Files
itgmania212121/src/OptionsList.cpp
T
2011-03-17 01:47:30 -04:00

749 lines
19 KiB
C++

#include "global.h"
#include "OptionsList.h"
#include "GameState.h"
#include "RageLog.h"
#include "Course.h"
#include "SongUtil.h"
#include "StepsUtil.h"
#include "Style.h"
#include "InputEventPlus.h"
#include "CodeDetector.h"
#include "InputMapper.h"
#include "PlayerState.h"
#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
#define MAX_ITEMS_BEFORE_SPLIT THEME->GetMetricI(m_sName,"MaxItemsBeforeSplit")
#define ITEMS_SPLIT_WIDTH THEME->GetMetricF(m_sName,"ItemsSplitWidth")
#define DIRECT_LINES THEME->GetMetric (m_sName,"DirectLines")
#define TOP_MENUS THEME->GetMetric (m_sName,"TopMenus")
static const RString RESET_ROW = "ResetOptions";
void OptionListRow::Load( OptionsList *pOptions, const RString &sType )
{
m_pOptions = pOptions;
ITEMS_SPACING_Y .Load(sType,"ItemsSpacingY");
m_Text.resize( 1 );
m_Text[0].SetName( "Text" );
m_Text[0].LoadFromFont( THEME->GetPathF(sType, "normal") );
ActorUtil::LoadAllCommands( m_Text[0], sType );
m_Underlines.resize( 1 );
m_Underlines[0].Load( THEME->GetPathG(sType, "underline") );
m_Underlines[0]->SetName( "Underline" );
ActorUtil::LoadAllCommands( *m_Underlines[0], sType );
m_Text[0].PlayCommand( "On" );
m_Underlines[0]->PlayCommand( "On" );
}
// GetTitleForHandler
// can always use the title
// can have special speed row titles, note skin, or any SELECT_ONE
void OptionListRow::SetFromHandler( const OptionRowHandler *pHandler )
{
this->FinishTweening();
this->RemoveAllChildren();
if( pHandler == NULL )
return;
int iNum = max( pHandler->m_Def.m_vsChoices.size(), m_Text.size() )+1;
m_Text.resize( iNum, m_Text[0] );
m_Underlines.resize( iNum, m_Underlines[0] );
for( unsigned i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
{
// init underlines
this->AddChild( m_Underlines[i] );
// init text
this->AddChild( &m_Text[i] );
}
SetTextFromHandler( pHandler );
const unsigned iCnt = pHandler->m_Def.m_vsChoices.size();
m_bItemsInTwoRows = (int) iCnt > MAX_ITEMS_BEFORE_SPLIT;
const float fWidth = ITEMS_SPLIT_WIDTH;
float fY = 0;
for( unsigned i = 0; i < iCnt; ++i )
{
float fX = 0;
if( m_bItemsInTwoRows )
{
if( (i % 2) == 0 )
fX = -fWidth/2;
else
fX = +fWidth/2;
}
// set the Y position of each item in the line
m_Text[i].SetXY( fX, fY );
m_Underlines[i]->SetXY( fX, fY );
if( m_bItemsInTwoRows )
m_Underlines[i]->PlayCommand( "SetTwoRows" );
else
m_Underlines[i]->PlayCommand( "SetOneRow" );
if( !m_bItemsInTwoRows || (i % 2) == 1 || i+1 == iCnt )
fY += ITEMS_SPACING_Y;
}
int iExit = pHandler->m_Def.m_vsChoices.size();
m_Text[iExit].SetText( "Exit" ); // XXX localize
m_Text[iExit].SetXY( 0, fY );
this->AddChild( &m_Text[iExit] );
}
void OptionListRow::SetTextFromHandler( const OptionRowHandler *pHandler )
{
ASSERT( pHandler );
for( unsigned i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
{
// init text
RString sText = pHandler->GetThemedItemText( i );
RString sDest = pHandler->GetScreen( i );
if( m_pOptions->m_setDirectRows.find(sDest) != m_pOptions->m_setDirectRows.end() && sDest.size() )
{
const OptionRowHandler *pTarget = m_pOptions->m_Rows[sDest];
if( pTarget->m_Def.m_selectType == SELECT_ONE )
{
int iSelection = m_pOptions->GetOneSelection(sDest);
sText += ": " + pTarget->GetThemedItemText( iSelection );
}
}
m_Text[i].SetText( sText );
}
}
void OptionListRow::SetUnderlines( const vector<bool> &aSelections, const OptionRowHandler *pHandler )
{
for( unsigned i = 0; i < aSelections.size(); ++i )
{
Actor *pActor = m_Underlines[i];
