/* OptionRow - One line in ScreenOptions. */ #ifndef OptionRow_H #define OptionRow_H #include "ActorFrame.h" #include "BitmapText.h" #include "OptionsCursor.h" #include "OptionIcon.h" #include "ThemeMetric.h" class OptionRowHandler; enum SelectType { SELECT_ONE, SELECT_MULTIPLE, SELECT_NONE, NUM_SELECT_TYPES, SELECT_INVALID }; const CString& SelectTypeToString( SelectType pm ); SelectType StringToSelectType( const CString& s ); enum LayoutType { LAYOUT_SHOW_ALL_IN_ROW, LAYOUT_SHOW_ONE_IN_ROW, NUM_LAYOUT_TYPES, LAYOUT_INVALID }; const CString& LayoutTypeToString( LayoutType pm ); LayoutType StringToLayoutType( const CString& s ); struct OptionRowDefinition { CString name; bool bOneChoiceForAllPlayers; SelectType selectType; LayoutType layoutType; vector choices; set m_vEnabledForPlayers; // only players in this set may change focus to this row bool m_bExportOnChange; bool m_bAllowThemeItems; // if false, ignores ScreenOptions::THEME_ITEMS bool IsEnabledForPlayer( PlayerNumber pn ) const { return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end(); } OptionRowDefinition() { Init(); } void Init() { name = ""; bOneChoiceForAllPlayers = false; selectType = SELECT_ONE; layoutType = LAYOUT_SHOW_ALL_IN_ROW; choices.clear(); m_vEnabledForPlayers.clear(); FOREACH_PlayerNumber( pn ) m_vEnabledForPlayers.insert( pn ); m_bExportOnChange = false; m_bAllowThemeItems = true; } OptionRowDefinition( const char *n, bool b, const char *c0=NULL, const char *c1=NULL, const char *c2=NULL, const char *c3=NULL, const char *c4=NULL, const char *c5=NULL, const char *c6=NULL, const char *c7=NULL, const char *c8=NULL, const char *c9=NULL, const char *c10=NULL, const char *c11=NULL, const char *c12=NULL, const char *c13=NULL, const char *c14=NULL, const char *c15=NULL, const char *c16=NULL, const char *c17=NULL, const char *c18=NULL, const char *c19=NULL ) { Init(); name=n; bOneChoiceForAllPlayers=b; selectType=SELECT_ONE; layoutType=LAYOUT_SHOW_ALL_IN_ROW; #define PUSH( c ) if(c) choices.push_back(c); PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);PUSH(c12);PUSH(c13);PUSH(c14);PUSH(c15);PUSH(c16);PUSH(c17);PUSH(c18);PUSH(c19); #undef PUSH } }; class OptionRow : public ActorFrame { public: OptionRow(); ~OptionRow(); void Clear(); void LoadMetrics( const CString &sType ); void LoadNormal( const OptionRowDefinition &def, OptionRowHandler *pHand, bool bFirstItemGoesDown ); void LoadExit(); void LoadOptionIcon( PlayerNumber pn, const CString &sText ); CString GetRowTitle() const; void ImportOptions( const vector &vpns ); int ExportOptions( const vector &vpns, bool bRowHasFocus[NUM_PLAYERS] ); void AfterImportOptions(); void DetachHandler(); void PositionUnderlines( PlayerNumber pn ); void PositionIcons(); void UpdateText(); void SetRowFocus( bool bRowHasFocus[NUM_PLAYERS] ); void UpdateEnabledDisabled(); int GetOneSelection( PlayerNumber pn, bool bAllowFail=false ) const; int GetOneSharedSelection( bool bAllowFail=false ) const; void SetOneSelection( PlayerNumber pn, int iChoice ); void SetOneSharedSelection( int iChoice ); int GetChoiceInRowWithFocus( PlayerNumber pn ) const { if( m_RowDef.bOneChoiceForAllPlayers ) pn = PLAYER_1; if( m_RowDef.choices.empty() ) return -1; int iChoice = m_iChoiceInRowWithFocus[pn]; return iChoice; } void SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice ) { if( m_RowDef.bOneChoiceForAllPlayers ) pn = PLAYER_1; ASSERT(iChoice >= 0 && iChoice < (int)m_RowDef.choices.size()); m_iChoiceInRowWithFocus[pn] = iChoice; } bool GetSelected( PlayerNumber pn, int iChoice ) const { if( m_RowDef.bOneChoiceForAllPlayers ) pn = PLAYER_1; return m_vbSelected[pn][iChoice]; } void SetSelected( PlayerNumber pn, int iChoice, bool b ) { if( m_RowDef.bOneChoiceForAllPlayers ) pn = PLAYER_1; m_vbSelected[pn][iChoice] = b; } enum RowType { ROW_NORMAL, ROW_EXIT }; const OptionRowDefinition &GetRowDef() const { return m_RowDef; } OptionRowDefinition &GetRowDef() { return m_RowDef; } RowType GetRowType() const { return m_RowType; } OptionRowHandler *GetHandler() { return m_pHand; } BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ); void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ); void SetRowY( float fRowY ) { m_fY = fRowY; } float GetRowY() { return m_fY; } void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; } bool GetRowHidden() { return m_bHidden; } unsigned GetTextItemsSize() { return m_textItems.size(); } bool GetFirstItemGoesDown() { return m_bFirstItemGoesDown; } void PrepareItemText( CString &s ) const; void SetExitText( CString sExitText ); void Reload(); // // Messages // virtual void HandleMessage( const CString& sMessage ); protected: CString m_sType; OptionRowDefinition m_RowDef; RowType m_RowType; OptionRowHandler* m_pHand; ActorFrame m_Frame; vector m_textItems; // size depends on m_bRowIsLong and which players are joined vector m_Underline[NUM_PLAYERS]; // size depends on m_bRowIsLong and which players are joined Sprite m_sprBullet; BitmapText m_textTitle; OptionIcon m_OptionIcons[NUM_PLAYERS]; bool m_bFirstItemGoesDown; bool m_bRowHasFocus[NUM_PLAYERS]; int m_iChoiceInRowWithFocus[NUM_PLAYERS]; // this choice has input focus // Only one will true at a time if m_RowDef.bMultiSelect vector m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size() float m_fY; bool m_bHidden; // currently off screen // metrics ThemeMetric ARROWS_X; ThemeMetric LABELS_X; ThemeMetric LABELS_ON_COMMAND; ThemeMetric ITEMS_START_X; ThemeMetric ITEMS_END_X; ThemeMetric ITEMS_GAP_X; ThemeMetric1D ITEMS_LONG_ROW_X; ThemeMetric ITEMS_LONG_ROW_SHARED_X; ThemeMetric ITEMS_ON_COMMAND; ThemeMetric1D ICONS_X; ThemeMetric ICONS_ON_COMMAND; ThemeMetric COLOR_SELECTED; ThemeMetric COLOR_NOT_SELECTED; ThemeMetric COLOR_DISABLED; ThemeMetric CAPITALIZE_ALL_OPTION_NAMES; ThemeMetric TWEEN_SECONDS; ThemeMetric THEME_ITEMS; ThemeMetric THEME_TITLES; ThemeMetric SHOW_BPM_IN_SPEED_TITLE; }; #endif /* * (c) 2001-2004 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. */