#ifndef SCREEN_OPTIONS_MASTER_H #define SCREEN_OPTIONS_MASTER_H #include "ScreenOptions.h" #include "GameCommand.h" #include "LuaReference.h" struct ConfOption; enum OptionRowHandlerType { ROW_LIST, /* list of custom settings */ ROW_LUA, /* lua tells us what to do */ ROW_CONFIG, /* global pref */ NUM_OPTION_ROW_TYPES }; class ScreenOptionsMaster: public ScreenOptions { public: ScreenOptionsMaster( CString sName ); virtual void Init(); virtual ~ScreenOptionsMaster(); void Update( float fDelta ); private: struct OptionRowHandler { OptionRowHandler() { m_pLuaTable=NULL; Init(); } void Init() { type = ROW_LIST; m_sName = ""; m_vsRefreshRowNames.clear(); ListEntries.clear(); Default.Init(); m_bUseModNameForIcon = false; delete m_pLuaTable; m_pLuaTable = new LuaExpression; opt = NULL; } OptionRowHandlerType type; CString m_sName; bool m_bExportOnChange; vector m_vsRefreshRowNames; // refresh these rows when the value of this row changes /* ROW_LIST: */ vector ListEntries; GameCommand Default; bool m_bUseModNameForIcon; /* ROW_LUA: */ LuaExpression *m_pLuaTable; /* ROW_CONFIG: */ const ConfOption *opt; }; CString m_sNextScreen; vector OptionRowHandlers; OptionRowDefinition *m_OptionRowAlloc; int ExportOption( const OptionRowDefinition &def, const OptionRowHandler &hand, PlayerNumber pn, const vector &vbSelected ); void ImportOption( const OptionRowDefinition &def, const OptionRowHandler &hand, PlayerNumber pn, int rowno, vector &vbSelectedOut ); int ExportOptionForAllPlayers( int iRow ); static void SetList( OptionRowDefinition &def, OptionRowHandler &hand, CString param ); static void SetLua( OptionRowDefinition &def, OptionRowHandler &hand, const CString &sLuaFunction ); static void SetSteps( OptionRowDefinition &def, OptionRowHandler &hand ); static void SetConf( OptionRowDefinition &def, OptionRowHandler &hand, CString param ); static void SetCharacters( OptionRowDefinition &def, OptionRowHandler &hand ); static void SetStyles( OptionRowDefinition &def, OptionRowHandler &hand ); static void SetGroups( OptionRowDefinition &def, OptionRowHandler &hand ); static void SetDifficulties( OptionRowDefinition &def, OptionRowHandler &hand ); protected: virtual void ChangeValueInRow( PlayerNumber pn, int iDelta, bool Repeat ); virtual void ImportOptions(); virtual void ExportOptions(); virtual void ImportOptionsForPlayer( PlayerNumber pn ); // used by ScreenPlayerOptions virtual void GoToNextScreen(); virtual void GoToPrevScreen(); virtual void RefreshIcons(); }; #endif /* * (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. */