bool bSelected = aSelections[i];
RString sDest = pHandler->GetScreen( i );
if( sDest.size() )
{
/* This is a submenu. Underline the row if its options have been changed
* from the default. */
const OptionRowHandler *pTarget = m_pOptions->m_Rows[sDest];
if( pTarget->m_Def.m_selectType == SELECT_ONE )
{
int iSelection = m_pOptions->GetOneSelection(sDest);
const OptionRowHandler *lHandler = m_pOptions->m_Rows.find(sDest)->second;
int iDefault = lHandler->GetDefaultOption();
if( iDefault != -1 && iSelection != iDefault )
bSelected |= true;
}
else if( pTarget->m_Def.m_selectType == SELECT_MULTIPLE )
{
const vector<bool> &bTargetSelections = m_pOptions->m_bSelections.find(sDest)->second;
for( unsigned j=0; j<bTargetSelections.size(); j++ )
{
if( bTargetSelections[j] )
bSelected = true;
}
}
}
pActor->PlayCommand( bSelected?"Show":"Hide" );
}
}
void OptionListRow::PositionCursor( Actor *pCursor, int iSelection )
{
float fX = m_Text[iSelection].GetDestX();
float fY = m_Text[iSelection].GetDestY();
if( m_bItemsInTwoRows )
pCursor->PlayCommand( "PositionTwoRows" );
else
pCursor->PlayCommand( "PositionOneRow" );
pCursor->SetXY( fX, fY );
}
OptionsList::OptionsList()
{
m_iCurrentRow = 0;
m_pLinked = NULL;
}
OptionsList::~OptionsList()
{
FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
delete hand->second;
}
void OptionsList::Load( RString sType, PlayerNumber pn )
{
TOP_MENU.Load( sType, "TopMenu" );
m_pn = pn;
m_bStartIsDown = false;
m_Codes.Load( sType );
m_Cursor.Load( THEME->GetPathG(sType, "cursor") );
m_Cursor->SetName( "Cursor" );
ActorUtil::LoadAllCommands( *m_Cursor, sType );
this->AddChild( m_Cursor );
vector<RString> asDirectLines;
split( DIRECT_LINES, ",", asDirectLines, true );
FOREACH( RString, asDirectLines, s )
m_setDirectRows.insert( *s );
vector<RString> setToLoad;
split( TOP_MENUS, ",", setToLoad );
m_setTopMenus.insert( setToLoad.begin(), setToLoad.end() );
while( !setToLoad.empty() )
{
RString sLineName = *setToLoad.begin();
setToLoad.erase( setToLoad.begin() );
if( m_Rows.find(sLineName) != m_Rows.end() )
continue;
RString sRowCommands = LINE(sLineName);
Commands cmds;
ParseCommands( sRowCommands, cmds );
OptionRowHandler *pHand = OptionRowHandlerUtil::Make( cmds );
if( pHand == NULL )
RageException::Throw( "Invalid OptionRowHandler '%s' in %s::Line%s", cmds.GetOriginalCommandString().c_str(), m_sName.c_str(), sLineName.c_str() );
m_Rows[sLineName] = pHand;
m_asLoadedRows.push_back( sLineName );
for( size_t i = 0; i < pHand->m_Def.m_vsChoices.size(); ++i )
{
RString sScreen = pHand->GetScreen(i);
if( !sScreen.empty() )
setToLoad.push_back( sScreen );
}
}
for( int i = 0; i < 2; ++i )
{
m_Row[i].SetName( "OptionsList" );
m_Row[i].Load( this, "OptionsList" );
ActorUtil::LoadAllCommands( m_Row[i], sType );
this->AddChild( &m_Row[i] );
}
this->PlayCommand( "TweenOff" );
this->FinishTweening();
}
void OptionsList::Reset()
{
/* Import options. */
FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
{
RString sLineName = hand->first;
ImportRow( sLineName );
}
}
void OptionsList::Open()
{
this->PlayCommand( "Reset" );
Message msg("OptionsListOpened");
msg.SetParam( "Player", m_pn );
MESSAGEMAN->Broadcast( msg );
/* Push the initial menu. */
ASSERT( m_asMenuStack.size() == 0 );
Push( TOP_MENU );
this->FinishTweening();
m_Row[!m_iCurrentRow].SetFromHandler( NULL );
this->PlayCommand( "TweenOn" );
}
void OptionsList::Close()
{
Message msg("OptionsListClosed");
msg.SetParam( "Player", m_pn );
MESSAGEMAN->Broadcast( msg );
m_bStartIsDown = false;
m_asMenuStack.clear();
