939 lines
26 KiB
C++
939 lines
26 KiB
C++
#include "global.h"
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#include "ScreenOptionsMaster.h"
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#include "RageException.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "ScreenManager.h"
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#include "NoteSkinManager.h"
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#include "Course.h"
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#include "Steps.h"
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#include "Style.h"
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#include "song.h"
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#include "SongManager.h"
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#include "Character.h"
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#include "PrefsManager.h"
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#include "ScreenOptionsMasterPrefs.h"
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#include "GameSoundManager.h"
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#include "StepMania.h"
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#include "RageSoundManager.h"
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#include "ProfileManager.h"
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#include "StepsUtil.h"
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#include "LuaManager.h"
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#include "GameManager.h"
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#include "Foreach.h"
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#define LINE_NAMES THEME->GetMetric (m_sName,"LineNames")
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#define OPTION_MENU_FLAGS THEME->GetMetric (m_sName,"OptionMenuFlags")
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#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
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#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
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#define ENTRY_NAME(s) THEME->GetMetric ("OptionNames", s)
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#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
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#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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/* Add the list named "ListName" to the given row/handler. */
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void ScreenOptionsMaster::SetList( OptionRowDefinition &row, OptionRowHandler &hand, CString ListName )
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{
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hand.type = ROW_LIST;
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hand.m_bUseModNameForIcon = true;
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row.name = ListName;
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if( !ListName.CompareNoCase("noteskins") )
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{
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hand.Default.Init(); /* none */
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row.bOneChoiceForAllPlayers = false;
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CStringArray arraySkinNames;
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NOTESKIN->GetNoteSkinNames( arraySkinNames );
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for( unsigned skin=0; skin<arraySkinNames.size(); skin++ )
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{
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arraySkinNames[skin].MakeUpper();
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GameCommand mc;
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mc.m_sModifiers = arraySkinNames[skin];
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hand.ListEntries.push_back( mc );
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row.choices.push_back( arraySkinNames[skin] );
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}
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return;
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}
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hand.Default.Load( -1, ParseCommands(ENTRY_DEFAULT(ListName)) );
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/* Parse the basic configuration metric. */
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CStringArray asParts;
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split( ENTRY(ListName), ",", asParts );
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if( asParts.size() < 1 )
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RageException::Throw( "Parse error in ScreenOptionsMasterEntries::ListName%s", ListName.c_str() );
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row.bOneChoiceForAllPlayers = false;
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const int NumCols = atoi( asParts[0] );
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for( unsigned i=0; i<asParts.size(); i++ )
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{
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if( asParts[i].CompareNoCase("together") == 0 )
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row.bOneChoiceForAllPlayers = true;
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if( asParts[i].CompareNoCase("SelectMultiple") == 0 )
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row.selectType = SELECT_MULTIPLE;
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if( asParts[i].CompareNoCase("SelectNone") == 0 )
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row.selectType = SELECT_NONE;
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if( asParts[i].CompareNoCase("ShowOneInRow") == 0 )
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row.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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}
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for( int col = 0; col < NumCols; ++col )
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{
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GameCommand mc;
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mc.Load( 0, ParseCommands(ENTRY_MODE(ListName, col)) );
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if( mc.m_sName == "" )
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RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col );
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if( !mc.IsPlayable() )
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continue;
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hand.ListEntries.push_back( mc );
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CString sName = mc.m_sName;
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CString sChoice = ENTRY_NAME(mc.m_sName);
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row.choices.push_back( sChoice );
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}
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}
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void ScreenOptionsMaster::SetLua( OptionRowDefinition &row, OptionRowHandler &hand, const CString &sLuaFunction )
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{
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hand.type = ROW_LUA;
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hand.m_bUseModNameForIcon = true;
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/* Run the Lua expression. It should return a table. */
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hand.m_LuaTable.SetFromExpression( sLuaFunction );
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if( hand.m_LuaTable.GetLuaType() != LUA_TTABLE )
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RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() );
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{
