0; iIsHumanPlayer(pn) ) continue; const int iRow = m_iCurrentRow[pn]; ASSERT_M( iRow < (int)m_Rows.size(), ssprintf("%i < %i", iRow, (int)m_Rows.size() ) ); Row &Row = *m_Rows[iRow]; OptionsCursor &highlight = m_Highlight[pn]; const int iChoiceWithFocus = Row.m_iChoiceInRowWithFocus[pn]; int iWidth, iX, iY; GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY ); highlight.SetBarWidth( iWidth ); highlight.SetXY( (float)iX, (float)iY ); } } void ScreenOptions::TweenCursor( PlayerNumber pn ) { // Set the position of the highlight showing the current option the user is changing. const int iRow = m_iCurrentRow[pn]; ASSERT_M( iRow < (int)m_Rows.size(), ssprintf("%i < %i", iRow, (int)m_Rows.size() ) ); const Row &Row = *m_Rows[iRow]; const int iChoiceWithFocus = Row.m_iChoiceInRowWithFocus[pn]; int iWidth, iX, iY; GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY ); OptionsCursor &highlight = m_Highlight[pn]; highlight.StopTweening(); highlight.BeginTweening( 0.2f ); highlight.TweenBarWidth( iWidth ); highlight.SetXY( (float)iX, (float)iY ); if( GAMESTATE->IsHumanPlayer(pn) ) { COMMAND( m_sprLineHighlight[pn], "Change" ); if( m_Rows[iRow]->Type == Row::ROW_EXIT ) COMMAND( m_sprLineHighlight[pn], "ChangeToExit" ); m_sprLineHighlight[pn].SetY( (float)iY ); } } /* For "long row-style" rows, update the text on screen to contain the currently- * focused options. * * This used to update a single player, but it's not always clear what that means * when dealing with bOneChoiceForAllPlayers and disabled players, which was brittle. * Update the whole row. */ void ScreenOptions::UpdateText( int iRow ) { Row &row = *m_Rows[iRow]; const OptionRowData &data = row.m_RowDef; if( !row.m_bRowIsLong ) return; FOREACH_HumanPlayer( pn ) { int iChoiceWithFocus = row.m_iChoiceInRowWithFocus[pn]; unsigned item_no = data.bOneChoiceForAllPlayers ? 0 : pn; /* If player_no is 2 and there is no player 1: */ item_no = min( item_no, row.m_textItems.size()-1 ); row.m_textItems[item_no]->SetText( data.choices[iChoiceWithFocus] ); } } void ScreenOptions::UpdateEnabledDisabled() { const RageColor colorSelected = COLOR_SELECTED, colorNotSelected = COLOR_NOT_SELECTED; // init text for( unsigned i=0; iIsHumanPlayer(p) && m_iCurrentRow[p] == (int) i ) bThisRowIsSelected = true; /* Don't tween selection colors at all. */ const RageColor color = bThisRowIsSelected? colorSelected:colorNotSelected; row.m_sprBullet.SetGlobalDiffuseColor( color ); row.m_textTitle.SetGlobalDiffuseColor( color ); { for( unsigned j=0; jSetGlobalDiffuseColor( color ); } { for( unsigned j=0; jGetDestY() == row.m_fY && row.m_textItems[j]->DestTweenState().diffuse[0][3] == DiffuseAlpha ) continue; row.m_textItems[j]->StopTweening(); row.m_textItems[j]->BeginTweening( 0.3f ); row.m_textItems[j]->SetDiffuseAlpha( DiffuseAlpha ); row.m_textItems[j]->SetY( row.m_fY ); } } if( row.Type == Row::ROW_EXIT ) { bool bExitRowIsSelectedByBoth = true; FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != (int) i ) bExitRowIsSelectedByBoth = false; if( bExitRowIsSelectedByBoth ) row.m_textItems[0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected ); else row.m_textItems[0]->SetEffectNone(); } if( row.m_sprBullet.GetDestY() != row.m_fY ) { row.m_sprBullet.StopTweening(); row.m_textTitle.StopTweening(); row.m_sprBullet.BeginTweening( 0.3f ); row.m_textTitle.BeginTweening( 0.3f ); row.m_sprBullet.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f ); row.m_textTitle.