606 lines
17 KiB
C++
606 lines
17 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenOptions
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenOptions.h"
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#include "RageUtil.h"
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#include "RageSoundManager.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
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#define ICONS_X( p ) THEME->GetMetricF("ScreenOptions",ssprintf("IconsP%dX",p+1))
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#define ARROWS_X THEME->GetMetricF("ScreenOptions","ArrowsX")
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#define LABELS_X THEME->GetMetricF("ScreenOptions","LabelsX")
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#define LABELS_ZOOM THEME->GetMetricF("ScreenOptions","LabelsZoom")
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#define LABELS_H_ALIGN THEME->GetMetricI("ScreenOptions","LabelsHAlign")
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#define ITEMS_ZOOM THEME->GetMetricF("ScreenOptions","ItemsZoom")
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#define ITEMS_START_X THEME->GetMetricF("ScreenOptions","ItemsStartX")
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#define ITEMS_GAP_X THEME->GetMetricF("ScreenOptions","ItemsGapX")
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#define ITEMS_START_Y THEME->GetMetricF("ScreenOptions","ItemsStartY")
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#define ITEMS_SPACING_Y THEME->GetMetricF("ScreenOptions","ItemsSpacingY")
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#define EXPLANATION_X THEME->GetMetricF("ScreenOptions","ExplanationX")
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#define EXPLANATION_Y THEME->GetMetricF("ScreenOptions","ExplanationY")
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#define EXPLANATION_ZOOM THEME->GetMetricF("ScreenOptions","ExplanationZoom")
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#define HELP_TEXT THEME->GetMetric("ScreenOptions","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenOptions","TimerSeconds")
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#define COLOR_SELECTED THEME->GetMetricC("ScreenOptions","ColorSelected")
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#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
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ScreenOptions::ScreenOptions( CString sClassName, bool bEnableTimer ) : Screen("ScreenOptions")
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{
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LOG->Trace( "ScreenOptions::ScreenOptions()" );
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m_sName = sClassName;
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m_SoundChangeCol.Load( THEME->GetPathToS("ScreenOptions change") );
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m_SoundNextRow.Load( THEME->GetPathToS("ScreenOptions next") );
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m_SoundPrevRow.Load( THEME->GetPathToS("ScreenOptions prev") );
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m_SoundStart.Load( THEME->GetPathToS("Common start") );
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m_Menu.Load( sClassName, bEnableTimer, false ); // no style icon
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this->AddChild( &m_Menu );
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// add everything to m_framePage so we can animate everything at once
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this->AddChild( &m_framePage );
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m_sprPage.Load( THEME->GetPathToG(sClassName+" page") );
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m_sprPage.SetXY( CENTER_X, CENTER_Y );
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m_framePage.AddChild( &m_sprPage );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_iCurrentRow[p] = 0;
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for( unsigned l=0; l<MAX_OPTION_LINES; l++ )
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m_iSelectedOption[p][l] = 0;
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}
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m_framePage.SetX( SCREEN_LEFT-SCREEN_WIDTH );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_DECELERATE );
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m_framePage.SetX( 0 );
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memset(&m_bRowIsLong, 0, sizeof(m_bRowIsLong));
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}
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void ScreenOptions::Init( InputMode im, OptionRow OptionRow[], int iNumOptionLines, bool bUseIcons, bool bLoadExplanations )
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{
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LOG->Trace( "ScreenOptions::Set()" );
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m_InputMode = im;
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m_OptionRow = OptionRow;
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m_iNumOptionRows = iNumOptionLines;
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m_bUseIcons = bUseIcons;
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m_bLoadExplanations = bLoadExplanations;
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this->ImportOptions();
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if( m_InputMode == INPUTMODE_BOTH )
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{
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for( unsigned l=0; l<MAX_OPTION_LINES; l++ )
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m_iSelectedOption[PLAYER_2][l] = m_iSelectedOption[PLAYER_1][l];
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}
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// init highlights and underlines
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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for( int l=0; l<m_iNumOptionRows; l++ )
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{
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m_Underline[p][l].Load( (PlayerNumber)p, true );
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m_framePage.AddChild( &m_Underline[p][l] );
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m_OptionIcons[p][l].Load( (PlayerNumber)p, "", false );
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m_framePage.AddChild( &m_OptionIcons[p][l] );
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}
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m_Highlight[p].Load( (PlayerNumber)p, false );
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m_framePage.AddChild( &m_Highlight[p] );
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}
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// init text
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int i;
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for( i=0; i<m_iNumOptionRows; i++ ) // foreach line
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{
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m_framePage.AddChild( &m_sprBullets[i] );
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m_framePage.AddChild( &m_textTitles[i] );
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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m_framePage.AddChild( &m_textItems[i][j] );
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}
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// TRICKY: Add one more item. This will be "EXIT"
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m_framePage.AddChild( &m_textItems[i][0] );
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// add explanation here so it appears on top
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m_textExplanation.LoadFromFont( THEME->GetPathToF("ScreenOptions explanation") );
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m_textExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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m_textExplanation.SetZoom( EXPLANATION_ZOOM );
