#include "global.h" #include "OptionRow.h" #include "RageUtil.h" #include "RageLog.h" #include "Foreach.h" #include "OptionRowHandler.h" #include "CommonMetrics.h" #include "GameState.h" #include "song.h" #include "Course.h" #include "Style.h" #include "ActorUtil.h" static const CString SelectTypeNames[] = { "SelectOne", "SelectMultiple", "SelectNone", }; XToString( SelectType, NUM_SELECT_TYPES ); StringToX( SelectType ); static const CString LayoutTypeNames[] = { "ShowAllInRow", "ShowOneInRow", }; XToString( LayoutType, NUM_LAYOUT_TYPES ); StringToX( LayoutType ); const CString NEXT_ROW_NAME = "NextRow"; const CString EXIT_NAME = "Exit"; void OptionRow::PrepareItemText( CString &s ) const { if( s == "" ) return; bool bTheme = false; // HACK: Always theme the NEXT_ROW and EXIT items, even if metrics says not to theme. if( s == NEXT_ROW_NAME ) bTheme = true; if( s == EXIT_NAME ) bTheme = true; if( m_pParentType->THEME_ITEMS && m_RowDef.m_bAllowThemeItems ) bTheme = true; if( bTheme ) s = THEME_OPTION_ITEM( s, false ); if( m_pParentType->CAPITALIZE_ALL_OPTION_NAMES ) s.MakeUpper(); } CString OptionRow::OptionTitle( CString s ) const { bool bTheme = false; // HACK: Always theme the NEXT_ROW and EXIT items, even if metrics says not to theme. if( m_pParentType->THEME_TITLES && m_RowDef.m_bAllowThemeTitles ) bTheme = true; return bTheme ? THEME->GetMetric("OptionTitles",s) : s; } CString ITEMS_LONG_ROW_X_NAME( size_t p ) { return ssprintf("ItemsLongRowP%dX",int(p+1)); } CString ICONS_X_NAME( size_t p ) { return ssprintf("IconsP%dX",int(p+1)); } OptionRow::OptionRow( const OptionRowType *pSource ) { m_pParentType = pSource; m_pHand = NULL; m_textTitle = NULL; ZERO( m_OptionIcons ); Clear(); this->AddChild( &m_Frame ); } OptionRow::~OptionRow() { Clear(); } void OptionRow::Clear() { ActorFrame::RemoveAllChildren(); FOREACH_PlayerNumber( p ) m_vbSelected[p].clear(); m_Frame.DeleteAllChildren(); m_textItems.clear(); FOREACH_PlayerNumber( p ) m_Underline[p].clear(); ASSERT( m_pHand == NULL ); m_bFirstItemGoesDown = false; ZERO( m_bRowHasFocus ); ZERO( m_iChoiceInRowWithFocus ); } void OptionRow::DetachHandler() { if( m_pHand ) { FOREACH_CONST( CString, m_pHand->m_vsReloadRowMessages, m ) MESSAGEMAN->Unsubscribe( this, *m ); } m_pHand = NULL; } void OptionRowType::Load( const CString &sType ) { m_sType = sType; BULLET_X .Load(sType,"BulletX"); LABELS_X .Load(sType,"LabelsX"); LABELS_ON_COMMAND .Load(sType,"LabelsOnCommand"); LABEL_GAIN_FOCUS_COMMAND .Load(sType,"LabelGainFocusCommand"); LABEL_LOSE_FOCUS_COMMAND .Load(sType,"LabelLoseFocusCommand"); ITEMS_START_X .Load(sType,"ItemsStartX"); ITEMS_END_X .Load(sType,"ItemsEndX"); ITEMS_GAP_X .Load(sType,"ItemsGapX"); ITEMS_LONG_ROW_X .Load(sType,ITEMS_LONG_ROW_X_NAME,NUM_PLAYERS); ITEMS_LONG_ROW_SHARED_X .Load(sType,"ItemsLongRowSharedX"); ITEMS_ON_COMMAND .Load(sType,"ItemsOnCommand"); ITEM_GAIN_FOCUS_COMMAND .Load(sType,"ItemGainFocusCommand"); ITEM_LOSE_FOCUS_COMMAND .Load(sType,"ItemLoseFocusCommand"); ICONS_X .Load(sType,ICONS_X_NAME,NUM_PLAYERS); ICONS_ON_COMMAND .Load(sType,"IconsOnCommand"); COLOR_SELECTED .Load(sType,"ColorSelected"); COLOR_NOT_SELECTED .Load(sType,"ColorNotSelected"); COLOR_DISABLED .Load(sType,"ColorDisabled"); CAPITALIZE_ALL_OPTION_NAMES .Load(sType,"CapitalizeAllOptionNames"); TWEEN_SECONDS .Load(sType,"TweenSeconds"); THEME_ITEMS .Load(sType,"ThemeItems"); THEME_TITLES .Load(sType,"ThemeTitles"); SHOW_BPM_IN_SPEED_TITLE .Load(sType,"ShowBpmInSpeedTitle"); SHOW_OPTION_ICONS .Load(sType,"ShowOptionIcons"); SHOW_UNDERLINES .Load(sType,"ShowUnderlines"); m_textItemParent.LoadFromFont( THEME->GetPathF(sType,"item") ); if( SHOW_UNDERLINES ) m_UnderlineParent.Load( sType, OptionsCursor::underline ); m_textTitle.LoadFromFont( THEME->GetPathF(sType,"title") ); m_sprBullet = ActorUtil::MakeActor( THEME->GetPathG(sType,"bullet") ); if( SHOW_OPTION_ICONS ) m_OptionIcon.Load( sType ); } void OptionRow::LoadNormal( const OptionRowDefinition &def, OptionRowHandler *pHand, bool bFirstItemGoesDown ) { m_RowDef = def; m_RowType = OptionRow::ROW_NORMAL; m_pHand = pHand; m_bFirstItemGoesDown = bFirstItemGoesDown; if( m_pHand ) { FOREACH_CONST( CString, m_pHand->m_vsReloadRowMessages, m ) MESSAGEMAN->Subscribe( this, *m ); } FOREACH_PlayerNumber( p ) { vector &vbSelected = m_vbSelected[p]; vbSelected.resize( 0 ); vbSelected.resize( m_RowDef.m_vsChoices.size(), false ); // set select the first item if a SELECT_ONE row if( vbSelected.size() && m_RowDef.m_selectType == SELECT_ONE ) vbSelected[0] = true; } // TRICKY: Insert a down arrow as the first choice in the row. if( m_bFirstItemGoesDown ) { m_RowDef.m_vsChoices.insert( m_RowDef.m_vsChoices.begin(), NEXT_ROW_NAME ); FOREACH_PlayerNumber( p ) m_vbSelected[p].insert( m_vbSelected[p].begin(), false ); } } CString OptionRow::GetRowTitle() const { CString sLineName = m_RowDef.m_sName; CString sTitle = OptionTitle(sLineName); // HACK: tack the BPM onto the name of the speed line if( sLineName.CompareNoCase("speed")==0 ) { bool bShowBpmInSpeedTitle = m_pParentType->SHOW_BPM_IN_SPEED_TITLE; if( GAMESTATE->m_pCurCourse ) { Trail* pTrail = GAMESTATE->m_pCurTrail[GAMESTATE->m_MasterPlayerNumber]; ASSERT( pTrail != NULL ); const int iNumCourseEntries = pTrail->m_vEntries.size(); if( iNumCourseEntries > MAX_COURSE_ENTRIES_BEFORE_VARIOUS ) bShowBpmInSpeedTitle = false; } if( bShowBpmInSpeedTitle ) { DisplayBpms bpms; if( GAMESTATE->m_pCurSong ) { Song* pSong = GAMESTATE->m_pCurSong; pSong->GetDisplayBpms( bpms ); } else if( GAMESTATE->m_pCurCourse ) { Course *pCourse = GAMESTATE->m_pCurCourse; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; Trail* pTrail = pCourse->GetTrail( st ); ASSERT( pTrail ); pTrail->GetDisplayBpms( bpms ); } if( bpms.IsSecret() ) sTitle += ssprintf( " (??" "?)" ); /* split so gcc doesn't think this is a trigraph */ else if( bpms.BpmIsConstant() ) sTitle += ssprintf( " (%.0f)", bpms.GetMin() ); else sTitle += ssprintf( " (%.0f-%.0f)", bpms.GetMin(), bpms.GetMax() ); } } return sTitle; } /* Set up text, underlines and titles for options. This can be called * as soon as m_RowDef is available. */ void OptionRow::InitText() { /* If we have elements already, we're being updated from a new set of options. * Delete the old ones. */ m_Frame.DeleteAllChildren(); m_textItems.clear(); FOREACH_PlayerNumber( p ) m_Underline[p].clear(); m_textTitle = new BitmapText( m_pParentType->m_textTitle ); m_Frame.AddChild( m_textTitle ); m_sprBullet = m_pParentType->m_sprBullet->Copy(); m_sprBullet->SetDrawOrder(-1); // under title m_Frame.AddChild( m_sprBullet ); if( m_pParentType->SHOW_OPTION_ICONS ) { switch( m_RowType ) { case ROW_NORMAL: FOREACH_PlayerNumber( p ) { m_OptionIcons[p] = new OptionIcon( m_pParentType->m_OptionIcon ); m_OptionIcons[p]->SetDrawOrder(-1); // under title m_OptionIcons[p]->RunCommands( m_pParentType->ICONS_ON_COMMAND ); m_Frame.AddChild( m_OptionIcons[p] ); GameCommand gc; SetOptionIcon( p, "", gc ); } break; case ROW_EXIT: break; } } // If the items will go off the edge of the screen, then re-init with the "long row" style. { BitmapText bt( m_pParentType->m_textItemParent ); bt.RunCommands( m_pParentType->ITEMS_ON_COMMAND ); float fX = m_pParentType->ITEMS_START_X; for( unsigned c=0; cITEMS_GAP_X; if( fX > m_pParentType->ITEMS_END_X ) { m_RowDef.