#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 "ScreenDimensions.h" #include "Command.h" #include "GameCommand.h" #include "OptionRowHandler.h" #include "LuaBinding.h" #include "InputEventPlus.h" /* * 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 ScreenOptionsService. 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. */ static CString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",int(p+1)); } static CString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",int(p+1)); } static CString EXPLANATION_ON_COMMAND_NAME( size_t p ) { return ssprintf("ExplanationP%dOnCommand",int(p+1)); } static CString OPTION_EXPLANATION( CString s ) { return THEME->GetString("OptionExplanations",s); } //REGISTER_SCREEN_CLASS( ScreenOptions ); // can't be instantiated ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sClassName) { m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load. // These can be overridden in a derived Init(). m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY; m_InputMode = INPUTMODE_SHARE_CURSOR; } void ScreenOptions::Init() { NUM_ROWS_SHOWN.Load( m_sName, "NumRowsShown" ); ROW_INIT_COMMAND.Load( m_sName, "RowInitCommand" ); ROW_ON_COMMAND.Load( m_sName, "RowOnCommand" ); ROW_OFF_COMMAND.Load( m_sName, "RowOffCommand" ); EXPLANATION_X.Load( m_sName, EXPLANATION_X_NAME, NUM_PLAYERS ); EXPLANATION_Y.Load( m_sName, EXPLANATION_Y_NAME, NUM_PLAYERS ); EXPLANATION_ON_COMMAND.Load( m_sName, EXPLANATION_ON_COMMAND_NAME, NUM_PLAYERS ); 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" ); LINE_HIGHLIGHT_X.Load( m_sName, "LineHighlightX" ); SHOW_EXIT_ROW.Load( m_sName, "ShowExitRow" ); SEPARATE_EXIT_ROW.Load( m_sName, "SeparateExitRow" ); SEPARATE_EXIT_ROW_Y.Load( m_sName, "SeparateExitRowY" ); SHOW_EXPLANATIONS.Load( m_sName, "ShowExplanations" ); ALLOW_REPEATING_CHANGE_VALUE_INPUT.Load( m_sName, "AllowRepeatingChangeValueInput" ); CURSOR_TWEEN_SECONDS.Load( m_sName, "CursorTweenSeconds" ); WRAP_VALUE_IN_ROW.Load( m_sName, "WrapValueInRow" ); m_exprRowPositionTransformFunction.SetFromExpression( THEME->GetMetric(m_sName,"RowPositionTransformFunction") ); ScreenWithMenuElements::Init(); m_SoundChangeCol.Load( THEME->GetPathS(m_sName,"change"), true ); m_SoundNextRow.Load( THEME->GetPathS(m_sName,"next"), true ); m_SoundPrevRow.Load( THEME->GetPathS(m_sName,"prev"), true ); m_SoundToggleOn.Load( THEME->GetPathS(m_sName,"toggle on"), true ); m_SoundToggleOff.Load( THEME->GetPathS(m_sName,"toggle off"), true ); // add everything to m_framePage so we can animate everything at once m_framePage.SetName( "Frame" ); this->AddChild( &m_framePage ); m_sprPage.Load( THEME->GetPathG(m_sName,"page") ); m_sprPage->SetName( "Page" ); SET_XY( m_sprPage ); m_framePage.AddChild( m_sprPage ); // init line line highlights FOREACH_PlayerNumber( p ) { m_sprLineHighlight[p].Load( THEME->GetPathG(m_sName,"line highlight") ); m_sprLineHighlight[p]->SetName( "LineHighlight" ); m_sprLineHighlight[p]->SetX( LINE_HIGHLIGHT_X ); m_framePage.AddChild( m_sprLineHighlight[p] ); } // init cursors FOREACH_PlayerNumber( p ) { m_Cursor[p].Load( m_sName, OptionsCursorPlus::cursor ); m_Cursor[p].Set( p ); m_Cursor[p].SetName( "Cursor" ); m_framePage.AddChild( &m_Cursor[p] ); } // on top: FOREACH_PlayerNumber( p ) { m_textExplanation[p].LoadFromFont( THEME->GetPathF(m_sName,"explanation") ); m_textExplanation[p].SetShadowLength( 