841 lines
24 KiB
C++
841 lines
24 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenOptions
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Desc: See header.
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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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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "ScreenOptions.h"
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#include "RageUtil.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "InputMapper.h"
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const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
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#define ICONS_X( p ) THEME->GetMetricF("ScreenOptions",ssprintf("IconsP%dX",p+1))
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#define ARROWS_X THEME->GetMetricF("ScreenOptions","ArrowsX")
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#define LABELS_X THEME->GetMetricF("ScreenOptions","LabelsX")
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#define LABELS_ZOOM THEME->GetMetricF("ScreenOptions","LabelsZoom")
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#define LABELS_H_ALIGN THEME->GetMetricI("ScreenOptions","LabelsHAlign")
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#define ITEMS_ZOOM THEME->GetMetricF("ScreenOptions","ItemsZoom")
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#define ITEMS_START_X THEME->GetMetricF("ScreenOptions","ItemsStartX")
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#define ITEMS_GAP_X THEME->GetMetricF("ScreenOptions","ItemsGapX")
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#define ITEMS_START_Y THEME->GetMetricF("ScreenOptions","ItemsStartY")
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#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
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#define EXPLANATION_X THEME->GetMetricF("ScreenOptions","ExplanationX")
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#define EXPLANATION_Y THEME->GetMetricF("ScreenOptions","ExplanationY")
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#define EXPLANATION_ZOOM THEME->GetMetricF("ScreenOptions","ExplanationZoom")
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#define COLOR_SELECTED THEME->GetMetricC("ScreenOptions","ColorSelected")
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#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
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#define NUM_SHOWN_ITEMS THEME->GetMetricI("ScreenOptions","NumShownItems")
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ScreenOptions::ScreenOptions( CString sClassName, bool bEnableTimer ) : Screen("ScreenOptions")
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{
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LOG->Trace( "ScreenOptions::ScreenOptions()" );
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m_sName = sClassName;
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m_SoundChangeCol.Load( THEME->GetPathToS("ScreenOptions change") );
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m_SoundNextRow.Load( THEME->GetPathToS("ScreenOptions next") );
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m_SoundPrevRow.Load( THEME->GetPathToS("ScreenOptions prev") );
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m_SoundStart.Load( THEME->GetPathToS("Common start") );
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m_Menu.Load( sClassName, bEnableTimer, false ); // no style icon
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this->AddChild( &m_Menu );
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// add everything to m_framePage so we can animate everything at once
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this->AddChild( &m_framePage );
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m_sprPage.Load( THEME->GetPathToG(sClassName+" page") );
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m_sprPage.SetXY( CENTER_X, CENTER_Y );
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m_framePage.AddChild( &m_sprPage );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_iCurrentRow[p] = 0;
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for( unsigned l=0; l<MAX_OPTION_LINES; l++ )
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m_iSelectedOption[p][l] = 0;
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}
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m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_DECELERATE );
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m_framePage.SetX( 0 );
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memset(&m_bRowIsLong, 0, sizeof(m_bRowIsLong));
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}
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void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLines, bool bLoadExplanations )
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{
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LOG->Trace( "ScreenOptions::Set()" );
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m_InputMode = im;
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m_OptionRow = OptionRows;
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m_iNumOptionRows = iNumOptionLines;
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m_bLoadExplanations = bLoadExplanations;
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this->ImportOptions();
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for( unsigned l=0; l<MAX_OPTION_LINES; l++ )
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if( m_OptionRow[l].bOneChoiceForAllPlayers )
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m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
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int p;
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// init highlights
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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m_Highlight[p].Load( (PlayerNumber)p, false );
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m_framePage.AddChild( &m_Highlight[p] );
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}
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// init underlines
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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for( int l=0; l<m_iNumOptionRows; l++ )
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{
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m_OptionIcons[p][l].Load( (PlayerNumber)p, "", false );
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m_framePage.AddChild( &m_OptionIcons[p][l] );
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m_Underline[p][l].Load( (PlayerNumber)p, true );
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m_framePage.AddChild( &m_Underline[p][l] );
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}
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}
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// init m_textItems from optionLines
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int r;
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for( r=0; r<m_iNumOptionRows; r++ ) // foreach line
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{
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vector<BitmapText *> & textItems = m_textItems[r];
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const OptionRow &optline = m_OptionRow[r];
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unsigned c;
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m_framePage.AddChild( &m_sprBullets[r] );
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m_framePage.AddChild( &m_textTitles[r] );
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float fX = ITEMS_START_X; // indent 70 pixels
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for( c=0; c<optline.choices.size(); c++ )
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{
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BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
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bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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bt->SetText( optline.choices[c] );
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bt->SetZoom( ITEMS_ZOOM );
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bt->EnableShadow( false );
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// set the X position of each item in the line
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float fItemWidth = bt->GetWidestLineWidthInSourcePixels() * bt->GetZoomX();
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fX += fItemWidth/2;
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bt->SetX( fX );
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fX += fItemWidth/2 + ITEMS_GAP_X;
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}
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if( fX > SCREEN_RIGHT-40 )
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{
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// It goes off the edge of the screen. Re-init with the "long row" style.
