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itgmania212121/stepmania/src/OptionRowHandler.cpp
T

1191 lines
33 KiB
C++

#include "global.h"
#include "OptionRowHandler.h"
#include "LuaManager.h"
#include "ScreenOptionsMasterPrefs.h"
#include "NoteSkinManager.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "GameState.h"
#include "Course.h"
#include "Steps.h"
#include "Style.h"
#include "song.h"
#include "SongManager.h"
#include "Character.h"
#include "PrefsManager.h"
#include "StepsUtil.h"
#include "GameManager.h"
#include "Foreach.h"
#include "GameSoundManager.h"
#include "CommonMetrics.h"
#include "CharacterManager.h"
#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
void OptionRowHandler::GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const
{
sIconTextOut = "";
gcOut.Init();
}
static void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
{
ASSERT_M( iSelection >= 0 && iSelection < (int) vbSelectedOut.size(),
ssprintf("%d/%u",iSelection, unsigned(vbSelectedOut.size())) );
for( int i=0; i<int(vbSelectedOut.size()); i++ )
vbSelectedOut[i] = i==iSelection;
}
static int GetOneSelection( const vector<bool> &vbSelected )
{
int iRet = -1;
for( unsigned i=0; i<vbSelected.size(); i++ )
{
if( vbSelected[i] )
{
ASSERT( iRet == -1 ); // only one should be selected
iRet = i;
}
}
ASSERT( iRet != -1 ); // shouldn't call this if not expecting one to be selected
return iRet;
}
class OptionRowHandlerList : public OptionRowHandler
{
public:
vector<GameCommand> ListEntries;
GameCommand Default;
bool m_bUseModNameForIcon;
vector<CString> m_vsBroadcastOnExport;
OptionRowHandlerList::OptionRowHandlerList() { Init(); }
virtual void Init()
{
OptionRowHandler::Init();
ListEntries.clear();
Default.Init();
m_bUseModNameForIcon = false;
m_vsBroadcastOnExport.clear();
}
virtual void Load( OptionRowDefinition &defOut, CString sParam )
{
ASSERT( sParam.size() );
if( sParam.CompareNoCase("NoteSkins")==0 ) { FillNoteSkins( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Steps")==0 ) { FillSteps( defOut, sParam, false ); return; }
else if( sParam.CompareNoCase("StepsLocked")==0 ) { FillSteps( defOut, sParam, true ); return; }
else if( sParam.CompareNoCase("Characters")==0 ) { FillCharacters( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Styles")==0 ) { FillStyles( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Groups")==0 ) { FillGroups( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Difficulties")==0 ) { FillDifficulties( defOut, sParam ); return; }
else if( sParam.CompareNoCase("SongsInCurrentSongGroup")==0 ) { FillSongsInCurrentSongGroup( defOut, sParam ); return; }
Init();
defOut.Init();
m_bUseModNameForIcon = true;
defOut.m_sName = sParam;
Default.Load( -1, ParseCommands(ENTRY_DEFAULT(sParam)) );
/* Parse the basic configuration metric. */
Commands cmds = ParseCommands( ENTRY(sParam) );
if( cmds.v.size() < 1 )
RageException::Throw( "Parse error in ScreenOptionsMaster::%s", sParam.c_str() );
defOut.m_bOneChoiceForAllPlayers = false;
const int NumCols = atoi( cmds.v[0].m_vsArgs[0] );
for( unsigned i=1; i<cmds.v.size(); i++ )
{
const Command &cmd = cmds.v[i];
CString sName = cmd.GetName();
if( sName == "together" ) defOut.m_bOneChoiceForAllPlayers = true;
else if( sName == "selectmultiple" ) defOut.m_selectType = SELECT_MULTIPLE;
