518 lines
13 KiB
C++
518 lines
13 KiB
C++
#include "global.h"
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#include "OptionsList.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "Course.h"
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#include "SongUtil.h"
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#include "StepsUtil.h"
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#include "Style.h"
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#include "InputEventPlus.h"
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#include "CodeDetector.h"
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#include "InputMapper.h"
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#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
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#define MAX_ITEMS_BEFORE_SPLIT THEME->GetMetricI(m_sName,"MaxItemsBeforeSplit")
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#define ITEMS_SPLIT_WIDTH THEME->GetMetricF(m_sName,"ItemsSplitWidth")
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void OptionListRow::Load( const RString &sType )
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{
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ITEMS_SPACING_Y .Load(sType,"ItemsSpacingY");
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m_Text.resize( 1 );
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m_Text[0].SetName( "Text" );
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m_Text[0].LoadFromFont( THEME->GetPathF(sType, "normal") );
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ActorUtil::LoadAllCommands( m_Text[0], sType );
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m_Underlines.resize( 1 );
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m_Underlines[0].Load( THEME->GetPathG(sType, "underline") );
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m_Underlines[0]->SetName( "Underline" );
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ActorUtil::LoadAllCommands( *m_Underlines[0], sType );
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m_Text[0].PlayCommand( "On" );
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m_Underlines[0]->PlayCommand( "On" );
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}
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// GetTitleForHandler
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// can always use the title
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// can have special speed row titles, note skin, or any SELECT_ONE
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void OptionListRow::SetFromHandler( const OptionRowHandler *pHandler )
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{
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this->RemoveAllChildren();
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if( pHandler == NULL )
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return;
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int iNum = max( pHandler->m_Def.m_vsChoices.size(), m_Text.size() )+1;
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m_Text.resize( iNum, m_Text[0] );
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m_Underlines.resize( iNum, m_Underlines[0] );
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for( unsigned i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
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{
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// init underlines
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this->AddChild( m_Underlines[i] );
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// init text
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RString sText = pHandler->GetThemedItemText( i );
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m_Text[i].SetText( sText );
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this->AddChild( &m_Text[i] );
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}
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const unsigned iCnt = pHandler->m_Def.m_vsChoices.size();
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m_bItemsInTwoRows = (int) iCnt > MAX_ITEMS_BEFORE_SPLIT;
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const float fWidth = ITEMS_SPLIT_WIDTH;
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float fY = 0;
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for( unsigned i = 0; i < iCnt; ++i )
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{
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float fX = 0;
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if( m_bItemsInTwoRows )
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{
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if( (i % 2) == 0 )
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fX = -fWidth/2;
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else
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fX = +fWidth/2;
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}
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// set the Y position of each item in the line
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m_Text[i].SetXY( fX, fY );
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m_Underlines[i]->SetXY( fX, fY );
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if( m_bItemsInTwoRows )
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m_Underlines[i]->PlayCommand( "SetTwoRows" );
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else
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m_Underlines[i]->PlayCommand( "SetOneRow" );
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if( !m_bItemsInTwoRows || (i % 2) == 1 || i+1 == iCnt )
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fY += ITEMS_SPACING_Y;
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}
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int iExit = pHandler->m_Def.m_vsChoices.size();
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m_Text[iExit].SetText( "Exit" ); // XXX localize
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m_Text[iExit].SetXY( 0, fY );
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this->AddChild( &m_Text[iExit] );
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}
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void OptionListRow::SetUnderlines( const vector<bool> &aSelections )
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{
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for( unsigned i = 0; i < aSelections.size(); ++i )
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{
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Actor *pActor = m_Underlines[i];
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pActor->PlayCommand( aSelections[i]?"Show":"Hide" );
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}
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}
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void OptionListRow::PositionCursor( Actor *pCursor, int iSelection )
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{
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float fX = m_Text[iSelection].GetDestX();
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float fY = m_Text[iSelection].GetDestY();
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if( m_bItemsInTwoRows )
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pCursor->PlayCommand( "PositionTwoRows" );
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else
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pCursor->PlayCommand( "PositionOneRow" );
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pCursor->SetXY( fX, fY );
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}
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OptionsList::OptionsList()
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{
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m_iCurrentRow = 0;
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}
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OptionsList::~OptionsList()
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{
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FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