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m_bRowIsLong[r] = true;
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for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this line
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delete textItems[j];
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textItems.clear();
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for( unsigned p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
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const int iChoiceInRow = m_iSelectedOption[p][r];
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bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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bt->SetText( optline.choices[iChoiceInRow] );
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bt->SetZoom( ITEMS_ZOOM );
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bt->EnableShadow( false );
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/* if choices are locked together, center the item. */
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if( optline.bOneChoiceForAllPlayers )
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bt->SetX( (ITEM_X[0]+ITEM_X[1])/2 );
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else
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bt->SetX( ITEM_X[p] );
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/* If bOneChoiceForAllPlayers, then only initialize one text item. */
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if( optline.bOneChoiceForAllPlayers )
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break;
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}
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}
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for( c=0; c<textItems.size(); c++ )
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m_framePage.AddChild( textItems[c] );
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}
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InitOptionsText();
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// TRICKY: Add one more item. This will be "EXIT"
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{
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BitmapText *bt = new BitmapText;
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m_textItems[r].push_back( bt );
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bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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bt->SetText( "EXIT" );
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bt->SetZoom( ITEMS_ZOOM );
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bt->SetShadowLength( 0 );
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float fY = ITEMS_START_Y + ITEMS_SPACING_Y*m_iNumOptionRows;
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bt->SetXY( CENTER_X, fY );
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m_framePage.AddChild( bt );
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}
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// add explanation here so it appears on top
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m_textExplanation.LoadFromFont( THEME->GetPathToF("ScreenOptions explanation") );
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m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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m_textExplanation.SetZoom( EXPLANATION_ZOOM );
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m_textExplanation.SetShadowLength( 0 );
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m_framePage.AddChild( &m_textExplanation );
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PositionItems();
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PositionUnderlines();
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PositionIcons();
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CHECKPOINT;
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RefreshIcons();
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CHECKPOINT;
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PositionCursors();
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CHECKPOINT;
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UpdateEnabledDisabled();
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CHECKPOINT;
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OnChange();
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CHECKPOINT;
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/* It's tweening into position, but on the initial tween-in we only want to
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* tween in the whole page at once. Since the tweens are nontrivial, it's
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* easiest to queue the tweens and then force them to finish. */
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for( r=0; r<m_iNumOptionRows; r++ ) // foreach options row
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{
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m_textTitles[r].FinishTweening();
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m_sprBullets[r].FinishTweening();
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for( unsigned c=0; c<m_textItems[r].size(); c++ )
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{
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m_textItems[r][c]->FinishTweening();
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}
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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m_Underline[p][r].FinishTweening();
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m_OptionIcons[p][r].FinishTweening();
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}
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}
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}
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ScreenOptions::~ScreenOptions()
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{
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LOG->Trace( "ScreenOptions::~ScreenOptions()" );
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for( int i=0; i<m_iNumOptionRows; i++ )
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for( unsigned j = 0; j < m_textItems[i].size(); ++j)
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delete m_textItems[i][j];
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}
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BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow )
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{
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const bool bExitRow = iRow == m_iNumOptionRows;
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if( bExitRow )
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return *m_textItems[iRow][0];
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const bool bLotsOfOptions = m_bRowIsLong[iRow];
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if( !bLotsOfOptions )
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{
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unsigned iOptionInRow = m_iSelectedOption[pn][iRow];
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return *m_textItems[iRow][iOptionInRow];
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}
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const bool bOneChoice = m_OptionRow[iRow].bOneChoiceForAllPlayers;
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if( bOneChoice )
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return *m_textItems[iRow][0];
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/* We have lots of options and this isn't a OneChoice row, which means
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* each player has a separate item displayed. */
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int iOptionInRow = min( (unsigned)pn, m_textItems[iRow].size()-1 );
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return *m_textItems[iRow][iOptionInRow];
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}
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void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
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{
