#include "global.h" #include "OptionRowHandler.h" #include "LuaManager.h" #include "ScreenOptionsMasterPrefs.h" #include "NoteSkinManager.h" #include "RageUtil.h" #include "RageLog.h" #include "GameState.h" #include "Course.h" #include "Steps.h" #include "Style.h" #include "song.h" #include "SongManager.h" #include "Character.h" #include "PrefsManager.h" #include "StepsUtil.h" #include "GameManager.h" #include "Foreach.h" #include "GameSoundManager.h" #include "CommonMetrics.h" #include "CharacterManager.h" #define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s) #define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1))) #define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default") void OptionRowHandler::GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const { sIconTextOut = ""; gcOut.Init(); } static void SelectExactlyOne( int iSelection, vector &vbSelectedOut ) { ASSERT_M( iSelection >= 0 && iSelection < (int) vbSelectedOut.size(), ssprintf("%d/%u",iSelection, unsigned(vbSelectedOut.size())) ); for( int i=0; i &vbSelected ) { int iRet = -1; for( unsigned i=0; i ListEntries; GameCommand Default; bool m_bUseModNameForIcon; vector m_vsBroadcastOnExport; OptionRowHandlerList::OptionRowHandlerList() { Init(); } virtual void Init() { OptionRowHandler::Init(); ListEntries.clear(); Default.Init(); m_bUseModNameForIcon = false; m_vsBroadcastOnExport.clear(); } virtual void Load( OptionRowDefinition &defOut, CString sParam ) { ASSERT( sParam.size() ); if( sParam.CompareNoCase("NoteSkins")==0 ) { FillNoteSkins( defOut, sParam ); return; } else if( sParam.CompareNoCase("Steps")==0 ) { FillSteps( defOut, sParam, false ); return; } else if( sParam.CompareNoCase("StepsLocked")==0 ) { FillSteps( defOut, sParam, true ); return; } else if( sParam.CompareNoCase("Characters")==0 ) { FillCharacters( defOut, sParam ); return; } else if( sParam.CompareNoCase("Styles")==0 ) { FillStyles( defOut, sParam ); return; } else if( sParam.CompareNoCase("Groups")==0 ) { FillGroups( defOut, sParam ); return; } else if( sParam.CompareNoCase("Difficulties")==0 ) { FillDifficulties( defOut, sParam ); return; } else if( sParam.CompareNoCase("SongsInCurrentSongGroup")==0 ) { FillSongsInCurrentSongGroup( defOut, sParam ); return; } Init(); defOut.Init(); m_bUseModNameForIcon = true; defOut.m_sName = sParam; Default.Load( -1, ParseCommands(ENTRY_DEFAULT(sParam)) ); /* Parse the basic configuration metric. */ Commands cmds = ParseCommands( ENTRY(sParam) ); if( cmds.v.size() < 1 ) RageException::Throw( "Parse error in ScreenOptionsMaster::%s", sParam.c_str() ); defOut.m_bOneChoiceForAllPlayers = false; const int NumCols = atoi( cmds.v[0].m_vsArgs[0] ); for( unsigned i=1; i= 0 && pn < NUM_PLAYERS ); defOut.m_vEnabledForPlayers.insert( pn ); } } else if( sName == "exportonchange" ) defOut.m_bExportOnChange = true; else if( sName == "broadcastonexport" ) { for( unsigned i=1; iTrace( "\"%s\" is not playable.", sParam.c_str() ); continue; } ListEntries.push_back( mc ); CString sName = mc.m_sName; CString sChoice = mc.m_sName; defOut.m_vsChoices.push_back( sChoice ); } } void ImportOption( const OptionRowDefinition &def, const vector &vpns, vector vbSelectedOut[NUM_PLAYERS] ) const { int iFallbackOption = -1; bool bUseFallbackOption = true; FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; vector &vbSelOut = vbSelectedOut[p]; for( unsigned e = 0; e < ListEntries.size(); ++e ) { const GameCommand &mc = ListEntries[e]; vbSelOut[e] = false; if( mc.IsZero() ) { /* The entry has no effect. This is usually a default "none of the * above" entry. It will always return true for DescribesCurrentMode(). * It's only the selected choice if nothing else matches. */ if( def.m_selectType != SELECT_MULTIPLE ) iFallbackOption = e; continue; } if( def.m_bOneChoiceForAllPlayers ) { if( mc.DescribesCurrentModeForAllPlayers() ) { bUseFallbackOption = false; if( def.m_selectType != SELECT_MULTIPLE ) SelectExactlyOne( e, vbSelOut ); else vbSelOut[e] = true; } } else { if( mc.DescribesCurrentMode( p) ) { bUseFallbackOption = false; if( def.m_selectType != SELECT_MULTIPLE ) SelectExactlyOne( e, vbSelOut ); else vbSelOut[e] = true; } } } if( def.m_selectType == SELECT_ONE && bUseFallbackOption ) { if( iFallbackOption == -1 ) { CString s = ssprintf("No options in row \"%s\" were selected, and no fallback row found; selected entry 0", m_sName.c_str()); LOG->Warn( s ); CHECKPOINT_M( s ); iFallbackOption = 0; } SelectExactlyOne( iFallbackOption, vbSelOut ); } VerifySelected( def.m_selectType, vbSelOut, def.m_sName ); } } int ExportOption( const OptionRowDefinition &def, const vector &vpns, const vector vbSelected[NUM_PLAYERS] ) const { FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; const vector &vbSel = vbSelected[p]; Default.Apply( p ); for( unsigned i=0; iBroadcast( *s ); return 0; } virtual void GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const { sIconTextOut = m_bUseModNameForIcon ? ListEntries[iFirstSelection].m_sModifiers : def.m_vsChoices[iFirstSelection]; gcOut = ListEntries[iFirstSelection]; } virtual bool HasScreen( int iChoice ) const { const GameCommand &gc = ListEntries[iChoice]; return !gc.m_sScreen.empty(); } void FillNoteSkins( OptionRowDefinition &defOut, CString sParam ) { Init(); defOut.Init(); ASSERT( sParam.size() ); m_sName = sParam; defOut.m_sName = "NoteSkins"; defOut.m_bOneChoiceForAllPlayers = false; defOut.m_bAllowThemeItems = false; // we theme the text ourself CStringArray arraySkinNames; NOTESKIN->GetNoteSkinNames( arraySkinNames ); for( unsigned skin=0; skinIsEditing() ) { defOut.m_vsChoices.push_back( "" ); ListEntries.push_back( GameCommand() ); } else if( GAMESTATE->IsCourseMode() ) // playing a course { defOut.m_bOneChoiceForAllPlayers = (bool)PREFSMAN->m_bLockCourseDifficulties; vector vTrails; GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType ); for( unsigned i=0; im_CourseDifficulty ); s += ssprintf( " %d", pTrail->GetMeter() ); defOut.m_vsChoices.push_back( s ); GameCommand mc; mc.m_pTrail = pTrail; ListEntries.push_back( mc ); } } else // !GAMESTATE->IsCourseMode(), playing a song { vector vpSteps; Song *pSong = GAMESTATE->m_pCurSong; pSong->GetSteps( vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType ); StepsUtil::RemoveLockedSteps( pSong, vpSteps ); StepsUtil::SortNotesArrayByDifficulty( vpSteps ); for( unsigned i=0; iGetDifficulty() == DIFFICULTY_EDIT ) s = pSteps->GetDescription(); else s = DifficultyToThemedString( pSteps->GetDifficulty() ); s += ssprintf( " %d", pSteps->GetMeter() ); defOut.m_vsChoices.push_back( s ); GameCommand mc; mc.m_pSteps = pSteps; mc.m_dc = pSteps->GetDifficulty(); ListEntries.push_back( mc ); } } } void FillCharacters( OptionRowDefinition &defOut, CString sParam ) { Init(); defOut.Init(); ASSERT( sParam.size() ); m_sName = sParam; defOut.m_bOneChoiceForAllPlayers = false; defOut.m_bAllowThemeItems = false; defOut.m_sName = "Characters"; Default.m_pCharacter = CHARMAN->GetDefaultCharacter(); { defOut.m_vsChoices.push_back( "Off" ); GameCommand mc; mc.m_pCharacter = NULL; ListEntries.push_back( mc ); } vector vpCharacters; CHARMAN->GetCharacters( vpCharacters ); for( unsigned i=0; iGetDisplayName(); s.MakeUpper(); defOut.m_vsChoices.push_back( s ); GameCommand mc; mc.m_pCharacter = pCharacter; ListEntries.push_back( mc ); } } void FillStyles( OptionRowDefinition &defOut, CString sParam ) { Init(); defOut.Init(); ASSERT( sParam.size() ); m_sName = sParam; defOut.m_bOneChoiceForAllPlayers = true; defOut.m_sName = "Style"; defOut.m_bAllowThemeItems = false; // we theme the text ourself vector vStyles; GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles ); ASSERT( vStyles.size() ); FOREACH_CONST( const Style*, vStyles, s ) { defOut.m_vsChoices.push_back( GAMEMAN->StyleToThemedString(*s) ); GameCommand mc; mc.m_pStyle = *s; ListEntries.push_back( mc ); } Default.m_pStyle = vStyles[0]; } void FillGroups( OptionRowDefinition &defOut, CString sParam ) { Init(); defOut.Init(); ASSERT( sParam.size() ); m_sName = sParam; defOut.m_bOneChoiceForAllPlayers = true; defOut.m_bAllowThemeItems = false; // we theme the text ourself defOut.m_sName = "Group"; Default.m_sSongGroup = GROUP_ALL; vector vSongGroups; SONGMAN->GetSongGroupNames( vSongGroups ); ASSERT( vSongGroups.size() ); { defOut.m_vsChoices.push_back( "AllGroups" ); GameCommand mc; mc.m_sSongGroup = GROUP_ALL; ListEntries.push_back( mc ); } FOREACH_CONST( CString, vSongGroups, g ) { defOut.m_vsChoices.push_back( *g ); GameCommand mc; mc.m_sSongGroup = *g; ListEntries.push_back( mc ); } } void FillDifficulties( OptionRowDefinition &defOut, CString sParam ) { Init(); defOut.Init(); ASSERT( sParam.size() ); m_sName = sParam; defOut.m_bOneChoiceForAllPlayers = true; defOut.m_sName = "Difficulty"; Default.m_dc = DIFFICULTY_INVALID; defOut.m_bAllowThemeItems = false; // we theme the text ourself { defOut.m_vsChoices.push_back( "AllDifficulties" ); GameCommand mc; mc.m_dc = DIFFICULTY_INVALID; ListEntries.push_back( mc ); } FOREACH_CONST( Difficulty, DIFFICULTIES_TO_SHOW.GetValue(), d ) { CString s = DifficultyToThemedString( *d ); defOut.m_vsChoices.push_back( s ); GameCommand mc; mc.m_dc = *d; ListEntries.push_back( mc ); } } void FillSongsInCurrentSongGroup( OptionRowDefinition &defOut, CString sParam ) { Init(); defOut.Init(); ASSERT( sParam.size() ); m_sName = sParam; vector vpSongs; SONGMAN->GetSongs( vpSongs, GAMESTATE->m_sPreferredSongGroup ); if( GAMESTATE->m_pCurSong == NULL ) GAMESTATE->m_pCurSong.Set( vpSongs[0] ); defOut.m_sName = "SongsInCurrentSongGroup"; defOut.m_bOneChoiceForAllPlayers = true; defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW; defOut.m_bExportOnChange = true; FOREACH_CONST( Song*, vpSongs, p ) { defOut.m_vsChoices.push_back( (*p)->GetTranslitFullTitle() ); GameCommand mc; mc.m_pSong = *p; ListEntries.push_back( mc ); } } }; class OptionRowHandlerLua : public OptionRowHandler { public: LuaExpression *m_pLuaTable; OptionRowHandlerLua() { m_pLuaTable = new LuaExpression; Init(); } virtual ~OptionRowHandlerLua() { delete m_pLuaTable; } void Init() { OptionRowHandler::Init(); m_pLuaTable->Unset(); } virtual void Load( OptionRowDefinition &defOut, CString sLuaFunction ) { ASSERT( sLuaFunction.size() ); Init(); defOut.Init(); m_sName = sLuaFunction; defOut.m_bAllowThemeItems = false; // Lua options are always dynamic and can theme themselves. Lua *L = LUA->Get(); /* Run the Lua expression. It should return a table. */ m_pLuaTable->SetFromExpression( sLuaFunction ); if( m_pLuaTable->GetLuaType() != LUA_TTABLE ) RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() ); m_pLuaTable->PushSelf( L ); lua_pushstring( L, "Name" ); lua_gettable( L, -2 ); const char *pStr = lua_tostring( L, -1 ); if( pStr == NULL ) RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() ); defOut.m_sName = pStr; lua_pop( L, 1 ); lua_pushstring( L, "OneChoiceForAllPlayers" ); lua_gettable( L, -2 ); defOut.m_bOneChoiceForAllPlayers = !!lua_toboolean( L, -1 ); lua_pop( L, 1 ); lua_pushstring( L, "ExportOnChange" ); lua_gettable( L, -2 ); defOut.m_bExportOnChange = !!lua_toboolean( L, -1 ); lua_pop( L, 1 ); lua_pushstring( L, "LayoutType" ); lua_gettable( L, -2 ); pStr = lua_tostring( L, -1 ); if( pStr == NULL ) RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() ); defOut.m_layoutType = StringToLayoutType( pStr ); ASSERT( defOut.m_layoutType != LAYOUT_INVALID ); lua_pop( L, 1 ); lua_pushstring( L, "SelectType" ); lua_gettable( L, -2 ); pStr = lua_tostring( L, -1 ); if( pStr == NULL ) RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() ); defOut.m_selectType = StringToSelectType( pStr ); ASSERT( defOut.m_selectType != SELECT_INVALID ); lua_pop( L, 1 ); /* Iterate over the "Choices" table. */ lua_pushstring( L, "Choices" ); lua_gettable( L, -2 ); if( !lua_istable( L, -1 ) ) RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() ); lua_pushnil( L ); while( lua_next(L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ const char *pValue = lua_tostring( L, -1 ); if( pValue == NULL ) RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() ); // LOG->Trace( "'%s'", pValue); defOut.m_vsChoices.push_back( pValue ); lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */ } lua_pop( L, 1 ); /* pop choices table */ /* Iterate over the "EnabledForPlayers" table. */ lua_pushstring( L, "EnabledForPlayers" ); lua_gettable( L, -2 ); if( !lua_isnil( L, -1 ) ) { if( !lua_istable( L, -1 ) ) RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() ); defOut.