128 lines
2.8 KiB
C++
128 lines
2.8 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: OptionIconRow
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Desc: A graphic displayed in the OptionIconRow during Dancing.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "OptionIconRow.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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#define SPACING_X THEME->GetMetricF("OptionIconRow","SpacingX")
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#define SPACING_Y THEME->GetMetricF("OptionIconRow","SpacingY")
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OptionIconRow::OptionIconRow()
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{
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for( int i=0; i<NUM_OPTION_COLS; i++ )
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{
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m_OptionIcon[i].SetXY( i*SPACING_X, i*SPACING_Y );
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this->AddChild( &m_OptionIcon[i] );
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}
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}
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struct OptionColumnEntry
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{
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char szString[30];
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int iSlotIndex;
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};
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const OptionColumnEntry g_OptionColumnEntries[] =
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{
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{"Boost", 0},
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{"Wave", 1},
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{"Drunk", 1},
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{"Dizzy", 1},
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{"Space", 1},
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{"Mini", 1},
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{"Flip", 1},
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{"Tornado", 1},
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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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{"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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{"Little", 4},
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{"NoHolds", 4},
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{"Dark", 4},
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{"Reverse", 5},
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{"Note", 6},
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{"Flat", 6},
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{"Plain", 6},
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};
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const int NUM_OPTION_COL_ENTRIES = sizeof(g_OptionColumnEntries)/sizeof(OptionColumnEntry);
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int OptionToPreferredColumn( CString sOptionText )
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{
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/* Speedups always go in column 0. digit ... x */
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if(sOptionText.GetLength() > 1 &&
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isdigit(sOptionText[0]) &&
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tolower(sOptionText[sOptionText.GetLength()-1]) == 'x') {
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return 0;
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}
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for( int i=0; i<NUM_OPTION_COL_ENTRIES; i++ )
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if( g_OptionColumnEntries[i].szString == sOptionText )
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return g_OptionColumnEntries[i].iSlotIndex;
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LOG->Warn("Unknown option: \"%s\"", sOptionText );
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return -1;
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}
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void OptionIconRow::Refresh( PlayerNumber pn )
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{
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// init
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for( int i=0; i<NUM_OPTION_COLS; i++ )
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m_OptionIcon[i].Load( pn, "", i==0 );
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CString sOptions = GAMESTATE->m_PlayerOptions[pn].GetString();
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CStringArray asOptions;
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split( sOptions, ", ", asOptions, true );
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CString asTabs[NUM_OPTION_COLS-1]; // fill these with what will be displayed on the tabs
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// for each option, look for the best column to place it in
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for( i=0; i<asOptions.GetSize(); i++ )
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{
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CString sOption = asOptions[i];
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int iPerferredCol = OptionToPreferredColumn( sOption );
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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 i=iPerferredCol; i<NUM_OPTION_COLS-1; i++ )
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{
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if( asTabs[i] != "" )
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continue;
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else
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{
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asTabs[i] = sOption;
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break;
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}
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}
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}
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for( i=0; i<NUM_OPTION_COLS-1; i++ )
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m_OptionIcon[i+1].Load( pn, asTabs[i], false );
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}
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void OptionIconRow::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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} |