this->PlayCommand( "TweenOff" );
}
RString OptionsList::GetCurrentRow() const
{
ASSERT( !m_asMenuStack.empty() ); // called while the menu was closed
return m_asMenuStack.back();
}
const OptionRowHandler *OptionsList::GetCurrentHandler()
{
RString sCurrentRow = GetCurrentRow();
return m_Rows[sCurrentRow];
}
int OptionsList::GetOneSelection( RString sRow, bool bAllowFail ) const
{
map<RString, vector<bool> >::const_iterator it = m_bSelections.find(sRow);
ASSERT_M( it != m_bSelections.end(), sRow );
const vector<bool> &bSelections = it->second;
for( unsigned i=0; i<bSelections.size(); i++ )
{
if( bSelections[i] )
return i;
}
ASSERT( bAllowFail ); // shouldn't call this if not expecting one to be selected
return -1;
}
void OptionsList::PositionCursor()
{
m_Row[m_iCurrentRow].PositionCursor( m_Cursor, m_iMenuStackSelection );
}
/* Toggle to the next menu. This is used to switch quickly through option submenus,
* to choose many options or to find the one you're looking for. For that goal,
* it's not helpful to switch only through the options listed in the current parent
* menu; always toggle through the whole set. Skip menus that only contain other
* menus. */
void OptionsList::SwitchMenu( int iDir )
{
/* Consider the menu as a list, where the main menu is the first item and the
* submenus follow. This allows consistent navigation; moving right from the
* main menu walks through the menus, moving left goes back as far as the main
* menu. Don't loop, so it's harder to lose track of menus. */
RString sTopRow = m_asMenuStack.front();
const OptionRowHandler *pHandler = m_Rows[sTopRow];
int iCurrentRow = 0;
if( m_asMenuStack.size() == 1 )
iCurrentRow = -1;
else
iCurrentRow = FindScreenInHandler( pHandler, m_asMenuStack.back() );
iCurrentRow += iDir;
if( iCurrentRow >= 0 )
{
if( iCurrentRow >= (int) pHandler->m_Def.m_vsChoices.size() )
return;
RString sDest = pHandler->GetScreen( iCurrentRow );
if( sDest.empty() )
return;
if( m_asMenuStack.size() == 1 )
m_asMenuStack.push_back( sDest );
else
m_asMenuStack.back() = sDest;
}
else
{
if( m_asMenuStack.size() == 1 )
return;
m_asMenuStack.pop_back();
}
SetDefaultCurrentRow();
SwitchToCurrentRow();
TweenOnCurrentRow( iDir > 0 );
}
void OptionsList::MoveItem( const RString &sRowName, int iMove )
{
}
void OptionsList::Input( const InputEventPlus &input )
{
Message msg("");
if( m_Codes.InputMessage(input, msg) )
this->HandleMessage( msg );
const OptionRowHandler *pHandler = GetCurrentHandler();
PlayerNumber pn = input.pn;
if( m_bStartIsDown )
{
if( input.MenuI == GAME_BUTTON_LEFT || input.MenuI == GAME_BUTTON_RIGHT )
{
if( input.type != IET_FIRST_PRESS )
return;
m_bAcceptStartRelease = false;
const RString &sCurrentRow = m_asMenuStack.back();
vector<bool> &bSelections = m_bSelections[sCurrentRow];
if( m_iMenuStackSelection == (int)bSelections.size() )
return;
RString sDest = pHandler->GetScreen( m_iMenuStackSelection );
if( m_setDirectRows.find(sDest) != m_setDirectRows.end() && sDest.size() )
{
const OptionRowHandler *pTarget = m_Rows[sDest];
vector<bool> &bTargetSelections = m_bSelections[sDest];
if( pTarget->m_Def.m_selectType == SELECT_ONE )
{
int iSelection = GetOneSelection(sDest);
int iDir = (input.MenuI == GAME_BUTTON_RIGHT? +1:-1);
iSelection += iDir;
wrap( iSelection, bTargetSelections.size() );
SelectItem( sDest, iSelection );
Message lMsg("OptionsListQuickChange");
lMsg.SetParam( "Player", pn );
lMsg.SetParam( "Direction", iDir );
MESSAGEMAN->Broadcast( lMsg );
}
}
return;
}
}
if( input.MenuI == GAME_BUTTON_LEFT )
{
if( input.type == IET_RELEASE )