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f ); row.m_sprBullet.SetY( row.m_fY ); row.m_textTitle.SetY( row.m_fY ); } } } void ScreenOptions::Update( float fDeltaTime ) { //LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime ); Screen::Update( fDeltaTime ); } void ScreenOptions::DrawPrimitives() { Screen::DrawPrimitives(); } void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { /* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it * when we're transitioning out. */ if( m_Back.IsTransitioning() || m_Out.IsTransitioning() ) return; if( type == IET_RELEASE ) { switch( MenuI.button ) { case MENU_BUTTON_START: case MENU_BUTTON_RIGHT: case MENU_BUTTON_LEFT: INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_START) ); INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ); INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ); } } // default input handler Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenOptions::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_MenuTimer: StartGoToNextScreen(); break; case SM_GoToPrevScreen: // this->ExportOptions(); // Don't save options if we're going back! this->GoToPrevScreen(); break; case SM_GoToNextScreen: this->ExportOptions(); this->GoToNextScreen(); break; case SM_BeginFadingOut: if(IsTransitioning()) return; /* already transitioning */ StartTransitioning( SM_GoToNextScreen ); SCREENMAN->PlayStartSound(); m_framePage.RunCommands( FRAME_OFF_COMMAND ); break; case SM_GainFocus: INPUTFILTER->SetRepeatRate( 0.25f, 12, 0.25f, 12 ); break; case SM_LoseFocus: INPUTFILTER->ResetRepeatRate(); break; } } void ScreenOptions::PositionItems() { const int total = NUM_SHOWN_ITEMS; const int halfsize = total / 2; int first_start, first_end, second_start, second_end; /* Choices for each player. If only one player is active, it's the same for both. */ int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? m_iCurrentRow[PLAYER_1]: m_iCurrentRow[PLAYER_2]; int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? m_iCurrentRow[PLAYER_2]: m_iCurrentRow[PLAYER_1]; vector Rows( m_Rows ); Row *ExitRow = NULL; if( (bool)SEPARATE_EXIT_ROW && Rows.back()->Type == Row::ROW_EXIT ) { ExitRow = &*Rows.back(); /* Remove the exit row for purposes of positioning everything else. */ if( P1Choice == (int) Rows.size()-1 ) --P1Choice; if( P2Choice == (int) Rows.size()-1 ) --P2Choice; Rows.erase( Rows.begin()+Rows.size()-1, Rows.end() ); } const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2); if( m_InputMode == INPUTMODE_SHARE_CURSOR || !BothPlayersActivated ) { /* Simply center the cursor. */ first_start = max( P1Choice - halfsize, 0 ); first_end = first_start + total; second_start = second_end = first_end; } else { /* First half: */ const int earliest = min( P1Choice, P2Choice ); first_start = max( earliest - halfsize/2, 0 ); first_end = first_start + halfsize; /* Second half: */ const int latest = max( P1Choice, P2Choice ); second_start = max( latest - halfsize/2, 0 ); /* Don't overlap. */ second_start = max( second_start, first_end ); second_end = second_start + halfsize; } first_end = min( first_end, (int) Rows.size() ); second_end = min( second_end, (int) Rows.size() ); /* If less than total (and Rows.size()) are displayed, fill in the empty * space intelligently. */ while(1) { const int sum = (first_end - first_start) + (second_end - second_start); if( sum >= (int) Rows.size() || sum >= total) break; /* nothing more to display, or no room */ /* First priority: expand the top of the second half until it meets * the first half. */ if( second_start > first_end ) second_start--; /* Otherwise, expand either end. */ else if( first_start > 0 ) first_start--; else if( second_end < (int) Rows.size() ) second_end++; else ASSERT(0); /* do we have room to grow or don't we? */ } int pos = 0; for( int i=0; i<(int) Rows.size(); i++ ) // foreach row { float ItemPosition; if( i < first_start ) ItemPosition = -0.5f; else if( i < first_end ) ItemPosition = (float) pos++; else if( i < second_start ) ItemPosition = halfsize - 0.5f; else if( i < second_end ) ItemPosition = (float) pos++; else ItemPosition = (float) total - 0.5f; Row &row = *Rows[i]; float fY = ITEMS_START_Y + ITEMS_SPACING_Y*ItemPosition; row.m_fY = fY; row.m_bHidden = i < first_start || (i >= first_end && i < second_start) || i >= second_end; } if( ExitRow ) { ExitRow->m_fY = SEPARATE_EXIT_ROW_Y; ExitRow->m_bHidden = ( second_end != (int) Rows.size() ); } } void ScreenOptions::OnChange( PlayerNumber pn ) { if( !GAMESTATE->IsHumanPlayer(pn) ) return; /* Update m_fY and m_bHidden[]. */ PositionItems(); /* Do positioning. */ PositionUnderlines(); RefreshIcons(); PositionIcons(); UpdateEnabledDisabled(); if( SHOW_SCROLL_BAR ) { float fPercent = 0; if( m_Rows.size() > 1 ) fPercent = m_iCurrentRow[pn] / float(m_Rows.size()-1); m_ScrollBar.SetPercentage( pn, fPercent ); } /* If the last row is EXIT, and is hidden, then show MORE. */ const bool ShowMore = m_Rows.back()->Type == Row::ROW_EXIT && m_Rows.back()->m_bHidden; if( m_bMoreShown != ShowMore ) { m_bMoreShown = ShowMore; COMMAND( m_sprMore, m_bMoreShown? "ShowMore":"HideMore" ); } /* Update all players, since changing one player can move both cursors. */ FOREACH_PlayerNumber( p ) { if( GAMESTATE->IsHumanPlayer(p) ) TweenCursor( p ); const bool ExitSelected = m_Rows[m_iCurrentRow[pn]]->Type == Row::ROW_EXIT; if( p == pn || GAMESTATE->GetNumHumanPlayers() == 1 ) { if( m_bWasOnExit[p] != ExitSelected ) { m_bWasOnExit[p] = ExitSelected; COMMAND( m_sprMore, ssprintf("Exit%sP%i", ExitSelected? "Selected":"Unselected", p+1) ); } } } const int iCurRow = m_iCurrentRow[pn]; const CString text = GetExplanationText( iCurRow ); BitmapText *pText = NULL; switch( m_InputMode ) { case INPUTMODE_INDIVIDUAL: pText = &m_textExplanation[pn]; if( pText->GetText() != text ) { pText->FinishTweening(); pText->RunCommands( EXPLANATION_ON_COMMAND(pn) ); pText->SetText( text ); } break; case INPUTMODE_SHARE_CURSOR: pText = &m_textExplanation[0]; if( pText->GetText() != text ) { pText->FinishTweening(); pText->RunCommands( EXPLANATION_TOGETHER_ON_COMMAND ); pText->SetText( text ); } break; } } void ScreenOptions::MenuBack( PlayerNumber pn ) { Screen::MenuBack( pn ); Back( SM_GoToPrevScreen ); } void ScreenOptions::StartGoToNextScreen() { this->PostScreenMessage( SM_BeginFadingOut, 0 ); } bool ScreenOptions::AllAreOnExit() const { FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) && m_Rows[m_iCurrentRow[p]]->Type != Row::ROW_EXIT ) return false; return true; } void ScreenOptions::MenuStart( PlayerNumber pn, const InputEventType type ) { switch( type ) { case IET_FIRST_PRESS: m_bGotAtLeastOneStartPressed[pn] = true; break; case IET_RELEASE: return; // ignore default: // repeat type if( !m_bGotAtLeastOneStartPressed[pn] ) return; // don't allow repeat break; } Row &row = *m_Rows[m_iCurrentRow[pn]]; OptionRowData &data = row.m_RowDef; /* If we are in a three-button mode, check to see if MENU_BUTTON_LEFT and * MENU_BUTTON_RIGHT are being held. */ switch( m_OptionsNavigation ) { case NAV_THREE_KEY: case NAV_TOGGLE_THREE_KEY: { bool bHoldingLeftAndRight = INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) ); if( bHoldingLeftAndRight ) { MoveRow( pn, -1, type != IET_FIRST_PRESS ); return; } } } // If on