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BitmapText &text = GetTextItemForRow( pn, iRow );
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iWidthOut = int(roundf( text.GetWidestLineWidthInSourcePixels() * text.GetZoomX() ));
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iXOut = int(roundf( text.GetDestX() ));
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/* We update m_fRowY, change colors and tween items, and then tween rows to
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* their final positions. (This is so we don't tween colors, too.) m_fRowY
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* is the actual destination position, even though we may not have set up the
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* tween yet. */
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iYOut = int(roundf( m_fRowY[iRow] ));
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}
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void ScreenOptions::InitOptionsText()
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{
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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const OptionRow &optline = m_OptionRow[i];
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const float fY = ITEMS_START_Y + ITEMS_SPACING_Y*i;
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BitmapText &title = m_textTitles[i];
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title.LoadFromFont( THEME->GetPathToF("ScreenOptions title") );
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CString sText = optline.name;
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title.SetText( sText );
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title.SetXY( LABELS_X, fY );
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title.SetZoom( LABELS_ZOOM );
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title.SetHorizAlign( (Actor::HorizAlign)LABELS_H_ALIGN );
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title.SetVertAlign( Actor::align_middle );
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title.EnableShadow( false );
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Sprite &bullet = m_sprBullets[i];
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bullet.Load( THEME->GetPathToG("ScreenOptions bullet") );
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bullet.SetXY( ARROWS_X, fY );
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// set the Y position of each item in the line
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for( unsigned c=0; c<m_textItems[i].size(); c++ )
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m_textItems[i][c]->SetY( fY );
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}
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}
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void ScreenOptions::PositionUnderlines()
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{
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionsCursor &underline = m_Underline[p][i];
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/* Don't tween X movement and color changes. */
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetGlobalX( (float)iX );
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underline.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = m_OptionRow[i].choices.size() == 1;
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bool hidden = bOnlyOneChoice || m_bRowIsHidden[i];
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if( underline.GetDestY() != m_fRowY[i] )
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{
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underline.StopTweening();
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underline.BeginTweening( 0.3f );
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}
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/* XXX: diffuse doesn't work since underline is an ActorFrame */
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underline.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
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underline.SetBarWidth( iWidth );
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underline.SetY( (float)iY );
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}
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}
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}
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void ScreenOptions::PositionIcons()
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{
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionIcon &icon = m_OptionIcons[p][i];
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int iWidth, iX, iY; // We only use iY
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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icon.SetX( ICONS_X(p) );
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if( icon.GetDestY() != m_fRowY[i] )
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{
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icon.StopTweening();
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icon.BeginTweening( 0.3f );
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}
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icon.SetY( (float)iY );
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/* XXX: this doesn't work since icon is an ActorFrame */
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icon.SetDiffuse( RageColor(1,1,1, m_bRowIsHidden[i]? 0.0f:1.0f) );
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}
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}
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}
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void ScreenOptions::RefreshIcons()
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{
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ASSERT( m_iNumOptionRows < MAX_OPTION_LINES );
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionRow &row = m_OptionRow[i];
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OptionIcon &icon = m_OptionIcons[p][i];
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int iSelection = m_iSelectedOption[p][i];
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if( iSelection >= (int)m_OptionRow[i].choices.size() )
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{
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/* Invalid selection. Send debug output, to aid debugging. */
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CString error = ssprintf("Option row with name \"%s\" selects item %i, but there are only %i items:\n",
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m_OptionRow[i].name.c_str(),
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iSelection, m_OptionRow[i].choices.size() );
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for( unsigned j = 0; j < m_OptionRow[i].choices.size(); ++j )
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error += ssprintf(" %s\n", m_OptionRow[i].choices[j].c_str());
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RageException::Throw( "%s", error.c_str() );
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}
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CString sSelection = row.choices[iSelection];
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if( sSelection == "ON" )
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sSelection = m_OptionRow[i].name;
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if( row.bOneChoiceForAllPlayers )
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icon.Load( (PlayerNumber)p, "", false );
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else
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icon.Load( (PlayerNumber)p, sSelection, false );
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}
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}
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}
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void ScreenOptions::PositionCursors()
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{
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// Set the position of the highlight showing the current option the user is changing.