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below lua_pushnil( L ); while( lua_next(L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 ); defOut.m_vEnabledForPlayers.insert( pn ); lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */ } } lua_pop( L, 1 ); /* pop EnabledForPlayers table */ /* Iterate over the "ReloadRowMessages" table. */ lua_pushstring( L, "ReloadRowMessages" ); lua_gettable( L, -2 ); if( !lua_isnil( L, -1 ) ) { if( !lua_istable( L, -1 ) ) RageException::Throw( "\"%s\" \"ReloadRowMessages\" is not a table", sLuaFunction.c_str() ); lua_pushnil( L ); while( lua_next(L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ const char *pValue = lua_tostring( L, -1 ); if( pValue == NULL ) RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() ); LOG->Trace( "Found ReloadRowMessage '%s'", pValue); m_vsReloadRowMessages.push_back( pValue ); lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */ } } lua_pop( L, 1 ); /* pop ReloadRowMessages table */ /* Look for "ExportOnChange" value. */ lua_pushstring( L, "ExportOnChange" ); lua_gettable( L, -2 ); if( !lua_isnil( L, -1 ) ) { defOut.m_bExportOnChange = !!MyLua_checkboolean( L, -1 ); } lua_pop( L, 1 ); /* pop ExportOnChange value */ lua_pop( L, 1 ); /* pop main table */ ASSERT( lua_gettop(L) == 0 ); LUA->Release(L); } virtual void Reload( OptionRowDefinition &defOut ) { Lua *L = LUA->Get(); /* Run the Lua expression. It should return a table. */ m_pLuaTable->SetFromExpression( m_sName ); if( m_pLuaTable->GetLuaType() != LUA_TTABLE ) RageException::Throw( "Result of \"%s\" is not a table", m_sName.c_str() ); m_pLuaTable->PushSelf( L ); /* Iterate over the "EnabledForPlayers" table. */ lua_pushstring( L, "EnabledForPlayers" ); lua_gettable( L, -2 ); if( !lua_isnil( L, -1 ) ) { if( !lua_istable( L, -1 ) ) RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", m_sName.c_str() ); defOut.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below lua_pushnil( L ); while( lua_next(L, -2) != 0 ) { /* `key' is at index -2 and `value' at index -1 */ PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 ); defOut.m_vEnabledForPlayers.insert( pn ); lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */ } } lua_pop( L, 1 ); /* pop EnabledForPlayers table */ lua_pop( L, 1 ); /* pop main table */ ASSERT( lua_gettop(L) == 0 ); LUA->Release(L); } virtual void ImportOption( const OptionRowDefinition &def, const vector &vpns, vector vbSelectedOut[NUM_PLAYERS] ) const { Lua *L = LUA->Get(); ASSERT( lua_gettop(L) == 0 ); FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; vector &vbSelOut = vbSelectedOut[p]; /* Evaluate the LoadSelections(self,array,pn) function, where array is a table * representing vbSelectedOut. */ /* All selections default to false. */ for( unsigned i = 0; i < vbSelOut.size(); ++i ) vbSelOut[i] = false; /* Create the vbSelectedOut table. */ LuaHelpers::CreateTableFromArrayB( L, vbSelOut ); ASSERT( lua_gettop(L) == 1 ); /* vbSelectedOut table */ /* Get the function to call from m_LuaTable. */ m_pLuaTable->PushSelf( L ); ASSERT( lua_istable( L, -1 ) ); lua_pushstring( L, "LoadSelections" ); lua_gettable( L, -2 ); if( !lua_isfunction( L, -1 ) ) RageException::Throw( "\"%s\" \"LoadSelections\" entry is not a function", def.m_sName.c_str() ); /* Argument 1 (self): */ m_pLuaTable->PushSelf( L ); /* Argument 2 (vbSelectedOut): */ lua_pushvalue( L, 1 ); /* Argument 3 (pn): */ LuaHelpers::PushStack( (int) p, L ); ASSERT( lua_gettop(L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */ lua_call( L, 3, 0 ); // call function with 3 arguments and 0 results ASSERT( lua_gettop(L) == 2 ); lua_pop( L, 1 ); /* pop option table */ LuaHelpers::ReadArrayFromTableB( L, vbSelOut ); lua_pop( L, 