exit, check it all players are on "Exit" if( row.Type == Row::ROW_EXIT ) { /* Don't accept START to go to the next screen if we're still transitioning in. */ if( AllAreOnExit() && type == IET_FIRST_PRESS && !IsTransitioning() ) StartGoToNextScreen(); return; } if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY ) { int iChoiceInRow = row.m_iChoiceInRowWithFocus[pn]; if( iChoiceInRow == 0 ) { MenuDown( pn, type ); return; } } // If this is a bFirstChoiceGoesDown, then if this is a multiselect row. if( data.type == OptionRowData::SELECT_MULTIPLE ) { int iChoiceInRow = row.m_iChoiceInRowWithFocus[pn]; row.m_vbSelected[pn][iChoiceInRow] = !row.m_vbSelected[pn][iChoiceInRow]; if( row.m_vbSelected[pn][iChoiceInRow] ) m_SoundToggleOn.Play(); else m_SoundToggleOff.Play(); PositionUnderlines(); RefreshIcons(); if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY ) { // move to the first choice in the row ChangeValueInRow( pn, -row.m_iChoiceInRowWithFocus[pn], type != IET_FIRST_PRESS ); } } else // data.type != SELECT_MULTIPLE { switch( m_OptionsNavigation ) { case NAV_THREE_KEY: MenuDown( pn, type ); break; case NAV_TOGGLE_THREE_KEY: case NAV_TOGGLE_FIVE_KEY: if( data.type != OptionRowData::SELECT_MULTIPLE ) { int iChoiceInRow = row.m_iChoiceInRowWithFocus[pn]; if( row.m_RowDef.bOneChoiceForAllPlayers ) row.SetOneSharedSelection( iChoiceInRow ); else row.SetOneSelection( pn, iChoiceInRow ); } if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY ) ChangeValueInRow( pn, -row.m_iChoiceInRowWithFocus[pn], type != IET_FIRST_PRESS ); // move to the first choice else ChangeValueInRow( pn, 0, type != IET_FIRST_PRESS ); break; case NAV_THREE_KEY_MENU: /* Don't accept START to go to the next screen if we're still transitioning in. */ if( type == IET_FIRST_PRESS && !IsTransitioning() ) StartGoToNextScreen(); break; case NAV_FIVE_KEY: /* Jump to the exit row. (If everyone's already on the exit row, then * we'll have already gone to the next screen above.) */ MoveRow( pn, m_Rows.size()-m_iCurrentRow[pn]-1, type != IET_FIRST_PRESS ); break; } } } void ScreenOptions::StoreFocus( PlayerNumber pn ) { /* Long rows always put us in the center, so don't update the focus. */ const Row &Row = *m_Rows[m_iCurrentRow[pn]]; if( Row.m_bRowIsLong ) return; int iWidth, iY; GetWidthXY( pn, m_iCurrentRow[pn], m_Rows[m_iCurrentRow[pn]]->m_iChoiceInRowWithFocus[pn], iWidth, m_iFocusX[pn], iY ); LOG->Trace("cur selection %ix%i @ %i", m_iCurrentRow[pn], m_Rows[m_iCurrentRow[pn]]->m_iChoiceInRowWithFocus[pn], m_iFocusX[pn]); } /* Left/right */ void ScreenOptions::ChangeValueInRow( PlayerNumber pn, int iDelta, bool Repeat ) { const int iCurRow = m_iCurrentRow[pn]; Row &row = *m_Rows[iCurRow]; OptionRowData &optrow = m_Rows[iCurRow]->m_RowDef; const int iNumOptions = (row.Type == Row::ROW_EXIT)? 1: optrow.choices.size(); if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumOptions <= 1 ) // 1 or 0 { /* There are no other options on the row; move up or down instead of left and right. * This allows navigating the options menu with left/right/start. * * XXX: Only allow repeats if the opposite key isn't pressed; otherwise, holding both * directions will repeat in place continuously, which is weird. */ MoveRow( pn, iDelta, Repeat ); return; } if( Repeat ) return; if( row.Type == Row::ROW_EXIT ) // EXIT is selected return; // don't allow a move bool bOneChanged = false; int iCurrentChoiceWithFocus = row.m_iChoiceInRowWithFocus[pn]; int iNewChoiceWithFocus = iCurrentChoiceWithFocus + iDelta; wrap( iNewChoiceWithFocus, iNumOptions ); if( iCurrentChoiceWithFocus != iNewChoiceWithFocus ) bOneChanged = true; row.m_iChoiceInRowWithFocus[pn] = iNewChoiceWithFocus; StoreFocus( pn ); if( optrow.bOneChoiceForAllPlayers ) { /* If this row is bOneChoiceForAllPlayers, then lock the cursors together * for this row. Don't do this in toggle modes, since the current selection * and the current focus are detached. */ bool bForceFocusedChoiceTogether = false; if( m_OptionsNavigation!