0 ); m_textExplanation[p].SetDrawOrder( 2 ); m_framePage.AddChild( &m_textExplanation[p] ); } switch( m_InputMode ) { case INPUTMODE_INDIVIDUAL: { FOREACH_PlayerNumber( p ) m_textExplanation[p].SetXY( EXPLANATION_X.GetValue(p), EXPLANATION_Y.GetValue(p) ); } break; case INPUTMODE_SHARE_CURSOR: m_textExplanation[0].SetXY( EXPLANATION_TOGETHER_X, EXPLANATION_TOGETHER_Y ); break; default: ASSERT(0); } if( SHOW_SCROLL_BAR ) { m_ScrollBar.SetName( "ScrollBar" ); m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT ); m_ScrollBar.SetBarTime( SCROLL_BAR_TIME ); m_ScrollBar.Load( "DualScrollBar" ); FOREACH_PlayerNumber( p ) m_ScrollBar.EnablePlayer( p, GAMESTATE->IsHumanPlayer(p) ); SET_XY( m_ScrollBar ); m_ScrollBar.SetDrawOrder( 2 ); m_framePage.AddChild( &m_ScrollBar ); } m_sprMore.Load( THEME->GetPathG( m_sName,"more") ); m_sprMore->SetName( "More" ); SET_XY( m_sprMore ); m_sprMore->SetDrawOrder( 2 ); m_framePage.AddChild( m_sprMore ); FOREACH_PlayerNumber( p ) { m_sprDisqualify[p].Load( THEME->GetPathG(m_sName,"disqualify") ); m_sprDisqualify[p]->SetName( ssprintf("DisqualifyP%i",p+1) ); SET_XY( m_sprDisqualify[p] ); m_sprDisqualify[p]->SetHidden( true ); // unhide later if handicapping options are discovered m_sprDisqualify[p]->SetDrawOrder( 2 ); m_framePage.AddChild( m_sprDisqualify[p] ); } m_OptionRowType.Load( m_sName ); } void ScreenOptions::SetOptionIcon( PlayerNumber pn, int iRow, CString sText, GameCommand &gc ) { m_pRows[iRow]->SetOptionIcon( pn, sText, gc ); } void ScreenOptions::InitMenu( const vector &vDefs, const vector &vHands ) { LOG->Trace( "ScreenOptions::InitMenu()" ); ASSERT( vDefs.size() == vHands.size() ); for( unsigned i=0; iDetachHandler(); SAFE_DELETE( m_pRows[i] ); } m_pRows.clear(); for( unsigned r=0; rGet(); LuaHelpers::Push( iIndex, L ); (*p)->m_pLuaInstance->Set( L, "iIndex" ); LUA->Release( L ); (*p)->RunCommands( ROW_INIT_COMMAND ); } // poke once at all the explanation metrics so that we catch missing ones early for( int r=0; r<(int)m_pRows.size(); r++ ) // foreach row { GetExplanationText( r ); } } void ScreenOptions::BeginScreen() { ScreenWithMenuElements::BeginScreen(); for( unsigned r=0; r vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); this->ImportOptions( r, vpns ); OptionRow *pRow = m_pRows[r]; pRow->AfterImportOptions(); } ON_COMMAND( m_framePage ); FOREACH_PlayerNumber( p ) { m_iCurrentRow[p] = -1; m_iFocusX[p] = -1; m_bWasOnExit[p] = false; m_bGotAtLeastOneStartPressed[p] = false; } // put focus on the first enabled row FOREACH_PlayerNumber( p ) { for( unsigned r=0; rSetHidden( !GAMESTATE->IsHumanPlayer(p) ); m_Cursor[p].SetHidden( !GAMESTATE->IsHumanPlayer(p) ); } // Hide highlight if no rows are enabled. FOREACH_HumanPlayer( p ) m_sprLineHighlight[p]->SetHidden( m_iCurrentRow[p] == -1 ); CHECKPOINT; PositionRows(); PositionAllUnderlines(); PositionIcons(); RefreshAllIcons(); PositionCursors(); UpdateEnabledDisabled(); FOREACH_PlayerNumber( p ) AfterChangeValueOrRow( p ); CHECKPOINT; } void ScreenOptions::TweenOnScreen() { ScreenWithMenuElements::TweenOnScreen(); FOREACH( OptionRow*, m_pRows, p ) (*p)->RunCommands( ROW_ON_COMMAND ); ON_COMMAND( m_sprPage ); FOREACH_HumanPlayer( p ) { ON_COMMAND( m_Cursor[p] ); ON_COMMAND( m_sprLineHighlight[p] ); } ON_COMMAND( m_sprMore ); FOREACH_PlayerNumber( p ) ON_COMMAND( m_sprDisqualify[p] ); m_framePage.SortByDrawOrder(); } void ScreenOptions::TweenOffScreen() { ScreenWithMenuElements::TweenOffScreen(); FOREACH( OptionRow*, m_pRows, p ) (*p)->RunCommands( ROW_OFF_COMMAND ); OFF_COMMAND( m_framePage ); } ScreenOptions::~ScreenOptions() { LOG->Trace( "ScreenOptions::~ScreenOptions()" ); for( unsigned i=0; iGetIconTextAndGameCommand( def, iSelection, sIcon, gc ); } } /* XXX: hack to not display text in the song options menu */ if( def.m_bOneChoiceForAllPlayers ) sIcon = ""; SetOptionIcon( pn, iRow, sIcon, gc ); } void ScreenOptions::RefreshAllIcons() { FOREACH_HumanPlayer( p ) for( unsigned r=0; rRefreshIcons( r, p ); } void ScreenOptions::PositionCursors() { // Set the position of the cursor showing the current option the user is changing. // Set the position of the underlines showing the current choice for each option line. FOREACH_HumanPlayer( pn ) { const int iRow = m_iCurrentRow[pn]; if( iRow == -1 ) continue; ASSERT_M( iRow >= 0 && iRow < (int)m_pRows.size(), ssprintf("%i < %i", iRow, (int)m_pRows.size() ) ); const OptionRow &row = *m_pRows[iRow]; OptionsCursorPlus &cursor = m_Cursor[pn]; const int iChoiceWithFocus = row.GetChoiceInRowWithFocus(pn); if( iChoiceWithFocus == -1 ) continue; // skip int iWidth, iX, iY; GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY ); cursor.SetBarWidth( iWidth ); cursor.SetXY( (float)iX, (float)iY ); bool bCanGoLeft = iChoiceWithFocus > 0; bool bCanGoRight = iChoiceWithFocus >= 0 && iChoiceWithFocus < (int) row.GetRowDef().m_vsChoices.size()-1; cursor.SetCanGo( bCanGoLeft, bCanGoRight ); } } void ScreenOptions::TweenCursor( PlayerNumber pn ) { // Set the position of the cursor showing the current option the user is changing. const int iRow = m_iCurrentRow[pn]; ASSERT_M( iRow >= 0 && iRow < (int)m_pRows.size(), ssprintf("%i < %i", iRow, (int)m_pRows.size() ) ); const OptionRow &row = *m_pRows[iRow]; const int iChoiceWithFocus = row.GetChoiceInRowWithFocus(pn); int iWidth, iX, iY; GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY ); OptionsCursorPlus &cursor = m_Cursor[pn]; if( cursor.GetDestX() != (float) iX || cursor.GetDestY() != (float) iY || cursor.GetBarWidth() != iWidth ) { cursor.StopTweening(); cursor.BeginTweening( CURSOR_TWEEN_SECONDS ); cursor.SetXY( (float)iX, (float)iY ); cursor.SetBarWidth( iWidth ); } bool bCanGoLeft = iChoiceWithFocus > 0; bool bCanGoRight = iChoiceWithFocus >= 0 && iChoiceWithFocus < (int) row.GetRowDef().m_vsChoices.size()-1; cursor.SetCanGo( bCanGoLeft, bCanGoRight ); if( GAMESTATE->IsHumanPlayer(pn) ) { COMMAND( m_sprLineHighlight[pn], "Change" ); if( row.GetRowType() == OptionRow::RowType_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 ) { OptionRow &row = *m_pRows[iRow]; row.UpdateText(); } void ScreenOptions::UpdateEnabledDisabled( int r ) { OptionRow &row = *m_pRows[r]; bool bRowHasFocus[NUM_PLAYERS]; FOREACH_PlayerNumber( pn ) bRowHasFocus[pn] = GAMESTATE->IsHumanPlayer(pn) && m_iCurrentRow[pn] == (int)r; row.SetRowFocus( bRowHasFocus ); row.UpdateEnabledDisabled(); } void ScreenOptions::UpdateEnabledDisabled() { for( unsigned r=0; rTrace( "ScreenOptions::Update(%f)", fDeltaTime ); m_fLockInputSecs = max( 0, m_fLockInputSecs-fDeltaTime ); ScreenWithMenuElements::Update( fDeltaTime ); } void