Files
itgmania212121/stepmania/src/OptionRow.h
T
2006-01-22 01:00:06 +00:00

256 lines
8.4 KiB
C++

/* OptionRow - One line in ScreenOptions. */
#ifndef OptionRow_H
#define OptionRow_H
#include "ActorFrame.h"
#include "BitmapText.h"
#include "OptionsCursor.h"
#include "OptionIcon.h"
#include "ThemeMetric.h"
#include "AutoActor.h"
class OptionRowHandler;
class GameCommand;
enum SelectType
{
SELECT_ONE,
SELECT_MULTIPLE,
SELECT_NONE,
NUM_SELECT_TYPES,
SELECT_INVALID
};
const RString& SelectTypeToString( SelectType pm );
SelectType StringToSelectType( const RString& s );
enum LayoutType
{
LAYOUT_SHOW_ALL_IN_ROW,
LAYOUT_SHOW_ONE_IN_ROW,
NUM_LAYOUT_TYPES,
LAYOUT_INVALID
};
const RString& LayoutTypeToString( LayoutType pm );
LayoutType StringToLayoutType( const RString& s );
struct OptionRowDefinition
{
RString m_sName;
RString m_sExplanationName;
bool m_bOneChoiceForAllPlayers;
SelectType m_selectType;
LayoutType m_layoutType;
vector<RString> m_vsChoices;
set<PlayerNumber> m_vEnabledForPlayers; // only players in this set may change focus to this row
bool m_bExportOnChange;
bool m_bAllowThemeItems; // Should be true for dynamic strings.
bool m_bAllowThemeTitle; // Should be true for dynamic strings.
bool m_bAllowExplanation; // if false, ignores ScreenOptions::SHOW_EXPLANATIONS. Should be true for dynamic strings.
bool m_bShowChoicesListOnSelect;
bool IsEnabledForPlayer( PlayerNumber pn ) const
{
return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end();
}
OptionRowDefinition() { Init(); }
void Init()
{
m_sName = "";
m_sExplanationName = "";
m_bOneChoiceForAllPlayers = false;
m_selectType = SELECT_ONE;
m_layoutType = LAYOUT_SHOW_ALL_IN_ROW;
m_vsChoices.clear();
m_vEnabledForPlayers.clear();
FOREACH_PlayerNumber( pn )
m_vEnabledForPlayers.insert( pn );
m_bExportOnChange = false;
m_bAllowThemeItems = true;
m_bAllowThemeTitle = true;
m_bAllowExplanation = true;
m_bShowChoicesListOnSelect = false;
}
OptionRowDefinition( const char *n, bool 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 )
{
Init();
m_sName=n;
m_bOneChoiceForAllPlayers=b;
#define PUSH( c ) if(c) m_vsChoices.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
}
};
class OptionRowType
{
public:
void Load( const RString &sType );
private:
RString m_sType;
BitmapText m_textItemParent;
OptionsCursor m_UnderlineParent;
Actor *m_sprBullet;
BitmapText m_textTitle;
OptionIcon m_OptionIcon;
// metrics
ThemeMetric<float> BULLET_X;
ThemeMetric<apActorCommands> BULLET_ON_COMMAND;
ThemeMetric<float> TITLE_X;
ThemeMetric<apActorCommands> TITLE_ON_COMMAND;
ThemeMetric<apActorCommands> TITLE_GAIN_FOCUS_COMMAND;
ThemeMetric<apActorCommands> TITLE_LOSE_FOCUS_COMMAND;
ThemeMetric<float> ITEMS_START_X;
ThemeMetric<float> ITEMS_END_X;
ThemeMetric<float> ITEMS_GAP_X;
ThemeMetric1D<float> ITEMS_LONG_ROW_X;
ThemeMetric<float> ITEMS_LONG_ROW_SHARED_X;
ThemeMetric<apActorCommands> ITEMS_ON_COMMAND;
ThemeMetric<apActorCommands> ITEM_GAIN_FOCUS_COMMAND;
ThemeMetric<apActorCommands> ITEM_LOSE_FOCUS_COMMAND;
ThemeMetric1D<float> ICONS_X;
ThemeMetric<apActorCommands> ICONS_ON_COMMAND;
ThemeMetric<RageColor> COLOR_SELECTED;
ThemeMetric<RageColor> COLOR_NOT_SELECTED;
ThemeMetric<RageColor> COLOR_DISABLED;
ThemeMetric<bool> CAPITALIZE_ALL_OPTION_NAMES;
ThemeMetric<float> TWEEN_SECONDS;
