#include "global.h" #include "ScreenOptionsMaster.h" #include "RageException.h" #include "RageUtil.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "ScreenManager.h" #include "NoteSkinManager.h" #include "Course.h" #include "Steps.h" #include "Style.h" #include "song.h" #include "SongManager.h" #include "Character.h" #include "PrefsManager.h" #include "ScreenOptionsMasterPrefs.h" #include "GameSoundManager.h" #include "StepMania.h" #include "RageSoundManager.h" #include "ProfileManager.h" #include "StepsUtil.h" #include "LuaManager.h" #include "GameManager.h" #include "Foreach.h" #define LINE_NAMES THEME->GetMetric (m_sName,"LineNames") #define OPTION_MENU_FLAGS THEME->GetMetric (m_sName,"OptionMenuFlags") #define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str())) #define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s) #define ENTRY_NAME(s) THEME->GetMetric ("OptionNames", s) #define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1))) #define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default") #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen") /* Add the list named "ListName" to the given row/handler. */ void ScreenOptionsMaster::SetList( OptionRowDefinition &row, OptionRowHandler &hand, CString _ListName ) { CString ListName = _ListName; row.Init(); hand.Init(); hand.type = ROW_LIST; hand.m_sName = ListName; hand.m_bUseModNameForIcon = true; row.name = ListName; if( !ListName.CompareNoCase("noteskins") ) { hand.Default.Init(); /* none */ row.bOneChoiceForAllPlayers = false; CStringArray arraySkinNames; NOTESKIN->GetNoteSkinNames( arraySkinNames ); for( unsigned skin=0; skin= 0 && pn < NUM_PLAYERS ); row.m_vEnabledForPlayers.insert( pn ); } } else if( sName == "exportonchange" ) hand.m_bExportOnChange = true; else RageException::Throw( "Unkown row flag \"%s\"", sName.c_str() ); } for( int col = 0; col < NumCols; ++col ) { GameCommand mc; mc.Load( 0, ParseCommands(ENTRY_MODE(ListName, col)) ); if( mc.m_sName == "" ) RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col ); if( !mc.IsPlayable() ) continue; hand.ListEntries.push_back( mc ); CString sName = mc.m_sName; CString sChoice = ENTRY_NAME(mc.m_sName); row.choices.push_back( sChoice ); } } void ScreenOptionsMaster::SetLua( OptionRowDefinition &row, OptionRowHandler &hand, const CString &_sLuaFunction ) { CString sLuaFunction = _sLuaFunction; row.Init(); hand.Init(); hand.type = ROW_LUA; hand.m_sName = sLuaFunction; hand.m_bUseModNameForIcon = true; /* Run the Lua expression. It should return a table. */ hand.m_pLuaTable->SetFromExpression( sLuaFunction ); if( hand.m_pLuaTable->GetLuaType() != LUA_TTABLE ) RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() ); { hand.m_pLuaTable->PushSelf( LUA->L ); lua_pushstring( LUA->L, "Name" ); lua_gettable( LUA->L, -2 ); const char *pStr = lua_tostring( LUA->L, -1 ); if( pStr == NULL ) RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() ); row.name = pStr; lua_pop( LUA->L, 1 ); lua_pushstring( LUA->L, "OneChoiceForAllPlayers" ); lua_gettable( LUA->L, -2 ); row.bOneChoiceForAllPlayers = !!lua_toboolean( LUA->L, -1 ); lua_pop( LUA->L, 1 ); lua_pushstring( LUA->L, "LayoutType" ); lua_gettable( LUA->L, -2 ); pStr = lua_tostring( LUA->L, -1 ); if( pStr == NULL ) RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() ); row.layoutType = StringToLayoutType( pStr ); ASSERT( row.layoutType != LAYOUT_INVALID ); lua_pop( LUA->L, 1 ); lua_pushstring( LUA->L, "SelectType" ); lua_gettable( LUA->L, -2 ); pStr = lua_tostring( LUA->L, -1 ); if( pStr == NULL ) RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() ); row.selectType = StringToSelectType( pStr ); ASSERT( row.selectType != SELECT_INVALID ); lua_pop( LUA->L, 1 ); /* Iterate over the "Choices" table. */ lua_pushstring( LUA->L, "Choices" ); lua_gettable( LUA->L, -2 ); if( !lua_istable( LUA->L, -1 ) ) RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() ); lua_pushnil( LUA->L ); while( lua_next(LUA->L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ const char *pValue = lua_tostring( LUA->L, -1 ); if( pValue == NULL ) RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() ); LOG->Trace( "'%s'", pValue); row.choices.push_back( pValue ); lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */ } lua_pop( LUA->L, 1 ); /* pop choices table */ /* Iterate over the "EnabledForPlayers" table. */ lua_pushstring( LUA->L, "EnabledForPlayers" ); lua_gettable( LUA->L, -2 ); if( !lua_isnil( LUA->L, -1 ) ) { if( !lua_istable( LUA->L, -1 ) ) RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() ); row.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below lua_pushnil( LUA->L ); while( lua_next(LUA->L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ PlayerNumber pn = (PlayerNumber)luaL_checkint( LUA->L, -1 ); row.m_vEnabledForPlayers.insert( pn ); lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */ } } lua_pop( LUA->L, 1 ); /* pop EnabledForPlayers table */ /* Look for "ExportOnChange" value. */ lua_pushstring( LUA->L, "ExportOnChange" ); lua_gettable( LUA->L, -2 ); if( !lua_isnil( LUA->L, -1 ) ) { hand.m_bExportOnChange = !!MyLua_checkboolean( LUA->L, -1 ); } lua_pop( LUA->L, 1 ); /* pop ExportOnChange value */ /* Iterate over the "RefreshRowNames" table. */ lua_pushstring( LUA->L, "RefreshRowNames" ); lua_gettable( LUA->L, -2 ); if( !lua_isnil( LUA->L, -1 ) ) { if( !lua_istable( LUA->L, -1 ) ) RageException::Throw( "\"%s\" \"RefreshRowNames\" is not a table", sLuaFunction.c_str() ); hand.m_vsRefreshRowNames.clear(); // and fill in with supplied PlayerNumbers below lua_pushnil( LUA->L ); while( lua_next(LUA->L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ const char *pValue = lua_tostring( LUA->L, -1 ); if( pValue == NULL ) RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() ); LOG->Trace( "'%s'", pValue); hand.m_vsRefreshRowNames.push_back( pValue ); lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */ } } lua_pop( LUA->L, 1 ); /* pop RefreshRowNames table */ lua_pop( LUA->L, 1 ); /* pop main table */ ASSERT( lua_gettop(LUA->L) == 0 ); } } /* Add a list of difficulties/edits to the given row/handler. */ void ScreenOptionsMaster::SetSteps( OptionRowDefinition &row, OptionRowHandler &hand ) { hand.type = ROW_LIST; row.name = "Steps"; row.bOneChoiceForAllPlayers = false; // fill in difficulty names if( GAMESTATE->m_bEditing ) { row.choices.push_back( "" ); hand.ListEntries.push_back( GameCommand() ); } else if( GAMESTATE->IsCourseMode() ) // playing a course { row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties; vector vTrails; GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType ); for( unsigned i=0; im_CourseDifficulty ); row.choices.push_back( s ); GameCommand mc; mc.m_pTrail = pTrail; hand.ListEntries.push_back( mc ); } } else // !GAMESTATE->IsCourseMode(), playing a song { vector vSteps; GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyle()->m_StepsType ); StepsUtil::SortNotesArrayByDifficulty( vSteps ); for( unsigned i=0; iGetDifficulty() == DIFFICULTY_EDIT ) s = pSteps->GetDescription(); else s = DifficultyToThemedString( pSteps->GetDifficulty() ); s += ssprintf( " (%d)", pSteps->GetMeter() ); row.choices.push_back( s ); GameCommand mc; mc.m_pSteps = pSteps; mc.m_dc = pSteps->GetDifficulty(); hand.ListEntries.push_back( mc ); } } } /* Add the given configuration value to the given row/handler. */ void ScreenOptionsMaster::SetConf( OptionRowDefinition &row, OptionRowHandler &hand, CString param ) { /* Configuration values are never per-player. */ row.bOneChoiceForAllPlayers = true; hand.type = ROW_CONFIG; ConfOption *pConfOption = ConfOption::Find( param ); if( pConfOption == NULL ) RageException::Throw( "Invalid Conf type \"%s\"", param.c_str() ); pConfOption->UpdateAvailableOptions(); hand.opt = pConfOption; hand.opt->MakeOptionsList( row.choices ); row.name = hand.opt->name; } /* Add a list of available characters to the given row/handler. */ void ScreenOptionsMaster::SetCharacters( OptionRowDefinition &row, OptionRowHandler &hand ) { hand.type = ROW_LIST; row.bOneChoiceForAllPlayers = false; row.name = "Characters"; hand.Default.m_pCharacter = GAMESTATE->GetDefaultCharacter(); { row.choices.push_back( ENTRY_NAME("Off") ); GameCommand mc; mc.m_pCharacter = NULL; hand.ListEntries.push_back( mc ); } vector apCharacters; GAMESTATE->GetCharacters( apCharacters ); for( unsigned i=0; im_sName; s.MakeUpper(); row.choices.push_back( s ); GameCommand mc; mc.m_pCharacter = pCharacter; hand.ListEntries.push_back( mc ); } } /* Add a list of available styles to the given row/handler. */ void ScreenOptionsMaster::SetStyles( OptionRowDefinition &row, OptionRowHandler &hand ) { hand.type = ROW_LIST; row.bOneChoiceForAllPlayers = true; row.name = "Style"; row.bOneChoiceForAllPlayers = true; vector vStyles; GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles ); ASSERT( vStyles.size() ); FOREACH_CONST( const Style*, vStyles, s ) { row.choices.push_back( GAMEMAN->StyleToThemedString(*s) ); GameCommand mc; mc.m_pStyle = *s; hand.ListEntries.push_back( mc ); } hand.Default.m_pStyle = vStyles[0]; } /* Add a list of available song groups to the given row/handler. */ void ScreenOptionsMaster::SetGroups( OptionRowDefinition &row, OptionRowHandler &hand ) { hand.type = ROW_LIST; row.bOneChoiceForAllPlayers = true; row.name = "Group"; hand.Default.m_sSongGroup = GROUP_ALL_MUSIC; vector vGroups; SONGMAN->GetGroupNames( vGroups ); ASSERT( vGroups.size() ); { row.choices.push_back( ENTRY_NAME("AllGroups") ); GameCommand mc; mc.m_sSongGroup = GROUP_ALL_MUSIC; hand.ListEntries.push_back( mc ); } FOREACH_CONST( CString, vGroups, g ) { row.choices.push_back( *g ); GameCommand mc; mc.m_sSongGroup = *g; hand.ListEntries.push_back( mc ); } } /* Add a list of available difficulties to the given row/handler. */ void ScreenOptionsMaster::SetDifficulties( OptionRowDefinition &row, OptionRowHandler &hand ) { set vDifficulties; GAMESTATE->GetDifficultiesToShow( vDifficulties ); hand.type = ROW_LIST; row.bOneChoiceForAllPlayers = true; row.name = "Difficulty"; hand.Default.m_dc = DIFFICULTY_INVALID; { row.choices.push_back( ENTRY_NAME("AllDifficulties") ); GameCommand mc; mc.m_dc = DIFFICULTY_INVALID; hand.ListEntries.push_back( mc ); } 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 ): ScreenOptions( sClassName ) { LOG->Trace("ScreenOptionsMaster::ScreenOptionsMaster(%s)", m_sName.c_str() ); } void ScreenOptionsMaster::Init() { ScreenOptions::Init(); CStringArray asLineNames; split( LINE_NAMES, ",", asLineNames ); if( asLineNames.empty() ) RageException::Throw( "%s::LineNames is empty.", m_sName.c_str() ); CStringArray Flags; split( OPTION_MENU_FLAGS, ";", Flags, true ); InputMode im = INPUTMODE_INDIVIDUAL; bool Explanations = false; bool bShowUnderlines = true; for( unsigned i = 0; i < Flags.size(); ++i ) { CString sFlag = Flags[i]; sFlag.MakeLower(); if( sFlag == "together" ) im = INPUTMODE_SHARE_CURSOR; else if( sFlag == "explanations" ) Explanations = true; else if( sFlag == "forceallplayers" ) { FOREACH_PlayerNumber( pn ) GAMESTATE->m_bSideIsJoined[pn] = true; GAMESTATE->m_MasterPlayerNumber = PlayerNumber(0); } else if( sFlag == "smnavigation" ) SetNavigation( NAV_THREE_KEY_MENU ); else if( sFlag == "toggle" || sFlag == "firstchoicegoesdown" ) SetNavigation( PREFSMAN->m_bArcadeOptionsNavigation? NAV_TOGGLE_THREE_KEY:NAV_TOGGLE_FIVE_KEY ); else if( sFlag == "hideunderlines" ) bShowUnderlines = false; else RageException::Throw( "Unknown flag \"%s\"", sFlag.c_str() ); } m_OptionRowAlloc = new OptionRowDefinition[asLineNames.size()]; for( unsigned i = 0; i < asLineNames.size(); ++i ) { CString sLineName = asLineNames[i]; OptionRowDefinition &row = m_OptionRowAlloc[i]; CString sRowCommands = LINE(sLineName); Commands vCommands; ParseCommands( sRowCommands, vCommands ); if( vCommands.v.size() < 1 ) RageException::Throw( "Parse error in %s::Line%i", m_sName.c_str(), i+1 ); OptionRowHandler hand; for( unsigned c=0; cGetPathS( m_sName, "music", true ); if( MusicPath != "" ) SOUND->PlayMusic( MusicPath ); } ScreenOptions::Update( fDelta ); } void SelectExactlyOne( int iSelection, vector &vbSelectedOut ) { for( int i=0; i<(int)vbSelectedOut.size(); i++ ) vbSelectedOut[i] = i==iSelection; } void ScreenOptionsMaster::ImportOption( const OptionRowDefinition &row, const OptionRowHandler &hand, PlayerNumber pn, int rowno, vector &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 ); } } void ScreenOptionsMaster::ImportOptions( int r ) { const OptionRowHandler &hand = OptionRowHandlers[r]; const OptionRowDefinition &def = m_OptionRowAlloc[r]; OptionRow &row = *m_Rows[r]; if( def.bOneChoiceForAllPlayers ) { ImportOption(def, hand, PLAYER_1, r, row.m_vbSelected[0] ); } else { FOREACH_HumanPlayer( p ) ImportOption( def, hand, p, r, row.m_vbSelected[p] ); } } /* Import only settings specific to the given player. */ void ScreenOptionsMaster::ImportOptionsForPlayer( PlayerNumber pn ) { if( !GAMESTATE->IsHumanPlayer(pn) ) return; for( unsigned i = 0; i < OptionRowHandlers.size(); ++i ) { const OptionRowHandler &hand = 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] ); } } int GetOneSelection( const vector &vbSelected ) { for( unsigned i=0; i &vbSelected ) { /* Figure out which selection is the default. */ switch( hand.type ) { case ROW_LIST: { hand.Default.Apply( pn ); for( unsigned i=0; iL) == 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 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 OptionRowDefinition &def = m_OptionRowAlloc[iRow]; OptionRow &row = *m_Rows[iRow]; FOREACH_HumanPlayer( pn ) { vector &vbSelected = row.m_vbSelected[pn]; m_iChangeMask |= ExportOption( def, hand, pn, vbSelected ); } } void ScreenOptionsMaster::GoToNextScreen() { if( GAMESTATE->m_bEditing ) SCREENMAN->PopTopScreen(); else if( m_sNextScreen != "" ) SCREENMAN->SetNewScreen( m_sNextScreen ); } void ScreenOptionsMaster::GoToPrevScreen() { /* XXX: A better way to handle this would be to check if we're a pushed screen. */ if( GAMESTATE->m_bEditing ) { SCREENMAN->PopTopScreen(); // XXX: handle different destinations based on play mode? } else { SCREENMAN->DeletePreparedScreens(); SCREENMAN->SetNewScreen( PREV_SCREEN ); // (GAMESTATE->m_PlayMode) ); } } void ScreenOptionsMaster::RefreshIcons() { FOREACH_HumanPlayer( p ) { for( unsigned i=0; iGetRowType() == OptionRow::ROW_EXIT ) continue; // skip OptionRow &row = *m_Rows[i]; const OptionRowDefinition &def = row.GetRowDef(); // find first selection and whether multiple are selected int iFirstSelection = row.GetOneSelection( p, true ); // set icon name CString sIcon; if( iFirstSelection == -1 ) { sIcon = "Multi"; } 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; } } /* XXX: hack to not display text in the song options menu */ if( def.bOneChoiceForAllPlayers ) sIcon = ""; LoadOptionIcon( p, i, sIcon ); } } } void ScreenOptionsMaster::ChangeValueInRow( PlayerNumber pn, int iDelta, bool Repeat ) { ScreenOptions::ChangeValueInRow( pn, iDelta, Repeat ); int iRow = m_iCurrentRow[pn]; const OptionRowHandler &hand = OptionRowHandlers[iRow]; if( hand.m_bExportOnChange || !hand.m_vsRefreshRowNames.empty() ) ExportOptions( iRow ); FOREACH_CONST( CString, hand.m_vsRefreshRowNames, sRowToRefreshName ) { for( unsigned r=0; rGetCurrentRow(); /* If the selection is on a LIST, and the selected LIST option sets the screen, * honor it. */ m_sNextScreen = ""; for( unsigned i = 0; i < OptionRowHandlers.size(); ++i ) { CHECKPOINT_M( ssprintf("%i/%i", i, 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 ) continue; OptionRowHandler &hand = OptionRowHandlers[i]; 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 = ""; } } ExportOptions( i ); } CHECKPOINT; // NEXT_SCREEN; if( m_sNextScreen == "" ) m_sNextScreen = NEXT_SCREEN; if( m_iChangeMask & OPT_APPLY_ASPECT_RATIO ) { THEME->UpdateLuaGlobals(); // This needs to be done before resetting the projection matrix below SCREENMAN->ThemeChanged(); // recreate ScreenSystemLayer and SharedBGA } /* If the theme changes, we need to reset RageDisplay to apply new theme * window title and icon. */ /* If the aspect ratio changes, we need to reset RageDisplay so that the * projection matrix is re-created using the new screen dimensions. */ if( (m_iChangeMask & OPT_APPLY_THEME) || (m_iChangeMask & OPT_APPLY_GRAPHICS) || (m_iChangeMask & OPT_APPLY_ASPECT_RATIO) ) ApplyGraphicOptions(); if( m_iChangeMask & OPT_SAVE_PREFERENCES ) { /* Save preferences. */ LOG->Trace("ROW_CONFIG used; saving ..."); PREFSMAN->SaveGlobalPrefsToDisk(); SaveGamePrefsToDisk(); } if( m_iChangeMask & OPT_RESET_GAME ) { ResetGame(); m_sNextScreen = ""; } if( m_iChangeMask & OPT_APPLY_SOUND ) { SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); } if( m_iChangeMask & OPT_APPLY_SONG ) SONGMAN->SetPreferences(); CHECKPOINT; this->GoToNextScreen(); } break; default: ScreenOptions::HandleScreenMessage( SM ); break; } } /* * (c) 2003-2004 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. */