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delete hand->second;
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}
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void OptionsList::Load( RString sType, PlayerNumber pn )
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{
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m_pn = pn;
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m_Cursor.Load( THEME->GetPathG(sType, "cursor") );
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m_Cursor->SetName( "Cursor" );
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ActorUtil::LoadAllCommands( *m_Cursor, sType );
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this->AddChild( m_Cursor );
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set<RString> setToLoad;
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setToLoad.insert( "Main" );
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while( !setToLoad.empty() )
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{
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RString sLineName = *setToLoad.begin();
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setToLoad.erase( setToLoad.begin() );
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if( m_Rows.find(sLineName) != m_Rows.end() )
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continue;
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RString sRowCommands = LINE(sLineName);
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Commands cmds;
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ParseCommands( sRowCommands, cmds );
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OptionRowHandler *pHand = OptionRowHandlerUtil::Make( cmds );
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if( pHand == NULL )
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RageException::Throw( "Invalid OptionRowHandler '%s' in %s::Line%s", cmds.GetOriginalCommandString().c_str(), m_sName.c_str(), sLineName.c_str() );
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m_Rows[sLineName] = pHand;
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m_asLoadedRows.push_back( sLineName );
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for( size_t i = 0; i < pHand->m_Def.m_vsChoices.size(); ++i )
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{
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RString sScreen = pHand->GetScreen(i);
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if( !sScreen.empty() )
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setToLoad.insert( sScreen );
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}
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}
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for( int i = 0; i < 2; ++i )
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{
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m_Row[i].SetName( "OptionsList" );
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m_Row[i].Load( "OptionsList" );
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ActorUtil::LoadAllCommands( m_Row[i], sType );
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this->AddChild( &m_Row[i] );
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}
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this->PlayCommand( "TweenOff" );
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this->FinishTweening();
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/* Import options. */
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FOREACHM( RString, OptionRowHandler *, m_Rows, hand )
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{
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RString sLineName = hand->first;
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ImportRow( sLineName );
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}
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}
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void OptionsList::Open()
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{
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this->PlayCommand( "Reset" );
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/* Push the initial menu. */
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ASSERT( m_asMenuStack.size() == 0 );
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Push( "Main" );
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this->FinishTweening();
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m_Row[!m_iCurrentRow].SetFromHandler( NULL );
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this->PlayCommand( "TweenOn" );
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}
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void OptionsList::Close()
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{
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m_asMenuStack.clear();
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this->PlayCommand( "TweenOff" );
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}
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const OptionRowHandler *OptionsList::GetCurrentHandler()
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{
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ASSERT( !m_asMenuStack.empty() ); // called while the menu was closed
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const RString &sCurrentRow = m_asMenuStack.back();
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return m_Rows[sCurrentRow];
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}
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void OptionsList::PositionCursor()
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{
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m_Row[m_iCurrentRow].PositionCursor( m_Cursor, m_iMenuStackSelection );
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}
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bool OptionsList::RowIsMenusOnly( RString sRow ) const
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{
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map<RString, OptionRowHandler *>::const_iterator it = m_Rows.find( sRow );
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ASSERT( it != m_Rows.end() );
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const OptionRowHandler *pHandler = it->second;
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for( size_t i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
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{
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if( pHandler->GetScreen(i).empty() )
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return false;
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}
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return true;
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}
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/* Toggle to the next menu. This is used to switch quickly through option submenus,
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* to choose many options or to find the one you're looking for. For that goal,
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* it's not helpful to switch only through the options listed in the current parent
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* menu; always toggle through the whole set. Skip menus that only contain other
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* menus. */
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void OptionsList::SwitchMenu( int iDir )
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{
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int iCurrentRow = 0;
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for( size_t i = 0; i < m_asLoadedRows.size(); ++i )
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if( m_asLoadedRows[i] == m_asMenuStack.back() )
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iCurrentRow = i;
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const int iCurrentRowStart = iCurrentRow;
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RString sDest;
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do
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{