return;
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_RIGHT, pn) )
{
if( input.type == IET_FIRST_PRESS )
SwitchMenu( -1 );
return;
}
--m_iMenuStackSelection;
wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
PositionCursor();
Message lMsg("OptionsListLeft");
lMsg.SetParam( "Player", input.pn );
MESSAGEMAN->Broadcast( lMsg );
return;
}
else if( input.MenuI == GAME_BUTTON_RIGHT )
{
if( input.type == IET_RELEASE )
return;
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_LEFT, pn) )
{
if( input.type == IET_FIRST_PRESS )
SwitchMenu( +1 );
return;
}
++m_iMenuStackSelection;
wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
PositionCursor();
Message lMsg("OptionsListRight");
lMsg.SetParam( "Player", input.pn );
MESSAGEMAN->Broadcast( lMsg );
return;
}
else if( input.MenuI == GAME_BUTTON_START )
{
if( input.type == IET_FIRST_PRESS )
{
m_bStartIsDown = true;
m_bAcceptStartRelease = true;
return;
}
if( input.type == IET_RELEASE )
{
if( m_bAcceptStartRelease )
Start();
m_bStartIsDown = false;
}
return;
}
else if( input.MenuI == GAME_BUTTON_SELECT )
{
if( input.type != IET_FIRST_PRESS )
return;
// if( input.type == IET_RELEASE )
{
Close();
return;
}
return;
}
}
void OptionsList::SwitchToCurrentRow()
{
m_iCurrentRow = !m_iCurrentRow;
/* Set up the new row. */
m_Row[m_iCurrentRow].SetFromHandler( GetCurrentHandler() );
m_Row[m_iCurrentRow].SetUnderlines( m_bSelections[m_asMenuStack.back()], GetCurrentHandler() );
PositionCursor();
Message msg("OptionsMenuChanged");
msg.SetParam( "Player", m_pn );
msg.SetParam( "Menu", m_asMenuStack.back() );
MESSAGEMAN->Broadcast( msg );
}
/* After setting up a new row, tween it on. */
void OptionsList::TweenOnCurrentRow( bool bForward )
{
OptionListRow &OldRow = m_Row[!m_iCurrentRow];
OptionListRow &NewRow = m_Row[m_iCurrentRow];
/* Tween out the old row. */
if( bForward )
OldRow.PlayCommand( "TweenOutForward" );
else
OldRow.PlayCommand( "TweenOutBackward" );
/* Tween in the old row. */
if( bForward )
NewRow.PlayCommand( "TweenInForward" );
else
NewRow.PlayCommand( "TweenInBackward" );
}
void OptionsList::ImportRow( RString sRow )
{
vector<bool> aSelections[NUM_PLAYERS];
vector<PlayerNumber> vpns;
vpns.push_back( m_pn );
OptionRowHandler *pHandler = m_Rows[sRow];
aSelections[ m_pn ].resize( pHandler->m_Def.m_vsChoices.size() );
pHandler->ImportOption( NULL, vpns, aSelections );
m_bSelections[sRow] = aSelections[ m_pn ];
if( m_setTopMenus.find(sRow) != m_setTopMenus.end() )
fill( m_bSelections[sRow].begin(), m_bSelections[sRow].end(), false );
}
void OptionsList::ExportRow( RString sRow )
{
if( m_setTopMenus.find(sRow) != m_setTopMenus.end() )
return;
vector<bool> aSelections[NUM_PLAYERS];
aSelections[m_pn] = m_bSelections[sRow];
vector<PlayerNumber> vpns;
vpns.push_back( m_pn );
m_Rows[sRow]->ExportOption( vpns, aSelections );
}
void OptionsList::SetDefaultCurrentRow()
{
/* If all items on the row just point to other menus, default to 0. */
m_iMenuStackSelection = 0;
const RString &sCurrentRow = m_asMenuStack.back();
const OptionRowHandler *pHandler = m_Rows.find(sCurrentRow)->second;
if( pHandler->m_Def.m_selectType == SELECT_ONE )
{
/* One item is selected, so position the cursor on it. */
m_iMenuStackSelection = GetOneSelection( sCurrentRow, true );
if( m_iMenuStackSelection == -1 )
m_iMenuStackSelection = 0;
}
}
int OptionsList::FindScreenInHandler( const OptionRowHandler *pHandler, RString sScreen )
{
for( size_t i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
{
if( pHandler->GetScreen(i) == sScreen )
