Files
itgmania212121/stepmania/src/ScreenOptions.cpp
T
Glenn Maynard 7b90012f9e tweak tween
2004-01-09 23:19:44 +00:00

1059 lines
30 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/
#include "ScreenOptions.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "InputMapper.h"
#include "ActorUtil.h"
#include "ProfileManager.h"
#include "song.h"
const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
#define ICONS_X( p ) THEME->GetMetricF("ScreenOptions",ssprintf("IconsP%dX",p+1))
#define ARROWS_X THEME->GetMetricF("ScreenOptions","ArrowsX")
#define LABELS_X THEME->GetMetricF("ScreenOptions","LabelsX")
#define LABELS_ZOOM THEME->GetMetricF("ScreenOptions","LabelsZoom")
#define LABELS_H_ALIGN THEME->GetMetricI("ScreenOptions","LabelsHAlign")
#define ITEMS_ZOOM THEME->GetMetricF("ScreenOptions","ItemsZoom")
#define ITEMS_START_X THEME->GetMetricF("ScreenOptions","ItemsStartX")
#define ITEMS_GAP_X THEME->GetMetricF("ScreenOptions","ItemsGapX")
#define ITEMS_START_Y THEME->GetMetricF("ScreenOptions","ItemsStartY")
#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
#define EXPLANATION_X(p) THEME->GetMetricF("ScreenOptions",ssprintf("ExplanationP%dX",p+1))
#define EXPLANATION_Y(p) THEME->GetMetricF("ScreenOptions",ssprintf("ExplanationP%dY",p+1))
#define EXPLANATION_ON_COMMAND(p) THEME->GetMetric ("ScreenOptions",ssprintf("ExplanationP%dOnCommand",p+1))
#define EXPLANATION_TOGETHER_X THEME->GetMetricF("ScreenOptions","ExplanationTogetherX")
#define EXPLANATION_TOGETHER_Y THEME->GetMetricF("ScreenOptions","ExplanationTogetherY")
#define EXPLANATION_TOGETHER_ON_COMMAND THEME->GetMetric ("ScreenOptions","ExplanationTogetherOnCommand")
#define SHOW_SCROLL_BAR THEME->GetMetricB("ScreenOptions","ShowScrollBar")
/* Extra parens needed to work around stupid VC6 compiler crash: */
#define SCROLL_BAR_HEIGHT (THEME->GetMetricF("ScreenOptions","ScrollBarHeight"))
#define SCROLL_BAR_TIME (THEME->GetMetricF("ScreenOptions","ScrollBarTime"))
#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
#define EXPLANATION_ZOOM THEME->GetMetricF("ScreenOptions","ExplanationZoom")
#define COLOR_SELECTED THEME->GetMetricC("ScreenOptions","ColorSelected")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
#define NUM_SHOWN_ITEMS THEME->GetMetricI("ScreenOptions","NumShownItems")
#define SHOW_BPM_IN_SPEED_TITLE THEME->GetMetricB("ScreenOptions","ShowBpmInSpeedTitle")
#define FRAME_ON_COMMAND THEME->GetMetric ("ScreenOptions","FrameOnCommand")
#define FRAME_OFF_COMMAND THEME->GetMetric ("ScreenOptions","FrameOffCommand")
/*
* Three navigation types are provided:
*
* NAV_THREE_KEY:
* left, right -> change option
* up, down -> don't matter (change row)
* start -> move to next row
* left+right+start -> move to prev row
* (next screen via "exit" entry)
* This is the minimal navigation, for using menus with only three buttons.
*
* NAV_FIVE_KEY:
* left, right -> change option
* up, down -> change row
* start -> next screen
* This is a much more convenient navigation, requiring five keys.
*
* NAV_THREE_KEY_MENU:
* left, right -> change row
* up, down -> change row
* start -> next screen
* This is a specialized navigation for ScreenOptionsMenu. It must be enabled to
* allow screens that use rows to select other screens to work with only three
* buttons. (It's also used when in five-key mode.)
