1469 lines
42 KiB
C++
1469 lines
42 KiB
C++
#include "global.h"
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#include "ScreenOptions.h"
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#include "RageUtil.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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#include "InputMapper.h"
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#include "ActorUtil.h"
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#include "ProfileManager.h"
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#include "song.h"
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#include "Course.h"
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#include "Style.h"
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#include "ScreenDimensions.h"
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#include "Command.h"
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#include "FontManager.h"
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#include "Font.h"
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/*
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* These navigation types are provided:
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*
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* All modes:
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* left, right -> change option
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* up, down -> change row
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* (in toggle modes, focus on nearest item to old focus)
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*
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* NAV_THREE_KEY:
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* start -> move to next row
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* left+right+start -> move to prev row
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* (next screen via "exit" entry)
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* This is the minimal navigation, for using menus with only three buttons.
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*
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* NAV_FIVE_KEY:
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* start -> next screen
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* This is a much more convenient navigation, requiring five keys.
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*
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* NAV_TOGGLE_THREE_KEY:
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* start -> on first choice, move to next row; otherewise toggle option and move to first choice
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* left+right+start -> move to prev row
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*
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* NAV_TOGGLE_FIVE_KEY:
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* start -> toggle option
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*
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* Regular modes and toggle modes must be enabled by the theme. We could simply
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* automatically switch to toggle mode for multiselect rows, but that would be strange
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* for non-multiselect rows (eg. scroll speed).
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*
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* THREE_KEY modes are navigatable with only MenuLeft, MenuRight and MenuStart, and
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* are used when PREFSMAN->m_bArcadeOptionsNavigation is enabled. However, they can
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* still use MenuUp and MenuDown for nonessential behavior.
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*
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* NAV_THREE_KEY_MENU:
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* left, right -> change row
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* up, down -> change row
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* start -> next screen
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* This is a specialized navigation for ScreenOptionsMenu. It must be enabled to
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* allow screens that use rows to select other screens to work with only three
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* buttons. (It's also used when in five-key mode.)
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*
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* We don't want to simply allow left/right to move up and down on single-entry
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* rows when in NAV_THREE_KEY, becasue left and right shouldn't exit the "exit" row
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* in player options menus, but it should in the options menu.
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*/
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const float TWEEN_SECONDS = 0.3f;
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CString ROW_Y_NAME( size_t r ) { return ssprintf("Row%dY",r+1); }
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CString ITEMS_LONG_ROW_X_NAME( size_t p ) { return ssprintf("ItemsLongRowP%dX",p+1); }
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CString ICONS_X_NAME( size_t p ) { return ssprintf("IconsP%dX",p+1); }
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CString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",p+1); }
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CString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",p+1); }
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CString EXPLANATION_ON_COMMAND_NAME( size_t p ) { return ssprintf("ExplanationP%dOnCommand",p+1); }
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//REGISTER_SCREEN_CLASS( ScreenOptions ); // can't be instantiated
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ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sClassName),
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ARROWS_X (m_sName,"ArrowsX"),
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LABELS_X (m_sName,"LabelsX"),
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LABELS_ON_COMMAND (m_sName,"LabelsOnCommand"),
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NUM_ROWS_SHOWN (m_sName,"NumRowsShown"),
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ROW_Y (m_sName,ROW_Y_NAME,NUM_ROWS_SHOWN),
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ROW_Y_OFF_SCREEN_TOP (m_sName,"RowYOffScreenTop"),
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ROW_Y_OFF_SCREEN_CENTER (m_sName,"RowYOffScreenCenter"),
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ROW_Y_OFF_SCREEN_BOTTOM (m_sName,"RowYOffScreenBottom"),
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ITEMS_ZOOM (m_sName,"ItemsZoom"),
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ITEMS_START_X (m_sName,"ItemsStartX"),
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ITEMS_END_X (m_sName,"ItemsEndX"),
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ITEMS_GAP_X (m_sName,"ItemsGapX"),
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ITEMS_LONG_ROW_X (m_sName,ITEMS_LONG_ROW_X_NAME,NUM_PLAYERS),
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ITEMS_LONG_ROW_SHARED_X (m_sName,"ItemsLongRowSharedX"),
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ICONS_X (m_sName,ICONS_X_NAME,NUM_PLAYERS),
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EXPLANATION_X (m_sName,EXPLANATION_X_NAME,NUM_PLAYERS),
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EXPLANATION_Y (m_sName,EXPLANATION_Y_NAME,NUM_PLAYERS),
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EXPLANATION_ON_COMMAND (m_sName,EXPLANATION_ON_COMMAND_NAME,NUM_PLAYERS),
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EXPLANATION_TOGETHER_X (m_sName,"ExplanationTogetherX"),
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EXPLANATION_TOGETHER_Y (m_sName,"ExplanationTogetherY"),
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EXPLANATION_TOGETHER_ON_COMMAND (m_sName,"ExplanationTogetherOnCommand"),
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SHOW_SCROLL_BAR (m_sName,"ShowScrollBar"),
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SCROLL_BAR_HEIGHT (m_sName,"ScrollBarHeight"),
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SCROLL_BAR_TIME (m_sName,"ScrollBarTime"),
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EXPLANATION_ZOOM (m_sName,"ExplanationZoom"),
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COLOR_SELECTED (m_sName,"ColorSelected"),
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COLOR_NOT_SELECTED (m_sName,"ColorNotSelected"),
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SHOW_BPM_IN_SPEED_TITLE (m_sName,"ShowBpmInSpeedTitle"),
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FRAME_ON_COMMAND (m_sName,"FrameOnCommand"),
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FRAME_OFF_COMMAND (m_sName,"FrameOffCommand"),
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SEPARATE_EXIT_ROW (m_sName,"SeparateExitRow"),
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SEPARATE_EXIT_ROW_Y (m_sName,"SeparateExitRowY"),
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CAPITALIZE_ALL_OPTION_NAMES (m_sName,"CapitalizeAllOptionNames")
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{
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LOG->Trace( "ScreenOptions::ScreenOptions()" );
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m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY;
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m_SoundChangeCol.Load( THEME->GetPathS(m_sName,"change"), true );
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m_SoundNextRow.Load( THEME->GetPathS(m_sName,"next"), true );
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m_SoundPrevRow.Load( THEME->GetPathS(m_sName,"prev"), true );
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m_SoundToggleOn.Load( THEME->GetPathS(m_sName,"toggle on") );