ScreenOptions::Input( const InputEventPlus &input ) { /* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it * when we're transitioning out. */ if( m_Cancel.IsTransitioning() || m_Out.IsTransitioning() || m_fLockInputSecs > 0 ) return; if( !GAMESTATE->IsHumanPlayer(input.MenuI.player) ) return; if( input.type == IET_RELEASE ) { switch( input.MenuI.button ) { case MENU_BUTTON_START: case MENU_BUTTON_SELECT: case MENU_BUTTON_RIGHT: case MENU_BUTTON_LEFT: INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_START) ); INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_RIGHT) ); INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_LEFT) ); } } // default input handler Screen::Input( input ); } void ScreenOptions::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_MenuTimer ) { this->BeginFadingOut(); } else if( SM == SM_BeginFadingOut ) { if( IsTransitioning() ) return; /* already transitioning */ StartTransitioningScreen( SM_ExportOptions ); SCREENMAN->PlayStartSound(); } else if( SM == SM_ExportOptions ) { vector vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); for( unsigned r=0; rExportOptions( r, vpns ); this->HandleScreenMessage( SM_GoToNextScreen ); } else if( SM == SM_GainFocus ) { INPUTFILTER->SetRepeatRate( 0.25f, 0.25f, 12 ); } else if( SM == SM_LoseFocus ) { INPUTFILTER->ResetRepeatRate(); } ScreenWithMenuElements::HandleScreenMessage( SM ); } void ScreenOptions::PositionRows() { const int total = NUM_ROWS_SHOWN; 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_pRows ); OptionRow *pSeparateExitRow = NULL; if( (bool)SEPARATE_EXIT_ROW && !Rows.empty() && Rows.back()->GetRowType() == OptionRow::RowType_Exit ) { pSeparateExitRow = &*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 { OptionRow &row = *Rows[i]; float fPos = (float) pos; LuaExpressionTransform *pExpr = NULL; pExpr = &m_exprRowPositionTransformFunction; if( i < first_start ) fPos = -0.5f; else if( i >= first_end && i < second_start ) fPos = ((int)NUM_ROWS_SHOWN)/2-0.5f; else if( i >= second_end ) fPos = ((int)NUM_ROWS_SHOWN)-0.5f; row.m_tsDestination = m_exprRowPositionTransformFunction.GetPosition( (float) fPos, i, min( (int)Rows.size(), (int)NUM_ROWS_SHOWN ) ); bool bHidden = i < first_start || (i >= first_end && i < second_start) || i >= second_end; if( !bHidden ) pos++; row.SetRowHidden( bHidden ); } if( pSeparateExitRow ) { pSeparateExitRow->m_tsDestination.pos.y = SEPARATE_EXIT_ROW_Y; pSeparateExitRow->SetRowHidden( second_end != (int) Rows.size() ); } } void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn ) { if( !GAMESTATE->IsHumanPlayer(pn) ) return; const int iCurRow = m_iCurrentRow[pn]; if( iCurRow == -1 ) return; /* Update m_fY and m_bHidden[]. */ PositionRows(); /* Do positioning. */ PositionAllUnderlines(); this->RefreshIcons( iCurRow, pn ); PositionIcons(); UpdateEnabledDisabled(); if( SHOW_SCROLL_BAR ) { float fPercent = 0; if( m_pRows.size() > 1 ) fPercent = m_iCurrentRow[pn] / float(m_pRows.size()-1); m_ScrollBar.SetPercentage( pn, fPercent ); } /* Update all players, since changing one player can move both cursors. */ FOREACH_HumanPlayer( p ) TweenCursor( p ); FOREACH_PlayerNumber( p ) { int iCurrentRow = m_iCurrentRow[pn]; OptionRow &row = *m_pRows[iCurrentRow]; const bool bExitSelected = row.GetRowType() == OptionRow::RowType_Exit; if( GAMESTATE->GetNumHumanPlayers() != 