Files
itgmania212121/src/OptionRow.cpp
T
Drew Barbarello 557be7cf1b 5 1 new backport x11 fs rework (#1485)
* Use XRandR 1.2 to set fullscreen resolution for single output

Squash of roothorick's PR #497
(also includes Kyzentun's CMake changes from PR #716)

* Cherry-pick json c++1x stuff (b9e3d7174e)

* Cherry-pick c++11 support from 5bba5c0038 and 9f8b045309

* rework Linux (X11) fullscreen, improve display-related Graphics Options

Implement option to select between monitors for exclusive fullscreen mode
on X11 (using XRandR 1.2), or use a fullscreen borderless window.

Reimplement resolution/refresh rate/display mode-related option rows
using Lua, update choices dynamically so only known-good groupings of
resolution/refresh rate/aspect ratio can be selected.

Minimally update Windows/MacOS LowLevelWindow implementations to support
changes made for Linux side. Fullscreen Borderless Window/multi monitor
support from X11 not implemented for those in this commit.

* allow forcibly disabling xinerama use on Linux

When libXinerama is available, SM tries to use it to find the proper
monitor indexes to use to set _NET_WM_FULLSCREEN_MONITORS (on borderless
fullscreen). xfwm4 seems to assume that monitors are numbered in increasing
order from left to right (rather than using the Xinerama-assigned numbers),
so _NET_WM_FULLSCREEN_MONITORS misbehaves on Xfce.

This commit bypasses use of libXinerama, and instead forces SM to induce fullscreen
on the desired monitor in the backup, hacky way: remove all window hints, move window
to desired monitor, then add _NET_WM_STATE_FULLSCREEN hint. This works on
mutter and Xfce.

* Remove multiple warnings on redundant define.

This used to be hard-coded due to pthread related items, but now it's dynamically determined.