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m_SoundToggleOff.Load( THEME->GetPathS(m_sName,"toggle off") );
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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_bMoreShown = false;
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FOREACH_PlayerNumber( p )
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{
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m_iCurrentRow[p] = 0;
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m_iFocusX[p] = 0;
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m_bWasOnExit[p] = false;
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m_bGotAtLeastOneStartPressed[p] = false;
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}
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m_bShowUnderlines = true;
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m_framePage.RunCommands( FRAME_ON_COMMAND );
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}
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void ScreenOptions::LoadOptionIcon( PlayerNumber pn, int iRow, CString sText )
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{
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m_Rows[iRow]->m_OptionIcons[pn].Load( pn, sText, false );
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}
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void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNumOptionLines, bool bShowUnderlines )
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{
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LOG->Trace( "ScreenOptions::Set()" );
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m_InputMode = im;
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m_bShowUnderlines = bShowUnderlines;
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for( int r=0; r<iNumOptionLines; r++ ) // foreach row
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{
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m_Rows.push_back( new OptionRow() );
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OptionRow &row = *m_Rows.back();
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row.m_RowDef = defs[r];
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row.Type = OptionRow::ROW_NORMAL;
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if( !defs[r].choices.size() )
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RageException::Throw( "Screen %s menu entry \"%s\" has no choices",
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m_sName.c_str(), defs[r].name.c_str() );
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FOREACH_PlayerNumber( p )
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{
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vector<bool> &vbSelected = row.m_vbSelected[p];
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vbSelected.resize( row.m_RowDef.choices.size() );
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for( unsigned j=0; j<vbSelected.size(); j++ )
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vbSelected[j] = false;
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// set select the first item if a SELECT_ONE row
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if( row.m_RowDef.selectType == SELECT_ONE )
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vbSelected[0] = true;
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}
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}
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this->ImportOptions();
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for( int r=0; r<iNumOptionLines; r++ ) // foreach row
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{
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OptionRow &row = *m_Rows[r];
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// Make all selections the same if bOneChoiceForAllPlayers
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if( row.m_RowDef.bOneChoiceForAllPlayers )
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{
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for( int p=1; p<NUM_PLAYERS; p++ )
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row.m_vbSelected[p] = m_Rows[r]->m_vbSelected[0];
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}
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CHECKPOINT_M( ssprintf("row %i: %s", r, row.m_RowDef.name.c_str()) );
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FOREACH_PlayerNumber( p )
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{
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//
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// Set focus to one item in the row
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//
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if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY )
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{
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row.m_iChoiceInRowWithFocus[p] = 0; // focus on the first row, which is "go down"
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}
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else if( row.m_RowDef.selectType == SELECT_ONE )
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{
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/* Make sure the row actually has a selection. */
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bool bHasSelection = false;
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unsigned i;
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for( i=0; i<row.m_vbSelected[p].size(); i++ )
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{
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if( row.m_vbSelected[p][i] )
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bHasSelection = true;
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}
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if( !bHasSelection )
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{
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LOG->Warn( "Options menu \"%s\" row index %i has no selection", m_sName.c_str(), r );
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row.m_vbSelected[p][0] = true;
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}
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row.m_iChoiceInRowWithFocus[p] = row.GetOneSelection(p); // focus on the selection we just set
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}
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else
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{
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row.m_iChoiceInRowWithFocus[p] = 0;
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}
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}
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}
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m_sprPage.Load( THEME->GetPathG(m_sName,"page") );
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m_sprPage->SetName( "Page" );
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SET_XY_AND_ON_COMMAND( m_sprPage );
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m_framePage.AddChild( m_sprPage );
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// init line highlights
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FOREACH_HumanPlayer( p )
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{
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m_sprLineHighlight[p].Load( THEME->GetPathG(m_sName,"line highlight") );
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m_sprLineHighlight[p].SetName( "LineHighlight" );
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m_sprLineHighlight[p].SetX( SCREEN_CENTER_X );
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m_framePage.AddChild( &m_sprLineHighlight[p] );
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ON_COMMAND( m_sprLineHighlight[p] );
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}
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// init highlights
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FOREACH_HumanPlayer( p )
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{
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m_Highlight[p].Load( p, false );
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m_framePage.AddChild( &m_Highlight[p] );
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}
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// init row icons
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FOREACH_HumanPlayer( p )
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{
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for( unsigned l=0; l<m_Rows.size(); l++ )
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{
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OptionRow &row = *m_Rows[l];
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LoadOptionIcon( p, l, "" );
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m_framePage.AddChild( &row.m_OptionIcons[p] );
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}
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}
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Font* pFont = FONT->LoadFont( THEME->GetPathF(m_sName,"item") );
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// init m_textItems from optionLines
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for( unsigned r=0; r<m_Rows.size(); r++ ) // foreach row
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{
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OptionRow &row = *m_Rows[r];
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vector<BitmapText *> & textItems = row.m_textItems;
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const OptionRowDefinition &optline = m_Rows[r]->m_RowDef;
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m_framePage.AddChild( &row.m_sprBullet );
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m_framePage.AddChild( &row.m_textTitle );
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// If the items will go off the edge of the screen, then re-init with the "long row" style.