1 ); /* pop vbSelectedOut table */ ASSERT( lua_gettop(L) == 0 ); } LUA->Release(L); } virtual int ExportOption( const OptionRowDefinition &def, const vector &vpns, const vector vbSelected[NUM_PLAYERS] ) const { Lua *L = LUA->Get(); ASSERT( lua_gettop(L) == 0 ); FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; const vector &vbSel = vbSelected[p]; /* Evaluate SaveSelections(self,array,pn) function, where array is a table * representing vbSelectedOut. */ vector vbSelectedCopy = vbSel; /* Create the vbSelectedOut table. */ LuaHelpers::CreateTableFromArrayB( L, vbSelectedCopy ); ASSERT( lua_gettop(L) == 1 ); /* vbSelectedOut table */ /* Get the function to call. */ m_pLuaTable->PushSelf( L ); ASSERT( lua_istable( L, -1 ) ); lua_pushstring( L, "SaveSelections" ); lua_gettable( L, -2 ); if( !lua_isfunction( L, -1 ) ) RageException::Throw( "\"%s\" \"SaveSelections\" entry is not a function", def.m_sName.c_str() ); /* Argument 1 (self): */ m_pLuaTable->PushSelf( L ); /* Argument 2 (vbSelectedOut): */ lua_pushvalue( L, 1 ); /* Argument 3 (pn): */ LuaHelpers::PushStack( (int) p, L ); ASSERT( lua_gettop(L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */ lua_call( L, 3, 0 ); // call function with 3 arguments and 0 results ASSERT( lua_gettop(L) == 2 ); lua_pop( L, 1 ); /* pop option table */ lua_pop( L, 1 ); /* pop vbSelected table */ ASSERT( lua_gettop(L) == 0 ); } LUA->Release(L); // XXX: allow specifying the mask return 0; } }; class OptionRowHandlerConfig : public OptionRowHandler { public: const ConfOption *opt; OptionRowHandlerConfig::OptionRowHandlerConfig() { Init(); } void Init() { OptionRowHandler::Init(); opt = NULL; } virtual void Load( OptionRowDefinition &defOut, CString sParam ) { ASSERT( sParam.size() ); Init(); defOut.Init(); /* Configuration values are never per-player. */ defOut.m_bOneChoiceForAllPlayers = true; ConfOption *pConfOption = ConfOption::Find( sParam ); if( pConfOption == NULL ) RageException::Throw( "Invalid Conf type \"%s\"", sParam.c_str() ); pConfOption->UpdateAvailableOptions(); opt = pConfOption; opt->MakeOptionsList( defOut.m_vsChoices ); defOut.m_sName = opt->name; } virtual void ImportOption( const OptionRowDefinition &def, const vector &vpns, vector vbSelectedOut[NUM_PLAYERS] ) const { FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; vector &vbSelOut = vbSelectedOut[p]; int iSelection = opt->Get(); SelectExactlyOne( iSelection, vbSelOut ); } } virtual int ExportOption( const OptionRowDefinition &def, const vector &vpns, const vector vbSelected[NUM_PLAYERS] ) const { bool bChanged = false; FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; const vector &vbSel = vbSelected[p]; int sel = GetOneSelection(vbSel); /* Get the original choice. */ int Original = opt->Get(); /* Apply. */ opt->Put( sel ); /* Get the new choice. */ int New = opt->Get(); /* If it didn't change, don't return any side-effects. */ if( Original != New ) bChanged = true; } return bChanged ? opt->GetEffects() : 0; } }; class OptionRowHandlerStepsType : public OptionRowHandler { public: BroadcastOnChange *m_pstToFill; vector m_vStepsTypesToShow; OptionRowHandlerStepsType::OptionRowHandlerStepsType() { Init(); } void Init() { OptionRowHandler::Init(); m_pstToFill = NULL; m_vStepsTypesToShow.clear(); } virtual void Load( OptionRowDefinition &defOut, CString sParam ) { ASSERT( sParam.size() ); Init(); defOut.Init(); if( sParam == "EditStepsType" ) { m_pstToFill = &GAMESTATE->m_stEdit; } else if( sParam == "EditSourceStepsType" ) { m_pstToFill = &GAMESTATE->m_stEditSource; m_vsReloadRowMessages.push_back( MessageToString(Message_CurrentStepsP1Changed) ); m_vsReloadRowMessages.push_back( MessageToString(Message_EditStepsTypeChanged) ); if( GAMESTATE->m_pCurSteps[0].Get() != NULL ) defOut.m_vEnabledForPlayers.clear(); // hide row } else { RageException::Throw( "invalid StepsType param \"%s\"", sParam.c_str() ); } m_sName = sParam; defOut.m_sName = sParam; defOut.m_bOneChoiceForAllPlayers = true; defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW; defOut.m_bExportOnChange = true; defOut.m_bAllowThemeItems = false; // we theme the text ourself // calculate which StepsTypes to show m_vStepsTypesToShow = STEPS_TYPES_TO_SHOW.GetValue(); FOREACH_CONST( StepsType, m_vStepsTypesToShow, st ) { CString s = GAMEMAN->StepsTypeToThemedString( *st ); defOut.m_vsChoices.push_back( s ); } if( *m_pstToFill == STEPS_TYPE_INVALID ) m_pstToFill->Set( m_vStepsTypesToShow[0] ); } virtual void ImportOption( const OptionRowDefinition &def, const vector &vpns, vector vbSelectedOut[NUM_PLAYERS] ) const { FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; vector &vbSelOut = vbSelectedOut[p]; if( GAMESTATE->m_pCurSteps[0] ) { StepsType st = GAMESTATE->m_pCurSteps[0]->m_StepsType; vector::const_iterator iter = find( m_vStepsTypesToShow.begin(), m_vStepsTypesToShow.end(), st ); if( iter != m_vStepsTypesToShow.end() ) { unsigned i = iter - m_vStepsTypesToShow.begin(); vbSelOut[i] = true; continue; // done with this player } } vbSelOut[0] = true; } } virtual int ExportOption( const OptionRowDefinition &def, const vector &vpns, const vector vbSelected[NUM_PLAYERS] ) const { FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; const vector &vbSel = vbSelected[p]; int index = GetOneSelection( vbSel ); m_pstToFill->Set( m_vStepsTypesToShow[index] ); } return 0; } }; class OptionRowHandlerSteps : public OptionRowHandler { public: BroadcastOnChangePtr *m_ppStepsToFill; BroadcastOnChange *m_pDifficultyToFill; const BroadcastOnChange *m_pst; vector m_vSteps; vector m_vDifficulties; OptionRowHandlerSteps::OptionRowHandlerSteps() { Init(); } void Init() { OptionRowHandler::Init(); m_ppStepsToFill = NULL; m_pDifficultyToFill = NULL; m_vSteps.clear(); m_vDifficulties.clear(); } virtual void Load( OptionRowDefinition &defOut, CString sParam ) { ASSERT( sParam.size() ); Init(); defOut.Init(); if( sParam == "EditSteps" ) { m_ppStepsToFill = &GAMESTATE->m_pCurSteps[0]; m_pDifficultyToFill = &GAMESTATE->m_PreferredDifficulty[0]; m_pst = &GAMESTATE->m_stEdit; m_vsReloadRowMessages.push_back( MessageToString(Message_EditStepsTypeChanged) ); } else if( sParam == "EditSourceSteps" ) { m_ppStepsToFill = &GAMESTATE->m_pEditSourceSteps; m_pst = &GAMESTATE->m_stEditSource; m_vsReloadRowMessages.push_back( MessageToString(Message_EditSourceStepsTypeChanged) ); if( GAMESTATE->m_pCurSteps[0].Get() != NULL ) defOut.m_vEnabledForPlayers.clear(); // hide row } else { RageException::Throw( "invalid StepsType