*/
ScreenOptions::ScreenOptions( CString sClassName ) : Screen(sClassName)
{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY;
m_SoundChangeCol.Load( THEME->GetPathToS("ScreenOptions change"), true );
m_SoundNextRow.Load( THEME->GetPathToS("ScreenOptions next"), true );
m_SoundPrevRow.Load( THEME->GetPathToS("ScreenOptions prev"), true );
m_SoundStart.Load( THEME->GetPathToS("Common start") );
m_Menu.Load( sClassName );
this->AddChild( &m_Menu );
// add everything to m_framePage so we can animate everything at once
this->AddChild( &m_framePage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_iCurrentRow[p] = 0;
for( unsigned l=0; l<MAX_OPTION_LINES; l++ )
m_iSelectedOption[p][l] = 0;
}
m_framePage.Command( FRAME_ON_COMMAND );
}
void ScreenOptions::LoadOptionIcon( PlayerNumber pn, int iRow, CString sText )
{
m_Rows[iRow]->m_OptionIcons[pn].Load( pn, sText, false );
}
void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLines )
{
LOG->Trace( "ScreenOptions::Set()" );
m_InputMode = im;
m_OptionRow = OptionRows;
m_iNumOptionRows = iNumOptionLines;
this->ImportOptions();
for( int l=0; l<m_iNumOptionRows; l++ )
if( m_OptionRow[l].bOneChoiceForAllPlayers )
m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
int p;
m_sprPage.Load( THEME->GetPathToG(m_sName+" page") );
m_sprPage->SetName( "Page" );
UtilSetXYAndOnCommand( m_sprPage, "ScreenOptions" );
m_framePage.AddChild( m_sprPage );
// init highlights
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
m_sprLineHighlight[p].Load( THEME->GetPathToG("ScreenOptions line highlight") );
m_sprLineHighlight[p].SetName( "LineHighlight" );
m_sprLineHighlight[p].SetX( CENTER_X );
m_framePage.AddChild( &m_sprLineHighlight[p] );
UtilOnCommand( m_sprLineHighlight[p], "ScreenOptions" );
m_Highlight[p].Load( (PlayerNumber)p, false );
m_framePage.AddChild( &m_Highlight[p] );
}
int r;
for( r=0; r<m_iNumOptionRows; r++ ) // foreach row
{
m_Rows.push_back( new Row() );
}
// init underlines
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
for( int l=0; l<m_iNumOptionRows; l++ )
{
Row &row = *m_Rows[l];
LoadOptionIcon( (PlayerNumber)p, l, "" );
m_framePage.AddChild( &row.m_OptionIcons[p] );
row.m_Underline[p].Load( (PlayerNumber)p, true );
m_framePage.AddChild( &row.m_Underline[p] );
}
}
// init m_textItems from optionLines
for( r=0; r<m_iNumOptionRows; r++ ) // foreach row
{
Row &row = *m_Rows[r];
row.Type = Row::ROW_NORMAL;
vector<BitmapText *> & textItems = row.m_textItems;
const OptionRow &optline = m_OptionRow[r];
unsigned c;
m_framePage.AddChild( &row.m_sprBullet );
m_framePage.AddChild( &row.m_textTitle );
float fX = ITEMS_START_X; // indent 70 pixels
for( c=0; c<optline.choices.size(); c++ )
{
BitmapText *bt = new BitmapText;
textItems.push_back( bt );
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( optline.choices[c] );
bt->SetZoom( ITEMS_ZOOM );
bt->EnableShadow( false );
// set the X position of each item in the line
const float fItemWidth = bt->GetZoomedWidth();
fX += fItemWidth/2;
bt->SetX( fX );
fX += fItemWidth/2 + ITEMS_GAP_X;
}
if( fX > SCREEN_RIGHT-40 )
{
// It goes off the edge of the screen. Re-init with the "long row" style.