1 && p != pn ) continue; if( m_bWasOnExit[p] != bExitSelected ) { m_bWasOnExit[p] = bExitSelected; COMMAND( m_sprMore, ssprintf("Exit%sP%i", bExitSelected? "Selected":"Unselected", p+1) ); } } 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.GetValue(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 ); Cancel( SM_GoToPrevScreen ); } bool ScreenOptions::IsOnLastRow( PlayerNumber pn ) const { int iCurRow = m_iCurrentRow[pn]; return iCurRow == (int)(m_pRows.size()-1); } bool ScreenOptions::AllAreOnLastRow() const { FOREACH_HumanPlayer( p ) { if( !IsOnLastRow(p) ) return false; } return true; } void ScreenOptions::MenuStart( const InputEventPlus &input ) { PlayerNumber pn = input.MenuI.player; switch( input.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; } /* 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 ) { MoveRowRelative( pn, -1, input.type != IET_FIRST_PRESS ); return; } } } this->ProcessMenuStart( input ); } void ScreenOptions::ProcessMenuStart( const InputEventPlus &input ) { PlayerNumber pn = input.MenuI.player; int iCurRow = m_iCurrentRow[pn]; OptionRow &row = *m_pRows[iCurRow]; // // Check whether Start ends this screen. // { bool bEndThisScreen = false; // If there's no exit row, then pressing Start on any row ends the screen. if( !SHOW_EXIT_ROW ) bEndThisScreen = true; // If all players are on "Exit" if( AllAreOnLastRow() ) bEndThisScreen = true; /* Don't accept START to go to the next screen if we're still transitioning in. */ if( input.type != IET_FIRST_PRESS || IsTransitioning() ) bEndThisScreen = false; if( bEndThisScreen ) { this->BeginFadingOut(); return; } } if( row.GetFirstItemGoesDown() ) { int iChoiceInRow = row.GetChoiceInRowWithFocus(pn); if( iChoiceInRow == 0 ) { MenuDown( input ); return; } } if( row.GetRowDef().m_selectType == SELECT_MULTIPLE ) { int iChoiceInRow = row.GetChoiceInRowWithFocus(pn); bool bSelected = !row.GetSelected( pn, iChoiceInRow ); row.SetSelected( pn, iChoiceInRow, bSelected ); if( bSelected ) m_SoundToggleOn.Play(); else m_SoundToggleOff.Play(); PositionUnderlines( iCurRow, pn ); RefreshIcons( iCurRow, pn ); if( row.GetFirstItemGoesDown() ) { // move to the first choice in the row ChangeValueInRowRelative( m_iCurrentRow[pn], pn, -row.GetChoiceInRowWithFocus(pn), input.type != IET_FIRST_PRESS ); } } else // data.selectType != SELECT_MULTIPLE { switch( m_OptionsNavigation ) { case NAV_THREE_KEY: // don't wrap if( iCurRow == (int)m_pRows.size()-1 ) return; MenuDown( input ); break; case NAV_TOGGLE_THREE_KEY: case NAV_TOGGLE_FIVE_KEY: if( row.GetRowDef().m_selectType != SELECT_MULTIPLE ) { int iChoiceInRow = row.GetChoiceInRowWithFocus(pn); if( row.GetRowDef().m_bOneChoiceForAllPlayers ) row.SetOneSharedSelection( iChoiceInRow ); else row.SetOneSelection( pn, iChoiceInRow ); } if( row.GetFirstItemGoesDown() ) ChangeValueInRowRelative( m_iCurrentRow[pn], pn, -row.GetChoiceInRowWithFocus(pn), input.type != IET_FIRST_PRESS ); // move to the first choice else ChangeValueInRowRelative( m_iCurrentRow[pn], pn, 0, input.