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iCurrentRow += iDir;
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wrap( iCurrentRow, m_asLoadedRows.size() );
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sDest = m_asLoadedRows[iCurrentRow];
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}
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while( RowIsMenusOnly(sDest) && iCurrentRow != iCurrentRowStart );
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ASSERT( !sDest.empty() );
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if( m_asMenuStack.size() == 1 )
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m_asMenuStack.push_back( sDest );
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else
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m_asMenuStack.back() = sDest;
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SetDefaultCurrentRow();
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SwitchToCurrentRow();
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TweenOnCurrentRow( iDir > 0 );
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}
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void OptionsList::Input( const InputEventPlus &input )
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{
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if( input.type == IET_RELEASE )
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return;
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const OptionRowHandler *pHandler = GetCurrentHandler();
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PlayerNumber pn = input.pn;
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if( input.MenuI == MENU_BUTTON_LEFT )
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{
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if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_RIGHT, pn) )
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{
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LOG->Trace( "X1" );
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SwitchMenu( -1 );
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return;
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}
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LOG->Trace( "X2" );
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--m_iMenuStackSelection;
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wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
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PositionCursor();
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Message msg("OptionsListLeft");
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msg.SetParam( "Player", input.pn );
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MESSAGEMAN->Broadcast( msg );
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}
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else if( input.MenuI == MENU_BUTTON_RIGHT )
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{
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if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_LEFT, pn) )
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{
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LOG->Trace( "X3" );
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SwitchMenu( +1 );
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return;
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}
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LOG->Trace( "X4" );
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++m_iMenuStackSelection;
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wrap( m_iMenuStackSelection, pHandler->m_Def.m_vsChoices.size()+1 ); // +1 for exit row
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PositionCursor();
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Message msg("OptionsListRight");
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msg.SetParam( "Player", input.pn );
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MESSAGEMAN->Broadcast( msg );
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}
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else if( input.MenuI == MENU_BUTTON_START )
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{
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LOG->Trace( "X5" );
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Start( input.pn );
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}
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}
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void OptionsList::SwitchToCurrentRow()
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{
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m_iCurrentRow = !m_iCurrentRow;
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/* Set up the new row. */
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m_Row[m_iCurrentRow].SetFromHandler( GetCurrentHandler() );
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m_Row[m_iCurrentRow].SetUnderlines( m_bSelections[m_asMenuStack.back()] );
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PositionCursor();
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}
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/* After setting up a new row, tween it on. */
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void OptionsList::TweenOnCurrentRow( bool bForward )
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{
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OptionListRow &OldRow = m_Row[!m_iCurrentRow];
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OptionListRow &NewRow = m_Row[m_iCurrentRow];
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/* Tween out the old row. */
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if( bForward )
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OldRow.PlayCommand( "TweenOutForward" );
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else
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OldRow.PlayCommand( "TweenOutBackward" );
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/* Tween in the old row. */
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if( bForward )
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NewRow.PlayCommand( "TweenInForward" );
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else
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NewRow.PlayCommand( "TweenInBackward" );
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}
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void OptionsList::ImportRow( RString sRow )
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{
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vector<bool> aSelections[NUM_PLAYERS];
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vector<PlayerNumber> vpns;
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vpns.push_back( m_pn ); // XXX
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OptionRowHandler *pHandler = m_Rows[sRow];
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aSelections[ m_pn ].resize( pHandler->m_Def.m_vsChoices.size() );
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pHandler->ImportOption( vpns, aSelections );
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m_bSelections[sRow] = aSelections[ m_pn ];
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if( RowIsMenusOnly(sRow) )
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fill( m_bSelections[sRow].begin(), m_bSelections[sRow].end(), false );
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}
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void OptionsList::ExportRow( RString sRow )
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{
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if( RowIsMenusOnly(sRow) )
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return;
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vector<bool> aSelections[NUM_PLAYERS];
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aSelections[m_pn] = m_bSelections[sRow];
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vector<PlayerNumber> vpns;
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vpns.push_back( m_pn ); // XXX
