Files
itgmania212121/stepmania/src/OptionRow.cpp
T
Glenn Maynard 2ac3a986a0 simplify
2006-01-15 23:33:29 +00:00

1057 lines
28 KiB
C++

#include "global.h"
#include "OptionRow.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "Foreach.h"
#include "OptionRowHandler.h"
#include "CommonMetrics.h"
#include "GameState.h"
#include "song.h"
#include "Course.h"
#include "Style.h"
#include "ActorUtil.h"
static const char *SelectTypeNames[] = {
"SelectOne",
"SelectMultiple",
"SelectNone",
};
XToString( SelectType, NUM_SELECT_TYPES );
StringToX( SelectType );
static const char *LayoutTypeNames[] = {
"ShowAllInRow",
"ShowOneInRow",
};
XToString( LayoutType, NUM_LAYOUT_TYPES );
StringToX( LayoutType );
const CString NEXT_ROW_NAME = "NextRow";
const CString EXIT_NAME = "Exit";
void OptionRow::PrepareItemText( CString &s ) const
{
if( s == "" )
return;
bool bTheme = false;
// HACK: Always theme the NEXT_ROW and EXIT items.
if( s == NEXT_ROW_NAME ) bTheme = true;
if( s == EXIT_NAME ) bTheme = true;
if( m_RowDef.m_bAllowThemeItems ) bTheme = true;
// Items beginning with a pipe mean "don't theme".
// This allows us to disable theming on a per-choice basis for choice names that are just a number
// and don't need to be localized.
if( s[0] == '|' )
{
s.erase( s.begin() );
bTheme = false;
}
if( bTheme )
s = CommonMetrics::ThemeOptionItem( s, false );
if( m_pParentType->CAPITALIZE_ALL_OPTION_NAMES )
s.MakeUpper();
}
CString OptionRow::OptionTitle( CString s ) const
{
bool bTheme = false;
// HACK: Always theme the NEXT_ROW and EXIT items, even if metrics says not to theme.
if( m_RowDef.m_bAllowThemeTitle )
bTheme = true;
if( s.empty() )
return s;
return bTheme ? THEME->GetString("OptionTitles",s) : s;
}
CString ITEMS_LONG_ROW_X_NAME( size_t p ) { return ssprintf("ItemsLongRowP%dX",int(p+1)); }
CString ICONS_X_NAME( size_t p ) { return ssprintf("IconsP%dX",int(p+1)); }
OptionRow::OptionRow( const OptionRowType *pSource )
{
m_pParentType = pSource;
m_pHand = NULL;
m_textTitle = NULL;
ZERO( m_OptionIcons );
Clear();
this->AddChild( &m_Frame );
m_tsDestination.Init();
}
OptionRow::~OptionRow()
{
Clear();
}
void OptionRow::Clear()
{
ActorFrame::RemoveAllChildren();
FOREACH_PlayerNumber( p )
m_vbSelected[p].clear();
m_Frame.DeleteAllChildren();
m_textItems.clear();
FOREACH_PlayerNumber( p )
m_Underline[p].clear();
ASSERT( m_pHand == NULL );
m_bFirstItemGoesDown = false;
ZERO( m_bRowHasFocus );
ZERO( m_iChoiceInRowWithFocus );
}
