Files
itgmania212121/src/OptionRowHandler.h
T
Jason Felds 12872f0a50 More effective fixes. Still no issues.
Note: you will most likely end up recompiling the whole thing.
2011-03-19 20:40:35 -04:00

235 lines
8.4 KiB
C++

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