/* 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 RString& SelectTypeToString( SelectType pm ); SelectType StringToSelectType( const RString& s ); enum LayoutType { LAYOUT_SHOW_ALL_IN_ROW, LAYOUT_SHOW_ONE_IN_ROW, NUM_LAYOUT_TYPES, LAYOUT_INVALID }; const RString& LayoutTypeToString( LayoutType pm ); LayoutType StringToLayoutType( const RString& s ); struct OptionRowDefinition { RString m_sName; RString m_sExplanationName; 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; // Should be true for dynamic strings. bool m_bAllowThemeTitle; // Should be true for dynamic strings. bool m_bAllowExplanation; // if false, ignores ScreenOptions::SHOW_EXPLANATIONS. Should be true for dynamic strings. bool m_bShowChoicesListOnSelect; bool IsEnabledForPlayer( PlayerNumber pn ) const { return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end(); } OptionRowDefinition() { Init(); } 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_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 ) { Init(); m_sName=n; m_bOneChoiceForAllPlayers=b; #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 RString &sType ); private: RString 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 TITLE_X; ThemeMetric TITLE_ON_COMMAND; ThemeMetric TITLE_GAIN_FOCUS_COMMAND; ThemeMetric TITLE_LOSE_FOCUS_COMMAND; 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; 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 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 Update( float fDeltaTime ); void Clear(); void LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown ); void LoadExit(); void SetOptionIcon( PlayerNumber pn, const RString &sText, GameCommand &gc ); void ImportOptions( const vector &vpns ); int ExportOptions( const vector &vpns, bool bRowHasFocus[NUM_PLAYERS] ); void InitText(); void AfterImportOptions( PlayerNumber pn ); void ChoicesChanged(); void PositionUnderlines( PlayerNumber pn ); void PositionIcons( PlayerNumber pn ); void UpdateText( PlayerNumber 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 ); enum RowType { RowType_Normal, RowType_Exit }; 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; } void PrepareItemText( RString &s ) const; RString OptionTitle( RString s ) const; void SetExitText( RString sExitText ); void Reload(); // // Messages // virtual void HandleMessage( const RString& sMessage ); protected: RString GetRowTitle() const; 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_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_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. */