12872f0a50
Note: you will most likely end up recompiling the whole thing.
235 lines
8.4 KiB
C++
235 lines
8.4 KiB
C++
#ifndef OptionRowHandler_H
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#define OptionRowHandler_H
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#include "GameCommand.h"
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#include "LuaReference.h"
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#include "RageUtil.h"
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#include <set>
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struct MenuRowDef;
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class OptionRow;
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struct ConfOption;
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/** @brief How many options can be selected on this row? */
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enum SelectType
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{
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SELECT_ONE, /**< Only one option can be chosen on this row. */
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SELECT_MULTIPLE, /**< Multiple options can be chosen on this row. */
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SELECT_NONE, /**< No options can be chosen on this row. */
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NUM_SelectType,
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SelectType_Invalid
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};
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const RString& SelectTypeToString( SelectType pm );
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SelectType StringToSelectType( const RString& s );
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LuaDeclareType( SelectType );
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/** @brief How many items are shown on the row? */
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enum LayoutType
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{
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LAYOUT_SHOW_ALL_IN_ROW, /**< All of the options are shown at once. */
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LAYOUT_SHOW_ONE_IN_ROW, /**< Only one option is shown at a time. */
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NUM_LayoutType,
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LayoutType_Invalid
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};
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const RString& LayoutTypeToString( LayoutType pm );
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LayoutType StringToLayoutType( const RString& s );
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LuaDeclareType( LayoutType );
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/** @brief Define the purpose of the OptionRow. */
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struct OptionRowDefinition
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{
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/** @brief the name of the option row. */
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RString m_sName;
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/** @brief an explanation of the row's purpose. */
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RString m_sExplanationName;
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/** @brief Do all players have to share one option from the row? */
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bool m_bOneChoiceForAllPlayers;
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SelectType m_selectType;
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LayoutType m_layoutType;
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vector<RString> m_vsChoices;
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set<PlayerNumber> m_vEnabledForPlayers; // only players in this set may change focus to this row
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int m_iDefault;
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bool m_bExportOnChange;
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/**
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* @brief Are theme items allowed here?
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*
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* This should be true for dynamic strings. */
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bool m_bAllowThemeItems;
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/**
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* @brief Are theme titles allowed here?
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*
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* This should be true for dynamic strings. */
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bool m_bAllowThemeTitle;
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/**
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* @brief Are explanations allowed for this row?
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*
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* If this is false, it will ignore the ScreenOptions::SHOW_EXPLANATIONS metric.
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*
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* This should be true for dynamic strings. */
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bool m_bAllowExplanation;
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bool m_bShowChoicesListOnSelect; // (currently unused)
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/**
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* @brief Is this option enabled for the Player?
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* @param pn the Player the PlayerNumber represents.
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* @return true if the option is enabled, false otherwise. */
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bool IsEnabledForPlayer( PlayerNumber pn ) const
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{
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return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end();
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}
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OptionRowDefinition(): m_sName(""), m_sExplanationName(""),
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m_bOneChoiceForAllPlayers(false), m_selectType(SELECT_ONE),
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m_layoutType(LAYOUT_SHOW_ALL_IN_ROW), m_vsChoices(),
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m_vEnabledForPlayers(), m_iDefault(-1),
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m_bExportOnChange(false), m_bAllowThemeItems(true),
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m_bAllowThemeTitle(true), m_bAllowExplanation(true),
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m_bShowChoicesListOnSelect(false)
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{
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FOREACH_PlayerNumber( pn )
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m_vEnabledForPlayers.insert( pn );
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}
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void Init()
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{
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m_sName = "";
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m_sExplanationName = "";
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m_bOneChoiceForAllPlayers = false;
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m_selectType = SELECT_ONE;
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m_layoutType = LAYOUT_SHOW_ALL_IN_ROW;
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m_vsChoices.clear();
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m_vEnabledForPlayers.clear();
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FOREACH_PlayerNumber( pn )
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m_vEnabledForPlayers.insert( pn );
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m_iDefault = -1;
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m_bExportOnChange = false;
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m_bAllowThemeItems = true;
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m_bAllowThemeTitle = true;
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m_bAllowExplanation = true;
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m_bShowChoicesListOnSelect = false;
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}
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OptionRowDefinition( const char *n, bool b, const char *c0=NULL,