row.m_bRowIsLong = true;
for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this row
delete textItems[j];
textItems.clear();
for( unsigned p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
BitmapText *bt = new BitmapText;
textItems.push_back( bt );
const int iChoiceInRow = m_iSelectedOption[p][r];
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( optline.choices[iChoiceInRow] );
bt->SetZoom( ITEMS_ZOOM );
bt->EnableShadow( false );
/* if choices are locked together, center the item. */
if( optline.bOneChoiceForAllPlayers )
bt->SetX( (ITEM_X[0]+ITEM_X[1])/2 );
else
bt->SetX( ITEM_X[p] );
/* If bOneChoiceForAllPlayers, then only initialize one text item. */
if( optline.bOneChoiceForAllPlayers )
break;
}
}
for( c=0; c<textItems.size(); c++ )
m_framePage.AddChild( textItems[c] );
}
// TRICKY: Add one more item. This will be "EXIT"
{
m_Rows.push_back( new Row() );
Row &row = *m_Rows.back();
row.Type = Row::ROW_EXIT;
BitmapText *bt = new BitmapText;
row.m_textItems.push_back( bt );
bt->LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
bt->SetText( "EXIT" );
bt->SetZoom( ITEMS_ZOOM );
bt->EnableShadow( false );
bt->SetX( CENTER_X );
m_framePage.AddChild( bt );
}
InitOptionsText();
// add explanation here so it appears on top
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textExplanation[p].LoadFromFont( THEME->GetPathToF("ScreenOptions explanation") );
m_textExplanation[p].SetZoom( EXPLANATION_ZOOM );
m_textExplanation[p].SetShadowLength( 0 );
m_framePage.AddChild( &m_textExplanation[p] );
}
/* Hack: if m_CurStyle is set, we're probably in the player or song options menu, so
* the player name is meaningful. Otherwise, we're probably in the system menu. */
if( GAMESTATE->m_CurStyle != STYLE_INVALID )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textPlayerName[p].LoadFromFont( THEME->GetPathToF( "ScreenOptions player") );
m_textPlayerName[p].SetName( ssprintf("PlayerNameP%i",p+1) );
m_textPlayerName[p].SetText( PROFILEMAN->GetPlayerName((PlayerNumber)p) );
UtilSetXYAndOnCommand( m_textPlayerName[p], "ScreenOptions" );
m_framePage.AddChild( &m_textPlayerName[p] );
}
}
if( SHOW_SCROLL_BAR )
{
m_ScrollBar.SetName( "DualScrollBar", "ScrollBar" );
m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
m_ScrollBar.SetBarTime( SCROLL_BAR_TIME );
for( p=0; p<NUM_PLAYERS; p++ )
m_ScrollBar.EnablePlayer( (PlayerNumber)p, GAMESTATE->IsHumanPlayer(p) );
m_ScrollBar.Load();
UtilSetXY( m_ScrollBar, "ScreenOptions" );
m_framePage.AddChild( &m_ScrollBar );
}
switch( m_InputMode )
{
case INPUTMODE_INDIVIDUAL:
for( p=0; p<NUM_PLAYERS; p++ )
m_textExplanation[p].SetXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
break;
case INPUTMODE_TOGETHER:
m_textExplanation[0].SetXY( EXPLANATION_TOGETHER_X, EXPLANATION_TOGETHER_Y );
break;
default:
ASSERT(0);
}
m_sprFrame.Load( THEME->GetPathToG( "ScreenOptions frame") );
m_sprFrame->SetXY( CENTER_X, CENTER_Y );
m_framePage.AddChild( m_sprFrame );
// poke once at all the explanation metrics so that we catch missing ones early
for( r=0; r<(int)m_Rows.size(); r++ ) // foreach row
{
GetExplanationText( r );
GetExplanationTitle( r );
}
CHECKPOINT;
PositionItems();
PositionUnderlines();
PositionIcons();
RefreshIcons();
PositionCursors();
UpdateEnabledDisabled();
for( p=0; p<NUM_PLAYERS; p++ )
OnChange( (PlayerNumber)p );
CHECKPOINT;
/* It's tweening into position, but on the initial tween-in we only want to
* tween in the whole page at once. Since the tweens are nontrivial, it's
* easiest to queue the tweens and then force them to finish. */
for( r=0; r<(int) m_Rows.size(); r++ ) // foreach options line
{
Row &row = *m_Rows[r];
row.m_sprBullet.FinishTweening();
row.m_textTitle.FinishTweening();