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW; break; } } } // // load m_textItems // switch( m_RowDef.m_layoutType ) { case LAYOUT_SHOW_ONE_IN_ROW: // init text FOREACH_PlayerNumber( p ) { BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent ); m_textItems.push_back( bt ); bt->RunCommands( m_pParentType->ITEMS_ON_COMMAND ); bt->SetShadowLength( 0 ); if( m_RowDef.m_bOneChoiceForAllPlayers ) { bt->SetX( m_pParentType->ITEMS_LONG_ROW_SHARED_X ); break; // only initialize one item since it's shared } else { bt->SetX( m_pParentType->ITEMS_LONG_ROW_X.GetValue(p) ); } } // init underlines if( m_pParentType->SHOW_UNDERLINES ) { FOREACH_PlayerNumber( p ) { OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent ); m_Underline[p].push_back( ul ); ul->Set( p ); int iWidth, iX, iY; GetWidthXY( p, 0, iWidth, iX, iY ); ul->SetX( float(iX) ); ul->SetWidth( float(iWidth) ); if( GetRowType() == OptionRow::ROW_EXIT ) ul->SetHidden( true ); } } break; case LAYOUT_SHOW_ALL_IN_ROW: { float fX = m_pParentType->ITEMS_START_X; for( unsigned c=0; cm_textItemParent ); m_textItems.push_back( bt ); CString sText = m_RowDef.m_vsChoices[c]; PrepareItemText( sText ); bt->SetText( sText ); bt->RunCommands( m_pParentType->ITEMS_ON_COMMAND ); bt->SetShadowLength( 0 ); // set the X position of each item in the line float fItemWidth = bt->GetZoomedWidth(); fX += fItemWidth/2; bt->SetX( fX ); // init underlines if( m_pParentType->SHOW_UNDERLINES ) { FOREACH_PlayerNumber( p ) { OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent ); m_Underline[p].push_back( ul ); ul->Set( p ); ul->SetX( fX ); ul->SetWidth( truncf(fItemWidth) ); } } fX += fItemWidth/2 + m_pParentType->ITEMS_GAP_X; } } break; default: ASSERT(0); } for( unsigned c=0; cSetText( GetRowTitle() ); m_textTitle->SetX( m_pParentType->LABELS_X ); m_textTitle->RunCommands( m_pParentType->LABELS_ON_COMMAND ); m_sprBullet->SetX( m_pParentType->BULLET_X ); break; case OptionRow::ROW_EXIT: m_textTitle->SetHidden( true ); m_sprBullet->SetHidden( true ); break; } } /* After importing options, choose which item is focused. */ void OptionRow::AfterImportOptions() { /* We load items for both players on start, since we don't know at that point * which players will be joined when we're displayed. Hide items for inactive * players. */ FOREACH_PlayerNumber( p ) { if( m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW && !m_RowDef.m_bOneChoiceForAllPlayers ) m_textItems[p]->SetHidden( !GAMESTATE->IsHumanPlayer(p) ); if( m_RowType != OptionRow::ROW_EXIT ) { for( unsigned c=0; cSetHidden( !GAMESTATE->IsHumanPlayer(p) ); } } // Make all selections the same if bOneChoiceForAllPlayers // Hack: we only import active players, so if only player 2 is imported, // we need to copy p2 to p1, not p1 to p2. if( m_RowDef.m_bOneChoiceForAllPlayers ) { PlayerNumber pnCopyFrom = GAMESTATE->m_MasterPlayerNumber; if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID ) pnCopyFrom = PLAYER_1; FOREACH_PlayerNumber( p ) m_vbSelected[p] = m_vbSelected[pnCopyFrom]; } FOREACH_PlayerNumber( p ) { switch( m_RowDef.m_selectType ) { case SELECT_ONE: { /* Make sure the row actually has a selection. */ bool bHasASelection = false; for( unsigned i=0; i &vbSelected = m_vbSelected[p]; vbSelected.resize( m_RowDef.m_vsChoices.size(), false ); vbSelected[0] = true; } } void OptionRow::PositionUnderlines( PlayerNumber pn ) { if( m_RowType == ROW_EXIT ) return; vector &vpUnderlines = m_Underline[pn]; if( vpUnderlines.empty() ) return; PlayerNumber pnTakeSelectedFrom = m_RowDef.