#include "global.h" #include "OptionIconRow.h" #include "ThemeManager.h" #include "PlayerOptions.h" #include "GameState.h" #include "RageLog.h" #include "PlayerState.h" #include "ActorUtil.h" #include "XmlFile.h" #include "LuaManager.h" REGISTER_ACTOR_CLASS( OptionIconRow ) #define SPACING_X THEME->GetMetricF("OptionIconRow","SpacingX") #define SPACING_Y THEME->GetMetricF("OptionIconRow","SpacingY") OptionIconRow::OptionIconRow() { for( unsigned i=0; iAddChild( &m_OptionIcon[i] ); } } void OptionIconRow::LoadFromNode( const CString& sDir, const XNode* pNode ) { Load(); ActorFrame::LoadFromNode( sDir, pNode ); } struct OptionColumnEntry { char szString[30]; int iSlotIndex; }; static const OptionColumnEntry g_OptionColumnEntries[] = { {"Boost", 0}, {"Brake", 0}, {"Wave", 0}, {"Expand", 0}, {"Boomerang", 0}, {"Drunk", 1}, {"Dizzy", 1}, {"Mini", 1}, {"Flip", 1}, {"Tornado", 1}, {"Hidden", 2}, {"Sudden", 2}, {"Stealth", 2}, {"Blink", 2}, {"RandomVanish", 2}, {"Mirror", 3}, {"Left", 3}, {"Right", 3}, {"Shuffle", 3}, {"SuperShuffle",3}, {"Little", 4}, {"NoHolds", 4}, {"Dark", 4}, {"Blind", 4}, {"Reverse", 5}, {"Split", 5}, {"Alternate", 5}, {"Cross", 5}, {"Centered", 5}, {"Incoming", 6}, {"Space", 6}, {"Hallway", 6}, {"Distant", 6}, }; int OptionToPreferredColumn( CString sOptionText ) { /* Speedups always go in column 0. digit ... x */ if(sOptionText.GetLength() > 1 && isdigit(sOptionText[0]) && tolower(sOptionText[sOptionText.GetLength()-1]) == 'x') { return 0; } for( unsigned i=0; iWarn("Unknown option: '%s'", sOptionText.c_str() ); return 0; } void OptionIconRow::Load() { for( unsigned i=0; im_pPlayerState[pn]->m_PlayerOptions.GetString(); CStringArray asOptions; split( sOptions, ", ", asOptions, true ); CString asTabs[NUM_OPTION_COLS-1]; // fill these with what will be displayed on the tabs // for each option, look for the best column to place it in for( unsigned i=0; i { public: LunaOptionIconRow() { LUA->Register( Register ); } static int set( T* p, lua_State *L ) { p->SetFromGameState( (PlayerNumber) IArg(1) ); return 0; } static void Register(lua_State *L) { ADD_METHOD( set ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( OptionIconRow, ActorFrame ) // lua end /* * (c) 2002-2004 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. */