for( unsigned c=0; c<row.m_textItems.size(); c++ )
row.m_textItems[c]->FinishTweening();
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
row.m_Underline[p].FinishTweening();
row.m_OptionIcons[p].FinishTweening();
}
}
}
ScreenOptions::~ScreenOptions()
{
LOG->Trace( "ScreenOptions::~ScreenOptions()" );
for( unsigned i=0; i<m_Rows.size(); i++ )
delete m_Rows[i];
}
CString ScreenOptions::GetExplanationText( int iRow ) const
{
if( m_Rows[iRow]->Type == Row::ROW_EXIT )
return "";
CString sLineName = m_OptionRow[iRow].name;
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
return THEME->GetMetric( "OptionExplanations", sLineName+"Help" );
}
CString ScreenOptions::GetExplanationTitle( int iRow ) const
{
if( m_Rows[iRow]->Type == Row::ROW_EXIT )
return "";
CString sLineName = m_OptionRow[iRow].name;
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
CString sTitle = THEME->GetMetric( "OptionTitles", sLineName+"Title" );
// HACK: tack the BPM onto the name of the speed line
if( sLineName.CompareNoCase("speed")==0 )
{
if( SHOW_BPM_IN_SPEED_TITLE && GAMESTATE->m_pCurSong )
{
float fMinBpm, fMaxBpm;
GAMESTATE->m_pCurSong->GetDisplayBPM( fMinBpm, fMaxBpm );
if( fMinBpm == fMaxBpm )
sTitle += ssprintf( " (%.0f)", fMinBpm );
else
sTitle += ssprintf( " (%.0f-%.0f)", fMinBpm, fMaxBpm );
}
}
return sTitle;
}
BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow )
{
Row &row = *m_Rows[iRow];
if( row.Type == Row::ROW_EXIT )
return *row.m_textItems[0];
if( !row.m_bRowIsLong )
{
unsigned iOptionInRow = m_iSelectedOption[pn][iRow];
return *row.m_textItems[iOptionInRow];
}
const bool bOneChoice = m_OptionRow[iRow].bOneChoiceForAllPlayers;
if( bOneChoice )
return *row.m_textItems[0];
/* We have lots of options and this isn't a OneChoice row, which means
* each player has a separate item displayed. */
int iOptionInRow = min( (unsigned)pn, row.m_textItems.size()-1 );
CHECKPOINT;
return *row.m_textItems[iOptionInRow];
}
void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
{
BitmapText &text = GetTextItemForRow( pn, iRow );
iWidthOut = int(roundf( text.GetZoomedWidth() ));
iXOut = int(roundf( text.GetDestX() ));
/* We update m_fY, change colors and tween items, and then tween rows to
* their final positions. (This is so we don't tween colors, too.) m_fY
* is the actual destination position, even though we may not have set up the
* tween yet. */
iYOut = int(roundf( m_Rows[iRow]->m_fY ));
}
void ScreenOptions::InitOptionsText()
{
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
{
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
continue;
const float fY = ITEMS_START_Y + ITEMS_SPACING_Y*i;
BitmapText &title = row.m_textTitle;
title.LoadFromFont( THEME->GetPathToF("ScreenOptions title") );
CString sText = GetExplanationTitle( i );
title.SetText( sText );
title.SetXY( LABELS_X, fY );
title.SetZoom( LABELS_ZOOM );
title.SetHorizAlign( (Actor::HorizAlign)LABELS_H_ALIGN );
title.SetVertAlign( Actor::align_middle );
title.EnableShadow( false );
Sprite &bullet = row.m_sprBullet;
bullet.Load( THEME->GetPathToG("ScreenOptions bullet") );
bullet.SetXY( ARROWS_X, fY );
// set the Y position of each item in the line
for( unsigned c=0; c<row.m_textItems.size(); c++ )
row.m_textItems[c]->SetY( fY );
}
}
void ScreenOptions::PositionUnderlines()
{
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
{
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
continue;
OptionsCursor &underline = row.m_Underline[p];
/* Don't tween X movement and color changes. */
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
underline.SetGlobalX( (float)iX );
underline.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
// If there's only one choice (ScreenOptionsMenu), don't show underlines.