else if( sName == "selectone" ) defOut.m_selectType = SELECT_ONE;
else if( sName == "selectnone" ) defOut.m_selectType = SELECT_NONE;
else if( sName == "showoneinrow" ) defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
else if( sName == "reloadrowmessages" )
{
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
m_vsReloadRowMessages.push_back( cmd.m_vsArgs[a] );
}
else if( sName == "enabledforplayers" )
{
defOut.m_vEnabledForPlayers.clear();
for( unsigned a=1; a<cmd.m_vsArgs.size(); a++ )
{
CString sArg = cmd.m_vsArgs[a];
PlayerNumber pn = (PlayerNumber)(atoi(sArg)-1);
ASSERT( pn >= 0 && pn < NUM_PLAYERS );
defOut.m_vEnabledForPlayers.insert( pn );
}
}
else if( sName == "exportonchange" ) defOut.m_bExportOnChange = true;
else if( sName == "broadcastonexport" )
{
for( unsigned i=1; i<cmd.m_vsArgs.size(); i++ )
m_vsBroadcastOnExport.push_back( cmd.m_vsArgs[i] );
}
else RageException::Throw( "Unkown row flag \"%s\"", sName.c_str() );
}
for( int col = 0; col < NumCols; ++col )
{
GameCommand mc;
mc.Load( 0, ParseCommands(ENTRY_MODE(sParam, col)) );
/* If the row has just one entry, use the name of the row as the name of the
* entry. If it has more than one, each one must be specified explicitly. */
if( mc.m_sName == "" && NumCols == 1 )
mc.m_sName = sParam;
if( mc.m_sName == "" )
RageException::Throw( "List \"%s\", col %i has no name", sParam.c_str(), col );
if( !mc.IsPlayable() )
{
LOG->Trace( "\"%s\" is not playable.", sParam.c_str() );
continue;
}
ListEntries.push_back( mc );
CString sName = mc.m_sName;
CString sChoice = mc.m_sName;
defOut.m_vsChoices.push_back( sChoice );
}
}
void ImportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
int iFallbackOption = -1;
bool bUseFallbackOption = true;
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
for( unsigned e = 0; e < ListEntries.size(); ++e )
{
const GameCommand &mc = ListEntries[e];
vbSelOut[e] = false;
if( mc.IsZero() )
{
/* The entry has no effect. This is usually a default "none of the
* above" entry. It will always return true for DescribesCurrentMode().
* It's only the selected choice if nothing else matches. */
if( def.m_selectType != SELECT_MULTIPLE )
iFallbackOption = e;
continue;
}
if( def.m_bOneChoiceForAllPlayers )
{
if( mc.DescribesCurrentModeForAllPlayers() )
{
bUseFallbackOption = false;
if( def.m_selectType != SELECT_MULTIPLE )
SelectExactlyOne( e, vbSelOut );
else
vbSelOut[e] = true;
}
}
else
{
if( mc.DescribesCurrentMode( p) )
{
bUseFallbackOption = false;
if( def.m_selectType != SELECT_MULTIPLE )
SelectExactlyOne( e, vbSelOut );
else
vbSelOut[e] = true;
}
}
}
if( def.m_selectType == SELECT_ONE && bUseFallbackOption )
{
if( iFallbackOption == -1 )
{
CString s = ssprintf("No options in row \"%s\" were selected, and no fallback row found; selected entry 0", m_sName.c_str());
LOG->Warn( s );
CHECKPOINT_M( s );
iFallbackOption = 0;
}
SelectExactlyOne( iFallbackOption, vbSelOut );
}
VerifySelected( def.m_selectType, vbSelOut, def.m_sName );
}
}
int ExportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
Default.Apply( p );
for( unsigned i=0; i<vbSel.size(); i++ )
{
if( vbSel[i] )
ListEntries[i].Apply( p );
}
}
FOREACH_CONST( CString, m_vsBroadcastOnExport, s )
MESSAGEMAN->Broadcast( *s );
return 0;
}
virtual void GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const
{
sIconTextOut = m_bUseModNameForIcon ?