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m_textExplanation.SetShadowLength( 2 );
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m_framePage.AddChild( &m_textExplanation );
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InitOptionsText();
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PositionUnderlines();
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PositionIcons();
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RefreshIcons();
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PositionCursors();
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UpdateEnabledDisabled();
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OnChange();
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}
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ScreenOptions::~ScreenOptions()
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{
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LOG->Trace( "ScreenOptions::~ScreenOptions()" );
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}
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void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &iXOut, int &iYOut )
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{
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bool bExitRow = iRow == m_iNumOptionRows;
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bool bLotsOfOptions = m_bRowIsLong[iRow];
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int iOptionInRow = bExitRow ? 0 : bLotsOfOptions ? pn : m_iSelectedOption[pn][iRow];
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BitmapText &text = m_textItems[iRow][iOptionInRow];
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iWidthOut = int(roundf( text.GetWidestLineWidthInSourcePixels() * text.GetZoomX() ));
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iXOut = int(roundf( text.GetX() ));
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iYOut = int(roundf( text.GetY() ));
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}
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void ScreenOptions::InitOptionsText()
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{
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const float fLineGap = ITEMS_SPACING_Y - max(0, (m_iNumOptionRows-10)*2);
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// init m_textItems from optionLines
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int i;
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for( i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionRow &optline = m_OptionRow[i];
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float fY = ITEMS_START_Y + fLineGap*i;
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BitmapText &title = m_textTitles[i];
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title.LoadFromFont( THEME->GetPathToF("ScreenOptions title") );
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CString sText = optline.name;
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title.SetText( sText );
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title.SetXY( LABELS_X, fY );
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title.SetZoom( LABELS_ZOOM );
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title.SetHorizAlign( (Actor::HorizAlign)LABELS_H_ALIGN );
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title.SetVertAlign( Actor::align_middle );
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title.EnableShadow( false );
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Sprite &bullet = m_sprBullets[i];
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bullet.Load( THEME->GetPathToG("ScreenOptions bullet") );
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bullet.SetXY( ARROWS_X, fY );
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// init all text in this line and count the width of the line
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float fX = ITEMS_START_X; // indent 70 pixels
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for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this line
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{
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BitmapText &option = m_textItems[i][j];
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option.LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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option.SetText( optline.choices[j] );
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option.SetZoom( ITEMS_ZOOM );
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option.EnableShadow( false );
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// set the XY position of each item in the line
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float fItemWidth = option.GetWidestLineWidthInSourcePixels() * option.GetZoomX();
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fX += fItemWidth/2;
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option.SetXY( fX, fY );
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fX += fItemWidth/2 + ITEMS_GAP_X;
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}
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m_bRowIsLong[i] = fX > SCREEN_RIGHT-40; // goes off edge of screen
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if( m_bRowIsLong[i] )
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{
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// re-init with "long row" style
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for( unsigned j=0; j<optline.choices.size(); j++ ) // for each option on this line
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m_textItems[i][j].SetText( "" );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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BitmapText &option = m_textItems[i][p];
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const int iChoiceInRow = m_iSelectedOption[p][i];
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option.LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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option.SetText( m_OptionRow[i].choices[iChoiceInRow] );
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option.SetZoom( ITEMS_ZOOM );
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option.EnableShadow( false );
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option.SetY( fY );
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/* If we're in INPUTMODE_BOTH, center the items. */
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if( m_InputMode == INPUTMODE_BOTH )
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option.SetX( (ITEM_X[0]+ITEM_X[1])/2 );
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else
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option.SetX( ITEM_X[p] );
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UpdateText( (PlayerNumber)p );
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}
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}
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}
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BitmapText &option = m_textItems[i][0];
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option.LoadFromFont( THEME->GetPathToF("ScreenOptions item") );
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option.SetText( "EXIT" );
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option.SetZoom( ITEMS_ZOOM );
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option.SetShadowLength( 2 );
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float fY = ITEMS_START_Y + fLineGap*i;
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option.SetXY( CENTER_X, fY );
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}
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void ScreenOptions::PositionUnderlines()
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{
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionsCursor &underline = m_Underline[p][i];
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// If there's only one choice (ScreenOptionsMenu), don't show underlines.
