Files
itgmania212121/src/OptionRow.h
T
2013-05-28 21:46:15 -04:00

177 lines
5.7 KiB
C++

/* OptionRow - One line in ScreenOptions. */
#ifndef OptionRow_H
#define OptionRow_H
#include "ActorFrame.h"
#include "BitmapText.h"
#include "OptionsCursor.h"
#include "ModIcon.h"
#include "ThemeMetric.h"
#include "AutoActor.h"
class OptionRowHandler;
class GameCommand;
struct OptionRowDefinition;
RString ITEMS_LONG_ROW_X_NAME( size_t p );
RString MOD_ICON_X_NAME( size_t p );
class OptionRowType
{
public:
void Load( const RString &sMetricsGroup, Actor *pParent );
private:
RString m_sMetricsGroup;
BitmapText m_textItem;
OptionsCursor m_Underline[NUM_PLAYERS];
AutoActor m_sprFrame;
BitmapText m_textTitle;
ModIcon m_ModIcon;
ThemeMetric<float> ITEMS_START_X;
ThemeMetric<float> ITEMS_END_X;
ThemeMetric<float> ITEMS_GAP_X;
ThemeMetric<float> ITEMS_MIN_BASE_ZOOM;
ThemeMetric1D<float> ITEMS_LONG_ROW_X;
ThemeMetric<float> ITEMS_LONG_ROW_SHARED_X;
ThemeMetric1D<float> MOD_ICON_X;
ThemeMetric<RageColor> COLOR_SELECTED;
ThemeMetric<RageColor> COLOR_NOT_SELECTED;
ThemeMetric<RageColor> COLOR_DISABLED;
ThemeMetric<float> TWEEN_SECONDS;
ThemeMetric<bool> SHOW_BPM_IN_SPEED_TITLE;
ThemeMetric<bool> SHOW_MOD_ICONS;
ThemeMetric<bool> SHOW_UNDERLINES;
ThemeMetric<RString> MOD_ICON_METRICS_GROUP;
friend class OptionRow;
};
class OptionRow : public ActorFrame
{
public:
OptionRow( const OptionRowType *pType );
~OptionRow();
void Clear();
void LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown );
void LoadExit();
void SetModIcon( PlayerNumber pn, const RString &sText, GameCommand &gc );
void ImportOptions( const vector<PlayerNumber> &vpns );
int ExportOptions( const vector<PlayerNumber> &vpns, bool bRowHasFocus[NUM_PLAYERS] );
enum RowType
{
RowType_Normal,
RowType_Exit
};
void InitText( RowType type );
void AfterImportOptions( PlayerNumber pn );
RString GetRowTitle() const;
void ChoicesChanged( RowType type );
void PositionUnderlines( PlayerNumber pn );
void PositionIcons( PlayerNumber pn );
void UpdateText( PlayerNumber pn );
bool GetRowHasFocus( PlayerNumber pn ) const { return m_bRowHasFocus[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 ResetFocusFromSelection( PlayerNumber pn );
bool GetSelected( PlayerNumber pn, int iChoice ) const;
void SetSelected( PlayerNumber pn, int iChoice, bool b );
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.
unsigned GetTextItemsSize() const { return m_textItems.size(); }
bool GetFirstItemGoesDown() const { return m_bFirstItemGoesDown; }
RString GetThemedItemText( int iChoice ) const;
void SetExitText( RString sExitText );
void Reload();
// Messages
virtual void HandleMessage( const Message &msg );
// Lua
void PushSelf( lua_State *L );
protected:
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_sprFrame;
BitmapText *m_textTitle;
ModIcon *m_ModIcons[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()
Actor::TweenState m_tsDestination; // this should approach m_tsDestination.
public:
void SetDestination( Actor::TweenState &ts, bool bTween );
};
#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.
*/