ListEntries[iFirstSelection].m_sModifiers :
def.m_vsChoices[iFirstSelection];
gcOut = ListEntries[iFirstSelection];
}
virtual bool HasScreen( int iChoice ) const
{
const GameCommand &gc = ListEntries[iChoice];
return !gc.m_sScreen.empty();
}
void FillNoteSkins( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.m_sName = "NoteSkins";
defOut.m_bOneChoiceForAllPlayers = false;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
for( unsigned skin=0; skin<arraySkinNames.size(); skin++ )
{
arraySkinNames[skin].MakeUpper();
GameCommand mc;
mc.m_sModifiers = arraySkinNames[skin];
ListEntries.push_back( mc );
defOut.m_vsChoices.push_back( arraySkinNames[skin] );
}
}
void FillSteps( OptionRowDefinition &defOut, CString sParam, bool bLockedTogether )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.m_sName = "Steps";
defOut.m_bOneChoiceForAllPlayers = bLockedTogether;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
// fill in difficulty names
if( GAMESTATE->IsEditing() )
{
defOut.m_vsChoices.push_back( "" );
ListEntries.push_back( GameCommand() );
}
else if( GAMESTATE->IsCourseMode() ) // playing a course
{
defOut.m_bOneChoiceForAllPlayers = (bool)PREFSMAN->m_bLockCourseDifficulties;
vector<Trail*> vTrails;
GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
for( unsigned i=0; i<vTrails.size(); i++ )
{
Trail* pTrail = vTrails[i];
CString s = CourseDifficultyToThemedString( pTrail->m_CourseDifficulty );
s += ssprintf( " %d", pTrail->GetMeter() );
defOut.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_pTrail = pTrail;
ListEntries.push_back( mc );
}
}
else // !GAMESTATE->IsCourseMode(), playing a song
{
vector<Steps*> vpSteps;
Song *pSong = GAMESTATE->m_pCurSong;
pSong->GetSteps( vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
StepsUtil::RemoveLockedSteps( pSong, vpSteps );
StepsUtil::SortNotesArrayByDifficulty( vpSteps );
for( unsigned i=0; i<vpSteps.size(); i++ )
{
Steps* pSteps = vpSteps[i];
CString s;
if( pSteps->GetDifficulty() == DIFFICULTY_EDIT )
s = pSteps->GetDescription();
else
s = DifficultyToThemedString( pSteps->GetDifficulty() );
s += ssprintf( " %d", pSteps->GetMeter() );
defOut.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_pSteps = pSteps;
mc.m_dc = pSteps->GetDifficulty();
ListEntries.push_back( mc );
}
}
}
void FillCharacters( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.m_bOneChoiceForAllPlayers = false;
defOut.m_bAllowThemeItems = false;
defOut.m_sName = "Characters";
Default.m_pCharacter = CHARMAN->GetDefaultCharacter();
{
defOut.m_vsChoices.push_back( "Off" );
GameCommand mc;
mc.m_pCharacter = NULL;
ListEntries.push_back( mc );
}
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
for( unsigned i=0; i<vpCharacters.size(); i++ )
{
Character* pCharacter = vpCharacters[i];
CString s = pCharacter->GetDisplayName();
s.MakeUpper();
defOut.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_pCharacter = pCharacter;
ListEntries.push_back( mc );
}
}
void FillStyles( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.m_bOneChoiceForAllPlayers = true;
defOut.m_sName = "Style";
defOut.m_bAllowThemeItems = false; // we theme the text ourself
vector<const Style*> vStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
ASSERT( vStyles.size() );
FOREACH_CONST( const Style*, vStyles, s )
{
defOut.m_vsChoices.push_back( GAMEMAN->StyleToThemedString(*s) );
GameCommand mc;
mc.m_pStyle = *s;
ListEntries.push_back( mc );
}