* fix _fallback menu behavior for unrecognized aspect ratios

* Fix error recreating existing FS texture

* Bump deployment target to 10.7 to use libc++ on XCode 8

* Add explicit casts to please clang

* Update changelog
2017-06-18 08:55:16 -07:00

1027 lines
29 KiB
C++

#include "global.h"
#include "OptionRow.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "Foreach.h"
#include "OptionRowHandler.h"
#include "CommonMetrics.h"
#include "GameState.h"
#include "Song.h"
#include "Course.h"
#include "Style.h"
#include "ActorUtil.h"
const RString NEXT_ROW_NAME = "NextRow";
const RString EXIT_NAME = "Exit";
RString OptionRow::GetThemedItemText( int iChoice ) const
{
RString s = m_pHand->GetThemedItemText( iChoice );
// HACK: Always theme the NEXT_ROW and EXIT items.
if( m_bFirstItemGoesDown && iChoice == 0 )
s = CommonMetrics::LocalizeOptionItem( NEXT_ROW_NAME, false );
else if( m_RowType == OptionRow::RowType_Exit )
s = CommonMetrics::LocalizeOptionItem( EXIT_NAME, false );
return s;
}
RString ITEMS_LONG_ROW_X_NAME( size_t p ) { return ssprintf("ItemsLongRowP%dX",int(p+1)); }
RString MOD_ICON_X_NAME( size_t p ) { return ssprintf("ModIconP%dX",int(p+1)); }
OptionRow::OptionRow( const OptionRowType *pSource )
{
m_pParentType = pSource;
m_pHand = NULL;
m_textTitle = NULL;
ZERO( m_ModIcons );
Clear();
this->AddChild( &m_Frame );
m_tsDestination.Init();
}
OptionRow::~OptionRow()
{
Clear();
}
void OptionRow::Clear()
{
ActorFrame::RemoveAllChildren();
FOREACH_PlayerNumber( p )
m_vbSelected[p].clear();
m_Frame.DeleteAllChildren();
m_textItems.clear();
FOREACH_PlayerNumber( p )
m_Underline[p].clear();
if( m_pHand != NULL )
{
FOREACH_CONST( RString, m_pHand->m_vsReloadRowMessages, m )
MESSAGEMAN->Unsubscribe( this, *m );
}
SAFE_DELETE( m_pHand );
m_bFirstItemGoesDown = false;
ZERO( m_bRowHasFocus );
ZERO( m_iChoiceInRowWithFocus );
}
void OptionRowType::Load( const RString &sMetricsGroup, Actor *pParent )
{
m_sMetricsGroup = sMetricsGroup;
ITEMS_START_X .Load(sMetricsGroup,"ItemsStartX");
ITEMS_END_X .Load(sMetricsGroup,"ItemsEndX");
ITEMS_GAP_X .Load(sMetricsGroup,"ItemsGapX");
ITEMS_MIN_BASE_ZOOM .Load(sMetricsGroup,"ItemsMinBaseZoom");
ITEMS_LONG_ROW_X .Load(sMetricsGroup,ITEMS_LONG_ROW_X_NAME,NUM_PLAYERS);
ITEMS_LONG_ROW_SHARED_X .Load(sMetricsGroup,"ItemsLongRowSharedX");
MOD_ICON_X .Load(sMetricsGroup,MOD_ICON_X_NAME,NUM_PLAYERS);
COLOR_SELECTED .Load(sMetricsGroup,"ColorSelected");
COLOR_NOT_SELECTED .Load(sMetricsGroup,"ColorNotSelected");
COLOR_DISABLED .Load(sMetricsGroup,"ColorDisabled");
TWEEN_SECONDS .Load(sMetricsGroup,"TweenSeconds");
SHOW_BPM_IN_SPEED_TITLE .Load(sMetricsGroup,"ShowBpmInSpeedTitle");
SHOW_MOD_ICONS .Load(sMetricsGroup,"ShowModIcons");
SHOW_UNDERLINES .Load(sMetricsGroup,"ShowUnderlines");
MOD_ICON_METRICS_GROUP .Load(sMetricsGroup,"ModIconMetricsGroup");
m_textItem.LoadFromFont( THEME->GetPathF(sMetricsGroup,"Item") );
m_textItem.SetName( "Item" );
ActorUtil::LoadAllCommands( m_textItem, sMetricsGroup );
if( SHOW_UNDERLINES )
{
FOREACH_PlayerNumber( p )
m_Underline[p].Load( "OptionsUnderline" + PlayerNumberToString(p), false );
}
m_textTitle.LoadFromFont( THEME->GetPathF(sMetricsGroup,"title") );
m_textTitle.SetName( "Title" );
ActorUtil::LoadAllCommandsAndSetXY( m_textTitle, sMetricsGroup );
Actor *pActor = ActorUtil::MakeActor( THEME->GetPathG(sMetricsGroup,"Frame"), pParent );
if( pActor == NULL )
pActor = new Actor;
m_sprFrame.Load( pActor );
m_sprFrame->SetName( "Frame" );
ActorUtil::LoadAllCommandsAndSetXY( m_sprFrame, sMetricsGroup );
if( SHOW_MOD_ICONS )
{
m_ModIcon.Load( MOD_ICON_METRICS_GROUP );
m_ModIcon.SetName( "ModIcon" );
ActorUtil::LoadAllCommands( m_ModIcon, sMetricsGroup );
}
}
