Files
itgmania212121/stepmania/src/ScreenOptions.cpp
T
2002-09-03 00:19:54 +00:00

442 lines
11 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "GameState.h"
#define HELP_TEXT THEME->GetMetric("ScreenOptions","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenOptions","TimerSeconds")
const float HEADER_X = CENTER_X;
const float HEADER_Y = 50;
const float HELP_X = CENTER_X;
const float HELP_Y = SCREEN_HEIGHT-35;
const float ITEM_GAP_X = 14;
const float LABELS_X = 80;
const float LINE_START_Y = 80;
const float LINE_GAP_Y = 34;
const float ITEMS_START_X = 160;
const ScreenMessage SM_PlaySample = ScreenMessage(SM_User-4);
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User-5);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User-6);
ScreenOptions::ScreenOptions( CString sBackgroundPath, CString sPagePath, CString sTopEdgePath )
{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
m_SoundChangeCol.Load( THEME->GetPathTo("Sounds","option change col") );
m_SoundChangeRow.Load( THEME->GetPathTo("Sounds","option change row") );
m_SoundNext.Load( THEME->GetPathTo("Sounds","menu start") );
m_Menu.Load(
sBackgroundPath,
sTopEdgePath,
HELP_TEXT, true, TIMER_SECONDS
);
this->AddChild( &m_Menu );
// add everything to m_framePage so we can animate everything at once
this->AddChild( &m_framePage );
m_sprPage.Load( sPagePath );
m_sprPage.SetXY( CENTER_X, CENTER_Y );
m_framePage.AddChild( &m_sprPage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_iCurrentRow[p] = 0;
for( int l=0; l<MAX_OPTION_LINES; l++ )
m_iSelectedOption[p][l] = 0;
}
m_Menu.TweenOnScreenFromBlack( SM_None );
m_Wipe.OpenWipingRight(SM_None);
this->AddChild( &m_Wipe );
m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN );
m_framePage.SetTweenX( 0 );
ZeroMemory(&m_OptionDim, sizeof(m_OptionDim));
}
void ScreenOptions::Init( InputMode im, OptionLineData optionLineData[], int iNumOptionLines )
{
LOG->Trace( "ScreenOptions::Set()" );
m_InputMode = im;
m_OptionLineData = optionLineData;
m_iNumOptionLines = iNumOptionLines;
this->ImportOptions();
if( m_InputMode == INPUTMODE_BOTH )
{
for( int l=0; l<MAX_OPTION_LINES; l++ )
m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
}
// init highlights and underlines
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
for( int l=0; l<m_iNumOptionLines; l++ )
{
m_Underline[p][l].Load( (PlayerNumber)p, true );
m_framePage.AddChild( &m_Underline[p][l] );
}
m_Highlight[p].Load( (PlayerNumber)p, false );
m_framePage.AddChild( &m_Highlight[p] );
}
// init text
for( int i=0; i<m_iNumOptionLines; i++ ) // foreach line
{
m_framePage.AddChild( &m_textOptionLineTitles[i] );
for( int j=0; j<m_OptionLineData[i].iNumOptions; j++ )
{
m_textOptions[i][j].SetZ( -1 );
m_framePage.AddChild( &m_textOptions[i][j] ); // this array has to be big enough to hold all of the options
}
}
InitOptionsText();
PositionUnderlines();
PositionHighlights();
}
ScreenOptions::~ScreenOptions()
{
LOG->Trace( "ScreenOptions::~ScreenOptions()" );
}
void ScreenOptions::GetWidthXY( PlayerNumber p, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
{
int iOptionInRow = m_iSelectedOption[p][iRow];
BitmapText &option = m_textOptions[iRow][iOptionInRow];
iWidthOut = roundf( option.GetWidestLineWidthInSourcePixels() * option.GetZoomX() );
iXOut = roundf( option.GetX() );
iYOut = roundf( option.GetY() );
}
void ScreenOptions::InitOptionsText()
{
const float fLineGap = LINE_GAP_Y - max(0, (m_iNumOptionLines-10)*2);
// init m_textOptions from optionLines
for( int i=0; i<m_iNumOptionLines; i++ ) // foreach options line
{
OptionLineData &optline = m_OptionLineData[i];
float fY = LINE_START_Y + fLineGap*i;
BitmapText &title = m_textOptionLineTitles[i];
title.LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
title.SetText( optline.szTitle );
title.SetXY( LABELS_X, fY );
title.SetZoom( 0.7f );
title.SetVertAlign( Actor::align_middle );
title.TurnShadowOff();
// init all text in this line and count the width of the line
float fX = ITEMS_START_X; // indent 70 pixels
for( int j=0; j<optline.iNumOptions; j++ ) // for each option on this line
{
BitmapText &option = m_textOptions[i][j];
option.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
option.SetDiffuse( D3DXCOLOR(1,1,1,1) );
option.SetText( optline.szOptionsText[j] );
option.SetZoom( 0.5f );
option.SetShadowLength( 2 );
// set the XY position of each item in the line
float fItemWidth = option.GetWidestLineWidthInSourcePixels() * option.GetZoomX();
fX += fItemWidth/2;
option.SetXY( fX, fY );
fX += fItemWidth/2 + ITEM_GAP_X;
}
}
}
void ScreenOptions::DimOption(int line, int option, bool dim)
{
if(m_OptionDim[line][option] == dim)
return;
m_OptionDim[line][option] = dim;
m_textOptions[line][option].StopTweening();
m_textOptions[line][option].BeginTweening(.250);
if(m_OptionDim[line][option])
m_textOptions[line][option].SetTweenDiffuse( D3DXCOLOR(.5,.5,.5,1) );
else
m_textOptions[line][option].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
/* Don't know if I like this ...-glenn
m_textOptionLineTitles[line].BeginTweening(.250);
if(RowCompletelyDimmed(line))
m_textOptionLineTitles[line].SetTweenZoom( 0.6f );
else
m_textOptionLineTitles[line].SetTweenZoom( 0.7f );
*/
}
bool ScreenOptions::RowCompletelyDimmed(int line) const
{
for(int i = 0; i < m_OptionLineData[line].iNumOptions; ++i)
if(!m_OptionDim[line][i]) return false;
return true;
}
void ScreenOptions::PositionUnderlines()
{
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
for( int i=0; i<m_iNumOptionLines; i++ ) // foreach options line
{
// Quad &underline = m_OptionUnderline[p][i];
OptionsCursor &underline = m_Underline[p][i];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
underline.SetBarWidth( iWidth );
underline.SetXY( (float)iX, (float)iY );
}
}
}
void ScreenOptions::PositionHighlights()
{
// Set the position of the highlight showing the current option the user is changing.
