Files
itgmania212121/src/ModIconRow.cpp
T
2013-04-19 20:34:11 -07:00

223 lines
5.5 KiB
C++

#include "global.h"
#include "ModIconRow.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"
#include "Foreach.h"
int OptionToPreferredColumn( RString sOptionText );
REGISTER_ACTOR_CLASS( ModIconRow );
ModIconRow::ModIconRow()
{
m_pn = PlayerNumber_Invalid;
this->SubscribeToMessage( "PlayerOptionsChanged" );
}
ModIconRow::~ModIconRow()
{
FOREACH( ModIcon*, m_vpModIcon, p )
{
SAFE_DELETE( *p );
}
this->RemoveAllChildren();
}
void ModIconRow::Load( const RString &sMetricsGroup, PlayerNumber pn )
{
ASSERT_M( m_pn == PlayerNumber_Invalid, "Multiple calls to Load" );
m_sMetricsGroup = sMetricsGroup;
m_pn = pn;
SPACING_X.Load(sMetricsGroup,"SpacingX");
SPACING_Y.Load(sMetricsGroup,"SpacingY");
NUM_OPTION_ICONS.Load(sMetricsGroup,"NumModIcons");
OPTION_ICON_METRICS_GROUP.Load(sMetricsGroup,"ModIconMetricsGroup");
for( int i=0; i<NUM_OPTION_ICONS; i++ )
{
ModIcon *p = new ModIcon;
p->SetName( "ModIcon" );
float fOffset = SCALE( i, 0, NUM_OPTION_ICONS-1, -(NUM_OPTION_ICONS-1)/2.0f, (float)(NUM_OPTION_ICONS-1)/2.0f );
p->SetXY( fOffset*SPACING_X, fOffset*SPACING_Y );
p->Load( OPTION_ICON_METRICS_GROUP );
ActorUtil::LoadAllCommands( p, sMetricsGroup );
m_vpModIcon.push_back( p );
this->AddChild( p );
}
SetFromGameState();
}
void ModIconRow::HandleMessage( const Message &msg )
{
if( msg.GetName() == "PlayerOptionsChanged" )
SetFromGameState();
ActorFrame::HandleMessage( msg );
}
struct OptionColumnEntry
{
const char *szString;
int iSlotIndex;
//void FromStack( lua_State *L, int iPos );
};
// todo: metric these? -aj
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( RString sOptionText )
{
// Speedups always go in column 0. digit ... x
if( sOptionText.size() > 1 &&
isdigit(sOptionText[0]) &&
tolower(sOptionText[sOptionText.size()-1]) == 'x' )
{
return 0;
}
for( unsigned i=0; i<ARRAYLEN(g_OptionColumnEntries); i++ )
if( g_OptionColumnEntries[i].szString == sOptionText )
return g_OptionColumnEntries[i].iSlotIndex;
// This warns about C1234 and noteskins.
// LOG->Warn("Unknown option: '%s'", sOptionText.c_str() );
return 0;
}
void ModIconRow::SetFromGameState()
{
PlayerNumber pn = m_pn;
RString sOptions = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetStage().GetString();
vector<RString> vsOptions;
split( sOptions, ", ", vsOptions, true );
vector<RString> vsText; // fill these with what will be displayed on the tabs
vsText.resize( m_vpModIcon.size() );
// for each option, look for the best column to place it in
for( unsigned i=0; i<vsOptions.size(); i++ )
{
RString sOption = vsOptions[i];
int iPerferredCol = OptionToPreferredColumn( sOption );
clamp( iPerferredCol, 0, (int)m_vpModIcon.size()-1 );
if( iPerferredCol == -1 )
continue; // skip
// search for a vacant spot
for( int j=iPerferredCol; j<NUM_OPTION_ICONS; j++ )
{
if( vsText[j] != "" )
{
continue;
}
else
{
vsText[j] = sOption;
break;
}
}
}
for( unsigned i=0; i<vsOptions.size(); i++ )
m_vpModIcon[i]->Set( vsText[i] );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ModIconRow. */
class LunaModIconRow: public Luna<ModIconRow>
{
public:
static int Load( T* p, lua_State *L ) { p->Load( SArg(1), Enum::Check<PlayerNumber>(L, 2) ); return 0; }
LunaModIconRow()
{
ADD_METHOD( Load );
}
};
LUA_REGISTER_DERIVED_CLASS( ModIconRow, 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.
*/