return i;
}
return -1;
}
void OptionsList::Pop()
{
if( m_asMenuStack.size() == 1 )
{
Close();
return;
}
RString sLastMenu = m_asMenuStack.back();
m_asMenuStack.pop_back();
/* Choose the default option. */
SetDefaultCurrentRow();
/* If the old menu exists as a target from the new menu, switch to it. */
const OptionRowHandler *pHandler = GetCurrentHandler();
int iIndex = FindScreenInHandler( pHandler, sLastMenu );
if( iIndex != -1 )
m_iMenuStackSelection = iIndex;
SwitchToCurrentRow();
TweenOnCurrentRow( false );
}
void OptionsList::Push( RString sDest )
{
m_asMenuStack.push_back( sDest );
SetDefaultCurrentRow();
SwitchToCurrentRow();
}
void OptionsList::SelectItem( const RString &sRowName, int iMenuItem )
{
const OptionRowHandler *pHandler = m_Rows[sRowName];
vector<bool> &bSelections = m_bSelections[sRowName];
if( pHandler->m_Def.m_selectType == SELECT_MULTIPLE )
{
bool bSelected = !bSelections[iMenuItem];
bSelections[iMenuItem] = bSelected;
// if( bSelected )
// m_SoundToggleOn.Play();
// else
// m_SoundToggleOff.Play();
}
else // data.selectType != SELECT_MULTIPLE
{
fill( bSelections.begin(), bSelections.end(), false );
bSelections[iMenuItem] = true;
}
SelectionsChanged( sRowName );
UpdateMenuFromSelections();
}
void OptionsList::SelectionsChanged( const RString &sRowName )
{
const OptionRowHandler *pHandler = m_Rows[sRowName];
vector<bool> &bSelections = m_bSelections[sRowName];
if( pHandler->m_Def.m_bOneChoiceForAllPlayers && m_pLinked != NULL )
{
vector<bool> &bLinkedSelections = m_pLinked->m_bSelections[sRowName];
bLinkedSelections = bSelections;
if( m_pLinked->IsOpened() )
m_pLinked->UpdateMenuFromSelections();
m_pLinked->ExportRow( sRowName );
}
ExportRow( sRowName );
}
void OptionsList::UpdateMenuFromSelections()
{
const vector<bool> &bCurrentSelections = m_bSelections.find(GetCurrentRow())->second;
m_Row[m_iCurrentRow].SetUnderlines( bCurrentSelections, GetCurrentHandler() );
m_Row[m_iCurrentRow].SetTextFromHandler( GetCurrentHandler() );
}
bool OptionsList::Start()
{
const OptionRowHandler *pHandler = GetCurrentHandler();
const RString &sCurrentRow = m_asMenuStack.back();
vector<bool> &bSelections = m_bSelections[sCurrentRow];
if( m_iMenuStackSelection == (int)bSelections.size() )
{
Pop();
Message msg("OptionsListPop");
msg.SetParam( "Player", m_pn );
MESSAGEMAN->Broadcast( msg );
return m_asMenuStack.empty();
}
{
RString sIconText;
GameCommand gc;
pHandler->GetIconTextAndGameCommand( m_iMenuStackSelection, sIconText, gc );
if( gc.m_sName == RESET_ROW )
{
GAMESTATE->m_pPlayerState[m_pn]->ResetToDefaultPlayerOptions( ModsLevel_Preferred );
GAMESTATE->ResetToDefaultSongOptions( ModsLevel_Preferred );
/* Import options. */
FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
{
ImportRow( hand->first );
SelectionsChanged( hand->first );
}
UpdateMenuFromSelections();
Message msg("OptionsListReset");
msg.SetParam( "Player", m_pn );
MESSAGEMAN->Broadcast( msg );
return false;
}
}
RString sDest = pHandler->GetScreen( m_iMenuStackSelection );
if( sDest.size() )
{
Push( sDest );
TweenOnCurrentRow( true );
Message msg("OptionsListPush");
msg.SetParam( "Player", m_pn );
MESSAGEMAN->Broadcast( msg );
return false;
}
SelectItem( GetCurrentRow(), m_iMenuStackSelection );
/* Move to the exit row. */
m_iMenuStackSelection = (int)bSelections.size();
PositionCursor();
Message msg("OptionsListStart");
msg.SetParam( "Player", m_pn );
MESSAGEMAN->Broadcast( msg );
return false;
}
/*
* Copyright (c) 2006 Glenn Maynard
* 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.
*/