/* OptionRow - One line in ScreenOptions. */ #ifndef OptionRow_H #define OptionRow_H #include "ActorFrame.h" #include "BitmapText.h" #include "OptionsCursor.h" #include "OptionIcon.h" #include "ThemeMetric.h" #include "AutoActor.h" class OptionRowHandler; class GameCommand; enum SelectType { SELECT_ONE, SELECT_MULTIPLE, SELECT_NONE, NUM_SELECT_TYPES, SELECT_INVALID }; const CString& SelectTypeToString( SelectType pm ); SelectType StringToSelectType( const CString& s ); enum LayoutType { LAYOUT_SHOW_ALL_IN_ROW, LAYOUT_SHOW_ONE_IN_ROW, NUM_LAYOUT_TYPES, LAYOUT_INVALID }; const CString& LayoutTypeToString( LayoutType pm ); LayoutType StringToLayoutType( const CString& s ); struct OptionRowDefinition { CString m_sName; 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 bool m_bExportOnChange; bool m_bAllowThemeItems; // if false, ignores ScreenOptions::THEME_ITEMS bool m_bAllowThemeTitles; // if false, ignores ScreenOptions::THEME_TITLES bool m_bAllowExplanation; // if false, ignores ScreenOptions::SHOW_EXPLANATIONS bool m_bShowChoicesListOnSelect; bool IsEnabledForPlayer( PlayerNumber pn ) const { return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end(); } OptionRowDefinition() { Init(); } void Init() { m_sName = ""; 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_bExportOnChange = false; m_bAllowThemeItems = true; m_bAllowThemeTitles = 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 ) { Init(); m_sName=n; m_bOneChoiceForAllPlayers=b; m_selectType=SELECT_ONE; m_layoutType=LAYOUT_SHOW_ALL_IN_ROW; #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 } }; class OptionRowType { public: void Load( const CString &sType ); private: CString m_sType; BitmapText m_textItemParent; OptionsCursor m_UnderlineParent; Actor *m_sprBullet; BitmapText m_textTitle; OptionIcon m_OptionIcon; // metrics ThemeMetric BULLET_X; ThemeMetric BULLET_ON_COMMAND; ThemeMetric LABELS_X; ThemeMetric LABELS_ON_COMMAND; ThemeMetric LABEL_GAIN_FOCUS_COMMAND; ThemeMetric LABEL_LOSE_FOCUS_COMMAND; ThemeMetric ITEMS_START_X; ThemeMetric ITEMS_END_X; ThemeMetric ITEMS_GAP_X; ThemeMetric1D ITEMS_LONG_ROW_X; ThemeMetric ITEMS_LONG_ROW_SHARED_X; ThemeMetric ITEMS_ON_COMMAND; ThemeMetric ITEM_GAIN_FOCUS_COMMAND; ThemeMetric ITEM_LOSE_FOCUS_COMMAND; ThemeMetric1D ICONS_X; ThemeMetric ICONS_ON_COMMAND; ThemeMetric COLOR_SELECTED; ThemeMetric COLOR_NOT_SELECTED; ThemeMetric COLOR_DISABLED; ThemeMetric CAPITALIZE_ALL_OPTION_NAMES; ThemeMetric TWEEN_SECONDS; ThemeMetric THEME_ITEMS; ThemeMetric THEME_TITLES; ThemeMetric SHOW_BPM_IN_SPEED_TITLE; ThemeMetric SHOW_OPTION_ICONS; ThemeMetric SHOW_UNDERLINES; friend class OptionRow; }; class OptionRow : public ActorFrame { public: OptionRow( const OptionRowType *pType ); ~OptionRow(); void Clear(); void LoadNormal( const OptionRowDefinition &def, OptionRowHandler *pHand, bool bFirstItemGoesDown ); void LoadExit(); void SetOptionIcon( PlayerNumber pn, const CString &sText, GameCommand &gc ); void ImportOptions( const vector &vpns ); int ExportOptions( const vector &vpns, bool bRowHasFocus[NUM_PLAYERS] ); void InitText(); void AfterImportOptions(); void DetachHandler(); void PositionUnderlines( PlayerNumber pn ); void PositionIcons(); void UpdateText(); void SetRowFocus( bool bRowHasFocus[NUM_PLAYERS] ); 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 CString &sChoice ); int GetChoiceInRowWithFocus( PlayerNumber pn ) const; int GetChoiceInRowWithFocusShared() const; void SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice ); void SetChoiceInRowWithFocusShared( int iChoice ); bool GetSelected( PlayerNumber pn, int iChoice ) const { if( m_RowDef.m_bOneChoiceForAllPlayers ) pn = PLAYER_1; return m_vbSelected[pn][iChoice]; } void SetSelected( PlayerNumber pn, int iChoice, bool b ) { if( m_RowDef.m_bOneChoiceForAllPlayers ) pn = PLAYER_1; m_vbSelected[pn][iChoice] = b; } enum RowType { ROW_NORMAL, ROW_EXIT }; const OptionRowDefinition &GetRowDef() const { return m_RowDef; } OptionRowDefinition &GetRowDef() { return m_RowDef; } RowType GetRowType() const { return m_RowType; } OptionRowHandler *GetHandler() { return m_pHand; } BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ); void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ); // ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState. void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; } bool GetRowHidden() { return m_bHidden; } unsigned GetTextItemsSize() { return m_textItems.size(); } bool GetFirstItemGoesDown() { return m_bFirstItemGoesDown; } void PrepareItemText( CString &s ) const; CString OptionTitle( CString s ) const; void SetExitText( CString sExitText ); void Reload( const OptionRowDefinition &def ); void SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers ); // // Messages // virtual void HandleMessage( const CString& sMessage ); protected: CString GetRowTitle() const; const OptionRowType *m_pParentType; OptionRowDefinition m_RowDef; 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_sprBullet; BitmapText *m_textTitle; OptionIcon *m_OptionIcons[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_RowDef.bMultiSelect vector m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size() public: Actor::TweenState m_tsDestination; // this should approach m_tsDestination. protected: bool m_bHidden; // currently off screen }; #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. */