void OptionRow::DetachHandler()
{
if( m_pHand )
{
FOREACH_CONST( CString, m_pHand->m_vsReloadRowMessages, m )
MESSAGEMAN->Unsubscribe( this, *m );
}
m_pHand = NULL;
}
void OptionRowType::Load( const CString &sType )
{
m_sType = sType;
BULLET_X .Load(sType,"BulletX");
BULLET_ON_COMMAND .Load(sType,"BulletOnCommand");
TITLE_X .Load(sType,"TitleX");
TITLE_ON_COMMAND .Load(sType,"TitleOnCommand");
TITLE_GAIN_FOCUS_COMMAND .Load(sType,"TitleGainFocusCommand");
TITLE_LOSE_FOCUS_COMMAND .Load(sType,"TitleLoseFocusCommand");
ITEMS_START_X .Load(sType,"ItemsStartX");
ITEMS_END_X .Load(sType,"ItemsEndX");
ITEMS_GAP_X .Load(sType,"ItemsGapX");
ITEMS_LONG_ROW_X .Load(sType,ITEMS_LONG_ROW_X_NAME,NUM_PLAYERS);
ITEMS_LONG_ROW_SHARED_X .Load(sType,"ItemsLongRowSharedX");
ITEMS_ON_COMMAND .Load(sType,"ItemsOnCommand");
ITEM_GAIN_FOCUS_COMMAND .Load(sType,"ItemGainFocusCommand");
ITEM_LOSE_FOCUS_COMMAND .Load(sType,"ItemLoseFocusCommand");
ICONS_X .Load(sType,ICONS_X_NAME,NUM_PLAYERS);
ICONS_ON_COMMAND .Load(sType,"IconsOnCommand");
COLOR_SELECTED .Load(sType,"ColorSelected");
COLOR_NOT_SELECTED .Load(sType,"ColorNotSelected");
COLOR_DISABLED .Load(sType,"ColorDisabled");
CAPITALIZE_ALL_OPTION_NAMES .Load(sType,"CapitalizeAllOptionNames");
TWEEN_SECONDS .Load(sType,"TweenSeconds");
SHOW_BPM_IN_SPEED_TITLE .Load(sType,"ShowBpmInSpeedTitle");
SHOW_OPTION_ICONS .Load(sType,"ShowOptionIcons");
SHOW_UNDERLINES .Load(sType,"ShowUnderlines");
m_textItemParent.LoadFromFont( THEME->GetPathF(sType,"item") );
if( SHOW_UNDERLINES )
m_UnderlineParent.Load( sType, OptionsCursor::underline );
m_textTitle.LoadFromFont( THEME->GetPathF(sType,"title") );
m_sprBullet = ActorUtil::MakeActor( THEME->GetPathG(sType,"bullet") );
if( SHOW_OPTION_ICONS )
m_OptionIcon.Load( sType );
}
void OptionRow::LoadNormal( const OptionRowDefinition &def, OptionRowHandler *pHand, bool bFirstItemGoesDown )
{
m_RowDef = def;
m_RowType = OptionRow::RowType_Normal;
m_pHand = pHand;
m_bFirstItemGoesDown = bFirstItemGoesDown;
if( m_pHand )
{
FOREACH_CONST( CString, m_pHand->m_vsReloadRowMessages, m )
MESSAGEMAN->Subscribe( this, *m );
}
FOREACH_PlayerNumber( p )
{
vector<bool> &vbSelected = m_vbSelected[p];
vbSelected.resize( 0 );
vbSelected.resize( m_RowDef.m_vsChoices.size(), false );
// set select the first item if a SELECT_ONE row
if( vbSelected.size() && m_RowDef.m_selectType == SELECT_ONE )
vbSelected[0] = true;
}
// TRICKY: Insert a down arrow as the first choice in the row.