// It looks silly.
bool bOnlyOneChoice = m_OptionRow[i].choices.size() == 1;
bool hidden = bOnlyOneChoice || row.m_bHidden;
if( underline.GetDestY() != row.m_fY )
{
underline.StopTweening();
underline.BeginTweening( 0.3f );
}
/* XXX: diffuse doesn't work since underline is an ActorFrame */
underline.SetDiffuse( RageColor(1,1,1,hidden? 0.0f:1.0f) );
underline.SetBarWidth( iWidth );
underline.SetY( (float)iY );
}
}
}
void ScreenOptions::PositionIcons()
{
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
{
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
continue;
OptionIcon &icon = row.m_OptionIcons[p];
int iWidth, iX, iY; // We only use iY
GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
icon.SetX( ICONS_X(p) );
if( icon.GetDestY() != row.m_fY )
{
icon.StopTweening();
icon.BeginTweening( 0.3f );
}
icon.SetY( (float)iY );
/* XXX: this doesn't work since icon is an ActorFrame */
icon.SetDiffuse( RageColor(1,1,1, row.m_bHidden? 0.0f:1.0f) );
}
}
}
void ScreenOptions::RefreshIcons()
{
// handled by ScreenOptionsMaster
}
void ScreenOptions::PositionCursors()
{
// Set the position of the highlight showing the current option the user is changing.
// Set the position of the underscores showing the current choice for each option line.
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
const int row = m_iCurrentRow[p];
OptionsCursor &highlight = m_Highlight[p];
int iWidth, iX, iY;
GetWidthXY( (PlayerNumber)p, row, iWidth, iX, iY );
highlight.SetBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
}
}
void ScreenOptions::TweenCursor( PlayerNumber player_no )
{
// Set the position of the highlight showing the current option the user is changing.
const int iCurRow = m_iCurrentRow[player_no];
OptionsCursor &highlight = m_Highlight[player_no];
int iWidth, iX, iY;
GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
highlight.StopTweening();
highlight.BeginTweening( 0.2f );
highlight.TweenBarWidth( iWidth );
highlight.SetXY( (float)iX, (float)iY );
m_sprLineHighlight[player_no].SetY( (float)iY );
}
void ScreenOptions::UpdateText( PlayerNumber player_no, int iRow )
{
Row &row = *m_Rows[iRow];
if( !row.m_bRowIsLong )
return;
int iChoiceInRow = m_iSelectedOption[player_no][iRow];
const OptionRow &optrow = m_OptionRow[iRow];
unsigned item_no = optrow.bOneChoiceForAllPlayers?0:player_no;
/* If player_no is 2 and there is no player 1: */
item_no = min( item_no, m_Rows[iRow]->m_textItems.size()-1 );
m_Rows[iRow]->m_textItems[item_no]->SetText( m_OptionRow[iRow].choices[iChoiceInRow] );
}
void ScreenOptions::UpdateEnabledDisabled()
{
RageColor colorSelected = COLOR_SELECTED;
RageColor colorNotSelected = COLOR_NOT_SELECTED;
// init text
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach line
{
Row &row = *m_Rows[i];
if( row.Type == Row::ROW_EXIT )
{
bool bExitRowIsSelectedByBoth = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != (int) i )
bExitRowIsSelectedByBoth = false;