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const char *c1=NULL, const char *c2=NULL,
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const char *c3=NULL, const char *c4=NULL,
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const char *c5=NULL, const char *c6=NULL,
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const char *c7=NULL, const char *c8=NULL,
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const char *c9=NULL, const char *c10=NULL,
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const char *c11=NULL, const char *c12=NULL,
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const char *c13=NULL, const char *c14=NULL,
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const char *c15=NULL, const char *c16=NULL,
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const char *c17=NULL, const char *c18=NULL,
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const char *c19=NULL ): m_sName(n),
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m_sExplanationName(""), m_bOneChoiceForAllPlayers(b),
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m_selectType(SELECT_ONE),
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m_layoutType(LAYOUT_SHOW_ALL_IN_ROW), m_vsChoices(),
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m_vEnabledForPlayers(), m_iDefault(-1),
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m_bExportOnChange(false), m_bAllowThemeItems(true),
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m_bAllowThemeTitle(true), m_bAllowExplanation(true),
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m_bShowChoicesListOnSelect(false)
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{
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FOREACH_PlayerNumber( pn )
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m_vEnabledForPlayers.insert( pn );
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#define PUSH( c ) if(c) m_vsChoices.push_back(c);
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PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);
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PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);
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PUSH(c12);PUSH(c13);PUSH(c14);PUSH(c15);PUSH(c16);PUSH(c17);
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PUSH(c18);PUSH(c19);
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#undef PUSH
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}
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};
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/** @brief Shows PlayerOptions and SongOptions in icon form. */
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class OptionRowHandler
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{
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public:
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OptionRowDefinition m_Def;
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vector<RString> m_vsReloadRowMessages; // refresh this row on on these messages
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OptionRowHandler(): m_Def(), m_vsReloadRowMessages() { }
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virtual ~OptionRowHandler() { }
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virtual void Init()
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{
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m_Def.Init();
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m_vsReloadRowMessages.clear();
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}
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void Load( const Commands &cmds )
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{
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Init();
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this->LoadInternal( cmds );
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}
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RString OptionTitle() const;
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RString GetThemedItemText( int iChoice ) const;
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virtual void LoadInternal( const Commands &cmds ) { }
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/* We may re-use OptionRowHandlers. This is called before each use. If the
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* contents of the row are dependent on external state (for example, the
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* current song), clear the row contents and reinitialize them. As an
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* optimization, rows which do not change can be initialized just once and
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* left alone.
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* If the row has been reinitialized, return RELOAD_CHANGED_ALL, and the
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* graphic elements will also be reinitialized. If only m_vEnabledForPlayers
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* has been changed, return RELOAD_CHANGED_ENABLED. If the row is static, and
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* nothing has changed, return RELOAD_CHANGED_NONE. */
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enum ReloadChanged { RELOAD_CHANGED_NONE, RELOAD_CHANGED_ENABLED, RELOAD_CHANGED_ALL };
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virtual ReloadChanged Reload() { return RELOAD_CHANGED_NONE; }
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virtual int GetDefaultOption() const { return -1; }
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virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const { }
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// Returns an OPT mask.
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virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const { return 0; }
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virtual void GetIconTextAndGameCommand( int iFirstSelection, RString &sIconTextOut, GameCommand &gcOut ) const;
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virtual RString GetScreen( int iChoice ) const { return RString(); }
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};
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/** @brief Utilities for the OptionRowHandlers. */
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namespace OptionRowHandlerUtil
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{
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OptionRowHandler* Make( const Commands &cmds );
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OptionRowHandler* MakeNull();
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OptionRowHandler* MakeSimple( const MenuRowDef &mrd );
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void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut );
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int GetOneSelection( const vector<bool> &vbSelected );
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}
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inline void VerifySelected( SelectType st, const vector<bool> &vbSelected, const RString &sName )
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{
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int iNumSelected = 0;
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if( st == SELECT_ONE )
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{
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ASSERT_M( vbSelected.size() > 0, ssprintf("%s: %i/%i", sName.c_str(), iNumSelected, int(vbSelected.size())) );
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for( unsigned e = 0; e < vbSelected.size(); ++e )
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if( vbSelected[e] )
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iNumSelected++;
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ASSERT_M( iNumSelected == 1, ssprintf("%s: %i/%i", sName.c_str(), iNumSelected, int(vbSelected.size())) );
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}
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}
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#endif
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/**
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* @file
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* @author Chris Danford (c) 2002-2004
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* @section LICENSE
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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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