Default.m_pStyle = vStyles[0];
}
void FillGroups( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.m_bOneChoiceForAllPlayers = true;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
defOut.m_sName = "Group";
Default.m_sSongGroup = GROUP_ALL;
vector<CString> vSongGroups;
SONGMAN->GetSongGroupNames( vSongGroups );
ASSERT( vSongGroups.size() );
{
defOut.m_vsChoices.push_back( "AllGroups" );
GameCommand mc;
mc.m_sSongGroup = GROUP_ALL;
ListEntries.push_back( mc );
}
FOREACH_CONST( CString, vSongGroups, g )
{
defOut.m_vsChoices.push_back( *g );
GameCommand mc;
mc.m_sSongGroup = *g;
ListEntries.push_back( mc );
}
}
void FillDifficulties( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.m_bOneChoiceForAllPlayers = true;
defOut.m_sName = "Difficulty";
Default.m_dc = DIFFICULTY_INVALID;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
{
defOut.m_vsChoices.push_back( "AllDifficulties" );
GameCommand mc;
mc.m_dc = DIFFICULTY_INVALID;
ListEntries.push_back( mc );
}
FOREACH_CONST( Difficulty, DIFFICULTIES_TO_SHOW.GetValue(), d )
{
CString s = DifficultyToThemedString( *d );
defOut.m_vsChoices.push_back( s );
GameCommand mc;
mc.m_dc = *d;
ListEntries.push_back( mc );
}
}
void FillSongsInCurrentSongGroup( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
vector<Song*> vpSongs;
SONGMAN->GetSongs( vpSongs, GAMESTATE->m_sPreferredSongGroup );
if( GAMESTATE->m_pCurSong == NULL )
GAMESTATE->m_pCurSong.Set( vpSongs[0] );
defOut.m_sName = "SongsInCurrentSongGroup";
defOut.m_bOneChoiceForAllPlayers = true;
defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
defOut.m_bExportOnChange = true;
FOREACH_CONST( Song*, vpSongs, p )
{
defOut.m_vsChoices.push_back( (*p)->GetTranslitFullTitle() );
GameCommand mc;
mc.m_pSong = *p;
ListEntries.push_back( mc );
}
}
};
class OptionRowHandlerLua : public OptionRowHandler
{
public:
LuaExpression *m_pLuaTable;
OptionRowHandlerLua() { m_pLuaTable = new LuaExpression; Init(); }
virtual ~OptionRowHandlerLua() { delete m_pLuaTable; }
void Init()
{
OptionRowHandler::Init();
m_pLuaTable->Unset();
}
virtual void Load( OptionRowDefinition &defOut, CString sLuaFunction )
{
ASSERT( sLuaFunction.size() );
Init();
defOut.Init();
m_sName = sLuaFunction;
defOut.m_bAllowThemeItems = false; // Lua options are always dynamic and can theme themselves.
Lua *L = LUA->Get();
/* Run the Lua expression. It should return a table. */
m_pLuaTable->SetFromExpression( sLuaFunction );
if( m_pLuaTable->GetLuaType() != LUA_TTABLE )
RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() );
m_pLuaTable->PushSelf( L );
lua_pushstring( L, "Name" );
lua_gettable( L, -2 );
const char *pStr = lua_tostring( L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"Name\" entry is not a string", sLuaFunction.c_str() );
defOut.m_sName = pStr;
lua_pop( L, 1 );
lua_pushstring( L, "OneChoiceForAllPlayers" );
lua_gettable( L, -2 );
defOut.m_bOneChoiceForAllPlayers = !!lua_toboolean( L, -1 );
lua_pop( L, 1 );
lua_pushstring( L, "ExportOnChange" );
lua_gettable( L, -2 );
defOut.m_bExportOnChange = !!lua_toboolean( L, -1 );
lua_pop( L, 1 );
lua_pushstring( L, "LayoutType" );
lua_gettable( L, -2 );
pStr = lua_tostring( L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"LayoutType\" entry is not a string", sLuaFunction.c_str() );
defOut.m_layoutType = StringToLayoutType( pStr );
ASSERT( defOut.m_layoutType != LAYOUT_INVALID );
lua_pop( L, 1 );
lua_pushstring( L, "SelectType" );
lua_gettable( L, -2 );