void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
{
m_RowType = OptionRow::RowType_Normal;
m_pHand = pHand;
m_bFirstItemGoesDown = bFirstItemGoesDown;
FOREACH_CONST( RString, m_pHand->m_vsReloadRowMessages, m )
MESSAGEMAN->Subscribe( this, *m );
ChoicesChanged( RowType_Normal );
}
void OptionRow::LoadExit()
{
m_RowType = OptionRow::RowType_Exit;
OptionRowHandler *pHand = OptionRowHandlerUtil::MakeNull();
pHand->m_Def.m_selectType = SELECT_NONE;
pHand->m_Def.m_sName = EXIT_NAME;
pHand->m_Def.m_vsChoices.push_back( EXIT_NAME );
pHand->m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
pHand->m_Def.m_bOneChoiceForAllPlayers = true;
m_pHand = pHand;
ChoicesChanged( RowType_Exit );
}
void OptionRow::ChoicesChanged( RowType type, bool reset_focus )
{
ASSERT_M( !m_pHand->m_Def.m_vsChoices.empty(), m_pHand->m_Def.m_sName + " has no choices" );
// Remove the NextRow marker before reloading choices
if( m_pHand->m_Def.m_vsChoices[0] == NEXT_ROW_NAME )
{
m_pHand->m_Def.m_vsChoices.erase( m_pHand->m_Def.m_vsChoices.begin() );
FOREACH_PlayerNumber( p )
m_vbSelected[p].erase( m_vbSelected[p].begin() );
}
FOREACH_PlayerNumber( p )
{
vector<bool> &vbSelected = m_vbSelected[p];
vbSelected.resize( 0 );
vbSelected.resize( m_pHand->m_Def.m_vsChoices.size(), false );
// set select the first item if a SELECT_ONE row
if( vbSelected.size() && m_pHand->m_Def.m_selectType == SELECT_ONE )
vbSelected[0] = true;
}
// TRICKY: Insert a down arrow as the first choice in the row.
if( m_bFirstItemGoesDown )
{
m_pHand->m_Def.m_vsChoices.insert( m_pHand->m_Def.m_vsChoices.begin(), NEXT_ROW_NAME );
FOREACH_PlayerNumber( p )
m_vbSelected[p].insert( m_vbSelected[p].begin(), false );
}
InitText( type );
// Lua can change the choices now, and when it does, we don't want to change focus.
if(reset_focus)
{
// When choices change, the old focus position is meaningless; reset it.
FOREACH_PlayerNumber( p )
SetChoiceInRowWithFocus( p, 0 );
}
m_textTitle->SetText( GetRowTitle() );
}
RString OptionRow::GetRowTitle() const
{
RString sTitle = m_pHand->OptionTitle();
// HACK: tack the BPM onto the name of the speed line
if( m_pHand->m_Def.m_sName.CompareNoCase("speed")==0 )
{
bool bShowBpmInSpeedTitle = m_pParentType->SHOW_BPM_IN_SPEED_TITLE;
if( GAMESTATE->m_pCurCourse )
{
const Trail* pTrail = GAMESTATE->m_pCurTrail[GAMESTATE->GetMasterPlayerNumber()];
ASSERT( pTrail != NULL );
const int iNumCourseEntries = pTrail->m_vEntries.size();
if( iNumCourseEntries > CommonMetrics::MAX_COURSE_ENTRIES_BEFORE_VARIOUS )
bShowBpmInSpeedTitle = false;
}
if( bShowBpmInSpeedTitle )
{
DisplayBpms bpms;
if( GAMESTATE->m_pCurSong )
{
const Song* pSong = GAMESTATE->m_pCurSong;
pSong->GetDisplayBpms( bpms );
}
else if( GAMESTATE->m_pCurCourse )
{
const Course *pCourse = GAMESTATE->m_pCurCourse;
StepsType st = GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->m_StepsType;
const Trail* pTrail = pCourse->GetTrail( st );
ASSERT( pTrail != NULL );
pTrail->GetDisplayBpms( bpms );
}
if( bpms.IsSecret() )
sTitle += ssprintf( " (??" "?)" ); // split so gcc doesn't think this is a trigraph
else if( bpms.BpmIsConstant() )
sTitle += ssprintf( " (%.0f)", bpms.GetMin() );
else
sTitle += ssprintf( " (%.0f-%.0f)", bpms.GetMin(), bpms.GetMax() );
}
}
return sTitle;
}
/* Set up text, underlines and titles for options. This can be called as soon as
* m_pHand->m_Def is available. */
void OptionRow::InitText( RowType type )
{
/* If we have elements already, we're being updated from a new set of options.
* Delete the old ones. */
m_Frame.DeleteAllChildren();
m_textItems.clear();
FOREACH_PlayerNumber( p )
m_Underline[p].clear();
m_textTitle = new BitmapText( m_pParentType->m_textTitle );
m_Frame.AddChild( m_textTitle );
m_sprFrame = m_pParentType->m_sprFrame->Copy();