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// It looks silly.
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bool bOnlyOneChoice = m_OptionRow[i].choices.size() == 1;
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underline.SetDiffuse( bOnlyOneChoice ? RageColor(1,1,1,0) : RageColor(1,1,1,1) );
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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underline.SetBarWidth( iWidth );
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underline.SetXY( (float)iX, (float)iY );
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}
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}
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}
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void ScreenOptions::PositionIcons()
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{
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionIcon &icon = m_OptionIcons[p][i];
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int iWidth, iX, iY; // We only use iY
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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icon.SetXY( ICONS_X(p), (float)iY );
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}
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}
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}
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void ScreenOptions::RefreshIcons()
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{
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach options line
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{
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OptionIcon &icon = m_OptionIcons[p][i];
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int iSelection = m_iSelectedOption[p][i];
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CString sSelection = m_OptionRow[i].choices[iSelection];
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if( sSelection == "ON" )
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sSelection = m_OptionRow[i].name;
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icon.Load( (PlayerNumber)p, m_bUseIcons ? sSelection : "", false );
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}
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}
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}
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void ScreenOptions::PositionCursors()
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{
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// Set the position of the highlight showing the current option the user is changing.
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// Set the position of the underscores showing the current choice for each option line.
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach player
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{
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int i=m_iCurrentRow[p];
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OptionsCursor &highlight = m_Highlight[p];
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int iWidth, iX, iY;
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GetWidthXY( (PlayerNumber)p, i, iWidth, iX, iY );
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highlight.SetBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
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}
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void ScreenOptions::TweenCursor( PlayerNumber player_no )
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{
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// Set the position of the highlight showing the current option the user is changing.
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int iCurRow = m_iCurrentRow[player_no];
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OptionsCursor &highlight = m_Highlight[player_no];
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int iWidth, iX, iY;
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GetWidthXY( player_no, iCurRow, iWidth, iX, iY );
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highlight.StopTweening();
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highlight.BeginTweening( 0.2f );
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highlight.TweenBarWidth( iWidth );
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highlight.SetXY( (float)iX, (float)iY );
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}
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void ScreenOptions::UpdateText( PlayerNumber player_no )
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{
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int iCurRow = m_iCurrentRow[player_no];
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int iChoiceInRow = m_iSelectedOption[player_no][iCurRow];
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bool bLotsOfOptions = m_bRowIsLong[iCurRow];
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if( bLotsOfOptions )
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m_textItems[iCurRow][player_no].SetText( m_OptionRow[iCurRow].choices[iChoiceInRow] );
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}
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void ScreenOptions::UpdateEnabledDisabled()
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{
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RageColor colorSelected = COLOR_SELECTED;
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RageColor colorNotSelected = COLOR_NOT_SELECTED;
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// init text
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for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
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{
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bool bThisRowIsSelected = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == i )
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bThisRowIsSelected = true;
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m_sprBullets[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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m_textTitles[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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if( m_bRowIsLong[i] )
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for( unsigned j=0; j<NUM_PLAYERS; j++ )
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{
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m_textItems[i][j].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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/* Hide the text of all but the first player, so we don't overdraw. */
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if( m_InputMode == INPUTMODE_BOTH && j != 0 )
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m_textItems[i][j].SetDiffuse( RageColor(1,1,1,0) );
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}
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else
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for( unsigned j=0; j<m_OptionRow[i].choices.size(); j++ )
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m_textItems[i][j].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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}
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bool bExitRowIsSelectedByBoth = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
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bExitRowIsSelectedByBoth = false;
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m_textItems[m_iNumOptionRows][0].SetDiffuse( bExitRowIsSelectedByBoth ? colorNotSelected : colorSelected );
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if( bExitRowIsSelectedByBoth )
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m_textItems[m_iNumOptionRows][0].SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
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else
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m_textItems[m_iNumOptionRows][0].SetEffectNone();
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}
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void ScreenOptions::Update( float fDeltaTime )
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{
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//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
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Screen::Update( fDeltaTime );
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}
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void ScreenOptions::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
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* when we're transitioning out. */
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if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
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return;
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// default input handler
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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break;
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case SM_GoToPrevScreen:
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// this->ExportOptions(); // Don't save options if we're going back!