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{
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float fX = ITEMS_START_X;
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for( unsigned c=0; c<optline.choices.size(); c++ )
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{
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CString sText = optline.choices[c];
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if( CAPITALIZE_ALL_OPTION_NAMES )
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sText.MakeUpper();
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fX += ITEMS_ZOOM * pFont->GetLineWidthInSourcePixels( CStringToWstring(sText) );
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if( fX > ITEMS_END_X )
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{
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row.m_RowDef.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
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break;
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}
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}
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}
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switch( row.m_RowDef.layoutType )
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{
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case LAYOUT_SHOW_ONE_IN_ROW:
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// init text
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FOREACH_HumanPlayer( p )
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{
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BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
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const int iChoiceInRowWithFocus = row.m_iChoiceInRowWithFocus[p];
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bt->LoadFromFont( THEME->GetPathF(m_sName,"item") );
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CString sText = optline.choices[iChoiceInRowWithFocus];
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if( CAPITALIZE_ALL_OPTION_NAMES )
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sText.MakeUpper();
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bt->SetText( sText );
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bt->SetZoom( ITEMS_ZOOM );
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bt->SetShadowLength( 0 );
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if( optline.bOneChoiceForAllPlayers )
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{
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bt->SetX( ITEMS_LONG_ROW_SHARED_X );
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break; // only initialize one item since it's shared
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}
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else
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{
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bt->SetX( ITEMS_LONG_ROW_X.GetValue(p) );
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}
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}
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// init underlines
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FOREACH_HumanPlayer( p )
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{
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OptionsCursor *ul = new OptionsCursor;
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row.m_Underline[p].push_back( ul );
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ul->Load( p, true );
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int iWidth, iX, iY;
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GetWidthXY( p, r, 0, iWidth, iX, iY );
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ul->SetX( float(iX) );
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ul->SetWidth( float(iWidth) );
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}
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break;
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case LAYOUT_SHOW_ALL_IN_ROW:
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{
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float fX = ITEMS_START_X;
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for( unsigned c=0; c<optline.choices.size(); c++ )
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{
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// init text
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BitmapText *bt = new BitmapText;
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textItems.push_back( bt );
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bt->LoadFromFont( THEME->GetPathF(m_sName,"item") );
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CString sText = optline.choices[c];
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if( CAPITALIZE_ALL_OPTION_NAMES )
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sText.MakeUpper();
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bt->SetText( sText );
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bt->SetZoom( ITEMS_ZOOM );
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bt->SetShadowLength( 0 );
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// set the X position of each item in the line
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float fItemWidth = bt->GetZoomedWidth();
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fX += fItemWidth/2;
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bt->SetX( fX );
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// init underlines
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FOREACH_HumanPlayer( p )
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{
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OptionsCursor *ul = new OptionsCursor;
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row.m_Underline[p].push_back( ul );
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ul->Load( p, true );
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ul->SetX( fX );
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ul->SetWidth( truncf(fItemWidth) );
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}
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fX += fItemWidth/2 + ITEMS_GAP_X;
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}
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}
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break;
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default:
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ASSERT(0);
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}
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// Add children here and not above because of the logic that starts
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// over if we run off the right edge of the screen.