m_sprFrame->SetDrawOrder(-1); // under title
m_Frame.AddChild( m_sprFrame );
if( m_pParentType->SHOW_MOD_ICONS )
{
switch( m_RowType )
{
case RowType_Normal:
FOREACH_PlayerNumber( p )
{
m_ModIcons[p] = new ModIcon( m_pParentType->m_ModIcon );
m_ModIcons[p]->SetDrawOrder(-1); // under title
m_ModIcons[p]->PlayCommand( "On" );
m_Frame.AddChild( m_ModIcons[p] );
GameCommand gc;
SetModIcon( p, "", gc );
}
break;
case RowType_Exit:
break;
}
}
// If the items will go off the edge of the screen, then force LAYOUT_SHOW_ONE_IN_ROW.
float fBaseZoom = 1.0f;
{
BitmapText bt( m_pParentType->m_textItem );
bt.PlayCommand( "On" );
// Figure out the width of the row.
float fWidth = 0;
for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
{
RString sText = GetThemedItemText( c );
bt.SetText( sText );
fWidth += bt.GetZoomedWidth();
if( c != m_pHand->m_Def.m_vsChoices.size()-1 )
fWidth += m_pParentType->ITEMS_GAP_X;
}
// Try to fit everything on one line.
float fTotalWidth = m_pParentType->ITEMS_END_X - m_pParentType->ITEMS_START_X;
if( fWidth > fTotalWidth )
{
float fPossibleBaseZoom = fTotalWidth / fWidth;
if( fPossibleBaseZoom >= m_pParentType->ITEMS_MIN_BASE_ZOOM )
fBaseZoom = fPossibleBaseZoom;
else
m_pHand->m_Def.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
}
}
// load m_textItems
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
// init text
FOREACH_PlayerNumber( p )
{
BitmapText *pText = new BitmapText( m_pParentType->m_textItem );
m_textItems.push_back( pText );
pText->PlayCommand( "On" );
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
pText->SetX( m_pParentType->ITEMS_LONG_ROW_SHARED_X );
break; // only initialize one item since it's shared
}
else
{
pText->SetX( m_pParentType->ITEMS_LONG_ROW_X.GetValue(p) );
}
// Set the text now, so SetWidthXY below is correct.
UpdateText( p );
// init underlines
if( m_pParentType->SHOW_UNDERLINES && GetRowType() != OptionRow::RowType_Exit )
{
OptionsCursor *pCursor = new OptionsCursor( m_pParentType->m_Underline[p] );
m_Underline[p].push_back( pCursor );
int iWidth, iX, iY;
GetWidthXY( p, 0, iWidth, iX, iY );
pCursor->SetX( float(iX) );
pCursor->SetBarWidth( iWidth );
}
}
break;
case LAYOUT_SHOW_ALL_IN_ROW:
{
float fX = m_pParentType->ITEMS_START_X;
for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
{
// init text
BitmapText *bt = new BitmapText( m_pParentType->m_textItem );
m_textItems.push_back( bt );
bt->SetBaseZoomX( fBaseZoom );
bt->PlayCommand( "On" );
// Set text after running OnCommand so e.g. uppercase,true works -aj
RString sText = GetThemedItemText( c );
bt->SetText( sText );
// set the X position of each item in the line
float fItemWidth = bt->GetZoomedWidth();
fX += fItemWidth/2;
bt->SetX( fX );
// init underlines
if( m_pParentType->SHOW_UNDERLINES )
{
FOREACH_PlayerNumber( p )
{
OptionsCursor *ul = new OptionsCursor( m_pParentType->m_Underline[p] );
m_Underline[p].push_back( ul );
ul->SetX( fX );
ul->SetBarWidth( int(fItemWidth) );
}
}
fX += fItemWidth/2 + m_pParentType->ITEMS_GAP_X * fBaseZoom;
}
}
break;
default:
FAIL_M(ssprintf("Invalid option row layout: %i", m_pHand->m_Def.m_layoutType));
}
for( unsigned c=0; c<m_textItems.size(); c++ )
m_Frame.AddChild( m_textItems[c] );
FOREACH_PlayerNumber( p )
for( unsigned c=0; c<m_Underline[p].size(); c++ )
m_Frame.AddChild( m_Underline[p][c] );
// This is set in OptionRow::AfterImportOptions, so if we're reused with a
// different song selected, SHOW_BPM_IN_SPEED_TITLE will show the new BPM.
//m_textTitle->SetText( GetRowTitle() );
m_textTitle->PlayCommand( "On" );
m_sprFrame->PlayCommand( "On" );
m_Frame.SortByDrawOrder();
this->SortByDrawOrder();
}
// After importing options, choose which item is focused.