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hand.m_LuaTable.PushSelf( LUA->L );
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lua_pushstring( LUA->L, "Name" );
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lua_gettable( LUA->L, -2 );
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const char *pStr = lua_tostring( LUA->L, -1 );
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if( pStr == NULL )
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RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() );
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row.name = pStr;
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lua_pop( LUA->L, 1 );
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lua_pushstring( LUA->L, "OneChoiceForAllPlayers" );
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lua_gettable( LUA->L, -2 );
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row.bOneChoiceForAllPlayers = !!lua_toboolean( LUA->L, -1 );
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lua_pop( LUA->L, 1 );
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lua_pushstring( LUA->L, "LayoutType" );
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lua_gettable( LUA->L, -2 );
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pStr = lua_tostring( LUA->L, -1 );
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if( pStr == NULL )
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RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() );
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row.layoutType = StringToLayoutType( pStr );
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ASSERT( row.layoutType != LAYOUT_INVALID );
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lua_pop( LUA->L, 1 );
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lua_pushstring( LUA->L, "SelectType" );
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lua_gettable( LUA->L, -2 );
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pStr = lua_tostring( LUA->L, -1 );
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if( pStr == NULL )
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RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() );
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row.selectType = StringToSelectType( pStr );
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ASSERT( row.selectType != SELECT_INVALID );
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lua_pop( LUA->L, 1 );
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/* Iterate over the "Choices" table. */
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lua_pushstring( LUA->L, "Choices" );
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lua_gettable( LUA->L, -2 );
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if( !lua_istable( LUA->L, -1 ) )
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RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() );
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lua_pushnil( LUA->L );
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while( lua_next(LUA->L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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const char *pValue = lua_tostring( LUA->L, -1 );
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if( pValue == NULL )
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RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
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LOG->Trace( "'%s'", pValue);
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row.choices.push_back( pValue );
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lua_pop( LUA->L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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lua_pop( LUA->L, 1 ); /* pop choices table */
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lua_pop( LUA->L, 1 ); /* pop main table */
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ASSERT( lua_gettop(LUA->L) == 0 );
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}
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}
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/* Add a list of difficulties/edits to the given row/handler. */
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void ScreenOptionsMaster::SetSteps( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.name = "Steps";
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row.bOneChoiceForAllPlayers = false;
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// fill in difficulty names
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if( GAMESTATE->m_bEditing )
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{
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row.choices.push_back( "" );
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hand.ListEntries.push_back( GameCommand() );
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}
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else if( GAMESTATE->IsCourseMode() ) // playing a course
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{
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row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties;
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vector<Trail*> vTrails;
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GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
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for( unsigned i=0; i<vTrails.size(); i++ )
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{
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Trail* pTrail = vTrails[i];
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CString s = CourseDifficultyToThemedString( pTrail->m_CourseDifficulty );
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_pTrail = pTrail;
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hand.ListEntries.push_back( mc );
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}
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}
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else // !GAMESTATE->IsCourseMode(), playing a song
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{
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vector<Steps*> vSteps;
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GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
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StepsUtil::SortNotesArrayByDifficulty( vSteps );
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for( unsigned i=0; i<vSteps.size(); i++ )
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{
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Steps* pSteps = vSteps[i];
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CString s;
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if( pSteps->GetDifficulty() == DIFFICULTY_EDIT )
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s = pSteps->GetDescription();
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else
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s = DifficultyToThemedString( pSteps->GetDifficulty() );
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s += ssprintf( " (%d)", pSteps->GetMeter() );
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_pSteps = pSteps;
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mc.m_dc = pSteps->GetDifficulty();
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hand.ListEntries.push_back( mc );
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}
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}
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}
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/* Add the given configuration value to the given row/handler. */
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void ScreenOptionsMaster::SetConf( OptionRowDefinition &row, OptionRowHandler &hand, CString param )
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{
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/* Configuration values are never per-player. */
