Files
itgmania212121/src/ScreenMiniMenu.cpp
T
Brandon W 5bb277b5de Optionally load in P2 during PracticeMode playback.
Use the first PlayerNumber that comes in under export options, this fixes P2
loading by itself in PracticeMode.
2024-09-22 10:59:06 -07:00

188 lines
5.3 KiB
C++

#include "global.h"
#include "ScreenMiniMenu.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "ScreenDimensions.h"
#include "GameState.h"
#include "FontCharAliases.h"
#include "OptionRowHandler.h"
#include "PrefsManager.h"
#include <vector>
void PrepareToLoadScreen( const RString &sScreenName );
void FinishedLoadingScreen();
AutoScreenMessage( SM_GoToOK );
AutoScreenMessage( SM_GoToCancel );
bool ScreenMiniMenu::s_bCancelled = false;
int ScreenMiniMenu::s_iLastRowCode = -1;
std::vector<int> ScreenMiniMenu::s_viLastAnswers;
// Hooks for profiling
void PrepareToLoadScreen( const RString &sScreenName ) {}
void FinishedLoadingScreen() {}
// Settings:
namespace
{
const MenuDef* g_pMenuDef = nullptr;
ScreenMessage g_SendOnOK;
ScreenMessage g_SendOnCancel;
};
void ScreenMiniMenu::MiniMenu( const MenuDef* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel, float fX, float fY )
{
PrepareToLoadScreen( pDef->sClassName );
g_pMenuDef = pDef;
g_SendOnOK = SM_SendOnOK;
g_SendOnCancel = SM_SendOnCancel;
SCREENMAN->AddNewScreenToTop( pDef->sClassName );
Screen *pNewScreen = SCREENMAN->GetTopScreen();
pNewScreen->SetXY( fX, fY );
FinishedLoadingScreen();
}
REGISTER_SCREEN_CLASS( ScreenMiniMenu );
void ScreenMiniMenu::Init()
{
if( PREFSMAN->m_iArcadeOptionsNavigation )
SetNavigation( NAV_THREE_KEY_MENU );
ScreenOptions::Init();
}
void ScreenMiniMenu::BeginScreen()
{
ASSERT( g_pMenuDef != nullptr );
LoadMenu( g_pMenuDef );
m_SMSendOnOK = g_SendOnOK;
m_SMSendOnCancel = g_SendOnCancel;
g_pMenuDef = nullptr;
ScreenOptions::BeginScreen();
/* HACK: An OptionRow exits if a screen is set. ScreenMiniMenu is always
* pushed, so we don't set screens to load. Set a dummy screen, so
* ScreenOptions::GetNextScreenForSelection will know to move on. */
m_sNextScreen = "xxx";
}
void ScreenMiniMenu::LoadMenu( const MenuDef* pDef )
{
m_vMenuRows = pDef->rows;
s_viLastAnswers.resize( m_vMenuRows.size() );
// Convert from m_vMenuRows to std::vector<OptionRowDefinition>
std::vector<OptionRowHandler*> vHands;
for( unsigned r=0; r<m_vMenuRows.size(); r++ )
{
const MenuRowDef &mr = m_vMenuRows[r];
OptionRowHandler *pHand = OptionRowHandlerUtil::MakeSimple( mr );
vHands.push_back( pHand );
}
ScreenOptions::InitMenu( vHands );
}
void ScreenMiniMenu::AfterChangeValueOrRow( PlayerNumber pn )
{
ScreenOptions::AfterChangeValueOrRow( pn );
std::vector<PlayerNumber> vpns;
FOREACH_PlayerNumber( p )
vpns.push_back( p );
for( unsigned i=0; i<m_pRows.size(); i++ )
ExportOptions( i, vpns );
// Changing one option can affect whether other options are available.
for( unsigned i=0; i<m_pRows.size(); i++ )
{
const MenuRowDef &mr = m_vMenuRows[i];
if( mr.pfnEnabled )
{
OptionRow &optrow = *m_pRows[i];
optrow.GetRowDef().m_vEnabledForPlayers.clear();
if( mr.pfnEnabled() )
optrow.GetRowDef().m_vEnabledForPlayers.insert( GAMESTATE->GetMasterPlayerNumber() );
}
m_pRows[i]->UpdateEnabledDisabled();
}
}
void ScreenMiniMenu::ImportOptions( int r, const std::vector<PlayerNumber> &vpns )
{
OptionRow &optrow = *m_pRows[r];
const MenuRowDef &mr = m_vMenuRows[r];
if( !mr.choices.empty() )
optrow.SetOneSharedSelection( mr.iDefaultChoice );
}
void ScreenMiniMenu::ExportOptions(int r, const std::vector<PlayerNumber>& vpns)
{
PlayerNumber main_player = vpns.empty() ? PLAYER_1 : vpns.front();
if (r == GetCurrentRow(main_player)) {
s_iLastRowCode = m_vMenuRows[r].iRowCode;
}
s_viLastAnswers.resize(m_vMenuRows.size());
s_viLastAnswers[r] = m_pRows[r]->GetOneSharedSelection(true);
}
void ScreenMiniMenu::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_GoToNextScreen )
{
s_bCancelled = false;
SCREENMAN->PopTopScreen( m_SMSendOnOK );
return;
}
else if( SM == SM_GoToPrevScreen )
{
s_bCancelled = true;
SCREENMAN->PopTopScreen( m_SMSendOnCancel );
return;
}
ScreenOptions::HandleScreenMessage( SM );
}
bool ScreenMiniMenu::FocusedItemEndsScreen( PlayerNumber pn ) const
{
return true;
}
/*
* (c) 2003-2004 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.
*/