void OptionRow::AfterImportOptions( PlayerNumber pn )
{
/* We load items for both players on start, since we don't know which players
* will be joined when we're displayed. Hide items for inactive players. */
if( m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
!m_pHand->m_Def.m_bOneChoiceForAllPlayers )
m_textItems[pn]->SetVisible( GAMESTATE->IsHumanPlayer(pn) );
// Hide underlines for disabled players.
if( !GAMESTATE->IsHumanPlayer(pn) )
for( unsigned c=0; c<m_Underline[pn].size(); c++ )
m_Underline[pn][c]->SetVisible( false );
// Make all selections the same if bOneChoiceForAllPlayers.
// Hack: we only import active players, so if only player 2 is imported,
// we need to copy p2 to p1, not p1 to p2.
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
PlayerNumber pnCopyFrom = GAMESTATE->GetMasterPlayerNumber();
if( GAMESTATE->GetMasterPlayerNumber() == PLAYER_INVALID )
pnCopyFrom = PLAYER_1;
FOREACH_PlayerNumber( p )
m_vbSelected[p] = m_vbSelected[pnCopyFrom];
}
switch( m_pHand->m_Def.m_selectType )
{
case SELECT_ONE:
{
// Make sure the row actually has a selection.
int iSelection = GetOneSelection(pn, true);
if( iSelection == -1 )
{
ASSERT( !m_vbSelected[pn].empty() );
m_vbSelected[pn][0] = true;
}
}
default:
break;
}
ResetFocusFromSelection( pn );
PositionUnderlines( pn );
}
void OptionRow::PositionUnderlines( PlayerNumber pn )
{
vector<OptionsCursor*> &vpUnderlines = m_Underline[pn];
if( vpUnderlines.empty() )
return;
PlayerNumber pnTakeSelectedFrom = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? PLAYER_1 : pn;
for( int i=0; i<(int)vpUnderlines.size(); i++ )
{
OptionsCursor& ul = *vpUnderlines[i];
int iChoiceWithFocus = (m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? GetChoiceInRowWithFocus(pn) : i;
float fAlpha = 1.0f;
if( m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW )
{
bool bRowEnabled = m_pHand->m_Def.m_vEnabledForPlayers.find(pn) != m_pHand->m_Def.m_vEnabledForPlayers.end();
if( !m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
if( m_bRowHasFocus[pn] ) fAlpha = m_pParentType->COLOR_SELECTED.GetValue().a;
else if( bRowEnabled ) fAlpha = m_pParentType->COLOR_NOT_SELECTED.GetValue().a;
else fAlpha = m_pParentType->COLOR_DISABLED.GetValue().a;
}
}
// Don't tween X movement and color changes.
ul.StopTweening();
int iWidth, iX, iY;
GetWidthXY( pn, iChoiceWithFocus, iWidth, iX, iY );
ul.SetX( (float)iX );
// only set alpha, in case a theme tries to color underlines. -aj
ul.SetDiffuseAlpha( fAlpha );
ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_pHand->m_Def.m_vsChoices.size() );
bool bSelected = (iChoiceWithFocus==-1) ? false : m_vbSelected[pnTakeSelectedFrom][ iChoiceWithFocus ];
bool bVisible = bSelected && GAMESTATE->IsHumanPlayer(pn);
ul.BeginTweening( m_pParentType->TWEEN_SECONDS );
ul.SetVisible( bVisible );
ul.SetBarWidth( iWidth );
}
}
void OptionRow::PositionIcons( PlayerNumber pn )
{
ModIcon *pIcon = m_ModIcons[pn];
if( pIcon == NULL )
return;
pIcon->SetX( m_pParentType->MOD_ICON_X.GetValue(pn) );
}
// This is called when the focus changes, to update "long row" text.
void OptionRow::UpdateText( PlayerNumber p )
{
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
{
unsigned pn = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? 0 : p;
int iChoiceWithFocus = m_iChoiceInRowWithFocus[pn];
if( iChoiceWithFocus == -1 )
break;
RString sText = GetThemedItemText( iChoiceWithFocus );
// If player_no is 2 and there is no player 1:
int index = min( pn, m_textItems.size()-1 );
// TODO: Always have one textItem for each player
m_textItems[index]->SetText( sText );
}
default: break;
}
}
void OptionRow::SetRowHasFocus( PlayerNumber pn, bool bRowHasFocus )
{
m_bRowHasFocus[pn] = bRowHasFocus;
}