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row.bOneChoiceForAllPlayers = true;
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hand.type = ROW_CONFIG;
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ConfOption *pConfOption = ConfOption::Find( param );
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if( pConfOption == NULL )
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RageException::Throw( "Invalid Conf type \"%s\"", param.c_str() );
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pConfOption->UpdateAvailableOptions();
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hand.opt = pConfOption;
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hand.opt->MakeOptionsList( row.choices );
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row.name = hand.opt->name;
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}
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/* Add a list of available characters to the given row/handler. */
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void ScreenOptionsMaster::SetCharacters( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = false;
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row.name = "Characters";
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hand.Default.m_pCharacter = GAMESTATE->GetDefaultCharacter();
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{
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row.choices.push_back( ENTRY_NAME("Off") );
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GameCommand mc;
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mc.m_pCharacter = NULL;
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hand.ListEntries.push_back( mc );
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}
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for( unsigned i=0; i<apCharacters.size(); i++ )
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{
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Character* pCharacter = apCharacters[i];
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CString s = pCharacter->m_sName;
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s.MakeUpper();
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_pCharacter = pCharacter;
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hand.ListEntries.push_back( mc );
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}
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}
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/* Add a list of available styles to the given row/handler. */
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void ScreenOptionsMaster::SetStyles( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = true;
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row.name = "Style";
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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ASSERT( vStyles.size() );
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FOREACH_CONST( const Style*, vStyles, s )
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{
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row.choices.push_back( GAMEMAN->StyleToThemedString(*s) );
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GameCommand mc;
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mc.m_pStyle = *s;
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hand.ListEntries.push_back( mc );
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}
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hand.Default.m_pStyle = vStyles[0];
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}
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/* Add a list of available song groups to the given row/handler. */
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void ScreenOptionsMaster::SetGroups( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = true;
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row.name = "Group";
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hand.Default.m_sSongGroup = GROUP_ALL_MUSIC;
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vector<CString> vGroups;
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SONGMAN->GetGroupNames( vGroups );
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ASSERT( vGroups.size() );
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{
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row.choices.push_back( ENTRY_NAME("AllGroups") );
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GameCommand mc;
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mc.m_sSongGroup = GROUP_ALL_MUSIC;
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hand.ListEntries.push_back( mc );
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}
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FOREACH_CONST( CString, vGroups, g )
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{
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row.choices.push_back( *g );
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GameCommand mc;
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mc.m_sSongGroup = *g;
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hand.ListEntries.push_back( mc );
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}
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}
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/* Add a list of available difficulties to the given row/handler. */
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void ScreenOptionsMaster::SetDifficulties( OptionRowDefinition &row, OptionRowHandler &hand )
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{
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set<Difficulty> vDifficulties;
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GAMESTATE->GetDifficultiesToShow( vDifficulties );
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hand.type = ROW_LIST;
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row.bOneChoiceForAllPlayers = true;
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row.name = "Difficulty";
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hand.Default.m_dc = DIFFICULTY_INVALID;
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{
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row.choices.push_back( ENTRY_NAME("AllDifficulties") );
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GameCommand mc;
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mc.m_dc = DIFFICULTY_INVALID;
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hand.ListEntries.push_back( mc );
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}
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FOREACHS_CONST( Difficulty, vDifficulties, d )
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{
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CString s = DifficultyToThemedString( *d );
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row.choices.push_back( s );
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GameCommand mc;
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mc.m_dc = *d;
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hand.ListEntries.push_back( mc );
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}
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}
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REGISTER_SCREEN_CLASS( ScreenOptionsMaster );
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ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):
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ScreenOptions( sClassName )
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{
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LOG->Trace("ScreenOptionsMaster::ScreenOptionsMaster(%s)", m_sName.c_str() );
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/* If this file doesn't exist, leave the music alone (eg. ScreenPlayerOptions music sample