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{
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for( unsigned c=0; c<textItems.size(); c++ )
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m_framePage.AddChild( textItems[c] );
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FOREACH_PlayerNumber( p )
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for( unsigned c=0; c<row.m_Underline[p].size(); c++ )
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m_framePage.AddChild( row.m_Underline[p][c] );
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}
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}
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FONT->UnloadFont( pFont );
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pFont = NULL;
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// TRICKY: Add one more item. This will be "EXIT"
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m_Rows.push_back( new OptionRow() );
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OptionRow &row = *m_Rows.back();
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row.Type = OptionRow::ROW_EXIT;
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BitmapText *bt = new BitmapText;
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row.m_textItems.push_back( bt );
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bt->LoadFromFont( THEME->GetPathF(m_sName,"item") );
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bt->SetText( THEME->GetMetric("OptionNames","Exit") );
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bt->SetZoom( ITEMS_ZOOM );
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bt->SetShadowLength( 0 );
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bt->SetX( ITEMS_LONG_ROW_SHARED_X );
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m_framePage.AddChild( bt );
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InitOptionsText();
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// add explanation here so it appears on top
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FOREACH_PlayerNumber( p )
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{
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m_textExplanation[p].LoadFromFont( THEME->GetPathF(m_sName,"explanation") );
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m_textExplanation[p].SetZoom( EXPLANATION_ZOOM );
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m_textExplanation[p].SetShadowLength( 0 );
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m_framePage.AddChild( &m_textExplanation[p] );
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}
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if( SHOW_SCROLL_BAR )
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{
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m_ScrollBar.SetName( "DualScrollBar", "ScrollBar" );
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m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
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m_ScrollBar.SetBarTime( SCROLL_BAR_TIME );
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FOREACH_PlayerNumber( p )
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m_ScrollBar.EnablePlayer( p, GAMESTATE->IsHumanPlayer(p) );
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m_ScrollBar.Load();
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SET_XY( m_ScrollBar );
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m_framePage.AddChild( &m_ScrollBar );
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}
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m_sprMore.Load( THEME->GetPathG( m_sName,"more") );
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m_sprMore->SetName( m_sName, "More" );
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SET_XY_AND_ON_COMMAND( m_sprMore );
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COMMAND( m_sprMore, m_bMoreShown? "ShowMore":"HideMore" );
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m_framePage.AddChild( m_sprMore );
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switch( m_InputMode )
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{
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case INPUTMODE_INDIVIDUAL:
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{
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FOREACH_PlayerNumber( p )
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m_textExplanation[p].SetXY( EXPLANATION_X.GetValue(p), EXPLANATION_Y.GetValue(p) );
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}
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break;
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case INPUTMODE_SHARE_CURSOR:
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m_textExplanation[0].SetXY( EXPLANATION_TOGETHER_X, EXPLANATION_TOGETHER_Y );
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break;
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default:
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ASSERT(0);
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}
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FOREACH_PlayerNumber( p )
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{
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m_sprDisqualify[p].Load( THEME->GetPathG(m_sName,"disqualify") );
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m_sprDisqualify[p]->SetName( m_sName, ssprintf("DisqualifyP%i",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprDisqualify[p] );
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|
m_sprDisqualify[p]->SetHidden( true ); // unhide later if handicapping options are discovered
|
|
m_framePage.AddChild( m_sprDisqualify[p] );
