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itgmania212121/stepmania/src/ScreenOptions.h
T

204 lines
7.5 KiB
C++

/* ScreenOptions - A grid of options; the selected option is drawn with a highlight rectangle. */
#ifndef SCREENOPTIONS_H
#define SCREENOPTIONS_H
#include "ScreenWithMenuElements.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "RandomSample.h"
#include "Quad.h"
#include "OptionsCursor.h"
#include "OptionIcon.h"
#include "DualScrollBar.h"
struct OptionRowData
{
CString name;
bool bOneChoiceForAllPlayers;
enum Type { SELECT_ONE, SELECT_MULTIPLE, SELECT_NONE } type;
vector<CString> choices;
OptionRowData(): name(""), bOneChoiceForAllPlayers(false), type(SELECT_ONE) { }
OptionRowData( const char *n, bool b, const char *c0=NULL, const char *c1=NULL, const char *c2=NULL, const char *c3=NULL, const char *c4=NULL, const char *c5=NULL, const char *c6=NULL, const char *c7=NULL, const char *c8=NULL, const char *c9=NULL, const char *c10=NULL, const char *c11=NULL, const char *c12=NULL, const char *c13=NULL, const char *c14=NULL, const char *c15=NULL, const char *c16=NULL, const char *c17=NULL, const char *c18=NULL, const char *c19=NULL ) :
name(n), bOneChoiceForAllPlayers(b), type(SELECT_ONE)
{
#define PUSH( c ) if(c) choices.push_back(c);
PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);PUSH(c12);PUSH(c13);PUSH(c14);PUSH(c15);PUSH(c16);PUSH(c17);PUSH(c18);PUSH(c19);
#undef PUSH
}
};
enum InputMode
{
INPUTMODE_INDIVIDUAL, // each player controls their own cursor
INPUTMODE_SHARE_CURSOR // both players control the same cursor
};
class ScreenOptions : public ScreenWithMenuElements
{
public:
ScreenOptions( CString sClassName );
void InitMenu( InputMode im, OptionRowData OptionRowData[], int iNumOptionLines );
virtual ~ScreenOptions();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
virtual void ImportOptions() = 0;
virtual void ExportOptions() = 0;
void InitOptionsText();
void GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut );
CString GetExplanationText( int row ) const;
CString GetExplanationTitle( int row ) const;
BitmapText &GetTextItemForRow( PlayerNumber pn, int iRow, int iChoiceOnRow );
void PositionUnderlines();
void PositionIcons();
virtual void RefreshIcons();
void PositionCursors();
void PositionItems();
void TweenCursor( PlayerNumber pn );
void UpdateText( int row );
void UpdateEnabledDisabled();
virtual void OnChange( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
virtual void MenuStart( PlayerNumber pn, const InputEventType type );
void StartGoToNextScreen();
virtual void GoToNextScreen() = 0;
virtual void GoToPrevScreen() = 0;
void MenuLeft( PlayerNumber pn, const InputEventType type ) { ChangeValueInRow(pn,-1,type != IET_FIRST_PRESS); }
void MenuRight( PlayerNumber pn, const InputEventType type ) { ChangeValueInRow(pn,+1,type != IET_FIRST_PRESS); }
void ChangeValueInRow( PlayerNumber pn, int iDelta, bool Repeat );
void MenuUp( PlayerNumber pn, const InputEventType type ) { MoveRow( pn, -1, type != IET_FIRST_PRESS ); }
void MenuDown( PlayerNumber pn, const InputEventType type ) { MoveRow( pn, +1, type != IET_FIRST_PRESS ); }
void MoveRow( PlayerNumber pn, int dir, bool Repeat );
/* Returns -1 if on a row with no OptionRowData (eg. EXIT). */
int GetCurrentRow(PlayerNumber pn = PLAYER_1) const;
bool AllAreOnExit() const;
protected: // derived classes need access to these
void LoadOptionIcon( PlayerNumber pn, int iRow, CString sText );
enum Navigation { NAV_THREE_KEY, NAV_THREE_KEY_MENU, NAV_FIVE_KEY, NAV_TOGGLE_THREE_KEY, NAV_TOGGLE_FIVE_KEY };
void SetNavigation( Navigation nav ) { m_OptionsNavigation = nav; }
protected:
/* Map menu lines to m_OptionRow entries. */
struct Row
{
Row();
~Row();
OptionRowData m_RowDef;
enum { ROW_NORMAL, ROW_EXIT } Type;
vector<BitmapText *> m_textItems; // size depends on m_bRowIsLong and which players are joined
vector<OptionsCursor *> m_Underline[NUM_PLAYERS]; // size depends on m_bRowIsLong and which players are joined
Sprite m_sprBullet;
BitmapText m_textTitle;
OptionIcon m_OptionIcons[NUM_PLAYERS];
float m_fY;
bool m_bRowIsLong; // goes off edge of screen
bool m_bHidden; // currently off screen
int m_iChoiceInRowWithFocus[NUM_PLAYERS]; // this choice has input focus
// Only one will true at a time if m_RowDef.bMultiSelect
vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size().
int GetOneSelection( PlayerNumber pn ) const
{
for( unsigned i=0; i<(unsigned)m_vbSelected[pn].size(); i++ )
if( m_vbSelected[pn][i] )
return i;
ASSERT(0); // shouldn't call this if not expecting one to be selected
return -1;
}
int GetOneSharedSelection() const
{
return GetOneSelection( (PlayerNumber)0 );
}
void SetOneSelection( PlayerNumber pn, int iChoice )
{
for( unsigned i=0; i<(unsigned)m_vbSelected[pn].size(); i++ )
m_vbSelected[pn][i] = false;
m_vbSelected[pn][iChoice] = true;
}
void SetOneSharedSelection( int iChoice )
{
FOREACH_HumanPlayer( pn )
SetOneSelection( pn, iChoice );
}
};
vector<Row*> m_Rows;
Navigation m_OptionsNavigation;
int m_iCurrentRow[NUM_PLAYERS];
int m_iFocusX[NUM_PLAYERS];
void StoreFocus( PlayerNumber pn );
InputMode m_InputMode;
ActorFrame m_framePage;
AutoActor m_sprPage;
OptionsCursor m_Highlight[NUM_PLAYERS];
Sprite m_sprLineHighlight[NUM_PLAYERS];
BitmapText m_textPlayerName[NUM_PLAYERS];
BitmapText m_textExplanation[NUM_PLAYERS];
DualScrollBar m_ScrollBar;
AutoActor m_sprMore;
bool m_bMoreShown, m_bWasOnExit[NUM_PLAYERS];
// show if the current selections will disqualify a high score
AutoActor m_sprDisqualify[NUM_PLAYERS];
// TRICKY: People hold Start to get to PlayerOptions, then
// the repeat events cause them to zip to the bottom. So, ignore
// Start repeat events until we've seen one first pressed event.
bool m_bGotAtLeastOneStartPressed[NUM_PLAYERS];
RageSound m_SoundChangeCol;
RageSound m_SoundNextRow;
RageSound m_SoundPrevRow;
RageSound m_SoundToggleOn;
RageSound m_SoundToggleOff;
};
#endif
/*
* (c) 2001-2004 Chris Danford, 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.
*/