0792db752a
merging with the main branch.
223 lines
5.5 KiB
C++
223 lines
5.5 KiB
C++
#include "global.h"
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#include "ModIconRow.h"
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#include "ThemeManager.h"
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#include "PlayerOptions.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "PlayerState.h"
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#include "ActorUtil.h"
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#include "XmlFile.h"
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#include "LuaManager.h"
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#include "Foreach.h"
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int OptionToPreferredColumn( RString sOptionText );
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REGISTER_ACTOR_CLASS( ModIconRow );
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ModIconRow::ModIconRow()
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{
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m_pn = PlayerNumber_Invalid;
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this->SubscribeToMessage( "PlayerOptionsChanged" );
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}
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ModIconRow::~ModIconRow()
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{
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FOREACH( ModIcon*, m_vpModIcon, p )
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{
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SAFE_DELETE( *p );
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}
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this->RemoveAllChildren();
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}
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void ModIconRow::Load( const RString &sMetricsGroup, PlayerNumber pn )
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{
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ASSERT_M( m_pn == PlayerNumber_Invalid, "Multiple calls to Load" );
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m_sMetricsGroup = sMetricsGroup;
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m_pn = pn;
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SPACING_X.Load(sMetricsGroup,"SpacingX");
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SPACING_Y.Load(sMetricsGroup,"SpacingY");
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NUM_OPTION_ICONS.Load(sMetricsGroup,"NumModIcons");
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OPTION_ICON_METRICS_GROUP.Load(sMetricsGroup,"ModIconMetricsGroup");
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for( int i=0; i<NUM_OPTION_ICONS; i++ )
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{
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ModIcon *p = new ModIcon;
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p->SetName( "ModIcon" );
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float fOffset = SCALE( i, 0, NUM_OPTION_ICONS-1, -(NUM_OPTION_ICONS-1)/2.0f, (float)(NUM_OPTION_ICONS-1)/2.0f );
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p->SetXY( fOffset*SPACING_X, fOffset*SPACING_Y );
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p->Load( OPTION_ICON_METRICS_GROUP );
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ActorUtil::LoadAllCommands( p, sMetricsGroup );
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m_vpModIcon.push_back( p );
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this->AddChild( p );
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}
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SetFromGameState();
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}
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void ModIconRow::HandleMessage( const Message &msg )
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{
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if( msg.GetName() == "PlayerOptionsChanged" )
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SetFromGameState();
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ActorFrame::HandleMessage( msg );
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}
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struct OptionColumnEntry
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{
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const char *szString;
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int iSlotIndex;
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//void FromStack( lua_State *L, int iPos );
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};
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// todo: metric these? -aj
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static const OptionColumnEntry g_OptionColumnEntries[] =
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{
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{"Boost", 0},
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{"Brake", 0},
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{"Wave", 0},
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{"Expand", 0},
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{"Boomerang", 0},
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//--------------------//
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{"Drunk", 1},
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{"Dizzy", 1},
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{"Mini", 1},
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{"Flip", 1},
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{"Tornado", 1},
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//--------------------//
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{"Hidden", 2},
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{"Sudden", 2},
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{"Stealth", 2},
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{"Blink", 2},
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{"RandomVanish",2},
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//--------------------//
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{"Mirror", 3},
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{"Left", 3},
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{"Right", 3},
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{"Shuffle", 3},
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{"SuperShuffle",3},
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//--------------------//
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{"Little", 4},
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{"NoHolds", 4},
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{"Dark", 4},
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{"Blind", 4},
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//--------------------//
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{"Reverse", 5},
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{"Split", 5},
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{"Alternate", 5},
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{"Cross", 5},
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{"Centered", 5},
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//--------------------//
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{"Incoming", 6},
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{"Space", 6},
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{"Hallway", 6},
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{"Distant", 6},
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};
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int OptionToPreferredColumn( RString sOptionText )
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{
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// Speedups always go in column 0. digit ... x
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if( sOptionText.size() > 1 &&
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isdigit(sOptionText[0]) &&
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tolower(sOptionText[sOptionText.size()-1]) == 'x' )
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{
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return 0;
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}
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for( unsigned i=0; i<ARRAYLEN(g_OptionColumnEntries); i++ )
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if( g_OptionColumnEntries[i].szString == sOptionText )
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return g_OptionColumnEntries[i].iSlotIndex;
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// This warns about C1234 and noteskins.
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// LOG->Warn("Unknown option: '%s'", sOptionText.c_str() );
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return 0;
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}
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void ModIconRow::SetFromGameState()
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{
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PlayerNumber pn = m_pn;
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RString sOptions = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetStage().GetString();
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vector<RString> vsOptions;
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split( sOptions, ", ", vsOptions, true );
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vector<RString> vsText; // fill these with what will be displayed on the tabs
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vsText.resize( m_vpModIcon.size() );
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// for each option, look for the best column to place it in
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for( unsigned i=0; i<vsOptions.size(); i++ )
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{
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RString sOption = vsOptions[i];
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int iPerferredCol = OptionToPreferredColumn( sOption );
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clamp( iPerferredCol, 0, (int)m_vpModIcon.size()-1 );
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if( iPerferredCol == -1 )
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continue; // skip
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// search for a vacant spot
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for( int j=iPerferredCol; j<NUM_OPTION_ICONS; j++ )
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{
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if( vsText[j] != "" )
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{
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continue;
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}
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else
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{
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vsText[j] = sOption;
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break;
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}
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}
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}
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for( unsigned i=0; i<vsOptions.size(); i++ )
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m_vpModIcon[i]->Set( vsText[i] );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the ModIconRow. */
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class LunaModIconRow: public Luna<ModIconRow>
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{
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public:
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static int Load( T* p, lua_State *L ) { p->Load( SArg(1), Enum::Check<PlayerNumber>(L, 2) ); return 0; }
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LunaModIconRow()
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{
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ADD_METHOD( Load );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ModIconRow, ActorFrame )
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// lua end
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/*
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* (c) 2002-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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