|
|
}
|
|
|
|
// poke once at all the explanation metrics so that we catch missing ones early
|
|
for( int r=0; r<(int)m_Rows.size(); r++ ) // foreach row
|
|
{
|
|
GetExplanationText( r );
|
|
GetExplanationTitle( r );
|
|
}
|
|
|
|
CHECKPOINT;
|
|
|
|
PositionItems();
|
|
PositionUnderlines();
|
|
PositionIcons();
|
|
RefreshIcons();
|
|
PositionCursors();
|
|
UpdateEnabledDisabled();
|
|
{
|
|
FOREACH_PlayerNumber( p )
|
|
OnChange( p );
|
|
}
|
|
|
|
CHECKPOINT;
|
|
|
|
/* It's tweening into position, but on the initial tween-in we only want to
|
|
* tween in the whole page at once. Since the tweens are nontrivial, it's
|
|
* easiest to queue the tweens and then force them to finish. */
|
|
for( int r=0; r<(int) m_Rows.size(); r++ ) // foreach options line
|
|
{
|
|
OptionRow &row = *m_Rows[r];
|
|
row.m_sprBullet.FinishTweening();
|
|
row.m_textTitle.FinishTweening();
|
|
|
|
for( unsigned c=0; c<row.m_textItems.size(); c++ )
|
|
row.m_textItems[c]->FinishTweening();
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
for( unsigned c=0; c<row.m_Underline[p].size(); c++ )
|
|
row.m_Underline[p][c]->FinishTweening();
|
|
row.m_OptionIcons[p].FinishTweening();
|
|
}
|
|
}
|
|
|
|
m_sprMore->FinishTweening();
|
|
|
|
this->SortByDrawOrder();
|
|
}
|
|
|
|
ScreenOptions::~ScreenOptions()
|
|
{
|
|
LOG->Trace( "ScreenOptions::~ScreenOptions()" );
|
|
for( unsigned i=0; i<m_Rows.size(); i++ )
|
|
delete m_Rows[i];
|
|
}
|
|
|
|
CString ScreenOptions::GetExplanationText( int iRow ) const
|
|
{
|
|
if( m_Rows[iRow]->Type == OptionRow::ROW_EXIT )
|
|
return "";
|
|
|
|
CString sLineName = m_Rows[iRow]->m_RowDef.name;
|
|
sLineName.Replace("\n-","");
|
|
sLineName.Replace("\n","");
|
|
sLineName.Replace(" ","");
|
|
return THEME->GetMetric( "OptionExplanations", sLineName+"Help" );
|
|
}
|
|
|
|
CString ScreenOptions::GetExplanationTitle( int iRow ) const
|
|
{
|
|
if( m_Rows[iRow]->Type == OptionRow::ROW_EXIT )
|
|
return "";
|
|
|
|
CString sLineName = m_Rows[iRow]->m_RowDef.name;
|
|
sLineName.Replace("\n-","");
|
|
sLineName.Replace("\n","");
|
|
sLineName.Replace(" ","");
|
|
CString sTitle = THEME->GetMetric( "OptionTitles", sLineName+"Title" );
|
|
|
|
// HACK: tack the BPM onto the name of the speed line
|
|
if( sLineName.CompareNoCase("speed")==0 )
|
|
{
|
|
if( SHOW_BPM_IN_SPEED_TITLE )
|
|
{
|
|
DisplayBpms bpms;
|
|
if( GAMESTATE->m_pCurSong )
|
|
{
|
|
Song* pSong = GAMESTATE->m_pCurSong;
|
|
pSong->GetDisplayBpms( bpms );
|
|
}
|
|
else if( GAMESTATE->m_pCurCourse )
|
|
{
|
|
Course *pCourse = GAMESTATE->m_pCurCourse;
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
|
Trail* pTrail = pCourse->GetTrail( st );
|
|
ASSERT( pTrail );
|
|
pTrail->GetDisplayBpms( bpms );
|
|
}
|
|
|
|
if( bpms.IsMystery() )
|
|
sTitle += ssprintf( " (??" "?)" ); /* split so gcc doesn't think this is a trigraph */
|
|
else if( bpms.BpmIsConstant() )
|
|
sTitle += ssprintf( " (%.0f)", bpms.GetMin() );
|
|
else
|
|
sTitle += ssprintf( " (%.0f-%.0f)", bpms.GetMin(), bpms.GetMax() );
|
|
}
|
|
}
|
|
|
|
return sTitle;
|
|
}
|
|
|
|
BitmapText &ScreenOptions::GetTextItemForRow( PlayerNumber pn, int iRow, int iChoiceOnRow )
|
|
{
|
|
ASSERT_M( iRow < (int)m_Rows.size(), ssprintf("%i < %i", iRow, (int)m_Rows.size() ) );
|
|
OptionRow &row = *m_Rows[iRow];
|
|
if( row.Type == OptionRow::ROW_EXIT )
|
|
return *row.m_textItems[0];
|
|
|
|
bool bOneChoice = row.m_RowDef.bOneChoiceForAllPlayers;
|
|
int index = -1;
|
|
switch( row.m_RowDef.layoutType )
|
|
{
|
|
case LAYOUT_SHOW_ONE_IN_ROW:
|
|
index = bOneChoice ? 0 : pn;
|
|
/* If only P2 is enabled, his selections will be in index 0. */
|
|
if( row.m_textItems.size() == 1 )
|
|
index = 0;
|
|
break;
|
|
case LAYOUT_SHOW_ALL_IN_ROW:
|
|
index = iChoiceOnRow;
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
ASSERT_M( index < (int)row.m_textItems.size(), ssprintf("%i < %i", index, (int)row.m_textItems.size() ) );
|
|
return *row.m_textItems[index];
|
|
}
|
|
|
|
void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut )
|
|
{
|
|
BitmapText &text = GetTextItemForRow( pn, iRow, iChoiceOnRow );
|
|
|
|
iWidthOut = int(roundf( text.GetZoomedWidth() ));
|
|
iXOut = int(roundf( text.GetDestX() ));
|
|
/* We update m_fY, change colors and tween items, and then tween rows to
|
|
* their final positions. (This is so we don't tween colors, too.) m_fY
|
|
* is the actual destination position, even though we may not have set up the
|
|
* tween yet. */
|
|
iYOut = int(roundf( m_Rows[iRow]->m_fY ));
|
|
}
|
|
|
|
void ScreenOptions::InitOptionsText()
|
|
{
|
|
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
|
|
{
|
|
OptionRow &row = *m_Rows[i];
|
|
if( row.Type == OptionRow::ROW_EXIT )
|
|
continue;
|
|
|
|
unsigned pos = i;
|
|
CLAMP( pos, 0, NUM_ROWS_SHOWN-1 );
|
|
|
|
const float fY = ROW_Y.GetValue( pos );
|
|
|
|
BitmapText &title = row.m_textTitle;
|
|
|
|
title.LoadFromFont( THEME->GetPathF(m_sName,"title") );
|
|
|
|
const CString sText = GetExplanationTitle( i );
|
|
title.SetText( sText );
|
|
title.SetXY( LABELS_X, fY );
|
|
title.RunCommands( LABELS_ON_COMMAND );
|
|
|
|
Sprite &bullet = row.m_sprBullet;
|
|
bullet.Load( THEME->GetPathG(m_sName,"bullet") );
|
|
bullet.SetXY( ARROWS_X, fY );
|
|
|
|
// set the Y position of each item in the line
|
|
for( unsigned c=0; c<row.m_textItems.size(); c++ )
|
|
row.m_textItems[c]->SetY( fY );
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::PositionUnderlines()
|
|
{
|
|
// OPTIMIZATION OPPORTUNITY: There's no reason to the underlines for
|
|
// all rows when something changes. Just recalulate for the row that
|
|
// changed.
|
|
|
|
// Set the position of the underscores showing the current choice for each option line.