if( m_bFirstItemGoesDown )
{
m_RowDef.m_vsChoices.insert( m_RowDef.m_vsChoices.begin(), NEXT_ROW_NAME );
FOREACH_PlayerNumber( p )
m_vbSelected[p].insert( m_vbSelected[p].begin(), false );
}
}
CString OptionRow::GetRowTitle() const
{
CString sLineName = m_RowDef.m_sName;
CString sTitle = OptionTitle(sLineName);
// HACK: tack the BPM onto the name of the speed line
if( sLineName.CompareNoCase("speed")==0 )
{
bool bShowBpmInSpeedTitle = m_pParentType->SHOW_BPM_IN_SPEED_TITLE;
if( GAMESTATE->m_pCurCourse )
{
Trail* pTrail = GAMESTATE->m_pCurTrail[GAMESTATE->m_MasterPlayerNumber];
ASSERT( pTrail != NULL );
const int iNumCourseEntries = pTrail->m_vEntries.size();
if( iNumCourseEntries > CommonMetrics::MAX_COURSE_ENTRIES_BEFORE_VARIOUS )
bShowBpmInSpeedTitle = false;
}
if( bShowBpmInSpeedTitle )
{
DisplayBpms bpms;
if( GAMESTATE->m_pCurSong )
{
Song* pSong = GAMESTATE->m_pCurSong;
pSong->GetDisplayBpms( bpms );
}
else if( GAMESTATE->m_pCurCourse )
{
Course *pCourse = GAMESTATE->m_pCurCourse;
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Trail* pTrail = pCourse->GetTrail( st );
ASSERT( pTrail );
pTrail->GetDisplayBpms( bpms );
}
if( bpms.IsSecret() )
sTitle += ssprintf( " (??" "?)" ); /* split so gcc doesn't think this is a trigraph */
else if( bpms.BpmIsConstant() )
sTitle += ssprintf( " (%.0f)", bpms.GetMin() );
else
sTitle += ssprintf( " (%.0f-%.0f)", bpms.GetMin(), bpms.GetMax() );
}
}
return sTitle;
}
/* Set up text, underlines and titles for options. This can be called
* as soon as m_RowDef is available. */
void OptionRow::InitText()
{
/* If we have elements already, we're being updated from a new set of options.
* Delete the old ones. */
m_Frame.DeleteAllChildren();
m_textItems.clear();
FOREACH_PlayerNumber( p )
m_Underline[p].clear();
m_textTitle = new BitmapText( m_pParentType->m_textTitle );
m_Frame.AddChild( m_textTitle );
m_sprBullet = m_pParentType->m_sprBullet->Copy();
m_sprBullet->SetDrawOrder(-1); // under title
m_Frame.AddChild( m_sprBullet );
if( m_pParentType->SHOW_OPTION_ICONS )
{
switch( m_RowType )
{
case RowType_Normal:
FOREACH_PlayerNumber( p )
{
m_OptionIcons[p] = new OptionIcon( m_pParentType->m_OptionIcon );
m_OptionIcons[p]->SetDrawOrder(-1); // under title
m_OptionIcons[p]->RunCommands( m_pParentType->ICONS_ON_COMMAND );
m_Frame.AddChild( m_OptionIcons[p] );
GameCommand gc;
SetOptionIcon( p, "", gc );
}
break;
case RowType_Exit:
break;
}
}
// If the items will go off the edge of the screen, then force LAYOUT_SHOW_ONE_IN_ROW.
{
BitmapText bt( m_pParentType->m_textItemParent );
bt.RunCommands( m_pParentType->ITEMS_ON_COMMAND );
float fX = m_pParentType->ITEMS_START_X;
for( unsigned c=0; c<m_RowDef.m_vsChoices.size(); c++ )
{
CString sText = m_RowDef.m_vsChoices[c];
PrepareItemText( sText );
bt.SetText( sText );
fX += bt.GetZoomedWidth();
if( c != m_RowDef.m_vsChoices.size()-1 )
fX += m_pParentType->ITEMS_GAP_X;
if( fX > m_pParentType->ITEMS_END_X )
{
m_RowDef.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
break;
}
}
}
//
// load m_textItems
//
switch( m_RowDef.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
// init text
FOREACH_PlayerNumber( p )
{
BitmapText *pText = new BitmapText( m_pParentType->m_textItemParent );
m_textItems.push_back( pText );
pText->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
pText->SetShadowLength( 0 );
if( m_RowDef.m_bOneChoiceForAllPlayers )