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn; const int iNumUnderlines = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size(); for( int i=0; iTWEEN_SECONDS ); ul.SetHidden( bHidden ); ul.SetBarWidth( iWidth ); } } void OptionRow::PositionIcons() { if( m_RowType == OptionRow::ROW_EXIT ) return; FOREACH_HumanPlayer( p ) // foreach player { OptionIcon *pIcon = m_OptionIcons[p]; if( pIcon == NULL ) continue; pIcon->SetX( m_pParentType->ICONS_X.GetValue(p) ); /* XXX: this doesn't work since icon is an ActorFrame */ pIcon->SetDiffuse( RageColor(1,1,1, m_bHidden? 0.0f:1.0f) ); } } void OptionRow::UpdateText() { switch( m_RowDef.m_layoutType ) { case LAYOUT_SHOW_ONE_IN_ROW: FOREACH_HumanPlayer( p ) { unsigned pn = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : p; int iChoiceWithFocus = m_iChoiceInRowWithFocus[pn]; if( iChoiceWithFocus == -1 ) continue; CString sText = m_RowDef.m_vsChoices[iChoiceWithFocus]; PrepareItemText( sText ); // If player_no is 2 and there is no player 1: int index = min( pn, m_textItems.size()-1 ); // TODO: Always have one textItem for each player m_textItems[index]->SetText( sText ); } break; } } void OptionRow::SetRowFocus( bool bRowHasFocus[NUM_PLAYERS] ) { FOREACH_PlayerNumber( p ) m_bRowHasFocus[p] = bRowHasFocus[p]; } void OptionRow::UpdateEnabledDisabled() { bool bThisRowHasFocusByAny = false; FOREACH_HumanPlayer( p ) bThisRowHasFocusByAny |= m_bRowHasFocus[p]; bool bThisRowHasFocusByAll = true; FOREACH_HumanPlayer( p ) bThisRowHasFocusByAll &= m_bRowHasFocus[p]; bool bRowEnabled = !m_RowDef.m_vEnabledForPlayers.empty(); if( m_Frame.DestTweenState() != m_FrameDestination.DestTweenState() ) { m_Frame.StopTweening(); m_Frame.BeginTweening( m_pParentType->TWEEN_SECONDS ); m_Frame.DestTweenState() = m_FrameDestination.DestTweenState(); } if( bThisRowHasFocusByAny ) m_textTitle->RunCommands( m_pParentType->LABEL_GAIN_FOCUS_COMMAND ); else m_textTitle->RunCommands( m_pParentType->LABEL_LOSE_FOCUS_COMMAND ); /* Don't tween selection colors at all. */ RageColor color; if( bThisRowHasFocusByAny ) color = m_pParentType->COLOR_SELECTED; else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED; else color = m_pParentType->COLOR_DISABLED; if( m_bHidden ) color.a = 0; if( m_sprBullet != NULL ) m_sprBullet->SetGlobalDiffuseColor( color ); m_textTitle->SetGlobalDiffuseColor( color ); for( unsigned j=0; jRunCommands( m_pParentType->ITEM_GAIN_FOCUS_COMMAND ); else m_textItems[j]->RunCommands( m_pParentType->ITEM_LOSE_FOCUS_COMMAND ); } switch( m_RowDef.m_layoutType ) { case LAYOUT_SHOW_ALL_IN_ROW: for( unsigned j=0; jDestTweenState().diffuse[0] == color ) continue; m_textItems[j]->StopTweening(); m_textItems[j]->BeginTweening( m_pParentType->TWEEN_SECONDS ); m_textItems[j]->SetDiffuse( color ); } break; case LAYOUT_SHOW_ONE_IN_ROW: FOREACH_HumanPlayer( pn ) { bool bRowEnabled = m_RowDef.m_vEnabledForPlayers.find(pn) != m_RowDef.m_vEnabledForPlayers.end(); if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED; else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED; else color = m_pParentType->COLOR_DISABLED; if( m_bHidden ) color.a = 0; unsigned item_no = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : pn; // If player_no is 2 and there is no player 1: item_no = min( item_no, m_textItems.size()-1 ); BitmapText &bt = *m_textItems[item_no]; if( bt.DestTweenState().diffuse[0] != color ) { bt.StopTweening(); bt.BeginTweening( m_pParentType->TWEEN_SECONDS ); bt.SetDiffuse( color ); /* Only reposition the underline if the text changed, too, or * we'll cancel PositionUnderlines moving and resizing the * underline. (XXX: This is brittle; if we're actually changing * available options, this will break, too. Use m_fBaseAlpha?) */ if( m_Underline[pn].size() ) { OptionsCursor *pUnderline = m_Underline[pn][0]; pUnderline->StopTweening(); pUnderline->BeginTweening( m_pParentType->TWEEN_SECONDS ); pUnderline->SetDiffuseAlpha( color.a ); } } } break; default: ASSERT(0); } if( m_RowType == OptionRow::ROW_EXIT ) { if( bThisRowHasFocusByAll ) m_textItems[0]->SetEffectDiffuseShift( 1.0f, m_pParentType->COLOR_SELECTED, m_pParentType->COLOR_NOT_SELECTED ); else m_textItems[0]->StopEffect(); } if( m_sprBullet->DestTweenState().diffuse[0] != color ) { m_textTitle->StopTweening(); m_textTitle->BeginTweening( m_pParentType->TWEEN_SECONDS ); m_textTitle->SetDiffuseAlpha( color.a ); if( m_sprBullet != NULL ) { m_sprBullet->StopTweening(); m_sprBullet->BeginTweening( m_pParentType->TWEEN_SECONDS ); m_sprBullet->SetDiffuseAlpha( color.a ); } } } void OptionRow::SetOptionIcon( PlayerNumber pn, const CString &sText, GameCommand &gc ) { // update bullet Lua *L = LUA->Get(); gc.PushSelf( L ); lua_setglobal( L, "ThisGameCommand" ); LUA->Release( L ); m_sprBullet->PlayCommand( "Refresh" ); if( m_OptionIcons[pn] != NULL ) m_OptionIcons[pn]->Set( pn, sText, false ); LUA->UnsetGlobal( "ThisGameCommand" ); } BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) { if( m_RowType == OptionRow::ROW_EXIT ) return *m_textItems[0]; bool bOneChoice = m_RowDef.m_bOneChoiceForAllPlayers; int index = -1; switch( m_RowDef.m_layoutType ) { case LAYOUT_SHOW_ONE_IN_ROW: index = bOneChoice ? 0 : pn; /* If only P2 is enabled, his selections will be in index 0. */ if( m_textItems.size() == 1 ) index = 0; break; case LAYOUT_SHOW_ALL_IN_ROW: index = iChoiceOnRow; break; default: ASSERT(0); } ASSERT_M( index < (int)m_textItems.size(), ssprintf("%i < %i", index, (int)m_textItems.size() ) ); return *m_textItems[index]; } void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) { BitmapText &text = GetTextItemForRow( pn, iChoiceOnRow ); iWidthOut = int(roundf( text.GetZoomedWidth() )); iXOut = int(roundf( text.GetDestX() )); /* We update m_FrameDestination, change colors and tween items, and then tween rows to * their final positions. (This is so we don't tween colors, too.) m_FrameDestination * is the actual destination position, even though we may not have set up the * tween yet. */ float fY = m_FrameDestination.DestTweenState().pos.y; iYOut = int(roundf(fY)); } int OptionRow::GetOneSelection( PlayerNumber pn, bool bAllowFail ) const { for( unsigned i=0; i= 0 && iChoice < (int)m_RowDef.m_vsChoices.size()); m_iChoiceInRowWithFocus[pn] = iChoice; } void OptionRow::SetChoiceInRowWithFocusShared( int iChoice ) { FOREACH_PlayerNumber( pn ) SetChoiceInRowWithFocus( pn, iChoice ); } void OptionRow::SetExitText( CString sExitText ) { BitmapText *bt = m_textItems.back(); bt->SetText( sExitText ); } void OptionRow::Reload( const OptionRowDefinition &def ) { switch( GetRowType() ) { case OptionRow::ROW_NORMAL: { vector vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); // TODO: Nothing uses this yet and it causes skips when changing options. //if( m_RowDef.m_bExportOnChange ) //{ // bool bRowHasFocus[NUM_PLAYERS]; // ZERO( bRowHasFocus ); // ExportOptions( vpns, bRowHasFocus ); //} if( m_pHand == NULL ) m_RowDef = def; else m_pHand->Reload( m_RowDef ); ASSERT( !m_RowDef.m_vsChoices.empty() ); FOREACH_PlayerNumber( p ) m_vbSelected[p].resize( m_RowDef.m_vsChoices.size(), false ); // TODO: Nothing uses this yet and it causes skips when changing options. //ImportOptions( vpns ); switch( m_RowDef.m_selectType ) { case SELECT_ONE: FOREACH_HumanPlayer( p ) { m_iChoiceInRowWithFocus[p] = GetOneSelection(p, true); if( m_iChoiceInRowWithFocus[p] == -1 ) m_iChoiceInRowWithFocus[p] = 0; } break; case SELECT_MULTIPLE: FOREACH_HumanPlayer( p ) CLAMP( m_iChoiceInRowWithFocus[p], 0, m_RowDef.m_vsChoices.size()-1 ); break; default: ASSERT(0); } // TODO: Nothing uses this yet and it causes skips when changing options. //if( m_RowDef.m_bExportOnChange ) //{ // bool bRowHasFocus[NUM_PLAYERS]; // ZERO( bRowHasFocus ); // ExportOptions( vpns, bRowHasFocus ); //} UpdateEnabledDisabled(); /* Update the text to show the options we just updated. */ InitText(); FOREACH_HumanPlayer( p ) PositionUnderlines( p ); } break; case OptionRow::ROW_EXIT: // nothing to do break; default: ASSERT(0); } } void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers ) { OptionRowDefinition def = m_RowDef; if( bEnabledForAllPlayers ) { OptionRowDefinition temp; def.m_vEnabledForPlayers = temp.m_vEnabledForPlayers; } else { def.m_vEnabledForPlayers.clear(); } Reload( def ); } void OptionRow::HandleMessage( const CString& sMessage ) { Reload( m_RowDef ); } /* Hack: the NextRow entry is never set, and should be transparent. Remove * it, and readd it below. */ #define ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \ if( GetFirstItemGoesDown() ) \ vbSelected.erase( vbSelected.begin() ); #define INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \ if( GetFirstItemGoesDown() ) \ vbSelected.insert( vbSelected.begin(), false ); void OptionRow::ImportOptions( const vector &vpns ) { if( m_pHand == NULL ) return; ASSERT( m_RowDef.m_vsChoices.size() > 0 ); FOREACH_CONST( PlayerNumber, vpns, iter ) { PlayerNumber p = *iter; FOREACH( bool, m_vbSelected[p], b ) *b = false; ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() ); ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] ); } m_pHand->ImportOption( m_RowDef, vpns, m_vbSelected ); FOREACH_CONST( PlayerNumber, vpns, iter ) { PlayerNumber p = *iter; INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] ); VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName ); } } int OptionRow::ExportOptions( const vector &vpns, bool bRowHasFocus[NUM_PLAYERS] ) { if( m_pHand == NULL ) return 0; ASSERT( m_RowDef.m_vsChoices.size() > 0 ); int iChangeMask = 0; FOREACH_CONST( PlayerNumber, vpns, iter ) { PlayerNumber p = *iter; bool bFocus = bRowHasFocus[p]; VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName ); ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() ); ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] ); // SELECT_NONE rows get exported if they have focus when the user presses // Start. int iChoice = GetChoiceInRowWithFocus( p ); if( m_RowDef.m_selectType == SELECT_NONE && bFocus ) m_vbSelected[p][iChoice] = true; } iChangeMask |= m_pHand->ExportOption( m_RowDef, vpns, m_vbSelected ); FOREACH_CONST( PlayerNumber, vpns, iter ) { PlayerNumber p = *iter; bool bFocus = bRowHasFocus[p]; int iChoice = GetChoiceInRowWithFocus( p ); if( m_RowDef.m_selectType == SELECT_NONE && bFocus ) m_vbSelected[p][iChoice] = false; INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] ); } return iChangeMask; } /* * (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. */