void OptionRow::SetDestination( Actor::TweenState &ts, bool bTween )
{
if( m_Frame.DestTweenState() != ts )
{
m_Frame.StopTweening();
if( bTween && m_pParentType->TWEEN_SECONDS != 0 )
m_Frame.BeginTweening( m_pParentType->TWEEN_SECONDS );
m_Frame.DestTweenState() = ts;
}
}
void OptionRow::UpdateEnabledDisabled()
{
bool bThisRowHasFocusByAny = false;
FOREACH_HumanPlayer( p )
bThisRowHasFocusByAny |= m_bRowHasFocus[p];
bool bThisRowHasFocusByAll = true;
FOREACH_HumanPlayer( p )
bThisRowHasFocusByAll &= m_bRowHasFocus[p];
bool bRowEnabled = !m_pHand->m_Def.m_vEnabledForPlayers.empty();
// Don't tween selection colors at all.
RString sCmdName;
if( bThisRowHasFocusByAny ) sCmdName = "GainFocus";
else if( bRowEnabled ) sCmdName = "LoseFocus";
else sCmdName = "Disabled";
RageColor color;
if( bThisRowHasFocusByAny ) color = m_pParentType->COLOR_SELECTED;
else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
else color = m_pParentType->COLOR_DISABLED;
m_sprFrame->PlayCommand( sCmdName );
m_textTitle->PlayCommand( sCmdName );
for( unsigned j=0; j<m_textItems.size(); j++ )
{
bool bThisItemHasFocusByAny = false;
FOREACH_HumanPlayer( p )
{
if( m_bRowHasFocus[p] )
{
if( (int)j == GetChoiceInRowWithFocus(p) )
{
bThisItemHasFocusByAny = true;
break;
}
}
}
if( bThisItemHasFocusByAny )
m_textItems[j]->PlayCommand( "GainFocus" );
else
m_textItems[j]->PlayCommand( "LoseFocus" );
}
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ALL_IN_ROW:
for( unsigned j=0; j<m_textItems.size(); j++ )
{
if( m_textItems[j]->DestTweenState().diffuse[0] == color )
continue;
m_textItems[j]->StopTweening();
m_textItems[j]->BeginTweening( m_pParentType->TWEEN_SECONDS );
m_textItems[j]->SetDiffuse( color );
}
break;
case LAYOUT_SHOW_ONE_IN_ROW:
FOREACH_HumanPlayer( pn )
{
bRowEnabled = m_pHand->m_Def.m_vEnabledForPlayers.find(pn) != m_pHand->m_Def.m_vEnabledForPlayers.end();
if( !m_pHand->m_Def.m_bOneChoiceForAllPlayers )
{
if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED;
else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
else color = m_pParentType->COLOR_DISABLED;
}
unsigned item_no = m_pHand->m_Def.m_bOneChoiceForAllPlayers ? 0 : pn;
// If player_no is 2 and there is no player 1:
item_no = min( item_no, m_textItems.size()-1 );
BitmapText &bt = *m_textItems[item_no];
if( bt.DestTweenState().diffuse[0] != color )
{
bt.StopTweening();
bt.BeginTweening( m_pParentType->TWEEN_SECONDS );
bt.SetDiffuse( color );
}
}
break;
default:
FAIL_M(ssprintf("Invalid option row layout: %i", m_pHand->m_Def.m_layoutType));
}
}
void OptionRow::SetModIcon( PlayerNumber pn, const RString &sText, GameCommand &gc )
{
// update row frame
Message msg( "Refresh" );
msg.SetParam( "GameCommand", &gc );
msg.SetParam( "Text", sText );
m_sprFrame->HandleMessage( msg );
if( m_ModIcons[pn] != NULL )
m_ModIcons[pn]->Set( sText );
}
const BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const
{
bool bOneChoice = m_pHand->m_Def.m_bOneChoiceForAllPlayers;
int index = -1;
switch( m_pHand->m_Def.m_layoutType )
{
case LAYOUT_SHOW_ONE_IN_ROW:
index = bOneChoice ? 0 : pn;
// If only P2 is enabled, his selections will be in index 0.
if( m_textItems.size() == 1 )
index = 0;
break;
case LAYOUT_SHOW_ALL_IN_ROW:
index = iChoiceOnRow;
break;
default:
FAIL_M(ssprintf("Invalid option row layout: %i", m_pHand->m_Def.m_layoutType));
}
ASSERT_M( index < (int)m_textItems.size(), ssprintf("%i < %i", index, (int)m_textItems.size() ) );
return *m_textItems[index];
}
void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const
{
const BitmapText &text = GetTextItemForRow( pn, iChoiceOnRow );
iWidthOut = lrintf( text.GetZoomedWidth() );
iXOut = lrintf( text.GetDestX() );
iYOut = lrintf( m_Frame.GetDestY() );
}