{
pText->SetX( m_pParentType->ITEMS_LONG_ROW_SHARED_X );
break; // only initialize one item since it's shared
}
else
{
pText->SetX( m_pParentType->ITEMS_LONG_ROW_X.GetValue(p) );
}
}
// init underlines
if( m_pParentType->SHOW_UNDERLINES && GetRowType() != OptionRow::RowType_Exit )
{
FOREACH_PlayerNumber( p )
{
OptionsCursor *pCursor = new OptionsCursor( m_pParentType->m_UnderlineParent );
m_Underline[p].push_back( pCursor );
pCursor->Set( p );
int iWidth, iX, iY;
GetWidthXY( p, 0, iWidth, iX, iY );
pCursor->SetX( float(iX) );
pCursor->SetWidth( float(iWidth) );
}
}
break;
case LAYOUT_SHOW_ALL_IN_ROW:
{
float fX = m_pParentType->ITEMS_START_X;
for( unsigned c=0; c<m_RowDef.m_vsChoices.size(); c++ )
{
// init text
BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent );
m_textItems.push_back( bt );
CString sText = m_RowDef.m_vsChoices[c];
PrepareItemText( sText );
bt->SetText( sText );
bt->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
bt->SetShadowLength( 0 );
// set the X position of each item in the line
float fItemWidth = bt->GetZoomedWidth();
fX += fItemWidth/2;
bt->SetX( fX );
// init underlines
if( m_pParentType->SHOW_UNDERLINES )
{
FOREACH_PlayerNumber( p )
{
OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent );
m_Underline[p].push_back( ul );
ul->Set( p );
ul->SetX( fX );
ul->SetWidth( truncf(fItemWidth) );
}
}
fX += fItemWidth/2 + m_pParentType->ITEMS_GAP_X;
}
}
break;
default:
ASSERT(0);
}
for( unsigned c=0; c<m_textItems.size(); c++ )
m_Frame.AddChild( m_textItems[c] );
FOREACH_PlayerNumber( p )
for( unsigned c=0; c<m_Underline[p].size(); c++ )
m_Frame.AddChild( m_Underline[p][c] );
m_Frame.SortByDrawOrder();
m_textTitle->SetText( GetRowTitle() );
m_textTitle->SetX( m_pParentType->TITLE_X );
m_textTitle->RunCommands( m_pParentType->TITLE_ON_COMMAND );
switch( GetRowType() )
{
case OptionRow::RowType_Normal:
m_sprBullet->SetX( m_pParentType->BULLET_X );
m_sprBullet->RunCommands( m_pParentType->BULLET_ON_COMMAND );
break;
case OptionRow::RowType_Exit:
m_sprBullet->SetHidden( true );
break;
}
this->SortByDrawOrder();
}
/* After importing options, choose which item is focused. */
void OptionRow::AfterImportOptions()
{
/* We load items for both players on start, since we don't know at that point
* which players will be joined when we're displayed. Hide items for inactive
* players. */
FOREACH_PlayerNumber( p )
{
if( m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
!m_RowDef.m_bOneChoiceForAllPlayers )
m_textItems[p]->SetHidden( !GAMESTATE->IsHumanPlayer(p) );
}
// Hide underlines for disabled players.
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsHumanPlayer(p) )
continue;
for( unsigned c=0; c<m_Underline[p].size(); c++ )
m_Underline[p][c]->SetHidden( true );
}
// Make all selections the same if bOneChoiceForAllPlayers
// Hack: we only import active players, so if only player 2 is imported,
// we need to copy p2 to p1, not p1 to p2.
if( m_RowDef.m_bOneChoiceForAllPlayers )
{
PlayerNumber pnCopyFrom = GAMESTATE->m_MasterPlayerNumber;
if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID )
pnCopyFrom = PLAYER_1;
FOREACH_PlayerNumber( p )
m_vbSelected[p] = m_vbSelected[pnCopyFrom];
}
FOREACH_PlayerNumber( p )
{
switch( m_RowDef.m_selectType )
{
case SELECT_ONE:
{
/* Make sure the row actually has a selection. */
bool bHasASelection = false;