=NAV_TOGGLE_THREE_KEY && m_OptionsNavigation!=NAV_TOGGLE_FIVE_KEY && optrow.bOneChoiceForAllPlayers ) bForceFocusedChoiceTogether = true; /* Also lock focus if the screen is explicitly set to share cursors. */ if( m_InputMode == INPUTMODE_SHARE_CURSOR ) bForceFocusedChoiceTogether = true; if( bForceFocusedChoiceTogether ) { // lock focus together FOREACH_HumanPlayer( p ) { row.m_iChoiceInRowWithFocus[p] = iNewChoiceWithFocus; StoreFocus( pn ); } } FOREACH_PlayerNumber( p ) { if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY ) { ; // do nothing } else { if( optrow.type == OptionRowData::SELECT_MULTIPLE ) ; // do nothing. User must press Start to toggle the selection. else row.SetOneSelection( p, iNewChoiceWithFocus ); } } } else { if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY ) { ; // do nothing } else { if( optrow.type == OptionRowData::SELECT_MULTIPLE ) ; // do nothing. User must press Start to toggle the selection. else row.SetOneSelection( pn, iNewChoiceWithFocus ); } } UpdateText( iCurRow ); OnChange( pn ); if( m_OptionsNavigation != NAV_THREE_KEY_MENU ) m_SoundChangeCol.Play(); } /* Up/down */ void ScreenOptions::MoveRow( PlayerNumber pn, int dir, bool Repeat ) { if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY ) { // If moving from a bFirstChoiceGoesDown row, put focus back on // the first choice before moving. const int iCurrentRow = m_iCurrentRow[pn]; Row &row = *m_Rows[iCurrentRow]; row.m_iChoiceInRowWithFocus[pn] = 0; } LOG->Trace("move pn %i, dir %i, rep %i", pn, dir, Repeat); bool changed = false; FOREACH_PlayerNumber( p ) { if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn ) continue; // skip int row = m_iCurrentRow[p] + dir; if( Repeat && ( row == -1 || row == (int) m_Rows.size() ) ) continue; // don't wrap while repeating wrap( row, m_Rows.size() ); const unsigned iOldSelection = m_Rows[m_iCurrentRow[p]]->m_iChoiceInRowWithFocus[p]; m_iCurrentRow[p] = row; switch( m_OptionsNavigation ) { case NAV_TOGGLE_THREE_KEY: case NAV_TOGGLE_FIVE_KEY: if( !m_Rows[row]->m_bRowIsLong ) { int iSelectionDist = -1; for( unsigned i = 0; i < m_Rows[row]->m_textItems.size(); ++i ) { int iWidth, iX, iY; GetWidthXY( p, m_iCurrentRow[p], i, iWidth, iX, iY ); const int iDist = abs( iX-m_iFocusX[p] ); if( iSelectionDist == -1 || iDist < iSelectionDist ) { iSelectionDist = iDist; m_Rows[row]->m_iChoiceInRowWithFocus[p] = i; } } m_Rows[row]->m_iChoiceInRowWithFocus[p] = min( iOldSelection, m_Rows[row]->m_textItems.size()-1 ); } } OnChange( p ); changed = true; } if( changed ) { if( dir < 0 ) m_SoundPrevRow.Play(); else m_SoundNextRow.Play(); } } int ScreenOptions::GetCurrentRow( PlayerNumber pn ) const { const int l = m_iCurrentRow[pn]; if( m_Rows[l]->Type != Row::ROW_NORMAL ) return -1; return l; } ScreenOptions::Row::Row() { m_bRowIsLong = false; } ScreenOptions::Row::~Row() { for( unsigned i = 0; i < m_textItems.size(); ++i ) SAFE_DELETE( m_textItems[i] ); FOREACH_PlayerNumber( p ) for( unsigned i = 0; i < m_Underline[p].size(); ++i ) SAFE_DELETE( m_Underline[p][i] ); } /* * (c) 2001-2004 Chris Danford, Glenn Maynard * 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. */