|
|
for( unsigned r=0; r<m_Rows.size(); r++ ) // foreach options line
|
|
{
|
|
OptionRow &row = *m_Rows[r];
|
|
if( row.Type == OptionRow::ROW_EXIT )
|
|
continue;
|
|
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
vector<OptionsCursor*> &vpUnderlines = row.m_Underline[p];
|
|
|
|
const int iNumUnderlines = (row.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? 1 : vpUnderlines.size();
|
|
|
|
for( int i=0; i<iNumUnderlines; i++ )
|
|
{
|
|
OptionsCursor& ul = *vpUnderlines[i];
|
|
|
|
int iChoiceWithFocus = (row.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW) ? row.m_iChoiceInRowWithFocus[p] : i;
|
|
|
|
/* Don't tween X movement and color changes. */
|
|
int iWidth, iX, iY;
|
|
GetWidthXY( p, r, iChoiceWithFocus, iWidth, iX, iY );
|
|
ul.SetGlobalX( (float)iX );
|
|
ul.SetGlobalDiffuseColor( RageColor(1,1,1, 1.0f) );
|
|
|
|
bool bSelected = row.m_vbSelected[p][ iChoiceWithFocus ];
|
|
bool bHidden = !bSelected || row.m_bHidden;
|
|
if( !m_bShowUnderlines )
|
|
bHidden = true;
|
|
|
|
if( ul.GetDestY() != row.m_fY )
|
|
{
|
|
ul.StopTweening();
|
|
ul.BeginTweening( TWEEN_SECONDS );
|
|
}
|
|
|
|
ul.SetHidden( bHidden );
|
|
ul.SetBarWidth( iWidth );
|
|
ul.SetY( (float)iY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::PositionIcons()
|
|
{
|
|
FOREACH_PlayerNumber( p ) // foreach player
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(p) )
|
|
continue;
|
|
|
|
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach options line
|
|
{
|
|
OptionRow &row = *m_Rows[i];
|
|
if( row.Type == OptionRow::ROW_EXIT )
|
|
continue;
|
|
|
|
OptionIcon &icon = row.m_OptionIcons[p];
|
|
|
|
int iChoiceWithFocus = row.m_iChoiceInRowWithFocus[p];
|
|
|
|
int iWidth, iX, iY; // We only use iY
|
|
GetWidthXY( p, i, iChoiceWithFocus, iWidth, iX, iY );
|
|
icon.SetX( ICONS_X.GetValue(p) );
|
|
|
|
if( icon.GetDestY() != row.m_fY )
|
|
{
|
|
icon.StopTweening();
|
|
icon.BeginTweening( TWEEN_SECONDS );
|
|
}
|
|
|
|
icon.SetY( (float)iY );
|
|
/* XXX: this doesn't work since icon is an ActorFrame */
|
|
icon.SetDiffuse( RageColor(1,1,1, row.m_bHidden? 0.0f:1.0f) );
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::RefreshIcons()
|
|
{
|
|
// handled by ScreenOptionsMaster
|
|
}
|
|
|
|
|
|
void ScreenOptions::PositionCursors()
|
|
{
|
|
// Set the position of the highlight showing the current option the user is changing.
|
|
// Set the position of the underscores showing the current choice for each option line.
|
|
FOREACH_PlayerNumber( pn ) // foreach player
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(pn) )
|
|
continue;
|
|
|
|
const int iRow = m_iCurrentRow[pn];
|
|
ASSERT_M( iRow < (int)m_Rows.size(), ssprintf("%i < %i", iRow, (int)m_Rows.size() ) );
|
|
OptionRow &OptionRow = *m_Rows[iRow];
|
|
|
|
OptionsCursor &highlight = m_Highlight[pn];
|
|
|
|
const int iChoiceWithFocus = OptionRow.m_iChoiceInRowWithFocus[pn];
|
|
|
|
int iWidth, iX, iY;
|
|
GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY );
|
|
highlight.SetBarWidth( iWidth );
|
|
highlight.SetXY( (float)iX, (float)iY );
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::TweenCursor( PlayerNumber pn )
|
|
{
|
|
// Set the position of the highlight showing the current option the user is changing.
|
|
const int iRow = m_iCurrentRow[pn];
|
|
ASSERT_M( iRow < (int)m_Rows.size(), ssprintf("%i < %i", iRow, (int)m_Rows.size() ) );
|
|
|
|
const OptionRow &OptionRow = *m_Rows[iRow];
|
|
const int iChoiceWithFocus = OptionRow.m_iChoiceInRowWithFocus[pn];
|
|
|
|
int iWidth, iX, iY;
|
|
GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY );
|
|
|
|
OptionsCursor &highlight = m_Highlight[pn];
|
|
highlight.StopTweening();
|
|
highlight.BeginTweening( 0.2f );
|
|
highlight.TweenBarWidth( iWidth );
|
|
highlight.SetXY( (float)iX, (float)iY );
|
|
|
|
if( GAMESTATE->IsHumanPlayer(pn) )
|
|
{
|
|
COMMAND( m_sprLineHighlight[pn], "Change" );
|
|
if( m_Rows[iRow]->Type == OptionRow::ROW_EXIT )
|
|
COMMAND( m_sprLineHighlight[pn], "ChangeToExit" );
|
|
m_sprLineHighlight[pn].SetY( (float)iY );
|
|
}
|
|
}
|
|
|
|
/* For "long row-style" rows, update the text on screen to contain the currently-
|
|
* focused options.
|
|
*
|
|
* This used to update a single player, but it's not always clear what that means
|
|
* when dealing with bOneChoiceForAllPlayers and disabled players, which was brittle.