pStr = lua_tostring( L, -1 );
if( pStr == NULL )
RageException::Throw( "\"%s\" \"SelectType\" entry is not a string", sLuaFunction.c_str() );
defOut.m_selectType = StringToSelectType( pStr );
ASSERT( defOut.m_selectType != SELECT_INVALID );
lua_pop( L, 1 );
/* Iterate over the "Choices" table. */
lua_pushstring( L, "Choices" );
lua_gettable( L, -2 );
if( !lua_istable( L, -1 ) )
RageException::Throw( "\"%s\" \"Choices\" is not a table", sLuaFunction.c_str() );
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
const char *pValue = lua_tostring( L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
// LOG->Trace( "'%s'", pValue);
defOut.m_vsChoices.push_back( pValue );
lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
lua_pop( L, 1 ); /* pop choices table */
/* Iterate over the "EnabledForPlayers" table. */
lua_pushstring( L, "EnabledForPlayers" );
lua_gettable( L, -2 );
if( !lua_isnil( L, -1 ) )
{
if( !lua_istable( L, -1 ) )
RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
defOut.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 );
defOut.m_vEnabledForPlayers.insert( pn );
lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( L, 1 ); /* pop EnabledForPlayers table */
/* Iterate over the "ReloadRowMessages" table. */
lua_pushstring( L, "ReloadRowMessages" );
lua_gettable( L, -2 );
if( !lua_isnil( L, -1 ) )
{
if( !lua_istable( L, -1 ) )
RageException::Throw( "\"%s\" \"ReloadRowMessages\" is not a table", sLuaFunction.c_str() );
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
const char *pValue = lua_tostring( L, -1 );
if( pValue == NULL )
RageException::Throw( "\"%s\" Column entry is not a string", sLuaFunction.c_str() );
LOG->Trace( "Found ReloadRowMessage '%s'", pValue);
m_vsReloadRowMessages.push_back( pValue );
lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( L, 1 ); /* pop ReloadRowMessages table */
/* Look for "ExportOnChange" value. */
lua_pushstring( L, "ExportOnChange" );
lua_gettable( L, -2 );
if( !lua_isnil( L, -1 ) )
{
defOut.m_bExportOnChange = !!MyLua_checkboolean( L, -1 );
}
lua_pop( L, 1 ); /* pop ExportOnChange value */
lua_pop( L, 1 ); /* pop main table */
ASSERT( lua_gettop(L) == 0 );
LUA->Release(L);
}
virtual void Reload( OptionRowDefinition &defOut )
{
Lua *L = LUA->Get();
/* Run the Lua expression. It should return a table. */
m_pLuaTable->SetFromExpression( m_sName );
if( m_pLuaTable->GetLuaType() != LUA_TTABLE )
RageException::Throw( "Result of \"%s\" is not a table", m_sName.c_str() );
m_pLuaTable->PushSelf( L );
/* Iterate over the "EnabledForPlayers" table. */
lua_pushstring( L, "EnabledForPlayers" );
lua_gettable( L, -2 );
if( !lua_isnil( L, -1 ) )
{
if( !lua_istable( L, -1 ) )
RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", m_sName.c_str() );
defOut.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
lua_pushnil( L );
while( lua_next(L, -2) != 0 )
{
/* `key' is at index -2 and `value' at index -1 */
PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 );
defOut.m_vEnabledForPlayers.insert( pn );
lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
}
}
lua_pop( L, 1 ); /* pop EnabledForPlayers table */
lua_pop( L, 1 ); /* pop main table */
ASSERT( lua_gettop(L) == 0 );
LUA->Release(L);
}
virtual void ImportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
Lua *L = LUA->Get();
ASSERT( lua_gettop(L) == 0 );
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