int OptionRow::GetOneSelection( PlayerNumber pn, bool bAllowFail ) const
{
for( unsigned i=0; i<m_vbSelected[pn].size(); i++ )
if( m_vbSelected[pn][i] )
return i;
ASSERT( bAllowFail ); // shouldn't call this if not expecting one to be selected
return -1;
}
int OptionRow::GetOneSharedSelection( bool bAllowFail ) const
{
return GetOneSelection( PLAYER_1, bAllowFail );
}
void OptionRow::SetOneSelection( PlayerNumber pn, int iChoice )
{
vector<bool> &vb = m_vbSelected[pn];
if( vb.empty() )
return;
FOREACH( bool, vb, b )
*b = false;
vb[iChoice] = true;
NotifyHandlerOfSelection(pn, iChoice);
}
void OptionRow::SetOneSharedSelection( int iChoice )
{
FOREACH_PlayerNumber( pn )
SetOneSelection( pn, iChoice );
}
void OptionRow::SetOneSharedSelectionIfPresent( const RString &sChoice )
{
for( unsigned i=0; i<m_pHand->m_Def.m_vsChoices.size(); i++ )
{
if( sChoice == m_pHand->m_Def.m_vsChoices[i] )
{
SetOneSharedSelection( i );
break;
}
}
}
int OptionRow::GetChoiceInRowWithFocus( PlayerNumber pn ) const
{
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
if( m_pHand->m_Def.m_vsChoices.empty() )
return -1;
int iChoice = m_iChoiceInRowWithFocus[pn];
return iChoice;
}
int OptionRow::GetChoiceInRowWithFocusShared() const
{
return GetChoiceInRowWithFocus( PLAYER_1 );
}
void OptionRow::SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice )
{
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
ASSERT(iChoice >= 0 && iChoice < (int)m_pHand->m_Def.m_vsChoices.size());
m_iChoiceInRowWithFocus[pn] = iChoice;
UpdateText( pn );
//PositionUnderlines( pn );
}
void OptionRow::ResetFocusFromSelection( PlayerNumber pn )
{
int iSelection = -1;
switch( m_pHand->m_Def.m_selectType )
{
case SELECT_ONE:
// Import the focus from the selected option.
iSelection = GetOneSelection( pn, true );
default:
break;
}
// HACK: Set focus to one item in the row, which is "go down"
if( m_bFirstItemGoesDown )
iSelection = 0;
if( iSelection != -1 )
SetChoiceInRowWithFocus( pn, iSelection );
}
bool OptionRow::GetSelected( PlayerNumber pn, int iChoice ) const
{
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
return m_vbSelected[pn][iChoice];
}
const OptionRowDefinition &OptionRow::GetRowDef() const
{
return m_pHand->m_Def;
}
OptionRowDefinition &OptionRow::GetRowDef()
{
return m_pHand->m_Def;
}
bool OptionRow::SetSelected( PlayerNumber pn, int iChoice, bool b )
{
if( m_pHand->m_Def.m_bOneChoiceForAllPlayers )
pn = PLAYER_1;
m_vbSelected[pn][iChoice] = b;
return NotifyHandlerOfSelection(pn, iChoice);
}
bool OptionRow::NotifyHandlerOfSelection(PlayerNumber pn, int choice)
{
bool changed= m_pHand->NotifyOfSelection(pn, choice - m_bFirstItemGoesDown);
if(changed)
{
ChoicesChanged(m_RowType, false);
vector<PlayerNumber> vpns;
FOREACH_HumanPlayer( p )
vpns.push_back( p );
ImportOptions(vpns);
FOREACH_PlayerNumber(p)
{
PositionUnderlines(p);
}
UpdateEnabledDisabled();
}
return changed;
}
bool OptionRow::GoToFirstOnStart()
{
return m_pHand->GoToFirstOnStart();
}
void OptionRow::SetExitText( RString sExitText )
{
BitmapText *bt = m_textItems.back();
bt->SetText( sExitText );
}
void OptionRow::Reload()
{
// TODO: Nothing uses this yet and it causes skips when changing options.
/*
if( m_pHand->m_Def.m_bExportOnChange )
{
bool bRowHasFocus[NUM_PLAYERS];
ZERO( bRowHasFocus );
ExportOptions( vpns, bRowHasFocus );
}
*/
switch( m_pHand->Reload() )
{
case RELOAD_CHANGED_NONE:
break;
case RELOAD_CHANGED_ALL:
{
ChoicesChanged( m_RowType );
vector<PlayerNumber> vpns;
FOREACH_HumanPlayer( p )
vpns.push_back( p );
ImportOptions( vpns );
FOREACH_HumanPlayer( p )
AfterImportOptions( p );
// fall through
}
case RELOAD_CHANGED_ENABLED:
UpdateEnabledDisabled();
FOREACH_HumanPlayer( pn )
PositionUnderlines( pn );
break;