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this->GoToPrevState();
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break;
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case SM_GoToNextScreen:
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this->ExportOptions();
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this->GoToNextState();
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break;
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case SM_BeginFadingOut:
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if(m_Menu.IsTransitioning())
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return; /* already transitioning */
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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m_SoundStart.Play();
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_ACCELERATE );
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m_framePage.SetX( SCREEN_RIGHT );
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break;
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}
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}
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void ScreenOptions::OnChange()
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{
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PositionUnderlines();
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RefreshIcons();
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UpdateEnabledDisabled();
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int iCurRow = m_iCurrentRow[PLAYER_1];
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bool bIsExitRow = iCurRow == m_iNumOptionRows;
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if( !bIsExitRow && m_bLoadExplanations )
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{
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CString sLineName = m_OptionRow[iCurRow].name;
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if( sLineName=="" )
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sLineName = m_OptionRow[iCurRow].choices[0];
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sLineName.Replace("\n","");
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sLineName.Replace(" ","");
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m_textExplanation.SetText( THEME->GetMetric(m_sName,sLineName) );
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}
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else
|
|
m_textExplanation.SetText( "" );
|
|
}
|
|
|
|
|
|
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 )
|
|
{
|
|
if( m_Menu.IsTransitioning() )
|
|
return;
|
|
|
|
if( PREFSMAN->m_bArcadeOptionsNavigation )
|
|
{
|
|
bool bAllOnExit = true;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
|
|
bAllOnExit = false;
|
|
|
|
if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
|
|
MenuDown( pn ); // can't go down any more
|
|
else if( bAllOnExit )
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
else // !m_bArcadeOptionsNavigation
|
|
{
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::MenuLeft( PlayerNumber pn )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
|
|
continue; // skip
|
|
|
|
int iCurRow = m_iCurrentRow[p];
|
|
|
|
if( iCurRow == m_iNumOptionRows ) // EXIT is selected
|
|
return; // don't allow a move
|
|
|
|
const int iNumOptions = m_OptionRow[iCurRow].choices.size();
|
|
if( iNumOptions == 1 )
|
|
continue;
|
|
|
|
m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]-1+iNumOptions) % iNumOptions;
|
|
|
|
UpdateText( (PlayerNumber)p );
|
|
TweenCursor( (PlayerNumber)p );
|
|
}
|
|
m_SoundChangeCol.Play();
|
|
OnChange();
|
|
}
|
|
|
|
void ScreenOptions::MenuRight( PlayerNumber pn )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
|
|
continue; // skip
|
|
|
|
int iCurRow = m_iCurrentRow[p];
|
|
|
|
if( iCurRow == m_iNumOptionRows ) // EXIT is selected
|
|
return; // don't allow a move
|
|
|
|
const int iNumOptions = m_OptionRow[iCurRow].choices.size();
|
|
if( iNumOptions == 1 )
|
|
continue;
|
|
|
|
m_iSelectedOption[p][iCurRow] = (m_iSelectedOption[p][iCurRow]+1) % iNumOptions;
|
|
|
|
UpdateText( (PlayerNumber)p );
|
|
TweenCursor( (PlayerNumber)p );
|
|
}
|
|
m_SoundChangeCol.Play();
|
|
OnChange();
|
|
}
|
|
|
|
void ScreenOptions::MenuUp( PlayerNumber pn )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
|
|
continue; // skip
|
|
|
|
if( m_iCurrentRow[p] == 0 ) // on first row
|
|
return; // can't go up any more
|
|
|
|
m_iCurrentRow[p]--;
|
|
|
|
TweenCursor( (PlayerNumber)p );
|
|
}
|
|
m_SoundPrevRow.Play();
|
|
OnChange();
|
|
}
|
|
|
|
|
|
void ScreenOptions::MenuDown( PlayerNumber pn )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_InputMode == INPUTMODE_PLAYERS && p != pn )
|
|
continue; // skip
|
|
|
|
if( m_iCurrentRow[p] == m_iNumOptionRows ) // on exit
|
|
return; // can't go down any more
|
|
|
|
m_iCurrentRow[p]++;
|
|
|
|
TweenCursor( (PlayerNumber)p );
|
|
}
|
|
m_SoundNextRow.Play();
|
|
OnChange();
|
|
}
|
|
|
|
|