ThemeMetric<bool> SHOW_BPM_IN_SPEED_TITLE;
ThemeMetric<bool> SHOW_OPTION_ICONS;
ThemeMetric<bool> SHOW_UNDERLINES;
friend class OptionRow;
};
class OptionRow : public ActorFrame
{
public:
OptionRow( const OptionRowType *pType );
~OptionRow();
void Clear();
void LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown );
void LoadExit();
void SetOptionIcon( PlayerNumber pn, const RString &sText, GameCommand &gc );
void ImportOptions( const vector<PlayerNumber> &vpns );
int ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] );
void InitText();
void AfterImportOptions( PlayerNumber pn );
void ChoicesChanged();
void PositionUnderlines( PlayerNumber pn );
void PositionIcons();
void UpdateText( PlayerNumber pn );
void SetRowHasFocus( PlayerNumber pn, bool bRowHasFocus );
void UpdateEnabledDisabled();
int GetOneSelection( PlayerNumber pn, bool bAllowFail=false ) const;
int GetOneSharedSelection( bool bAllowFail=false ) const;
void SetOneSelection( PlayerNumber pn, int iChoice );
void SetOneSharedSelection( int iChoice );
void SetOneSharedSelectionIfPresent( const RString &sChoice );
int GetChoiceInRowWithFocus( PlayerNumber pn ) const;
int GetChoiceInRowWithFocusShared() const;
void SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice );
void SetChoiceInRowWithFocusShared( int iChoice );
void ResetFocusFromSelection( PlayerNumber pn );
bool GetSelected( PlayerNumber pn, int iChoice ) const;
void SetSelected( PlayerNumber pn, int iChoice, bool b );
enum RowType
{
RowType_Normal,
RowType_Exit
};
const OptionRowDefinition &GetRowDef() const;
OptionRowDefinition &GetRowDef();
RowType GetRowType() const { return m_RowType; }
const OptionRowHandler *GetHandler() const { return m_pHand; }
const BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const;
void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const;
// ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState.
void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; }
bool GetRowHidden() const { return m_bHidden; }
unsigned GetTextItemsSize() const { return m_textItems.size(); }
bool GetFirstItemGoesDown() const { return m_bFirstItemGoesDown; }
void PrepareItemText( RString &s ) const;
RString OptionTitle( RString s ) const;
void SetExitText( RString sExitText );
void Reload();
//
// Messages
//
virtual void HandleMessage( const RString& sMessage );
protected:
RString GetRowTitle() const;
const OptionRowType *m_pParentType;
RowType m_RowType;
OptionRowHandler* m_pHand;
ActorFrame m_Frame;
vector<BitmapText *> m_textItems; // size depends on m_bRowIsLong and which players are joined
vector<OptionsCursor *> m_Underline[NUM_PLAYERS]; // size depends on m_bRowIsLong and which players are joined
Actor *m_sprBullet;
BitmapText *m_textTitle;
OptionIcon *m_OptionIcons[NUM_PLAYERS];
bool m_bFirstItemGoesDown;
bool m_bRowHasFocus[NUM_PLAYERS];
int m_iChoiceInRowWithFocus[NUM_PLAYERS]; // this choice has input focus
// Only one will true at a time if m_pHand->m_Def.bMultiSelect
vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_pHand->m_Def.choices.size()
public:
Actor::TweenState m_tsDestination; // this should approach m_tsDestination.
protected:
bool m_bHidden; // currently off screen
};
#endif
/*
* (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.
*/