for( unsigned i=0; i<m_vbSelected[p].size(); i++ )
{
if( m_vbSelected[p][i] )
bHasASelection = true;
}
if( !bHasASelection && !m_vbSelected[p].empty() )
m_vbSelected[p][0] = true;
m_iChoiceInRowWithFocus[p] = GetOneSelection(p, true); // focus on the selection we just set
}
break;
case SELECT_MULTIPLE:
case SELECT_NONE:
m_iChoiceInRowWithFocus[p] = 0;
break;
default:
ASSERT(0);
}
}
//
// HACK: Set focus to one item in the row, which is "go down"
//
if( m_bFirstItemGoesDown )
FOREACH_PlayerNumber( p )
m_iChoiceInRowWithFocus[p] = 0;
UpdateText();
}
void OptionRow::LoadExit()
{
m_RowType = OptionRow::RowType_Exit;
m_RowDef.m_sName = EXIT_NAME;
m_RowDef.m_vsChoices.push_back( "Exit" );
m_RowDef.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
m_RowDef.m_bOneChoiceForAllPlayers = true;
FOREACH_PlayerNumber( p )
{
vector<bool> &vbSelected = m_vbSelected[p];
vbSelected.resize( m_RowDef.m_vsChoices.size(), false );
vbSelected[0] = true;
}
}
void OptionRow::PositionUnderlines( PlayerNumber pn )
{
vector<OptionsCursor*> &vpUnderlines = m_Underline[pn];
if( vpUnderlines.empty() )
return;
PlayerNumber pnTakeSelectedFrom = m_RowDef.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn;
const int iNumUnderlines = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size();
for( int i=0; i<iNumUnderlines; i++ )
{
OptionsCursor& ul = *vpUnderlines[i];
int iChoiceWithFocus = (m_RowDef.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? m_iChoiceInRowWithFocus[pnTakeSelectedFrom] : i;
/* Don't tween X movement and color changes. */
int iWidth, iX, iY;
GetWidthXY( pn, iChoiceWithFocus, iWidth, iX, iY );
ul.SetGlobalX( (float)iX );
ul.SetGlobalDiffuseColor( RageColor(1,1,1,1) );
ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_RowDef.m_vsChoices.size() );
bool bSelected = (iChoiceWithFocus==-1) ? false : m_vbSelected[pnTakeSelectedFrom][ iChoiceWithFocus ];
bool bHidden = !bSelected || m_bHidden;
ul.StopTweening();
ul.BeginTweening( m_pParentType->TWEEN_SECONDS );
ul.SetHidden( bHidden );
ul.SetBarWidth( iWidth );
}
}
void OptionRow::PositionIcons()
{
FOREACH_HumanPlayer( p ) // foreach player
{
OptionIcon *pIcon = m_OptionIcons[p];
if( pIcon == NULL )
continue;
pIcon->SetX( m_pParentType->ICONS_X.GetValue(p) );
/* XXX: this doesn't work since icon is an ActorFrame */
pIcon->SetDiffuse( RageColor(1,1,1, m_bHidden? 0.0f:1.0f) );
}
}
void OptionRow::UpdateText()
{
switch( m_RowDef.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
FOREACH_HumanPlayer( p )
{
unsigned pn = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : p;
int iChoiceWithFocus = m_iChoiceInRowWithFocus[pn];
if( iChoiceWithFocus == -1 )
continue;
CString sText = m_RowDef.m_vsChoices[iChoiceWithFocus];
PrepareItemText( sText );
// If player_no is 2 and there is no player 1:
int index = min( pn, m_textItems.size()-1 );
// TODO: Always have one textItem for each player
m_textItems[index]->SetText( sText );
}
break;
}
}
void OptionRow::SetRowHasFocus( PlayerNumber pn, bool bRowHasFocus )
{
m_bRowHasFocus[pn] = bRowHasFocus;
}
void OptionRow::UpdateEnabledDisabled()
{
bool bThisRowHasFocusByAny = false;
FOREACH_HumanPlayer( p )
bThisRowHasFocusByAny |= m_bRowHasFocus[p];
bool bThisRowHasFocusByAll = true;
FOREACH_HumanPlayer( p )
bThisRowHasFocusByAll &= m_bRowHasFocus[p];
bool bRowEnabled = !m_RowDef.m_vEnabledForPlayers.empty();
if( m_Frame.DestTweenState() != m_tsDestination )
