Files
itgmania212121/stepmania/src/ScreenOptions.h
T
2003-11-25 21:53:56 +00:00

136 lines
4.5 KiB
C++

#ifndef SCREENOPTIONS_H
#define SCREENOPTIONS_H
/*
-----------------------------------------------------------------------------
File: ScreenOptions.h
Desc: A grid of options, and the selected option is drawn with a highlight rectangle.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "RandomSample.h"
#include "Quad.h"
#include "MenuElements.h"
#include "OptionsCursor.h"
#include "OptionIcon.h"
const unsigned MAX_OPTION_LINES = 40;
struct OptionRow
{
CString name;
bool bOneChoiceForAllPlayers;
vector<CString> choices;
OptionRow(): name(""), bOneChoiceForAllPlayers(false) { }
OptionRow( const char *n, int b, const char *c0=NULL, const char *c1=NULL, const char *c2=NULL, const char *c3=NULL, const char *c4=NULL, const char *c5=NULL, const char *c6=NULL, const char *c7=NULL, const char *c8=NULL, const char *c9=NULL, const char *c10=NULL, const char *c11=NULL, const char *c12=NULL, const char *c13=NULL, const char *c14=NULL, const char *c15=NULL, const char *c16=NULL, const char *c17=NULL, const char *c18=NULL, const char *c19=NULL )
{
name = n;
bOneChoiceForAllPlayers = !!b;
#define PUSH( c ) if(c) choices.push_back(c);
PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);PUSH(c12);PUSH(c13);PUSH(c14);PUSH(c15);PUSH(c16);PUSH(c17);PUSH(c18);PUSH(c19);
#undef PUSH
}
};
enum InputMode
{
INPUTMODE_INDIVIDUAL, // each player controls their own cursor
INPUTMODE_TOGETHER // both players control the same cursor
};
class ScreenOptions : public Screen
{
public:
ScreenOptions( CString sClassName );
void Init( InputMode im, OptionRow OptionRow[], int iNumOptionLines );
virtual ~ScreenOptions();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
virtual void ImportOptions() = 0;
virtual void ExportOptions() = 0;
void InitOptionsText();
void GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut );
CString GetExplanationText( int row ) const;
CString GetExplanationTitle( int row ) const;
BitmapText &GetTextItemForRow( PlayerNumber pn, int iRow );
void PositionUnderlines();
void PositionIcons();
virtual void RefreshIcons();
void PositionCursors();
void PositionItems();
void TweenCursor( PlayerNumber player_no );
void UpdateText( PlayerNumber player_no, int row );
void UpdateEnabledDisabled();
virtual void OnChange( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
virtual void MenuStart( PlayerNumber pn, const InputEventType type );
void StartGoToNextState();
virtual void GoToNextState() = 0;
virtual void GoToPrevState() = 0;
void MenuLeft( PlayerNumber pn, const InputEventType type ) { ChangeValue(pn,-1,type != IET_FIRST_PRESS); }
void MenuRight( PlayerNumber pn, const InputEventType type ) { ChangeValue(pn,+1,type != IET_FIRST_PRESS); }
void ChangeValue( PlayerNumber pn, int iDelta, bool Repeat );
void MenuUp( PlayerNumber pn, const InputEventType type ) { Move( pn, -1, type != IET_FIRST_PRESS ); }
void MenuDown( PlayerNumber pn, const InputEventType type ) { Move( pn, +1, type != IET_FIRST_PRESS ); }
void Move( PlayerNumber pn, int dir, bool Repeat );
int GetCurrentRow(PlayerNumber pn = PLAYER_1) const { return m_iCurrentRow[pn]; }
MenuElements m_Menu;
OptionRow* m_OptionRow;
protected: // derived classes need access to these
int m_iSelectedOption[NUM_PLAYERS][MAX_OPTION_LINES];
int m_iCurrentRow[NUM_PLAYERS];
InputMode m_InputMode;
int m_iNumOptionRows;
ActorFrame m_framePage;
Sprite m_sprPage;
Sprite m_sprBullets[MAX_OPTION_LINES];
BitmapText m_textTitles[MAX_OPTION_LINES];
vector<BitmapText *> m_textItems[MAX_OPTION_LINES];
bool m_bRowIsLong[MAX_OPTION_LINES]; // goes off edge of screen
/* True if the item is off of the screen. */
bool m_bRowIsHidden[MAX_OPTION_LINES];
float m_fRowY[MAX_OPTION_LINES];
OptionsCursor m_Underline[NUM_PLAYERS][MAX_OPTION_LINES];
OptionIcon m_OptionIcons[NUM_PLAYERS][MAX_OPTION_LINES];
OptionsCursor m_Highlight[NUM_PLAYERS];
BitmapText m_textExplanation[NUM_PLAYERS];
RageSound m_SoundChangeCol;
RageSound m_SoundNextRow;
RageSound m_SoundPrevRow;
RageSound m_SoundStart;
};
#endif