}
// TODO: Nothing uses this yet and it causes skips when changing options.
/*
if( m_pHand->m_Def.m_bExportOnChange )
{
bool bRowHasFocus[NUM_PLAYERS];
ZERO( bRowHasFocus );
ExportOptions( vpns, bRowHasFocus );
}
*/
}
void OptionRow::HandleMessage( const Message &msg )
{
bool bReload = false;
FOREACH_CONST( RString, m_pHand->m_vsReloadRowMessages, m )
{
if( *m == msg.GetName() )
bReload = true;
}
if( bReload )
Reload();
ActorFrame::HandleMessage( msg );
}
/* Hack: the NextRow entry is never set, and should be transparent.
* Remove it, and readd it below. */
#define ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
if( GetFirstItemGoesDown() ) \
vbSelected.erase( vbSelected.begin() );
#define INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( vbSelected ) \
if( GetFirstItemGoesDown() ) \
vbSelected.insert( vbSelected.begin(), false );
void OptionRow::ImportOptions( const vector<PlayerNumber> &vpns )
{
ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
FOREACH( bool, m_vbSelected[p], b )
*b = false;
ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
}
m_pHand->ImportOption( this, vpns, m_vbSelected );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
VerifySelected( m_pHand->m_Def.m_selectType, m_vbSelected[p], m_pHand->m_Def.m_sName );
}
}
int OptionRow::ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] )
{
ASSERT( m_pHand->m_Def.m_vsChoices.size() > 0 );
int iChangeMask = 0;
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
bool bFocus = bRowHasFocus[p];
VerifySelected( m_pHand->m_Def.m_selectType, m_vbSelected[p], m_pHand->m_Def.m_sName );
ASSERT( m_vbSelected[p].size() == m_pHand->m_Def.m_vsChoices.size() );
ERASE_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
// SELECT_NONE rows get exported if they have focus when the user presses Start.
int iChoice = GetChoiceInRowWithFocus( p );
if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
m_vbSelected[p][iChoice] = true;
}
iChangeMask |= m_pHand->ExportOption( vpns, m_vbSelected );
FOREACH_CONST( PlayerNumber, vpns, iter )
{
PlayerNumber p = *iter;
bool bFocus = bRowHasFocus[p];
int iChoice = GetChoiceInRowWithFocus( p );
if( m_pHand->m_Def.m_selectType == SELECT_NONE && bFocus )
m_vbSelected[p][iChoice] = false;
INSERT_ONE_BOOL_AT_FRONT_IF_NEEDED( m_vbSelected[p] );
}
return iChangeMask;
}
// lua start
#include "LuaBinding.h"
class LunaOptionRow: public Luna<OptionRow>
{
public:
DEFINE_METHOD( FirstItemGoesDown, GetFirstItemGoesDown() )
static int GetChoiceInRowWithFocus( T* p, lua_State *L ) { lua_pushnumber( L, p->GetChoiceInRowWithFocus(Enum::Check<PlayerNumber>(L, 1)) ); return 1; }
DEFINE_METHOD( GetLayoutType, GetHandler()->m_Def.m_layoutType )
static int GetName( T* p, lua_State *L ) { lua_pushstring( L, p->GetHandler()->m_Def.m_sName ); return 1; }
static int GetNumChoices( T* p, lua_State *L ) { lua_pushnumber( L, p->GetHandler()->m_Def.m_vsChoices.size() ); return 1; }
DEFINE_METHOD( GetSelectType, GetHandler()->m_Def.m_selectType )
DEFINE_METHOD( GetRowTitle, GetRowTitle() )
static int HasFocus( T* p, lua_State *L ) { lua_pushboolean( L, p->GetRowHasFocus(Enum::Check<PlayerNumber>(L, 1)) ); return 1; }
static int OneChoiceForAllPlayers( T* p, lua_State *L ) { lua_pushboolean( L, p->GetHandler()->m_Def.m_bOneChoiceForAllPlayers ); return 1; }
LunaOptionRow()
{
ADD_METHOD( FirstItemGoesDown );
ADD_METHOD( GetChoiceInRowWithFocus );
ADD_METHOD( GetLayoutType );
ADD_METHOD( GetName );
ADD_METHOD( GetNumChoices );
ADD_METHOD( GetRowTitle );
ADD_METHOD( GetSelectType );
ADD_METHOD( HasFocus );
ADD_METHOD( OneChoiceForAllPlayers );
}
};
LUA_REGISTER_DERIVED_CLASS( OptionRow, ActorFrame )
// lua end
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/