{
m_Frame.StopTweening();
m_Frame.BeginTweening( m_pParentType->TWEEN_SECONDS );
m_Frame.DestTweenState() = m_tsDestination;
}
if( bThisRowHasFocusByAny )
m_textTitle->RunCommands( m_pParentType->TITLE_GAIN_FOCUS_COMMAND );
else
m_textTitle->RunCommands( m_pParentType->TITLE_LOSE_FOCUS_COMMAND );
/* Don't tween selection colors at all. */
RageColor color;
if( bThisRowHasFocusByAny ) color = m_pParentType->COLOR_SELECTED;
else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
else color = m_pParentType->COLOR_DISABLED;
if( m_bHidden )
color.a = 0;
if( m_sprBullet != NULL )
m_sprBullet->SetGlobalDiffuseColor( color );
m_sprBullet->PlayCommand( bThisRowHasFocusByAny ? "GainFocus" : "LoseFocus" );
m_textTitle->SetGlobalDiffuseColor( color );
for( unsigned j=0; j<m_textItems.size(); j++ )
{
bool bThisItemHasFocusByAny = false;
FOREACH_HumanPlayer( p )
{
if( m_bRowHasFocus[p] )
{
if( (int)j == GetChoiceInRowWithFocus(p) )
{
bThisItemHasFocusByAny = true;
break;
}
}
}
if( bThisItemHasFocusByAny )
m_textItems[j]->RunCommands( m_pParentType->ITEM_GAIN_FOCUS_COMMAND );
else
m_textItems[j]->RunCommands( m_pParentType->ITEM_LOSE_FOCUS_COMMAND );
}
switch( m_RowDef.m_layoutType )
{
case LAYOUT_SHOW_ALL_IN_ROW:
for( unsigned j=0; j<m_textItems.size(); j++ )
{
if( m_textItems[j]->DestTweenState().diffuse[0] == color )
continue;
m_textItems[j]->StopTweening();
m_textItems[j]->BeginTweening( m_pParentType->TWEEN_SECONDS );
m_textItems[j]->SetDiffuse( color );
}
break;
case LAYOUT_SHOW_ONE_IN_ROW:
FOREACH_HumanPlayer( pn )
{
bool bRowEnabled = m_RowDef.m_vEnabledForPlayers.find(pn) != m_RowDef.m_vEnabledForPlayers.end();
if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED;
else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
else color = m_pParentType->COLOR_DISABLED;
if( m_bHidden )
color.a = 0;
unsigned item_no = m_RowDef.m_bOneChoiceForAllPlayers ? 0 : pn;
// If player_no is 2 and there is no player 1:
item_no = min( item_no, m_textItems.size()-1 );
BitmapText &bt = *m_textItems[item_no];
if( bt.DestTweenState().diffuse[0] != color )
{
bt.StopTweening();
bt.BeginTweening( m_pParentType->TWEEN_SECONDS );
bt.SetDiffuse( color );
/* Only reposition the underline if the text changed, too, or
* we'll cancel PositionUnderlines moving and resizing the
* underline. (XXX: This is brittle; if we're actually changing
* available options, this will break, too. Use m_fBaseAlpha?) */
if( m_Underline[pn].size() )
{
OptionsCursor *pUnderline = m_Underline[pn][0];
pUnderline->StopTweening();
pUnderline->BeginTweening( m_pParentType->TWEEN_SECONDS );
pUnderline->SetDiffuseAlpha( color.a );
}
}
}
break;
default:
ASSERT(0);
}
if( m_RowType == OptionRow::RowType_Exit )
{
if( bThisRowHasFocusByAll )
m_textItems[0]->SetEffectDiffuseShift( 1.0f, m_pParentType->COLOR_SELECTED, m_pParentType->COLOR_NOT_SELECTED );
else
m_textItems[0]->StopEffect();
}
if( m_sprBullet->DestTweenState().diffuse[0] != color )
{
m_textTitle->StopTweening();
m_textTitle->BeginTweening( m_pParentType->TWEEN_SECONDS );
m_textTitle->SetDiffuseAlpha( color.a );
if( m_sprBullet != NULL )
{
m_sprBullet->StopTweening();
m_sprBullet->BeginTweening( m_pParentType->TWEEN_SECONDS );
m_sprBullet->SetDiffuseAlpha( color.a );
}
}
}
void OptionRow::SetOptionIcon( PlayerNumber pn, const CString &sText, GameCommand &gc )
{
// update bullet
Lua *L = LUA->Get();