/* Evaluate the LoadSelections(self,array,pn) function, where array is a table
* representing vbSelectedOut. */
/* All selections default to false. */
for( unsigned i = 0; i < vbSelOut.size(); ++i )
vbSelOut[i] = false;
/* Create the vbSelectedOut table. */
LuaHelpers::CreateTableFromArrayB( L, vbSelOut );
ASSERT( lua_gettop(L) == 1 ); /* vbSelectedOut table */
/* Get the function to call from m_LuaTable. */
m_pLuaTable->PushSelf( L );
ASSERT( lua_istable( L, -1 ) );
lua_pushstring( L, "LoadSelections" );
lua_gettable( L, -2 );
if( !lua_isfunction( L, -1 ) )
RageException::Throw( "\"%s\" \"LoadSelections\" entry is not a function", def.m_sName.c_str() );
/* Argument 1 (self): */
m_pLuaTable->PushSelf( L );
/* Argument 2 (vbSelectedOut): */
lua_pushvalue( L, 1 );
/* Argument 3 (pn): */
LuaHelpers::PushStack( (int) p, L );
ASSERT( lua_gettop(L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
lua_call( L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(L) == 2 );
lua_pop( L, 1 ); /* pop option table */
LuaHelpers::ReadArrayFromTableB( L, vbSelOut );
lua_pop( L, 1 ); /* pop vbSelectedOut table */
ASSERT( lua_gettop(L) == 0 );
}
LUA->Release(L);
}
virtual int ExportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
Lua *L = LUA->Get();
ASSERT( lua_gettop(L) == 0 );
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
/* Evaluate SaveSelections(self,array,pn) function, where array is a table
* representing vbSelectedOut. */
vector<bool> vbSelectedCopy = vbSel;
/* Create the vbSelectedOut table. */
LuaHelpers::CreateTableFromArrayB( L, vbSelectedCopy );
ASSERT( lua_gettop(L) == 1 ); /* vbSelectedOut table */
/* Get the function to call. */
m_pLuaTable->PushSelf( L );
ASSERT( lua_istable( L, -1 ) );
lua_pushstring( L, "SaveSelections" );
lua_gettable( L, -2 );
if( !lua_isfunction( L, -1 ) )
RageException::Throw( "\"%s\" \"SaveSelections\" entry is not a function", def.m_sName.c_str() );
/* Argument 1 (self): */
m_pLuaTable->PushSelf( L );
/* Argument 2 (vbSelectedOut): */
lua_pushvalue( L, 1 );
/* Argument 3 (pn): */
LuaHelpers::PushStack( (int) p, L );
ASSERT( lua_gettop(L) == 6 ); /* vbSelectedOut, m_iLuaTable, function, self, arg, arg */
lua_call( L, 3, 0 ); // call function with 3 arguments and 0 results
ASSERT( lua_gettop(L) == 2 );
lua_pop( L, 1 ); /* pop option table */
lua_pop( L, 1 ); /* pop vbSelected table */
ASSERT( lua_gettop(L) == 0 );
}
LUA->Release(L);
// XXX: allow specifying the mask
return 0;
}
};
class OptionRowHandlerConfig : public OptionRowHandler
{
public:
const ConfOption *opt;
OptionRowHandlerConfig::OptionRowHandlerConfig() { Init(); }
void Init()
{
OptionRowHandler::Init();
opt = NULL;
}
virtual void Load( OptionRowDefinition &defOut, CString sParam )
{
ASSERT( sParam.size() );
Init();
defOut.Init();
/* Configuration values are never per-player. */
defOut.m_bOneChoiceForAllPlayers = true;
ConfOption *pConfOption = ConfOption::Find( sParam );
if( pConfOption == NULL )
RageException::Throw( "Invalid Conf type \"%s\"", sParam.c_str() );
pConfOption->UpdateAvailableOptions();
opt = pConfOption;
opt->MakeOptionsList( defOut.m_vsChoices );
defOut.m_sName = opt->name;
}
virtual void ImportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
int iSelection = opt->Get();
SelectExactlyOne( iSelection, vbSelOut );
}
}
virtual int ExportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
bool bChanged = false;
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