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* left over from ScreenSelectMusic). If you really want to play no music, add a redir
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* to _silent. */
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CString MusicPath = THEME->GetPathS( m_sName, "music", true );
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if( MusicPath != "" )
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SOUND->PlayMusic( MusicPath );
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CStringArray asLineNames;
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split( LINE_NAMES, ",", asLineNames );
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if( asLineNames.empty() )
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RageException::Throw( "%s::LineNames is empty.", m_sName.c_str() );
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CStringArray Flags;
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split( OPTION_MENU_FLAGS, ";", Flags, true );
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InputMode im = INPUTMODE_INDIVIDUAL;
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bool Explanations = false;
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bool bShowUnderlines = true;
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for( unsigned i = 0; i < Flags.size(); ++i )
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{
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Flags[i].MakeLower();
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if( Flags[i] == "together" )
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im = INPUTMODE_SHARE_CURSOR;
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if( Flags[i] == "explanations" )
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Explanations = true;
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if( Flags[i] == "forceallplayers" )
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{
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FOREACH_PlayerNumber( pn )
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GAMESTATE->m_bSideIsJoined[pn] = true;
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GAMESTATE->m_MasterPlayerNumber = PlayerNumber(0);
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}
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if( Flags[i] == "smnavigation" )
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SetNavigation( NAV_THREE_KEY_MENU );
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if( Flags[i] == "toggle" || Flags[i] == "firstchoicegoesdown" )
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SetNavigation( PREFSMAN->m_bArcadeOptionsNavigation? NAV_TOGGLE_THREE_KEY:NAV_TOGGLE_FIVE_KEY );
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if( Flags[i] == "hideunderlines" )
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bShowUnderlines = false;
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}
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m_OptionRowAlloc = new OptionRowDefinition[asLineNames.size()];
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for( unsigned i = 0; i < asLineNames.size(); ++i )
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{
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CString sLineName = asLineNames[i];
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OptionRowDefinition &row = m_OptionRowAlloc[i];
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CString sRowCommands = LINE(sLineName);
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Commands vCommands;
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ParseCommands( sRowCommands, vCommands );
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if( vCommands.v.size() < 1 )
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RageException::Throw( "Parse error in %s::Line%i", m_sName.c_str(), i+1 );
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OptionRowHandler hand;
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for( unsigned part = 0; part < vCommands.v.size(); ++part)
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{
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Command& command = vCommands.v[part];
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BeginHandleArgs;
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const CString &name = command.GetName();
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if( !name.CompareNoCase("list") ) SetList( row, hand, sArg(1) );
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else if( !name.CompareNoCase("lua") ) SetLua( row, hand, sArg(1) );
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else if( !name.CompareNoCase("steps") ) SetSteps( row, hand );
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else if( !name.CompareNoCase("conf") ) SetConf( row, hand, sArg(1) );
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else if( !name.CompareNoCase("characters") ) SetCharacters( row, hand );
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else if( !name.CompareNoCase("styles") ) SetStyles( row, hand );
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else if( !name.CompareNoCase("groups") ) SetGroups( row, hand );
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else if( !name.CompareNoCase("difficulties") ) SetDifficulties( row, hand );
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else
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RageException::Throw( "Unexpected type '%s' in %s::Line%i", name.c_str(), m_sName.c_str(), i );
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EndHandleArgs;
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}
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// TRICKY: Insert a down arrow as the first choice in the row.
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if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
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{
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row.choices.insert( row.choices.begin(), ENTRY_NAME("NextRow") );
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hand.ListEntries.insert( hand.ListEntries.begin(), GameCommand() );
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}
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OptionRowHandlers.push_back( hand );
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}
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ASSERT( OptionRowHandlers.size() == asLineNames.size() );
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InitMenu( im, m_OptionRowAlloc, asLineNames.size(), bShowUnderlines );
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}
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ScreenOptionsMaster::~ScreenOptionsMaster()
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{
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delete [] m_OptionRowAlloc;
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}
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void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
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{
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for( int i=0; i<(int)vbSelectedOut.size(); i++ )
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vbSelectedOut[i] = i==iSelection;
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|
}
|
|
|
|
void ScreenOptionsMaster::ImportOption( const OptionRowDefinition &row, const OptionRowHandler &hand, PlayerNumber pn, int rowno, vector<bool> &vbSelectedOut )
|
|
{
|
|
/* Figure out which selection is the default. */
|
|
switch( hand.type )
|
|
{
|
|
case ROW_LIST:
|
|
{
|
|
int FallbackOption = -1;
|
|
bool UseFallbackOption = true;
|
|
|
|
for( unsigned e = 0; e < hand.ListEntries.size(); ++e )
|
|
{
|
|
const GameCommand &mc = hand.ListEntries[e];
|
|
|
|
vbSelectedOut[e] = false;
|
|
|
|
if( mc.IsZero() )
|
|
{
|
|
/* The entry has no effect. This is usually a default "none of the
|
|
* above" entry. It will always return true for DescribesCurrentMode().