gc.PushSelf( L );
lua_setglobal( L, "ThisGameCommand" );
LUA->Release( L );
m_sprBullet->PlayCommand( "Refresh" );
if( m_OptionIcons[pn] != NULL )
m_OptionIcons[pn]->Set( pn, sText, false );
LUA->UnsetGlobal( "ThisGameCommand" );
}
const BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const
{
bool bOneChoice = m_RowDef.m_bOneChoiceForAllPlayers;
int index = -1;
switch( m_RowDef.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
index = bOneChoice ? 0 : pn;
/* If only P2 is enabled, his selections will be in index 0. */
if( m_textItems.size() == 1 )
index = 0;
break;
case LAYOUT_SHOW_ALL_IN_ROW:
index = iChoiceOnRow;
break;
default:
ASSERT(0);
}
ASSERT_M( index < (int)m_textItems.size(), ssprintf("%i < %i", index, (int)m_textItems.size() ) );
return *m_textItems[index];
}
void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const
{
const BitmapText &text = GetTextItemForRow( pn, iChoiceOnRow );
iWidthOut = int(roundf( text.GetZoomedWidth() ));
iXOut = int(roundf( text.GetDestX() ));
/* We update m_FrameDestination, change colors and tween items, and then tween rows to
* their final positions. (This is so we don't tween colors, too.) m_FrameDestination
* is the actual destination position, even though we may not have set up the
* tween yet. */
float fY = m_tsDestination.pos.y;
iYOut = int(roundf(fY));
}
int OptionRow::GetOneSelection( PlayerNumber pn, bool bAllowFail ) const
{
for( unsigned i=0; i<m_vbSelected[pn].size(); i++ )
if( m_vbSelected[pn][i] )
return i;
ASSERT( bAllowFail ); // shouldn't call this if not expecting one to be selected
return -1;
}
int OptionRow::GetOneSharedSelection( bool bAllowFail ) const
{
return GetOneSelection( PLAYER_1, bAllowFail );
}
void OptionRow::SetOneSelection( PlayerNumber pn, int iChoice )
{
if( m_vbSelected[pn].empty() )
return;
for( unsigned i=0; i<(unsigned)m_vbSelected[pn].size(); i++ )
m_vbSelected[pn][i] = false;
m_vbSelected[pn][iChoice] = true;
}
void OptionRow::SetOneSharedSelection( int iChoice )
{
FOREACH_PlayerNumber( pn )
SetOneSelection( pn, iChoice );
}
void OptionRow::SetOneSharedSelectionIfPresent( const CString &sChoice )
{
for( unsigned i=0; i<m_RowDef.m_vsChoices.size(); i++ )
{
if( sChoice == m_RowDef.m_vsChoices[i] )
{
SetOneSharedSelection( i );
break;
}
}
}
int OptionRow::GetChoiceInRowWithFocus( PlayerNumber pn ) const
{
if( m_RowDef.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
if( m_RowDef.m_vsChoices.empty() )
return -1;
int iChoice = m_iChoiceInRowWithFocus[pn];
return iChoice;
}
int OptionRow::GetChoiceInRowWithFocusShared() const
{
return GetChoiceInRowWithFocus( PLAYER_1 );
}
void OptionRow::SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice )
{
if( m_RowDef.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
ASSERT(iChoice >= 0 && iChoice < (int)m_RowDef.m_vsChoices.size());
m_iChoiceInRowWithFocus[pn] = iChoice;
}
void OptionRow::SetChoiceInRowWithFocusShared( int iChoice )
{
FOREACH_PlayerNumber( pn )
SetChoiceInRowWithFocus( pn, iChoice );
}
void OptionRow::SetExitText( CString sExitText )
{
BitmapText *bt = m_textItems.back();
bt->SetText( sExitText );
}
void OptionRow::Reload( const OptionRowDefinition &def )
{
switch( GetRowType() )
{
case OptionRow::RowType_Normal:
{
vector<PlayerNumber> vpns;
FOREACH_HumanPlayer( p )
vpns.push_back( p );
// TODO: Nothing uses this yet and it causes skips when changing options.