RageColor color = bExitRowIsSelectedByBoth ? colorSelected : colorNotSelected;
row.m_textItems[0]->SetGlobalDiffuseColor( color );
const float DiffuseAlpha = row.m_bHidden? 0.0f:1.0f;
if( row.m_textItems[0]->GetDestY() != row.m_fY ||
row.m_textItems[0]->DestTweenState().diffuse[0][3] != DiffuseAlpha )
if( row.m_textItems[0]->GetDestY() != row.m_fY )
{
row.m_textItems[0]->StopTweening();
row.m_textItems[0]->BeginTweening( 0.3f );
row.m_textItems[0]->SetDiffuseAlpha( DiffuseAlpha );
row.m_textItems[0]->SetY( row.m_fY );
}
if( bExitRowIsSelectedByBoth )
row.m_textItems[0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
else
row.m_textItems[0]->SetEffectNone();
continue;
}
bool bThisRowIsSelected = false;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == (int) i )
bThisRowIsSelected = true;
/* Don't tween selection colors at all. */
RageColor color = bThisRowIsSelected ? colorSelected : colorNotSelected;
row.m_sprBullet.SetGlobalDiffuseColor( color );
row.m_textTitle.SetGlobalDiffuseColor( color );
for( unsigned j=0; j<row.m_textItems.size(); j++ )
row.m_textItems[j]->SetGlobalDiffuseColor( color );
if( row.m_sprBullet.GetDestY() != row.m_fY )
{
row.m_sprBullet.StopTweening();
row.m_textTitle.StopTweening();
row.m_sprBullet.BeginTweening( 0.3f );
row.m_textTitle.BeginTweening( 0.3f );
row.m_sprBullet.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
row.m_textTitle.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
row.m_sprBullet.SetY( row.m_fY );
row.m_textTitle.SetY( row.m_fY );
for( unsigned j=0; j<row.m_textItems.size(); j++ )
{
row.m_textItems[j]->StopTweening();
row.m_textItems[j]->BeginTweening( 0.3f );
row.m_textItems[j]->SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
row.m_textItems[j]->SetY( row.m_fY );
}
}
}
}
void ScreenOptions::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
Screen::Update( fDeltaTime );
}
void ScreenOptions::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
* when we're transitioning out. */
if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
return;
if( type == IET_RELEASE )
{
switch( MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_RIGHT:
case MENU_BUTTON_LEFT:
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_START) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
}
}
// if we are in dedicated menubutton input and arcade navigation
// check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held
const bool bHoldingLeftOrRight = MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
m_OptionsNavigation == NAV_THREE_KEY &&
(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ||
INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) );
if( type != IET_RELEASE && bHoldingLeftOrRight )
{
Move( MenuI.player, -1, type != IET_FIRST_PRESS );
return;
}
// default input handler
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
StartGoToNextState();
break;
case SM_GoToPrevScreen:
// this->ExportOptions(); // Don't save options if we're going back!