|
|
* It's only the selected choice if nothing else matches. */
|
|
if( row.selectType != SELECT_MULTIPLE )
|
|
FallbackOption = e;
|
|
continue;
|
|
}
|
|
|
|
if( row.bOneChoiceForAllPlayers )
|
|
{
|
|
if( mc.DescribesCurrentModeForAllPlayers() )
|
|
{
|
|
UseFallbackOption = false;
|
|
if( row.selectType != SELECT_MULTIPLE )
|
|
SelectExactlyOne( e, vbSelectedOut );
|
|
else
|
|
vbSelectedOut[e] = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( mc.DescribesCurrentMode( pn) )
|
|
{
|
|
UseFallbackOption = false;
|
|
if( row.selectType != SELECT_MULTIPLE )
|
|
SelectExactlyOne( e, vbSelectedOut );
|
|
else
|
|
vbSelectedOut[e] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( row.selectType == SELECT_ONE &&
|
|
UseFallbackOption &&
|
|
FallbackOption != -1 )
|
|
{
|
|
SelectExactlyOne( FallbackOption, vbSelectedOut );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case ROW_LUA:
|
|
{
|
|
ASSERT( lua_gettop(LUA->L) == 0 );
|
|
|
|
/* Evaluate the GetValue(self,array,pn) function, where array is a table
|
|
* representing vbSelectedOut. */
|
|
|
|
/* Hack: the NextRow entry is never set, and should be transparent. Remove
|
|
* it, and readd it below. */
|
|
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
|
|
vbSelectedOut.erase( vbSelectedOut.begin() );
|
|
|
|
/* Create the vbSelectedOut table. */
|
|
LUA->CreateTableFromArray( vbSelectedOut );
|
|
ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
|
|
|
|
/* Get the function to call from m_LuaTable. */
|
|
hand.m_LuaTable.PushSelf( LUA->L );
|
|
ASSERT( lua_istable( LUA->L, -1 ) );
|
|
|
|
lua_pushstring( LUA->L, "GetSelections" );
|
|
lua_gettable( LUA->L, -2 );
|
|
if( !lua_isfunction( LUA->L, -1 ) )
|
|
RageException::Throw( "\"%s\" \"GetSelections\" entry is not a function", row.name.c_str() );
|
|
|
|
/* Argument 1 (vbSelectedOut): */
|
|
lua_pushvalue( LUA->L, 1 );
|
|
|
|
/* Argument 2 (pn): */
|
|
LUA->PushStack( (int) pn );
|
|
|
|
ASSERT( lua_gettop(LUA->L) == 5 ); /* vbSelectedOut, m_iLuaTable, function, arg, arg */
|
|
|
|
lua_call( LUA->L, 2, 0 ); // call function with 2 arguments and 0 results
|
|
ASSERT( lua_gettop(LUA->L) == 2 );
|
|
|
|
lua_pop( LUA->L, 1 ); /* pop option table */
|
|
|
|
LUA->ReadArrayFromTable( vbSelectedOut );
|
|
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
|
|
vbSelectedOut.insert( vbSelectedOut.begin(), false );
|
|
|
|
lua_pop( LUA->L, 1 ); /* pop vbSelectedOut table */
|
|
|
|
ASSERT( lua_gettop(LUA->L) == 0 );
|
|
return;
|
|
}
|
|
|
|
case ROW_CONFIG:
|
|
{
|
|
int iSelection = hand.opt->Get();
|
|
SelectExactlyOne( iSelection+(m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?1:0), vbSelectedOut );
|
|
return;
|
|
}
|
|
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
if( row.selectType != SELECT_MULTIPLE )
|
|
{
|
|
// The first row ("go down") should not be selected.