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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int i=m_iCurrentRow[p];
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OptionsCursor &highlight = m_Highlight[p];
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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highlight.SetBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
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}
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void ScreenOptions::TweenCursor( PlayerNumber player_no )
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{
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// Set the position of the highlight showing the current option the user is changing.
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int iCurRow = m_iCurrentRow[player_no];
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OptionsCursor &highlight = m_Highlight[player_no];
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int iWidth, iX, iY;
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GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
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highlight.StopTweening();
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highlight.BeginTweening( 0.2f );
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highlight.TweenBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
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void ScreenOptions::UpdateText( PlayerNumber player_no, int iRow )
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{
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int iChoiceInRow = m_iSelectedOption[player_no][iRow];
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if( !m_bRowIsLong[iRow] )
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return;
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const OptionRow &row = m_OptionRow[iRow];
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unsigned item_no = row.bOneChoiceForAllPlayers?0:player_no;
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m_textItems[iRow][item_no]->SetText( m_OptionRow[iRow].choices[iChoiceInRow] );
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}
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void ScreenOptions::UpdateEnabledDisabled()
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{
|
|
RageColor colorSelected = COLOR_SELECTED;
|
|
RageColor colorNotSelected = COLOR_NOT_SELECTED;
|
|
|
|
// init text
|
|
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
|
|
{
|
|
bool bThisRowIsSelected = false;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == i )
|
|
bThisRowIsSelected = true;
|
|
|
|
/* Don't tween selection colors at all. */
|
|
RageColor color = bThisRowIsSelected ? colorSelected : colorNotSelected;
|
|
m_sprBullets[i].SetGlobalDiffuseColor( color );
|
|
m_textTitles[i].SetGlobalDiffuseColor( color );
|
|
|
|
for( unsigned j=0; j<m_textItems[i].size(); j++ )
|
|
m_textItems[i][j]->SetGlobalDiffuseColor( color );
|
|
|
|
if( m_sprBullets[i].GetDestY() != m_fRowY[i] )
|
|
{
|
|
m_sprBullets[i].StopTweening();
|
|
m_textTitles[i].StopTweening();
|
|
m_sprBullets[i].BeginTweening( 0.3f );
|
|
m_textTitles[i].BeginTweening( 0.3f );
|
|
|
|
m_sprBullets[i].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
|
|
m_textTitles[i].SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
|
|
|
|
m_sprBullets[i].SetY( m_fRowY[i] );
|
|
m_textTitles[i].SetY( m_fRowY[i] );
|
|
|
|
for( unsigned j=0; j<m_textItems[i].size(); j++ )
|
|
{
|
|
m_textItems[i][j]->StopTweening();
|
|
m_textItems[i][j]->BeginTweening( 0.3f );
|
|
m_textItems[i][j]->SetDiffuseAlpha( m_bRowIsHidden[i]? 0.0f:1.0f );
|
|
m_textItems[i][j]->SetY( m_fRowY[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bExitRowIsSelectedByBoth = true;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
|
|
bExitRowIsSelectedByBoth = false;
|
|
|
|
RageColor color = bExitRowIsSelectedByBoth ? colorSelected : colorNotSelected;
|
|
m_textItems[m_iNumOptionRows][0]->SetGlobalDiffuseColor( color );
|
|
|
|
if( m_textItems[m_iNumOptionRows][0]->GetDestY() != m_fRowY[m_iNumOptionRows] )
|
|
{
|
|
m_textItems[m_iNumOptionRows][0]->StopTweening();
|
|
m_textItems[m_iNumOptionRows][0]->BeginTweening( 0.3f );
|
|
m_textItems[m_iNumOptionRows][0]->SetDiffuseAlpha( m_bRowIsHidden[m_iNumOptionRows]? 0.0f:1.0f );
|
|
m_textItems[m_iNumOptionRows][0]->SetY( m_fRowY[m_iNumOptionRows] );
|
|
}
|
|
|
|
if( bExitRowIsSelectedByBoth )
|
|
m_textItems[m_iNumOptionRows][0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
|
|
else
|
|
m_textItems[m_iNumOptionRows][0]->SetEffectNone();
|
|
}
|
|
|
|
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 )
|
|
{
|
|
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
|
|
* when we're transitioning out. */
|
|
if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
|
|
return;
|
|
|
|
// if we are in dedicated menubutton input and arcade navigation
|
|
// check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held
|
|
if( MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
|
|
PREFSMAN->m_bArcadeOptionsNavigation &&
|
|
PREFSMAN->m_bOnlyDedicatedMenuButtons &&
|
|
GAMESTATE->m_CurStyle != STYLE_INVALID &&
|
|
INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) &&
|
|
INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) )
|
|
{
|
|
Screen::MenuUp( MenuI.player, type );
|
|
return;
|
|
}
|
|
|
|
// default input handler
|
|
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
|
|
}
|
|
|
|
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
switch( SM )
|
|
{
|
|
case SM_MenuTimer:
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
break;
|
|
case SM_GoToPrevScreen:
|
|
// this->ExportOptions(); // Don't save options if we're going back!