int sel = GetOneSelection(vbSel);
/* Get the original choice. */
int Original = opt->Get();
/* Apply. */
opt->Put( sel );
/* Get the new choice. */
int New = opt->Get();
/* If it didn't change, don't return any side-effects. */
if( Original != New )
bChanged = true;
}
return bChanged ? opt->GetEffects() : 0;
}
};
class OptionRowHandlerStepsType : public OptionRowHandler
{
public:
BroadcastOnChange<StepsType> *m_pstToFill;
vector<StepsType> m_vStepsTypesToShow;
OptionRowHandlerStepsType::OptionRowHandlerStepsType() { Init(); }
void Init()
{
OptionRowHandler::Init();
m_pstToFill = NULL;
m_vStepsTypesToShow.clear();
}
virtual void Load( OptionRowDefinition &defOut, CString sParam )
{
ASSERT( sParam.size() );
Init();
defOut.Init();
if( sParam == "EditStepsType" )
{
m_pstToFill = &GAMESTATE->m_stEdit;
}
else if( sParam == "EditSourceStepsType" )
{
m_pstToFill = &GAMESTATE->m_stEditSource;
m_vsReloadRowMessages.push_back( MessageToString(Message_CurrentStepsP1Changed) );
m_vsReloadRowMessages.push_back( MessageToString(Message_EditStepsTypeChanged) );
if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
defOut.m_vEnabledForPlayers.clear(); // hide row
}
else
{
RageException::Throw( "invalid StepsType param \"%s\"", sParam.c_str() );
}
m_sName = sParam;
defOut.m_sName = sParam;
defOut.m_bOneChoiceForAllPlayers = true;
defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
defOut.m_bExportOnChange = true;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
// calculate which StepsTypes to show
m_vStepsTypesToShow = STEPS_TYPES_TO_SHOW.GetValue();
FOREACH_CONST( StepsType, m_vStepsTypesToShow, st )
{
CString s = GAMEMAN->StepsTypeToThemedString( *st );
defOut.m_vsChoices.push_back( s );
}
if( *m_pstToFill == STEPS_TYPE_INVALID )
m_pstToFill->Set( m_vStepsTypesToShow[0] );
}
virtual void ImportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
if( GAMESTATE->m_pCurSteps[0] )
{
StepsType st = GAMESTATE->m_pCurSteps[0]->m_StepsType;
vector<StepsType>::const_iterator iter = find( m_vStepsTypesToShow.begin(), m_vStepsTypesToShow.end(), st );
if( iter != m_vStepsTypesToShow.end() )
{
unsigned i = iter - m_vStepsTypesToShow.begin();
vbSelOut[i] = true;
continue; // done with this player
}
}
vbSelOut[0] = true;
}
}
virtual int ExportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
int index = GetOneSelection( vbSel );
m_pstToFill->Set( m_vStepsTypesToShow[index] );
}
return 0;
}
};
class OptionRowHandlerSteps : public OptionRowHandler
{
public:
BroadcastOnChangePtr<Steps> *m_ppStepsToFill;
BroadcastOnChange<Difficulty> *m_pDifficultyToFill;
const BroadcastOnChange<StepsType> *m_pst;
vector<Steps*> m_vSteps;
vector<Difficulty> m_vDifficulties;
OptionRowHandlerSteps::OptionRowHandlerSteps() { Init(); }
void Init()
{
OptionRowHandler::Init();
m_ppStepsToFill = NULL;
m_pDifficultyToFill = NULL;
m_vSteps.clear();
m_vDifficulties.clear();
}
virtual void Load( OptionRowDefinition &defOut, CString sParam )
{
ASSERT( sParam.size() );
Init();
defOut.Init();
if( sParam == "EditSteps" )
{
m_ppStepsToFill = &GAMESTATE->m_pCurSteps[0];
m_pDifficultyToFill = &GAMESTATE->m_PreferredDifficulty[0];
m_pst = &GAMESTATE->m_stEdit;
m_vsReloadRowMessages.push_back( MessageToString(Message_EditStepsTypeChanged) );
}
else if( sParam == "EditSourceSteps" )
{
m_ppStepsToFill = &GAMESTATE->m_pEditSourceSteps;
m_pst = &GAMESTATE->m_stEditSource;
m_vsReloadRowMessages.push_back( MessageToString(Message_EditSourceStepsTypeChanged) );
