#ifndef OptionRowHandler_H #define OptionRowHandler_H #include "GameCommand.h" #include "LuaReference.h" #include "RageUtil.h" #include struct MenuRowDef; class OptionRow; struct ConfOption; /** @brief How many options can be selected on this row? */ enum SelectType { SELECT_ONE, /**< Only one option can be chosen on this row. */ SELECT_MULTIPLE, /**< Multiple options can be chosen on this row. */ SELECT_NONE, /**< No options can be chosen on this row. */ NUM_SelectType, SelectType_Invalid }; const RString& SelectTypeToString( SelectType pm ); SelectType StringToSelectType( const RString& s ); LuaDeclareType( SelectType ); /** @brief How many items are shown on the row? */ enum LayoutType { LAYOUT_SHOW_ALL_IN_ROW, /**< All of the options are shown at once. */ LAYOUT_SHOW_ONE_IN_ROW, /**< Only one option is shown at a time. */ NUM_LayoutType, LayoutType_Invalid }; const RString& LayoutTypeToString( LayoutType pm ); LayoutType StringToLayoutType( const RString& s ); LuaDeclareType( LayoutType ); /** @brief Define the purpose of the OptionRow. */ struct OptionRowDefinition { /** @brief the name of the option row. */ RString m_sName; /** @brief an explanation of the row's purpose. */ RString m_sExplanationName; /** @brief Do all players have to share one option from the row? */ bool m_bOneChoiceForAllPlayers; SelectType m_selectType; LayoutType m_layoutType; vector m_vsChoices; set m_vEnabledForPlayers; // only players in this set may change focus to this row int m_iDefault; bool m_bExportOnChange; /** * @brief Are theme items allowed here? * * This should be true for dynamic strings. */ bool m_bAllowThemeItems; /** * @brief Are theme titles allowed here? * * This should be true for dynamic strings. */ bool m_bAllowThemeTitle; /** * @brief Are explanations allowed for this row? * * If this is false, it will ignore the ScreenOptions::SHOW_EXPLANATIONS metric. * * This should be true for dynamic strings. */ bool m_bAllowExplanation; bool m_bShowChoicesListOnSelect; // (currently unused) /** * @brief Is this option enabled for the Player? * @param pn the Player the PlayerNumber represents. * @return true if the option is enabled, false otherwise. */ bool IsEnabledForPlayer( PlayerNumber pn ) const { return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end(); } OptionRowDefinition(): m_sName(""), m_sExplanationName(""), m_bOneChoiceForAllPlayers(false), m_selectType(SELECT_ONE), m_layoutType(LAYOUT_SHOW_ALL_IN_ROW), m_vsChoices(), m_vEnabledForPlayers(), m_iDefault(-1), m_bExportOnChange(false), m_bAllowThemeItems(true), m_bAllowThemeTitle(true), m_bAllowExplanation(true), m_bShowChoicesListOnSelect(false) { FOREACH_PlayerNumber( pn ) m_vEnabledForPlayers.insert( pn ); } void Init() { m_sName = ""; m_sExplanationName = ""; m_bOneChoiceForAllPlayers = false; m_selectType = SELECT_ONE; m_layoutType = LAYOUT_SHOW_ALL_IN_ROW; m_vsChoices.clear(); m_vEnabledForPlayers.clear(); FOREACH_PlayerNumber( pn ) m_vEnabledForPlayers.insert( pn ); m_iDefault = -1; m_bExportOnChange = false; m_bAllowThemeItems = true; m_bAllowThemeTitle = true; m_bAllowExplanation = true; m_bShowChoicesListOnSelect = false; } 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 ): m_sName(n), m_sExplanationName(""), m_bOneChoiceForAllPlayers(b), m_selectType(SELECT_ONE), m_layoutType(LAYOUT_SHOW_ALL_IN_ROW), m_vsChoices(), m_vEnabledForPlayers(), m_iDefault(-1), m_bExportOnChange(false), m_bAllowThemeItems(true), m_bAllowThemeTitle(true), m_bAllowExplanation(true), m_bShowChoicesListOnSelect(false) { FOREACH_PlayerNumber( pn ) m_vEnabledForPlayers.insert( pn ); #define PUSH( c ) if(c) m_vsChoices.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 } }; /** @brief Shows PlayerOptions and SongOptions in icon form. */ class OptionRowHandler { public: OptionRowDefinition m_Def; vector m_vsReloadRowMessages; // refresh this row on on these messages OptionRowHandler(): m_Def(), m_vsReloadRowMessages() { } virtual ~OptionRowHandler() { } virtual void Init() { m_Def.Init(); m_vsReloadRowMessages.clear(); } void Load( const Commands &cmds ) { Init(); this->LoadInternal( cmds ); } RString OptionTitle() const; RString GetThemedItemText( int iChoice ) const; virtual void LoadInternal( const Commands &cmds ) { } /* We may re-use OptionRowHandlers. This is called before each use. If the * contents of the row are dependent on external state (for example, the * current song), clear the row contents and reinitialize them. As an * optimization, rows which do not change can be initialized just once and * left alone. * If the row has been reinitialized, return RELOAD_CHANGED_ALL, and the * graphic elements will also be reinitialized. If only m_vEnabledForPlayers * has been changed, return RELOAD_CHANGED_ENABLED. If the row is static, and * nothing has changed, return RELOAD_CHANGED_NONE. */ enum ReloadChanged { RELOAD_CHANGED_NONE, RELOAD_CHANGED_ENABLED, RELOAD_CHANGED_ALL }; virtual ReloadChanged Reload() { return RELOAD_CHANGED_NONE; } virtual int GetDefaultOption() const { return -1; } virtual void ImportOption( OptionRow *pRow, const vector &vpns, vector vbSelectedOut[NUM_PLAYERS] ) const { } // Returns an OPT mask. virtual int ExportOption( const vector &vpns, const vector vbSelected[NUM_PLAYERS] ) const { return 0; } virtual void GetIconTextAndGameCommand( int iFirstSelection, RString &sIconTextOut, GameCommand &gcOut ) const; virtual RString GetScreen( int iChoice ) const { return RString(); } }; /** @brief Utilities for the OptionRowHandlers. */ namespace OptionRowHandlerUtil { OptionRowHandler* Make( const Commands &cmds ); OptionRowHandler* MakeNull(); OptionRowHandler* MakeSimple( const MenuRowDef &mrd ); void SelectExactlyOne( int iSelection, vector &vbSelectedOut ); int GetOneSelection( const vector &vbSelected ); } inline void VerifySelected( SelectType st, const vector &vbSelected, const RString &sName ) { int iNumSelected = 0; if( st == SELECT_ONE ) { ASSERT_M( vbSelected.size() > 0, ssprintf("%s: %i/%i", sName.c_str(), iNumSelected, int(vbSelected.size())) ); for( unsigned e = 0; e < vbSelected.size(); ++e ) if( vbSelected[e] ) iNumSelected++; ASSERT_M( iNumSelected == 1, ssprintf("%s: %i/%i", sName.c_str(), iNumSelected, int(vbSelected.size())) ); } } #endif /** * @file * @author Chris Danford (c) 2002-2004 * @section LICENSE * 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. */