|
|
* Update the whole row. */
|
|
void ScreenOptions::UpdateText( int iRow )
|
|
{
|
|
OptionRow &row = *m_Rows[iRow];
|
|
const OptionRowDefinition &data = row.m_RowDef;
|
|
|
|
if( !row.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW )
|
|
return;
|
|
|
|
FOREACH_HumanPlayer( pn )
|
|
{
|
|
int iChoiceWithFocus = row.m_iChoiceInRowWithFocus[pn];
|
|
unsigned item_no = data.bOneChoiceForAllPlayers ? 0 : pn;
|
|
|
|
/* If player_no is 2 and there is no player 1: */
|
|
item_no = min( item_no, row.m_textItems.size()-1 );
|
|
|
|
row.m_textItems[item_no]->SetText( data.choices[iChoiceWithFocus] );
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::UpdateEnabledDisabled()
|
|
{
|
|
const RageColor colorSelected = COLOR_SELECTED, colorNotSelected = COLOR_NOT_SELECTED;
|
|
|
|
// init text
|
|
for( unsigned i=0; i<m_Rows.size(); i++ ) // foreach line
|
|
{
|
|
OptionRow &row = *m_Rows[i];
|
|
|
|
bool bThisRowIsSelected = false;
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == (int) i )
|
|
bThisRowIsSelected = true;
|
|
|
|
const float DiffuseAlpha = row.m_bHidden? 0.0f:1.0f;
|
|
|
|
bool bNeedsUpdate =
|
|
row.m_sprBullet.GetDestY() != row.m_fY ||
|
|
row.m_sprBullet.DestTweenState().diffuse[0].a != DiffuseAlpha ||
|
|
IsFirstUpdate();
|
|
|
|
if( !bNeedsUpdate )
|
|
continue;
|
|
|
|
/* Don't tween selection colors at all. */
|
|
const RageColor color = bThisRowIsSelected? colorSelected:colorNotSelected;
|
|
row.m_sprBullet.SetGlobalDiffuseColor( color );
|
|
row.m_textTitle.SetGlobalDiffuseColor( color );
|
|
|
|
for( unsigned j=0; j<row.m_textItems.size(); j++ )
|
|
{
|
|
row.m_textItems[j]->SetGlobalDiffuseColor( color );
|
|
row.m_textItems[j]->StopTweening();
|
|
row.m_textItems[j]->BeginTweening( TWEEN_SECONDS );
|
|
row.m_textItems[j]->SetDiffuseAlpha( DiffuseAlpha );
|
|
row.m_textItems[j]->SetY( row.m_fY );
|
|
}
|
|
|
|
if( row.Type == OptionRow::ROW_EXIT )
|
|
{
|
|
bool bExitRowIsSelectedByBoth = true;
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != (int) i )
|
|
bExitRowIsSelectedByBoth = false;
|
|
|
|
if( bExitRowIsSelectedByBoth )
|
|
row.m_textItems[0]->SetEffectDiffuseShift( 1.0f, colorSelected, colorNotSelected );
|
|
else
|
|
row.m_textItems[0]->SetEffectNone();
|
|
}
|
|
|
|
row.m_sprBullet.StopTweening();
|
|
row.m_textTitle.StopTweening();
|
|
row.m_sprBullet.BeginTweening( TWEEN_SECONDS );
|
|
row.m_textTitle.BeginTweening( TWEEN_SECONDS );
|
|
row.m_sprBullet.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
|
|
row.m_textTitle.SetDiffuseAlpha( row.m_bHidden? 0.0f:1.0f );
|
|
row.m_sprBullet.SetY( row.m_fY );
|
|
row.m_textTitle.SetY( row.m_fY );
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::Update( float fDeltaTime )
|
|
{
|
|
//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
|
|
|
|
Screen::Update( fDeltaTime );
|
|
}
|
|
|
|
void ScreenOptions::DrawPrimitives()
|
|
{
|
|
Screen::DrawPrimitives();
|
|
}
|
|
|
|
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType selectType, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
|
|
* when we're transitioning out. */
|
|
if( m_Back.IsTransitioning() || m_Out.IsTransitioning() )
|
|
return;
|
|
|
|
if( selectType == IET_RELEASE )
|
|
{
|
|
switch( MenuI.button )
|
|
{
|
|
case MENU_BUTTON_START:
|
|
case MENU_BUTTON_RIGHT:
|
|
case MENU_BUTTON_LEFT:
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_START) );
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
|
|
}
|
|
}
|
|
|
|
// default input handler
|
|
Screen::Input( DeviceI, selectType, GameI, MenuI, StyleI );
|
|
}
|
|
|
|
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
switch( SM )
|
|
{
|
|
case SM_MenuTimer:
|
|
StartGoToNextScreen();
|
|
break;
|
|
case SM_GoToPrevScreen:
|
|
// this->ExportOptions(); // Don't save options if we're going back!