this->GoToPrevState();
break;
case SM_GoToNextScreen:
this->ExportOptions();
this->GoToNextState();
break;
case SM_BeginFadingOut:
if(m_Menu.IsTransitioning())
return; /* already transitioning */
m_Menu.StartTransitioning( SM_GoToNextScreen );
m_SoundStart.Play();
m_framePage.Command( FRAME_OFF_COMMAND );
break;
case SM_GainFocus:
INPUTFILTER->SetRepeatRate( 0.25f, 12, 0.25f, 12 );
break;
case SM_LoseFocus:
INPUTFILTER->ResetRepeatRate();
break;
}
}
void ScreenOptions::PositionItems()
{
const int total = NUM_SHOWN_ITEMS;
const int halfsize = total / 2;
int first_start, first_end, second_start, second_end;
/* Choices for each player. If only one player is active, it's the same for both. */
const int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? m_iCurrentRow[PLAYER_1]: m_iCurrentRow[PLAYER_2];
const int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? m_iCurrentRow[PLAYER_2]: m_iCurrentRow[PLAYER_1];
const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
if( m_InputMode == INPUTMODE_TOGETHER || !BothPlayersActivated )
{
/* Simply center the cursor. */
first_start = max( P1Choice - halfsize, 0 );
first_end = first_start + total;
second_start = second_end = first_end;
} else {
/* First half: */
const int earliest = min( P1Choice, P2Choice );
first_start = max( earliest - halfsize/2, 0 );
first_end = first_start + halfsize;
/* Second half: */
const int latest = max( P1Choice, P2Choice );
second_start = max( latest - halfsize/2, 0 );
/* Don't overlap. */
second_start = max( second_start, first_end );
second_end = second_start + halfsize;
}
first_end = min( first_end, (int) m_Rows.size() );
second_end = min( second_end, (int) m_Rows.size() );
/* If less than total (and m_Rows.size()) are displayed, fill in the empty
* space intelligently. */
while(1)
{
const int sum = (first_end - first_start) + (second_end - second_start);
if( sum >= (int) m_Rows.size() || sum >= total)
break; /* nothing more to display, or no room */
/* First priority: expand the top of the second half until it meets
* the first half. */
if( second_start > first_end )
second_start--;
/* Otherwise, expand either end. */
else if( first_start > 0 )
first_start--;
else if( second_end < (int) m_Rows.size() )
second_end++;
else
ASSERT(0); /* do we have room to grow or don't we? */
}
int pos = 0;
for( int i=0; i<(int) m_Rows.size(); i++ ) // foreach row
{
float ItemPosition;
if( i < first_start )
ItemPosition = -0.5f;
else if( i < first_end )
ItemPosition = (float) pos++;
else if( i < second_start )
ItemPosition = halfsize - 0.5f;
else if( i < second_end )
ItemPosition = (float) pos++;
else
ItemPosition = (float) total - 0.5f;
Row &row = *m_Rows[i];
float fY = ITEMS_START_Y + ITEMS_SPACING_Y*ItemPosition;
row.m_fY = fY;
row.m_bHidden = i < first_start ||
(i >= first_end && i < second_start) ||
i >= second_end;
}
}
void ScreenOptions::OnChange( PlayerNumber pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
return;
/* Update m_fY and m_bHidden[]. */
PositionItems();
/* Do positioning. */
PositionUnderlines();
RefreshIcons();
PositionIcons();
UpdateEnabledDisabled();
if( SHOW_SCROLL_BAR )
{
float fPercent = 0;
if( m_Rows.size() > 1 )
fPercent = m_iCurrentRow[pn] / float(m_Rows.size()-1);
m_ScrollBar.SetPercentage( pn, fPercent );
}
/* Update all players, since changing one player can move both cursors. */
for( int p=0; p<NUM_PLAYERS; p++ )
TweenCursor( (PlayerNumber) p );
const int iCurRow = m_iCurrentRow[pn];
const CString text = GetExplanationText( iCurRow );
BitmapText *pText = NULL;
switch( m_InputMode )
{
case INPUTMODE_INDIVIDUAL:
pText = &m_textExplanation[pn];
if( pText->GetText() != text )