param \"%s\"", sParam.c_str() ); } m_sName = sParam; defOut.m_sName = sParam; defOut.m_bOneChoiceForAllPlayers = true; defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW; defOut.m_bExportOnChange = true; defOut.m_bAllowThemeItems = false; // we theme the text ourself m_vsReloadRowMessages.push_back( MessageToString(Message_CurrentSongChanged) ); if( GAMESTATE->m_pCurSong ) { FOREACH_Difficulty( dc ) { if( dc == DIFFICULTY_EDIT ) continue; m_vDifficulties.push_back( dc ); Steps* pSteps = GAMESTATE->m_pCurSong->GetStepsByDifficulty( *m_pst, dc ); m_vSteps.push_back( pSteps ); } GAMESTATE->m_pCurSong->GetSteps( m_vSteps, *m_pst, DIFFICULTY_EDIT ); m_vDifficulties.resize( m_vSteps.size(), DIFFICULTY_EDIT ); if( m_sName == "EditSteps" ) { m_vSteps.push_back( NULL ); m_vDifficulties.push_back( DIFFICULTY_EDIT ); } for( unsigned i=0; iGetDescription(); else s = "NewEdit"; } else { s = DifficultyToThemedString( dc ); } defOut.m_vsChoices.push_back( s ); } } else { m_vDifficulties.push_back( DIFFICULTY_EDIT ); m_vSteps.push_back( NULL ); defOut.m_vsChoices.push_back( "none" ); } if( m_pDifficultyToFill ) m_pDifficultyToFill->Set( m_vDifficulties[0] ); m_ppStepsToFill->Set( m_vSteps[0] ); } virtual void ImportOption( const OptionRowDefinition &def, const vector &vpns, vector vbSelectedOut[NUM_PLAYERS] ) const { FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; vector &vbSelOut = vbSelectedOut[p]; ASSERT( m_vSteps.size() == vbSelOut.size() ); // look for matching steps vector::const_iterator iter = find( m_vSteps.begin(), m_vSteps.end(), m_ppStepsToFill->Get() ); if( iter != m_vSteps.end() ) { unsigned i = iter - m_vSteps.begin(); vbSelOut[i] = true; return; } // look for matching difficulty if( m_pDifficultyToFill ) { FOREACH_CONST( Difficulty, m_vDifficulties, d ) { unsigned i = d - m_vDifficulties.begin(); if( *d == GAMESTATE->m_PreferredDifficulty[0] ) { vbSelOut[i] = true; vector v; v.push_back( p ); ExportOption( def, v, vbSelectedOut ); // current steps changed continue; } } } // default to 1st vbSelOut[0] = true; } } virtual int ExportOption( const OptionRowDefinition &def, const vector &vpns, const vector vbSelected[NUM_PLAYERS] ) const { FOREACH_CONST( PlayerNumber, vpns, pn ) { PlayerNumber p = *pn; const vector &vbSel = vbSelected[p]; int index = GetOneSelection( vbSel ); Difficulty dc = m_vDifficulties[index]; Steps *pSteps = m_vSteps[index]; if( m_pDifficultyToFill ) m_pDifficultyToFill->Set( dc ); m_ppStepsToFill->Set( pSteps ); } return 0; } }; /////////////////////////////////////////////////////////////////////////////////// OptionRowHandler* OptionRowHandlerUtil::Make( const Command &command, OptionRowDefinition &defOut ) { OptionRowHandler* pHand = NULL; BeginHandleArgs; const CString &name = command.GetName(); #define MAKE( type ) { type *p = new type; p->Load( defOut, sArg(1) ); pHand = p; } if( name == "list" ) MAKE( OptionRowHandlerList ) else if( name == "lua" ) MAKE( OptionRowHandlerLua ) else if( name == "conf" ) MAKE( OptionRowHandlerConfig ) else if( name == "stepstype" ) MAKE( OptionRowHandlerStepsType ) else if( name == "steps" ) MAKE( OptionRowHandlerSteps ) EndHandleArgs; return pHand; } /* * (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. */