//if( m_RowDef.m_bExportOnChange )
//{
// bool bRowHasFocus[NUM_PLAYERS];
// ZERO( bRowHasFocus );
// ExportOptions( vpns, bRowHasFocus );
//}
if( m_pHand == NULL )
m_RowDef = def;
else
m_pHand->Reload( m_RowDef );
ASSERT( !m_RowDef.m_vsChoices.empty() );
FOREACH_PlayerNumber( p )
m_vbSelected[p].resize( m_RowDef.m_vsChoices.size(), false );
// TODO: Nothing uses this yet and it causes skips when changing options.
//ImportOptions( vpns );
switch( m_RowDef.m_selectType )
{
case SELECT_ONE:
FOREACH_HumanPlayer( p )
{
m_iChoiceInRowWithFocus[p] = GetOneSelection(p, true);
if( m_iChoiceInRowWithFocus[p] == -1 )
m_iChoiceInRowWithFocus[p] = 0;
}
break;
case SELECT_MULTIPLE:
FOREACH_HumanPlayer( p )
CLAMP( m_iChoiceInRowWithFocus[p], 0, m_RowDef.m_vsChoices.size()-1 );
break;
default:
ASSERT(0);
}
// TODO: Nothing uses this yet and it causes skips when changing options.
//if( m_RowDef.m_bExportOnChange )
//{
// bool bRowHasFocus[NUM_PLAYERS];
// ZERO( bRowHasFocus );
// ExportOptions( vpns, bRowHasFocus );
//}
UpdateEnabledDisabled();
/* Update the text to show the options we just updated. */
InitText();
FOREACH_HumanPlayer( p )
PositionUnderlines( p );
}
break;
case OptionRow::RowType_Exit:
// nothing to do
break;
default:
ASSERT(0);
}
}
void OptionRow::SetEnabledRowForAllPlayers( bool bEnabledForAllPlayers )
{
OptionRowDefinition def = m_RowDef;
if( bEnabledForAllPlayers )
{
OptionRowDefinition temp;
def.m_vEnabledForPlayers = temp.m_vEnabledForPlayers;
}
else
{
def.m_vEnabledForPlayers.clear();
}
Reload( def );
}
void OptionRow::HandleMessage( const CString& sMessage )
{
Reload( m_RowDef );
}
/* Hack: the NextRow entry is never set, and should be transparent. Remove
* it, and readd it below. */
#define ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
if( GetFirstItemGoesDown() ) \
vbSelected.erase( vbSelected.begin() );
#define INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
if( GetFirstItemGoesDown() ) \
vbSelected.insert( vbSelected.begin(), false );
void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
{
if( m_pHand == NULL )
return;
ASSERT( m_RowDef.m_vsChoices.size() > 0 );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
FOREACH( bool, m_vbSelected[p], b )
*b = false;
ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() );
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
}
m_pHand->ImportOption( m_RowDef, vpns, m_vbSelected );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName );
}
}
int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] )
{
if( m_pHand == NULL )
return 0;
ASSERT( m_RowDef.m_vsChoices.size() > 0 );
int iChangeMask = 0;
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
bool bFocus = bRowHasFocus[p];
VerifySelected( m_RowDef.m_selectType, m_vbSelected[p], m_RowDef.m_sName );
ASSERT( m_vbSelected[p].size() == m_RowDef.m_vsChoices.size() );
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
// SELECT_NONE rows get exported if they have focus when the user presses
// Start.
int iChoice = GetChoiceInRowWithFocus( p );
if( m_RowDef.m_selectType == SELECT_NONE && bFocus )
m_vbSelected[p][iChoice] = true;
}
iChangeMask |= m_pHand->ExportOption( m_RowDef, vpns, m_vbSelected );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
bool bFocus = bRowHasFocus[p];
int iChoice = GetChoiceInRowWithFocus( p );
if( m_RowDef.m_selectType == SELECT_NONE && bFocus )
m_vbSelected[p][iChoice] = false;
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
}
return iChangeMask;
}
/*
* (c) 2001-2004 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.
*/