|
|
this->GoToPrevState();
|
|
break;
|
|
case SM_GoToNextScreen:
|
|
this->ExportOptions();
|
|
this->GoToNextState();
|
|
break;
|
|
case SM_BeginFadingOut:
|
|
if(m_Menu.IsTransitioning())
|
|
return; /* already transitioning */
|
|
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
|
|
|
m_SoundStart.Play();
|
|
|
|
m_framePage.BeginTweening( 0.3f, Actor::TWEEN_ACCELERATE );
|
|
m_framePage.SetX( SCREEN_RIGHT );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::PositionItems()
|
|
{
|
|
const int total = NUM_SHOWN_ITEMS;
|
|
const int halfsize = total / 2;
|
|
|
|
/* Total number of rows, including "EXIT". */
|
|
const int NumRows = m_iNumOptionRows + 1;
|
|
|
|
int first_start, first_end, second_start, second_end;
|
|
|
|
/* Choices for each player. If only one player is active, it's the same for both. */
|
|
const int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? m_iCurrentRow[PLAYER_1]: m_iCurrentRow[PLAYER_2];
|
|
const int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? m_iCurrentRow[PLAYER_2]: m_iCurrentRow[PLAYER_1];
|
|
|
|
const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
|
|
if( m_InputMode == INPUTMODE_TOGETHER || !BothPlayersActivated )
|
|
{
|
|
/* Simply center the cursor. */
|
|
first_start = max( P1Choice - halfsize, 0 );
|
|
first_end = first_start + total;
|
|
second_start = second_end = first_end;
|
|
} else {
|
|
/* First half: */
|
|
const int earliest = min( P1Choice, P2Choice );
|
|
first_start = max( earliest - halfsize/2, 0 );
|
|
first_end = first_start + halfsize;
|
|
|
|
/* Second half: */
|
|
const int latest = max( P1Choice, P2Choice );
|
|
|
|
second_start = max( latest - halfsize/2, 0 );
|
|
|
|
/* Don't overlap. */
|
|
second_start = max( second_start, first_end );
|
|
|
|
second_end = second_start + halfsize;
|
|
}
|
|
|
|
first_end = min( first_end, NumRows );
|
|
second_end = min( second_end, NumRows );
|
|
|
|
/* If less than total (and NumRows) are displayed, fill in the empty
|
|
* space intelligently. */
|
|
while(1)
|
|
{
|
|
const int sum = (first_end - first_start) + (second_end - second_start);
|
|
if( sum >= NumRows || sum >= total)
|
|
break; /* nothing more to display, or no room */
|
|
|
|
/* First priority: expand the top of the second half until it meets
|
|
* the first half. */
|
|
if( second_start > first_end )
|
|
second_start--;
|
|
/* Otherwise, expand either end. */
|
|
else if( first_start > 0 )
|
|
first_start--;
|
|
else if( second_end < NumRows )
|
|
second_end++;
|
|
else
|
|
ASSERT(0); /* do we have room to grow or don't we? */
|
|
}
|
|
|
|
int pos = 0;
|
|
for( int i=0; i<NumRows; i++ ) // foreach line
|
|
{
|
|
float ItemPosition;
|
|
if( i < first_start )
|
|
ItemPosition = -0.5f;
|
|
else if( i < first_end )
|
|
ItemPosition = (float) pos++;
|
|
else if( i < second_start )
|
|
ItemPosition = halfsize - 0.5f;
|
|
else if( i < second_end )
|
|
ItemPosition = (float) pos++;
|
|
else
|
|
ItemPosition = (float) total - 0.5f;
|
|
|
|
float fY = ITEMS_START_Y + ITEMS_SPACING_Y*ItemPosition;
|
|
m_fRowY[i] = fY;
|
|
m_bRowIsHidden[i] = i < first_start ||
|
|
(i >= first_end && i < second_start) ||
|
|
i >= second_end;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::OnChange()