{
pText->FinishTweening();
pText->Command( EXPLANATION_ON_COMMAND(pn) );
pText->SetText( text );
}
break;
case INPUTMODE_TOGETHER:
pText = &m_textExplanation[0];
if( pText->GetText() != text )
{
pText->FinishTweening();
pText->Command( EXPLANATION_TOGETHER_ON_COMMAND );
pText->SetText( text );
}
break;
}
}
void ScreenOptions::MenuBack( PlayerNumber pn )
{
Screen::MenuBack( pn );
m_Menu.Back( SM_GoToPrevScreen );
}
void ScreenOptions::StartGoToNextState()
{
this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
void ScreenOptions::MenuStart( PlayerNumber pn, const InputEventType type )
{
if( m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return;
switch( m_OptionsNavigation )
{
case NAV_THREE_KEY:
{
bool bAllOnExit = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) && m_Rows[m_iCurrentRow[p]]->Type != Row::ROW_EXIT )
bAllOnExit = false;
if( m_Rows[m_iCurrentRow[pn]]->Type != Row::ROW_EXIT ) // not on exit
MenuDown( pn, type ); // can't go down any more
else if( bAllOnExit && type == IET_FIRST_PRESS )
StartGoToNextState();
}
case NAV_THREE_KEY_MENU:
case NAV_FIVE_KEY:
if( type == IET_FIRST_PRESS ) // m_SMOptionsNavigation
StartGoToNextState();
}
}
/* Left/right */
void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
{
const int iCurRow = m_iCurrentRow[pn];
Row &row = *m_Rows[iCurRow];
OptionRow &optrow = m_OptionRow[iCurRow];
/* If START is being pressed, and in NAV_THREE_KEY, then we're holding left/right
* and start to move backwards. Don't move left and right, too. */
if( m_OptionsNavigation == NAV_THREE_KEY && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_START) ) )
return;
const int iNumOptions = (row.Type == Row::ROW_EXIT)? 1: optrow.choices.size();
if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumOptions <= 1 ) // 1 or 0
{
/* There are no other options on the row; move up or down instead of left and right.
* This allows navigating the options menu with left/right/start.
*
* XXX: Only allow repeats if the opposite key isn't pressed; otherwise, holding both
* directions will repeat in place continuously, which is weird. */
Move( pn, iDelta, Repeat );
return;
}
if( Repeat )
return;
if( row.Type == Row::ROW_EXIT ) // EXIT is selected
return; // don't allow a move
bool bOneChanged = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( p != pn )
continue; // skip
int iNewSel = m_iSelectedOption[p][iCurRow] + iDelta;
wrap( iNewSel, iNumOptions );
if( iNewSel != m_iSelectedOption[p][iCurRow] )
bOneChanged = true;
if( optrow.bOneChoiceForAllPlayers )
{
for( int p2=0; p2<NUM_PLAYERS; p2++ )
{
m_iSelectedOption[p2][iCurRow] = iNewSel;
UpdateText( (PlayerNumber)p2, iCurRow );
}
}
else
{
m_iSelectedOption[p][iCurRow] = iNewSel;
UpdateText( (PlayerNumber)p, iCurRow );
}
OnChange( (PlayerNumber)p );
}
if( bOneChanged )
m_SoundChangeCol.Play();
}
/* Up/down */
void ScreenOptions::Move( PlayerNumber pn, int dir, bool Repeat )
{
LOG->Trace("move pn %i, dir %i, rep %i", pn, dir, Repeat);
bool changed = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
continue; // skip
int row = m_iCurrentRow[p] + dir;
if( Repeat && ( row == -1 || row == (int) m_Rows.size() ) )
continue; // don't wrap while repeating
wrap( row, m_Rows.size() );
m_iCurrentRow[p] = row;
OnChange( (PlayerNumber)p );
changed = true;
}
if( changed )
m_SoundNextRow.Play();
}
int ScreenOptions::GetCurrentRow( PlayerNumber pn ) const
{
const int l = m_iCurrentRow[pn];
if( m_Rows[l]->Type != Row::ROW_NORMAL )
return -1;
return l;
}
ScreenOptions::Row::Row()
{
m_bRowIsLong = false;
}
ScreenOptions::Row::~Row()
{
for( unsigned i = 0; i < m_textItems.size(); ++i )
delete m_textItems[i];
}