|
|
ASSERT( !vbSelectedOut[0] );
|
|
|
|
// there should be exactly one option selected
|
|
int iNumSelected = 0;
|
|
for( unsigned e = 1; e < hand.ListEntries.size(); ++e )
|
|
if( vbSelectedOut[e] )
|
|
iNumSelected++;
|
|
ASSERT( iNumSelected == 1 );
|
|
}
|
|
}
|
|
|
|
void ScreenOptionsMaster::ImportOptions()
|
|
{
|
|
for( unsigned i = 0; i < OptionRowHandlers.size(); ++i )
|
|
{
|
|
const OptionRowHandler &hand = OptionRowHandlers[i];
|
|
const OptionRowDefinition &data = m_OptionRowAlloc[i];
|
|
OptionRow &row = *m_Rows[i];
|
|
|
|
if( data.bOneChoiceForAllPlayers )
|
|
{
|
|
ImportOption(data, hand, PLAYER_1, i, row.m_vbSelected[0] );
|
|
}
|
|
else
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
ImportOption( data, hand, p, i, row.m_vbSelected[p] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Import only settings specific to the given player. */
|
|
void ScreenOptionsMaster::ImportOptionsForPlayer( PlayerNumber pn )
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(pn) )
|
|
return;
|
|
|
|
for( unsigned i = 0; i < OptionRowHandlers.size(); ++i )
|
|
{
|
|
const OptionRowHandler &hand = OptionRowHandlers[i];
|
|
const OptionRowDefinition &data = m_OptionRowAlloc[i];
|
|
OptionRow &row = *m_Rows[i];
|
|
|
|
if( data.bOneChoiceForAllPlayers )
|
|
continue;
|
|
ImportOption( data, hand, pn, i, row.m_vbSelected[pn] );
|
|
}
|
|
}
|
|
|
|
int GetOneSelection( const vector<bool> &vbSelected )
|
|
{
|
|
for( unsigned i=0; i<vbSelected.size(); i++ )
|
|
if( vbSelected[i] )
|
|
return i;
|
|
ASSERT(0); // shouldn't call this if not expecting one to be selected
|
|
return -1;
|
|
}
|
|
|
|
/* Returns an OPT mask. */
|
|
int ScreenOptionsMaster::ExportOption( const OptionRowDefinition &row, const OptionRowHandler &hand, PlayerNumber pn, const vector<bool> &vbSelected )
|
|
{
|
|
/* Figure out which selection is the default. */
|
|
switch( hand.type )
|
|
{
|
|
case ROW_LIST:
|
|
{
|
|
hand.Default.Apply( pn );
|
|
for( unsigned i=0; i<vbSelected.size(); i++ )
|
|
if( vbSelected[i] )
|
|
hand.ListEntries[i].Apply( pn );
|
|
}
|
|
break;
|
|
case ROW_LUA:
|
|
{
|
|
ASSERT( lua_gettop(LUA->L) == 0 );
|
|
|
|
/* Evaluate SetSelections(self,array,pn) function, where array is a table
|
|
* representing vbSelectedOut. */
|
|
|
|
/* Hack: the NextRow entry is never set, and should be transparent. Remove it. */
|
|
vector<bool> vbSelectedCopy = vbSelected;
|
|
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
|
|
vbSelectedCopy.erase( vbSelectedCopy.begin() );
|
|
|
|
/* Create the vbSelectedOut table. */
|
|
LUA->CreateTableFromArray( vbSelectedCopy );
|
|
ASSERT( lua_gettop(LUA->L) == 1 ); /* vbSelectedOut table */
|
|
|
|
/* Get the function to call. */
|
|
hand.m_LuaTable.PushSelf( LUA->L );
|
|
ASSERT( lua_istable( LUA->L, -1 ) );
|
|
|
|
lua_pushstring( LUA->L, "SetSelections" );
|
|
lua_gettable( LUA->L, -2 );
|
|
if( !lua_isfunction( LUA->L, -1 ) )
|
|
RageException::Throw( "\"%s\" \"SetSelections\" entry is not a function", row.name.c_str() );
|
|