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m_Rows[sRow]->ExportOption( vpns, aSelections );
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}
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void OptionsList::SetDefaultCurrentRow()
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{
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const OptionRowHandler *pHandler = GetCurrentHandler();
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const RString &sCurrentRow = m_asMenuStack.back();
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const vector<bool> &bSelections = m_bSelections[sCurrentRow];
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/* Choose the default cursor position, based on the selection and the contents
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* of the row. If */
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/* If all items on the row just point to other menus, default to 0. */
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if( pHandler->m_Def.m_selectType == SELECT_ONE )
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{
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/* One item is selected, so position the cursor on it. */
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}
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m_iMenuStackSelection = 0; // XXX
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}
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void OptionsList::Pop()
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{
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if( m_asMenuStack.size() == 1 )
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{
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Close();
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return;
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}
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RString sLastMenu = m_asMenuStack.back();
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m_asMenuStack.pop_back();
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/* Choose the default option. */
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SetDefaultCurrentRow();
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/* If the old menu exists as a target from the new menu, switch to it. */
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const OptionRowHandler *pHandler = GetCurrentHandler();
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RString sDest;
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for( size_t i = 0; i < pHandler->m_Def.m_vsChoices.size(); ++i )
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{
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if( pHandler->GetScreen(i) == sLastMenu )
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{
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m_iMenuStackSelection = i;
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break;
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}
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}
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SwitchToCurrentRow();
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TweenOnCurrentRow( false );
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}
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void OptionsList::Push( RString sDest )
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{
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m_asMenuStack.push_back( sDest );
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SetDefaultCurrentRow();
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SwitchToCurrentRow();
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}
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bool OptionsList::Start( PlayerNumber pn )
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{
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const OptionRowHandler *pHandler = GetCurrentHandler();
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const RString &sCurrentRow = m_asMenuStack.back();
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vector<bool> &bSelections = m_bSelections[sCurrentRow];
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if( m_iMenuStackSelection == (int)bSelections.size() )
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{
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Pop();
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Message msg("OptionsListPop");
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msg.SetParam( "Player", pn );
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MESSAGEMAN->Broadcast( msg );
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return m_asMenuStack.empty();
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}
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RString sDest = pHandler->GetScreen( m_iMenuStackSelection );
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if( sDest.size() )
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{
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Push( sDest );
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TweenOnCurrentRow( true );
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Message msg("OptionsListPush");
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msg.SetParam( "Player", pn );
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MESSAGEMAN->Broadcast( msg );
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return false;
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}
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if( pHandler->m_Def.m_selectType == SELECT_MULTIPLE )
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{
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bool bSelected = !bSelections[m_iMenuStackSelection];
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bSelections[m_iMenuStackSelection] = bSelected;
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// if( bSelected )
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// m_SoundToggleOn.Play();
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// else
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// m_SoundToggleOff.Play();
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}
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else // data.selectType != SELECT_MULTIPLE
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{
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fill( bSelections.begin(), bSelections.end(), false );
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bSelections[m_iMenuStackSelection] = true;
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}
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ExportRow( sCurrentRow );
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m_Row[m_iCurrentRow].SetUnderlines( m_bSelections[m_asMenuStack.back()] );
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if( pHandler->m_Def.m_selectType == SELECT_ONE )
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{
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/* Move to the exit row. Don't exit, so different entries don't have widely
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* different types, with some exiting the menu level and some not; this also
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* makes selection using L+R and R+L faster. */
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m_iMenuStackSelection = (int)bSelections.size();
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PositionCursor();
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}
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Message msg("OptionsListStart");
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msg.SetParam( "Player", pn );
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MESSAGEMAN->Broadcast( msg );
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return false;
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}
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/*
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* Copyright (c) 2006 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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