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
int i=m_iCurrentRow[p];
OptionsCursor &highlight = m_Highlight[p];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
}
}
void ScreenOptions::TweenHighlight( PlayerNumber player_no )
{
// Set the position of the highlight showing the current option the user is changing.
int iCurRow = m_iCurrentRow[player_no];
OptionsCursor &highlight = m_Highlight[player_no];
int iWidth, iX, iY;
GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
highlight.StopTweening();
highlight.BeginTweening( 0.2f );
highlight.TweenBarWidth( iWidth );
highlight.SetTweenXY( (float)iX, (float)iY );
}
void ScreenOptions::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
Screen::Update( fDeltaTime );
}
void ScreenOptions::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_Wipe.IsClosing() )
return;
// default input handler
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
this->MenuStart(PLAYER_1);
break;
case SM_GoToPrevScreen:
this->ExportOptions();
this->GoToPrevState();
break;
case SM_GoToNextScreen:
this->ExportOptions();
this->GoToNextState();
break;
}
}
void ScreenOptions::OnChange()
{
PositionUnderlines();
}
void ScreenOptions::MenuBack( PlayerNumber p )
{
Screen::MenuBack( p );
m_Menu.TweenOffScreenToBlack( SM_None, true );
m_Wipe.CloseWipingLeft( SM_GoToPrevScreen );
}
void ScreenOptions::MenuStart( PlayerNumber p )
{
Screen::MenuStart( p );
m_Menu.TweenOffScreenToBlack( SM_None, false );
m_SoundNext.PlayRandom();
m_Wipe.CloseWipingRight( SM_GoToNextScreen );
m_framePage.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END );
m_framePage.SetTweenX( SCREEN_RIGHT );
}
void ScreenOptions::MenuLeft( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
int iCurRow = m_iCurrentRow[p];
int new_opt = m_iSelectedOption[p][iCurRow];
do {
new_opt--;
} while(new_opt >= 0 && m_OptionDim[iCurRow][new_opt]);
if( new_opt < 0 ) // can't go left any more
return;
m_iSelectedOption[p][iCurRow] = new_opt;
TweenHighlight( (PlayerNumber)p );
}
m_SoundChangeCol.PlayRandom();
OnChange();
}
void ScreenOptions::MenuRight( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
int iCurRow = m_iCurrentRow[p];
int new_opt = m_iSelectedOption[p][iCurRow];
do {
new_opt++;
} while(new_opt < m_OptionLineData[iCurRow].iNumOptions &&
m_OptionDim[iCurRow][new_opt]);
if( new_opt == m_OptionLineData[iCurRow].iNumOptions ) // can't go right any more
return;
m_iSelectedOption[p][iCurRow] = new_opt;
TweenHighlight( (PlayerNumber)p );
}
m_SoundChangeCol.PlayRandom();
OnChange();
}
void ScreenOptions::MenuUp( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
/* Find the prev row with any un-dimmed entries. */
int new_row = m_iCurrentRow[p];
do {
if(--new_row < 0)
new_row = m_iNumOptionLines-1; // wrap around
if(!RowCompletelyDimmed(new_row)) break;
} while(new_row != m_iCurrentRow[p]);
m_iCurrentRow[p] = new_row;
TweenHighlight( (PlayerNumber)p );
}
m_SoundChangeRow.PlayRandom();
OnChange();
}
void ScreenOptions::MenuDown( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
continue; // skip
/* Find the next row with any un-dimmed entries. */
int new_row = m_iCurrentRow[p];
do {
if( ++new_row == m_iNumOptionLines )
new_row = 0; // wrap around
if(!RowCompletelyDimmed(new_row)) break;
} while(new_row != m_iCurrentRow[p]);
m_iCurrentRow[p] = new_row;
TweenHighlight( (PlayerNumber)p );
}
m_SoundChangeRow.PlayRandom();
OnChange();
}