|
|
/* Push self. */
|
|
hand.m_LuaTable.PushSelf( LUA->L );
|
|
|
|
/* Argument 1 (vbSelectedOut): */
|
|
lua_pushvalue( LUA->L, 1 );
|
|
|
|
/* Argument 2 (pn): */
|
|
LUA->PushStack( (int) pn );
|
|
|
|
ASSERT( lua_gettop(LUA->L) == 5 ); /* vbSelectedOut, m_iLuaTable, function, arg, arg */
|
|
|
|
lua_call( LUA->L, 2, 0 ); // call function with 2 arguments and 0 results
|
|
ASSERT( lua_gettop(LUA->L) == 2 );
|
|
|
|
lua_pop( LUA->L, 1 ); /* pop option table */
|
|
lua_pop( LUA->L, 1 ); /* pop vbSelected table */
|
|
|
|
ASSERT( lua_gettop(LUA->L) == 0 );
|
|
|
|
// XXX: allow specifying the mask
|
|
return 0;
|
|
}
|
|
|
|
case ROW_CONFIG:
|
|
{
|
|
int sel = GetOneSelection(vbSelected) - (m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?1:0);
|
|
|
|
/* Get the original choice. */
|
|
int Original = hand.opt->Get();
|
|
|
|
/* Apply. */
|
|
hand.opt->Put( sel );
|
|
|
|
/* Get the new choice. */
|
|
int New = hand.opt->Get();
|
|
|
|
/* If it didn't change, don't return any side-effects. */
|
|
if( Original == New )
|
|
return 0;
|
|
|
|
return hand.opt->GetEffects();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ASSERT(0);
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int ScreenOptionsMaster::ExportOptionForAllPlayers( int iRow )
|
|
{
|
|
int iChangeMask = 0;
|
|
const OptionRowHandler &hand = OptionRowHandlers[iRow];
|
|
const OptionRowDefinition &data = m_OptionRowAlloc[iRow];
|
|
OptionRow &row = *m_Rows[iRow];
|
|
FOREACH_HumanPlayer( pn )
|
|
{
|
|
vector<bool> &vbSelected = row.m_vbSelected[pn];
|
|
|
|
iChangeMask |= ExportOption( data, hand, pn, vbSelected );
|
|
}
|
|
return iChangeMask;
|
|
}
|
|
|
|
void ScreenOptionsMaster::ExportOptions()
|
|
{
|
|
int ChangeMask = 0;
|
|
|
|
CHECKPOINT;
|
|
const unsigned row = this->GetCurrentRow();
|
|
/* If the selection is on a LIST, and the selected LIST option sets the screen,
|
|
* honor it. */
|
|
m_sNextScreen = "";
|
|
|
|
for( unsigned i = 0; i < OptionRowHandlers.size(); ++i )
|
|
{
|
|
CHECKPOINT_M( ssprintf("%i/%i", i, int(OptionRowHandlers.size())) );
|
|
|
|
/* If SELECT_NONE, only apply it if it's the selected option. */
|
|
const OptionRowDefinition &data = m_OptionRowAlloc[i];
|
|
if( data.selectType == SELECT_NONE && i != row )
|
|
continue;
|
|
|
|
OptionRowHandler &hand = OptionRowHandlers[i];
|
|
|
|
if( hand.type == ROW_LIST )
|
|
{
|
|
const int choice = m_Rows[i]->m_iChoiceInRowWithFocus[GAMESTATE->m_MasterPlayerNumber];
|
|
GameCommand &mc = hand.ListEntries[choice];
|
|
if( mc.m_sScreen != "" )
|
|
{
|
|
/* Hack: instead of applying screen commands here, store them in
|
|
* m_sNextScreen and apply them after we tween out. If we don't set
|
|
* m_sScreen to "", we'll load it twice (once for each player) and
|
|
* then again for m_sNextScreen. */
|
|
m_sNextScreen = mc.m_sScreen;
|
|
mc.m_sScreen = "";
|
|
}
|
|
}
|
|
|
|
ExportOptionForAllPlayers( i );
|
|
}
|
|
CHECKPOINT;
|
|
|
|
// NEXT_SCREEN;
|
|
if( m_sNextScreen == "" )
|
|
m_sNextScreen = NEXT_SCREEN;
|
|
|
|
