/* OptionRow - One line in ScreenOptions. */ #ifndef OptionRow_H #define OptionRow_H #include "ActorFrame.h" #include "BitmapText.h" #include "OptionsCursor.h" #include "ModIcon.h" #include "ThemeMetric.h" #include "AutoActor.h" class OptionRowHandler; class GameCommand; struct OptionRowDefinition; RString ITEMS_LONG_ROW_X_NAME( size_t p ); RString MOD_ICON_X_NAME( size_t p ); class OptionRowType { public: void Load( const RString &sMetricsGroup, Actor *pParent ); private: RString m_sMetricsGroup; BitmapText m_textItem; OptionsCursor m_Underline[NUM_PLAYERS]; AutoActor m_sprFrame; BitmapText m_textTitle; ModIcon m_ModIcon; ThemeMetric ITEMS_START_X; ThemeMetric ITEMS_END_X; ThemeMetric ITEMS_GAP_X; ThemeMetric ITEMS_MIN_BASE_ZOOM; ThemeMetric1D ITEMS_LONG_ROW_X; ThemeMetric ITEMS_LONG_ROW_SHARED_X; ThemeMetric1D MOD_ICON_X; ThemeMetric COLOR_SELECTED; ThemeMetric COLOR_NOT_SELECTED; ThemeMetric COLOR_DISABLED; ThemeMetric TWEEN_SECONDS; ThemeMetric SHOW_BPM_IN_SPEED_TITLE; ThemeMetric SHOW_MOD_ICONS; ThemeMetric SHOW_UNDERLINES; ThemeMetric MOD_ICON_METRICS_GROUP; friend class OptionRow; }; class OptionRow : public ActorFrame { public: OptionRow( const OptionRowType *pType ); ~OptionRow(); void Clear(); void LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown ); void LoadExit(); void SetModIcon( PlayerNumber pn, const RString &sText, GameCommand &gc ); void ImportOptions( const vector &vpns ); int ExportOptions( const vector &vpns, bool bRowHasFocus[NUM_PLAYERS] ); enum RowType { RowType_Normal, RowType_Exit }; void InitText( RowType type ); void AfterImportOptions( PlayerNumber pn ); RString GetRowTitle() const; void ChoicesChanged( RowType type ); void PositionUnderlines( PlayerNumber pn ); void PositionIcons( PlayerNumber pn ); void UpdateText( PlayerNumber pn ); bool GetRowHasFocus( PlayerNumber pn ) const { return m_bRowHasFocus[pn]; } void SetRowHasFocus( PlayerNumber pn, bool bRowHasFocus ); 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 ); void SetOneSharedSelectionIfPresent( const RString &sChoice ); int GetChoiceInRowWithFocus( PlayerNumber pn ) const; int GetChoiceInRowWithFocusShared() const; void SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice ); void ResetFocusFromSelection( PlayerNumber pn ); bool GetSelected( PlayerNumber pn, int iChoice ) const; void SetSelected( PlayerNumber pn, int iChoice, bool b ); const OptionRowDefinition &GetRowDef() const; OptionRowDefinition &GetRowDef(); RowType GetRowType() const { return m_RowType; } const OptionRowHandler *GetHandler() const { return m_pHand; } const BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const; void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const; // ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState. unsigned GetTextItemsSize() const { return m_textItems.size(); } bool GetFirstItemGoesDown() const { return m_bFirstItemGoesDown; } RString GetThemedItemText( int iChoice ) const; void SetExitText( RString sExitText ); void Reload(); // Messages virtual void HandleMessage( const Message &msg ); // Lua void PushSelf( lua_State *L ); protected: const OptionRowType *m_pParentType; 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 Actor *m_sprFrame; BitmapText *m_textTitle; ModIcon *m_ModIcons[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_pHand->m_Def.bMultiSelect vector m_vbSelected[NUM_PLAYERS]; // size = m_pHand->m_Def.choices.size() Actor::TweenState m_tsDestination; // this should approach m_tsDestination. public: void SetDestination( Actor::TweenState &ts, bool bTween ); }; #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. */