if( GAMESTATE->m_pCurSteps[0].Get() != NULL )
defOut.m_vEnabledForPlayers.clear(); // hide row
}
else
{
RageException::Throw( "invalid StepsType param \"%s\"", sParam.c_str() );
}
m_sName = sParam;
defOut.m_sName = sParam;
defOut.m_bOneChoiceForAllPlayers = true;
defOut.m_layoutType = LAYOUT_SHOW_ONE_IN_ROW;
defOut.m_bExportOnChange = true;
defOut.m_bAllowThemeItems = false; // we theme the text ourself
m_vsReloadRowMessages.push_back( MessageToString(Message_CurrentSongChanged) );
if( GAMESTATE->m_pCurSong )
{
FOREACH_Difficulty( dc )
{
if( dc == DIFFICULTY_EDIT )
continue;
m_vDifficulties.push_back( dc );
Steps* pSteps = GAMESTATE->m_pCurSong->GetStepsByDifficulty( *m_pst, dc );
m_vSteps.push_back( pSteps );
}
GAMESTATE->m_pCurSong->GetSteps( m_vSteps, *m_pst, DIFFICULTY_EDIT );
m_vDifficulties.resize( m_vSteps.size(), DIFFICULTY_EDIT );
if( m_sName == "EditSteps" )
{
m_vSteps.push_back( NULL );
m_vDifficulties.push_back( DIFFICULTY_EDIT );
}
for( unsigned i=0; i<m_vSteps.size(); i++ )
{
Steps* pSteps = m_vSteps[i];
Difficulty dc = m_vDifficulties[i];
CString s;
if( dc == DIFFICULTY_EDIT )
{
if( pSteps )
s = pSteps->GetDescription();
else
s = "NewEdit";
}
else
{
s = DifficultyToThemedString( dc );
}
defOut.m_vsChoices.push_back( s );
}
}
else
{
m_vDifficulties.push_back( DIFFICULTY_EDIT );
m_vSteps.push_back( NULL );
defOut.m_vsChoices.push_back( "none" );
}
if( m_pDifficultyToFill )
m_pDifficultyToFill->Set( m_vDifficulties[0] );
m_ppStepsToFill->Set( m_vSteps[0] );
}
virtual void ImportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
vector<bool> &vbSelOut = vbSelectedOut[p];
ASSERT( m_vSteps.size() == vbSelOut.size() );
// look for matching steps
vector<Steps*>::const_iterator iter = find( m_vSteps.begin(), m_vSteps.end(), m_ppStepsToFill->Get() );
if( iter != m_vSteps.end() )
{
unsigned i = iter - m_vSteps.begin();
vbSelOut[i] = true;
return;
}
// look for matching difficulty
if( m_pDifficultyToFill )
{
FOREACH_CONST( Difficulty, m_vDifficulties, d )
{
unsigned i = d - m_vDifficulties.begin();
if( *d == GAMESTATE->m_PreferredDifficulty[0] )
{
vbSelOut[i] = true;
vector<PlayerNumber> v;
v.push_back( p );
ExportOption( def, v, vbSelectedOut ); // current steps changed
continue;
}
}
}
// default to 1st
vbSelOut[0] = true;
}
}
virtual int ExportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
{
FOREACH_CONST( PlayerNumber, vpns, pn )
{
PlayerNumber p = *pn;
const vector<bool> &vbSel = vbSelected[p];
int index = GetOneSelection( vbSel );
Difficulty dc = m_vDifficulties[index];
Steps *pSteps = m_vSteps[index];
if( m_pDifficultyToFill )
m_pDifficultyToFill->Set( dc );
m_ppStepsToFill->Set( pSteps );
}
return 0;
}
};
///////////////////////////////////////////////////////////////////////////////////
OptionRowHandler* OptionRowHandlerUtil::Make( const Command &command, OptionRowDefinition &defOut )
{
OptionRowHandler* pHand = NULL;
BeginHandleArgs;
const CString &name = command.GetName();
#define MAKE( type ) { type *p = new type; p->Load( defOut, sArg(1) ); pHand = p; }
if( name == "list" ) MAKE( OptionRowHandlerList )
else if( name == "lua" ) MAKE( OptionRowHandlerLua )
else if( name == "conf" ) MAKE( OptionRowHandlerConfig )
else if( name == "stepstype" ) MAKE( OptionRowHandlerStepsType )
else if( name == "steps" ) MAKE( OptionRowHandlerSteps )
EndHandleArgs;
return pHand;
}
/*
* (c) 2002-2004 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.
*/