Files
itgmania212121/stepmania/src/OptionRow.h
T

225 lines
7.3 KiB
C++

/* OptionRow - One line in ScreenOptions. */
#ifndef OptionRow_H
#define OptionRow_H
#include "ActorFrame.h"
#include "BitmapText.h"
#include "OptionsCursor.h"
#include "OptionIcon.h"
#include "ThemeMetric.h"
class OptionRowHandler;
enum SelectType
{
SELECT_ONE,
SELECT_MULTIPLE,
SELECT_NONE,
NUM_SELECT_TYPES,
SELECT_INVALID
};
const CString& SelectTypeToString( SelectType pm );
SelectType StringToSelectType( const CString& s );
enum LayoutType
{
LAYOUT_SHOW_ALL_IN_ROW,
LAYOUT_SHOW_ONE_IN_ROW,
NUM_LAYOUT_TYPES,
LAYOUT_INVALID
};
const CString& LayoutTypeToString( LayoutType pm );
LayoutType StringToLayoutType( const CString& s );
struct OptionRowDefinition
{
CString name;
bool bOneChoiceForAllPlayers;
SelectType selectType;
LayoutType layoutType;
vector<CString> choices;
set<PlayerNumber> m_vEnabledForPlayers; // only players in this set may change focus to this row
bool m_bExportOnChange;
bool EnabledForPlayer( PlayerNumber pn ) { return m_vEnabledForPlayers.find(pn) != m_vEnabledForPlayers.end(); }
OptionRowDefinition() { Init(); }
void Init()
{
name = "";
bOneChoiceForAllPlayers = false;
selectType = SELECT_ONE;
layoutType = LAYOUT_SHOW_ALL_IN_ROW;
choices.clear();
m_vEnabledForPlayers.clear();
FOREACH_PlayerNumber( pn )
m_vEnabledForPlayers.insert( pn );
m_bExportOnChange = false;
}
OptionRowDefinition( const char *n, bool b, const char *c0=NULL, const char *c1=NULL, const char *c2=NULL, const char *c3=NULL, const char *c4=NULL, const char *c5=NULL, const char *c6=NULL, const char *c7=NULL, const char *c8=NULL, const char *c9=NULL, const char *c10=NULL, const char *c11=NULL, const char *c12=NULL, const char *c13=NULL, const char *c14=NULL, const char *c15=NULL, const char *c16=NULL, const char *c17=NULL, const char *c18=NULL, const char *c19=NULL ) :
name(n), bOneChoiceForAllPlayers(b), selectType(SELECT_ONE), layoutType(LAYOUT_SHOW_ALL_IN_ROW)
{
#define PUSH( c ) if(c) choices.push_back(c);
PUSH(c0);PUSH(c1);PUSH(c2);PUSH(c3);PUSH(c4);PUSH(c5);PUSH(c6);PUSH(c7);PUSH(c8);PUSH(c9);PUSH(c10);PUSH(c11);PUSH(c12);PUSH(c13);PUSH(c14);PUSH(c15);PUSH(c16);PUSH(c17);PUSH(c18);PUSH(c19);
#undef PUSH
}
};
class OptionRow : public ActorFrame
{
public:
OptionRow();
~OptionRow();
void Clear();
void LoadMetrics( const CString &sType );
void LoadNormal( const OptionRowDefinition &def, OptionRowHandler *pHand, bool bFirstItemGoesDown );
void LoadExit();
void LoadOptionIcon( PlayerNumber pn, const CString &sText );
void ImportOptions( PlayerNumber pn );
int ExportOptions( PlayerNumber pn );
void AfterImportOptions(
const CString &sTitle,
float fY
);
void DetachHandler();
void PositionUnderlines( PlayerNumber pn );
void PositionIcons();
void UpdateText();
void SetRowFocus( bool bRowHasFocus[NUM_PLAYERS] );
void UpdateEnabledDisabled();
int GetOneSelection( PlayerNumber pn, bool bAllowFail=false ) const;
int GetOneSharedSelection() const;
void SetOneSelection( PlayerNumber pn, int iChoice );
void SetOneSharedSelection( int iChoice );
int GetChoiceInRowWithFocus( PlayerNumber pn ) const
{
if( m_RowDef.bOneChoiceForAllPlayers )
pn = PLAYER_1;
int iChoice = m_iChoiceInRowWithFocus[pn];
ASSERT(iChoice >= 0 && iChoice < (int)m_RowDef.choices.size());
return iChoice;
}
void SetChoiceInRowWithFocus( PlayerNumber pn, int iChoice )
{
if( m_RowDef.bOneChoiceForAllPlayers )
pn = PLAYER_1;
ASSERT(iChoice >= 0 && iChoice < (int)m_RowDef.choices.size());
m_iChoiceInRowWithFocus[pn] = iChoice;
}
bool GetSelected( PlayerNumber pn, int iChoice ) const
{
if( m_RowDef.bOneChoiceForAllPlayers )
pn = PLAYER_1;
return m_vbSelected[pn][iChoice];
}
void SetSelected( PlayerNumber pn, int iChoice, bool b )
{
if( m_RowDef.bOneChoiceForAllPlayers )
pn = PLAYER_1;
m_vbSelected[pn][iChoice] = b;
}
enum RowType
{
ROW_NORMAL,
ROW_EXIT
};
const OptionRowDefinition &GetRowDef() const { return m_RowDef; }
OptionRowDefinition &GetRowDef() { return m_RowDef; }
RowType GetRowType() const { return m_RowType; }
OptionRowHandler *GetHandler() { return m_pHand; }
BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow );
void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut );
void SetRowY( float fRowY ) { m_fY = fRowY; }
float GetRowY() { return m_fY; }
void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; }
bool GetRowHidden() { return m_bHidden; }
unsigned GetTextItemsSize() { return m_textItems.size(); }
bool GetFirstItemGoesDown() { return m_bFirstItemGoesDown; }
void SetExitText( CString sExitText );
void Reload();
//
// Messages
//
virtual void HandleMessage( const CString& sMessage );
protected:
CString m_sType;
OptionRowDefinition m_RowDef;
RowType m_RowType;
OptionRowHandler* m_pHand;
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
Sprite m_sprBullet;
BitmapText m_textTitle;
OptionIcon m_OptionIcons[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_RowDef.bMultiSelect
vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size()
float m_fY;
bool m_bHidden; // currently off screen
// metrics
ThemeMetric<float> ARROWS_X;
ThemeMetric<float> LABELS_X;
ThemeMetric<apActorCommands> LABELS_ON_COMMAND;
ThemeMetric<float> ITEMS_ZOOM;
ThemeMetric<float> ITEMS_START_X;
ThemeMetric<float> ITEMS_END_X;
ThemeMetric<float> ITEMS_GAP_X;
ThemeMetric1D<float> ITEMS_LONG_ROW_X;
ThemeMetric<float> ITEMS_LONG_ROW_SHARED_X;
ThemeMetric1D<float> ICONS_X;
ThemeMetric<RageColor> COLOR_SELECTED;
ThemeMetric<RageColor> COLOR_NOT_SELECTED;
ThemeMetric<RageColor> COLOR_DISABLED;
ThemeMetric<bool> CAPITALIZE_ALL_OPTION_NAMES;
ThemeMetric<bool> SHOW_UNDERLINES;
ThemeMetric<float> TWEEN_SECONDS;
};
#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.
*/