if( ChangeMask & OPT_APPLY_ASPECT_RATIO )
|
|
{
|
|
THEME->UpdateLuaGlobals(); // This needs to be done before resetting the projection matrix below
|
|
SCREENMAN->ThemeChanged(); // recreate ScreenSystemLayer and SharedBGA
|
|
}
|
|
|
|
/* If the theme changes, we need to reset RageDisplay to apply new theme
|
|
* window title and icon. */
|
|
/* If the aspect ratio changes, we need to reset RageDisplay so that the
|
|
* projection matrix is re-created using the new screen dimensions. */
|
|
if( (ChangeMask & OPT_APPLY_THEME) ||
|
|
(ChangeMask & OPT_APPLY_GRAPHICS) ||
|
|
(ChangeMask & OPT_APPLY_ASPECT_RATIO) )
|
|
ApplyGraphicOptions();
|
|
|
|
if( ChangeMask & OPT_SAVE_PREFERENCES )
|
|
{
|
|
/* Save preferences. */
|
|
LOG->Trace("ROW_CONFIG used; saving ...");
|
|
PREFSMAN->SaveGlobalPrefsToDisk();
|
|
SaveGamePrefsToDisk();
|
|
}
|
|
|
|
if( ChangeMask & OPT_RESET_GAME )
|
|
{
|
|
ResetGame();
|
|
m_sNextScreen = "";
|
|
}
|
|
|
|
if( ChangeMask & OPT_APPLY_SOUND )
|
|
{
|
|
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume );
|
|
}
|
|
|
|
if( ChangeMask & OPT_APPLY_SONG )
|
|
SONGMAN->SetPreferences();
|
|
|
|
CHECKPOINT;
|
|
}
|
|
|
|
void ScreenOptionsMaster::GoToNextScreen()
|
|
{
|
|
if( GAMESTATE->m_bEditing )
|
|
SCREENMAN->PopTopScreen();
|
|
else if( m_sNextScreen != "" )
|
|
SCREENMAN->SetNewScreen( m_sNextScreen );
|
|
}
|
|
|
|
void ScreenOptionsMaster::GoToPrevScreen()
|
|
{
|
|
/* XXX: A better way to handle this would be to check if we're a pushed screen. */
|
|
if( GAMESTATE->m_bEditing )
|
|
{
|
|
SCREENMAN->PopTopScreen();
|
|
// XXX: handle different destinations based on play mode?
|
|
}
|
|
else
|
|
{
|
|
SCREENMAN->DeletePreparedScreens();
|
|
SCREENMAN->SetNewScreen( PREV_SCREEN ); // (GAMESTATE->m_PlayMode) );
|
|
}
|
|
}
|
|
|
|
void ScreenOptionsMaster::RefreshIcons()
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
for( unsigned i=0; i<m_Rows.size(); ++i ) // foreach options line
|
|
{
|
|
if( m_Rows[i]->Type == OptionRow::ROW_EXIT )
|
|
continue; // skip
|
|
|
|
OptionRow &row = *m_Rows[i];
|
|
const OptionRowDefinition &data = row.m_RowDef;
|
|
|
|
// find first selection and whether multiple are selected
|
|
int iFirstSelection = row.GetOneSelection( p, true );
|
|
|
|
// set icon name
|
|
CString sIcon;
|
|
|
|
if( iFirstSelection == -1 )
|
|
{
|
|
sIcon = "Multi";
|
|
}
|
|
else if( iFirstSelection != -1 )
|
|
{
|
|
const OptionRowHandler &handler = OptionRowHandlers[i];
|
|
switch( handler.type )
|
|
{
|
|
case ROW_LIST:
|
|
sIcon = handler.m_bUseModNameForIcon ?
|
|
handler.ListEntries[iFirstSelection].m_sModifiers :
|
|
data.choices[iFirstSelection];
|
|
break;
|
|
case ROW_CONFIG:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/* XXX: hack to not display text in the song options menu */
|
|
if( data.bOneChoiceForAllPlayers )
|
|
sIcon = "";
|
|
|
|
LoadOptionIcon( p, i, sIcon );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* (c) 2003-2004 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.
|
|
*/
|