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( input.type == IET_FIRST_PRESS && !IsTransitioning() ) this->BeginFadingOut(); 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.) */ MoveRowRelative( pn, m_pRows.size()-m_iCurrentRow[pn]-1, input.type != IET_FIRST_PRESS ); break; } } } void ScreenOptions::StoreFocus( PlayerNumber pn ) { /* Long rows always put us in the center, so don't update the focus. */ int iCurrentRow = m_iCurrentRow[pn]; const OptionRow &row = *m_pRows[iCurrentRow]; if( row.GetRowDef().m_layoutType == LAYOUT_SHOW_ONE_IN_ROW ) return; int iWidth, iY; GetWidthXY( pn, m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), iWidth, m_iFocusX[pn], iY ); LOG->Trace("cur selection %ix%i @ %i", m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), m_iFocusX[pn]); } /* Left/right */ void ScreenOptions::ChangeValueInRowAbsolute( int iRow, PlayerNumber pn, int iChoiceIndex, bool bRepeat ) { if( iRow == -1 ) // no row selected return; // don't allow a move OptionRow &row = *m_pRows[iRow]; const int iNumChoices = row.GetRowDef().m_vsChoices.size(); ASSERT( iNumChoices >= 0 && iChoiceIndex < iNumChoices ); int iCurrentChoiceWithFocus = row.GetChoiceInRowWithFocus(pn); int iDelta = iChoiceIndex - iCurrentChoiceWithFocus; ChangeValueInRowRelative( iRow, pn, iDelta, bRepeat ); } void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDelta, bool bRepeat ) { if( iRow == -1 ) // no row selected return; // don't allow a move OptionRow &row = *m_pRows[iRow]; const int iNumChoices = row.GetRowDef().m_vsChoices.size(); if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumChoices <= 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. */ MoveRowRelative( pn, iDelta, bRepeat ); return; } if( iNumChoices <= 1 ) // nowhere to move return; if( bRepeat && !ALLOW_REPEATING_CHANGE_VALUE_INPUT ) return; bool bOneChanged = false; int iCurrentChoiceWithFocus = row.GetChoiceInRowWithFocus(pn); int iNewChoiceWithFocus = iCurrentChoiceWithFocus + iDelta; if( !bRepeat && WRAP_VALUE_IN_ROW.GetValue() ) wrap( iNewChoiceWithFocus, iNumChoices ); else CLAMP( iNewChoiceWithFocus, 0, iNumChoices-1 ); if( iCurrentChoiceWithFocus != iNewChoiceWithFocus ) bOneChanged = true; row.SetChoiceInRowWithFocus( pn, iNewChoiceWithFocus ); StoreFocus( pn ); if( row.GetRowDef().m_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 && row.GetRowDef().m_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.SetChoiceInRowWithFocus( p, iNewChoiceWithFocus ); StoreFocus( p ); } } FOREACH_PlayerNumber( p ) { if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY ) { ; // do nothing } else { if( row.GetRowDef().m_selectType == 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( row.GetRowDef().m_selectType == SELECT_MULTIPLE ) ; // do nothing. User must press Start to toggle the selection. else row.SetOneSelection( pn, iNewChoiceWithFocus ); } } UpdateText( iRow ); if( bOneChanged ) if( m_OptionsNavigation != NAV_THREE_KEY_MENU ) m_SoundChangeCol.Play(); if( row.GetRowDef().m_bExportOnChange ) { vector vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); ExportOptions( iRow, vpns ); } this->AfterChangeValueInRow( iRow, pn ); } void ScreenOptions::AfterChangeValueInRow( int iRow, PlayerNumber pn ) { AfterChangeValueOrRow( pn ); } /* Up/down */ void ScreenOptions::MoveRowRelative( PlayerNumber pn, int iDir, bool Repeat ) { const int iCurrentRow = m_iCurrentRow[pn]; OptionRow &row = *m_pRows[iCurrentRow]; if( row.GetFirstItemGoesDown() ) { // If moving from a bFirstChoiceGoesDown row, put focus back on // the first choice before moving. row.SetChoiceInRowWithFocus( pn, 0 ); } LOG->Trace("move pn %i, dir %i, rep %i", pn, iDir, Repeat); bool changed = false; FOREACH_PlayerNumber( p ) { if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn ) continue; // skip int r = m_iCurrentRow[p] + iDir; if( Repeat && ( r == -1 || r == (int) m_pRows.size() ) ) continue; // don't wrap while repeating wrap( r, m_pRows.size() ); const unsigned iOldSelection = row.GetChoiceInRowWithFocus(p); if( m_iCurrentRow[p] == r ) continue; m_iCurrentRow[p] = r; ASSERT( r >= 0 && r < (int)m_pRows.size() ); OptionRow &row = *m_pRows[r]; switch( m_OptionsNavigation ) { case NAV_TOGGLE_THREE_KEY: case NAV_TOGGLE_FIVE_KEY: if( row.GetRowDef().m_layoutType != LAYOUT_SHOW_ONE_IN_ROW ) { int iSelectionDist = -1; for( unsigned i = 0; i < row.GetTextItemsSize(); ++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; row.SetChoiceInRowWithFocus( p, i ); } } row.SetChoiceInRowWithFocus( p, min( iOldSelection, row.GetTextItemsSize()-1 ) ); } } AfterChangeRow( p ); changed = true; } if( changed ) { if( iDir < 0 ) m_SoundPrevRow.Play(); else m_SoundNextRow.Play(); } } void ScreenOptions::AfterChangeRow( PlayerNumber pn ) { AfterChangeValueOrRow( pn ); } void ScreenOptions::MoveRowAbsolute( PlayerNumber pn, int iRow, bool bRepeat ) { int iDir = iRow - m_iCurrentRow[pn]; MoveRowRelative( pn, iDir, bRepeat ); } void ScreenOptions::MenuUp( const InputEventPlus &input ) { MenuUpDown( input, -1 ); } void ScreenOptions::MenuDown( const InputEventPlus &input ) { MenuUpDown( input, +1 ); } void ScreenOptions::MenuSelect( const InputEventPlus &input ) { MenuUpDown( input, -1 ); } void ScreenOptions::MenuUpDown( const InputEventPlus &input, int iDir ) { ASSERT( iDir == -1 || iDir == +1 ); PlayerNumber pn = input.MenuI.player; if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT ) { /* If down is pressed, don't allow up to repeat, and vice versa. This prevents * holding both up and down from toggling repeatedly in-place. */ if( iDir == +1 ) { if( INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_UP)) || INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_SELECT)) ) return; } else { if( INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_DOWN)) || INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_START)) ) return; } } bool bRepeat = input.type != IET_FIRST_PRESS; int iDest = -1; for( int r=1; r<(int)m_pRows.size(); r++ ) { int iDelta = r*iDir; iDest = m_iCurrentRow[pn] + iDelta; int iOldDest = iDest; ASSERT( m_pRows.size() ); wrap( iDest, m_pRows.size() ); // Don't wrap on repeating inputs. bool bWrapped = iOldDest != iDest; if( bRepeat && bWrapped ) return; OptionRow &row = *m_pRows[iDest]; if( row.GetRowDef().IsEnabledForPlayer(pn) ) { MoveRowRelative( pn, iDelta, bRepeat ); return; } } } int ScreenOptions::GetCurrentRow( PlayerNumber pn ) const { const int r = m_iCurrentRow[pn]; return r; } // lua start #include "LuaBinding.h" class LunaScreenOptions: public Luna { public: LunaScreenOptions() { LUA->Register( Register ); } static int GetCurrentRow( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentRow((PlayerNumber) IArg(1)) ); return 1; } static void Register( Lua *L ) { ADD_METHOD( GetCurrentRow ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( ScreenOptions, ScreenWithMenuElements ) // lua end /* * (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. */