|
|
{
|
|
/* Update m_fRowY[] and m_bRowIsHidden[]. */
|
|
PositionItems();
|
|
|
|
/* Do positioning. */
|
|
PositionUnderlines();
|
|
RefreshIcons();
|
|
PositionIcons();
|
|
UpdateEnabledDisabled();
|
|
|
|
for( int pn=0; pn<NUM_PLAYERS; pn++ )
|
|
TweenCursor( (PlayerNumber)pn );
|
|
|
|
int iCurRow = m_iCurrentRow[PLAYER_1];
|
|
|
|
bool bIsExitRow = iCurRow == m_iNumOptionRows;
|
|
|
|
if( !bIsExitRow && m_bLoadExplanations )
|
|
{
|
|
CString sLineName = m_OptionRow[iCurRow].name;
|
|
if( sLineName=="" )
|
|
sLineName = m_OptionRow[iCurRow].choices[0];
|
|
sLineName.Replace("\n","");
|
|
sLineName.Replace(" ","");
|
|
m_textExplanation.SetText( THEME->GetMetric(m_sName,sLineName) );
|
|
}
|
|
else
|
|
m_textExplanation.SetText( "" );
|
|
}
|
|
|
|
|
|
void ScreenOptions::MenuBack( PlayerNumber pn )
|
|
{
|
|
Screen::MenuBack( pn );
|
|
|
|
m_Menu.Back( SM_GoToPrevScreen );
|
|
}
|
|
|
|
void ScreenOptions::StartGoToNextState()
|
|
{
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
|
|
void ScreenOptions::MenuStart( PlayerNumber pn )
|
|
{
|
|
if( m_Menu.IsTransitioning() )
|
|
return;
|
|
|
|
if( PREFSMAN->m_bArcadeOptionsNavigation )
|
|
{
|
|
bool bAllOnExit = true;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
|
|
bAllOnExit = false;
|
|
|
|
if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
|
|
MenuDown( pn ); // can't go down any more
|
|
else if( bAllOnExit )
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
else // !m_bArcadeOptionsNavigation
|
|
{
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
// if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
|
|
if( p != pn ) // don't check for INPUTMODE_INDIVIDUAL because on regular
|
|
// options it moves everything by 2
|
|
continue; // skip
|
|
|
|
int iCurRow = m_iCurrentRow[p];
|
|
|
|
if( iCurRow == m_iNumOptionRows ) // EXIT is selected
|
|
return; // don't allow a move
|
|
|
|
OptionRow &row = m_OptionRow[iCurRow];
|
|
const int iNumOptions = row.choices.size();
|
|
if( iNumOptions == 1 )
|
|
continue;
|
|
|
|
int iNewSel = (m_iSelectedOption[p][iCurRow]+iDelta+iNumOptions) % iNumOptions;
|
|
|
|
if( row.bOneChoiceForAllPlayers )
|
|
{
|
|
for( int p2=0; p2<NUM_PLAYERS; p2++ )
|
|
{
|
|
m_iSelectedOption[p2][iCurRow] = iNewSel;
|
|
UpdateText( (PlayerNumber)p2, iCurRow );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_iSelectedOption[p][iCurRow] = iNewSel;
|
|
UpdateText( (PlayerNumber)p, iCurRow );
|
|
}
|
|
}
|
|
m_SoundChangeCol.Play();
|
|
OnChange();
|
|
}
|
|
|
|
|
|
void ScreenOptions::MenuUp( PlayerNumber pn )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
|
|
continue; // skip
|
|
|
|
if( m_iCurrentRow[p] == 0 ) // on first row
|
|
m_iCurrentRow[p] = m_iNumOptionRows; // on exit
|
|
else
|
|
m_iCurrentRow[p]--;
|
|
}
|
|
m_SoundPrevRow.Play();
|
|
OnChange();
|
|
}
|
|
|
|
|
|
void ScreenOptions::MenuDown( PlayerNumber pn )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
|
|
continue; // skip
|
|
|
|
if( m_iCurrentRow[p] == m_iNumOptionRows ) // on exit
|
|
m_iCurrentRow[p] = 0; // on first row
|
|
else
|
|
m_iCurrentRow[p]++;
|
|
}
|
|
m_SoundNextRow.Play();
|
|
OnChange();
|
|
}
|