|
|
this->GoToPrevScreen();
|
|
break;
|
|
case SM_GoToNextScreen:
|
|
this->ExportOptions();
|
|
this->GoToNextScreen();
|
|
break;
|
|
case SM_BeginFadingOut:
|
|
if(IsTransitioning())
|
|
return; /* already transitioning */
|
|
StartTransitioning( SM_GoToNextScreen );
|
|
|
|
SCREENMAN->PlayStartSound();
|
|
|
|
m_framePage.RunCommands( FRAME_OFF_COMMAND );
|
|
break;
|
|
case SM_GainFocus:
|
|
INPUTFILTER->SetRepeatRate( 0.25f, 12, 0.25f, 12 );
|
|
break;
|
|
case SM_LoseFocus:
|
|
INPUTFILTER->ResetRepeatRate();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::PositionItems()
|
|
{
|
|
const int total = NUM_ROWS_SHOWN;
|
|
const int halfsize = total / 2;
|
|
|
|
int first_start, first_end, second_start, second_end;
|
|
|
|
/* Choices for each player. If only one player is active, it's the same for both. */
|
|
int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? m_iCurrentRow[PLAYER_1]: m_iCurrentRow[PLAYER_2];
|
|
int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? m_iCurrentRow[PLAYER_2]: m_iCurrentRow[PLAYER_1];
|
|
|
|
vector<OptionRow*> Rows( m_Rows );
|
|
OptionRow *ExitRow = NULL;
|
|
|
|
if( (bool)SEPARATE_EXIT_ROW && Rows.back()->Type == OptionRow::ROW_EXIT )
|
|
{
|
|
ExitRow = &*Rows.back();
|
|
|
|
/* Remove the exit row for purposes of positioning everything else. */
|
|
if( P1Choice == (int) Rows.size()-1 )
|
|
--P1Choice;
|
|
if( P2Choice == (int) Rows.size()-1 )
|
|
--P2Choice;
|
|
|
|
Rows.erase( Rows.begin()+Rows.size()-1, Rows.end() );
|
|
}
|
|
|
|
const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
|
|
if( m_InputMode == INPUTMODE_SHARE_CURSOR || !BothPlayersActivated )
|
|
{
|
|
/* Simply center the cursor. */
|
|
first_start = max( P1Choice - halfsize, 0 );
|
|
first_end = first_start + total;
|
|
second_start = second_end = first_end;
|
|
} else {
|
|
/* First half: */
|
|
const int earliest = min( P1Choice, P2Choice );
|
|
first_start = max( earliest - halfsize/2, 0 );
|
|
first_end = first_start + halfsize;
|
|
|
|
/* Second half: */
|
|
const int latest = max( P1Choice, P2Choice );
|
|
|
|
second_start = max( latest - halfsize/2, 0 );
|
|
|
|
/* Don't overlap. */
|
|
second_start = max( second_start, first_end );
|
|
|
|
second_end = second_start + halfsize;
|
|
}
|
|
|
|
first_end = min( first_end, (int) Rows.size() );
|
|
second_end = min( second_end, (int) Rows.size() );
|
|
|
|
/* If less than total (and Rows.size()) are displayed, fill in the empty
|
|
* space intelligently. */
|
|
while(1)
|
|
{
|
|
const int sum = (first_end - first_start) + (second_end - second_start);
|
|
if( sum >= (int) Rows.size() || sum >= total)
|
|
break; /* nothing more to display, or no room */
|
|
|
|
/* First priority: expand the top of the second half until it meets
|
|
* the first half. */
|
|
if( second_start > first_end )
|
|
second_start--;
|
|
/* Otherwise, expand either end. */
|
|
else if( first_start > 0 )
|
|
first_start--;
|
|
else if( second_end < (int) Rows.size() )
|
|
second_end++;
|
|
else
|
|
ASSERT(0); /* do we have room to grow or don't we? */
|
|
}
|
|
|
|
int pos = 0;
|
|
for( int i=0; i<(int) Rows.size(); i++ ) // foreach row
|
|
{
|
|
float fY;
|
|
if( i < first_start )
|
|
fY = ROW_Y_OFF_SCREEN_TOP;
|
|
else if( i < first_end )
|
|
fY = ROW_Y.GetValue( pos++ );
|
|
else if( i < second_start )
|
|
fY = ROW_Y_OFF_SCREEN_CENTER;
|
|
else if( i < second_end )
|
|
fY = ROW_Y.GetValue( pos++ );
|
|
else
|
|
fY = ROW_Y_OFF_SCREEN_BOTTOM;
|
|
|
|
OptionRow &row = *Rows[i];
|
|
|
|
row.m_fY = fY;
|
|
row.m_bHidden =
|
|
i < first_start ||
|
|
(i >= first_end && i < second_start) ||
|
|
i >= second_end;
|
|
}
|
|
|
|
if( ExitRow )
|
|
{
|
|
ExitRow->m_fY = SEPARATE_EXIT_ROW_Y;
|
|
ExitRow->m_bHidden = ( second_end != (int) Rows.size() );
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::OnChange( PlayerNumber pn )
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(pn) )
|
|
return;
|
|
|
|
/* Update m_fY and m_bHidden[]. */
|
|
PositionItems();
|
|
|
|
/* Do positioning. */
|
|
PositionUnderlines();
|
|
RefreshIcons();
|
|
PositionIcons();
|
|
UpdateEnabledDisabled();
|
|
|
|
if( SHOW_SCROLL_BAR )
|
|
{
|
|
float fPercent = 0;
|
|
if( m_Rows.size() > 1 )
|
|
fPercent = m_iCurrentRow[pn] / float(m_Rows.size()-1);
|
|
m_ScrollBar.SetPercentage( pn, fPercent );
|
|
}
|
|
|
|
|
|
/* If the last row is EXIT, and is hidden, then show MORE. */
|
|
const bool ShowMore = m_Rows.back()->Type == OptionRow::ROW_EXIT && m_Rows.back()->m_bHidden;
|
|
if( m_bMoreShown != ShowMore )
|
|
{
|
|
m_bMoreShown = ShowMore;
|
|
COMMAND( m_sprMore, m_bMoreShown? "ShowMore":"HideMore" );
|
|
}
|
|
|
|
/* Update all players, since changing one player can move both cursors. */
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( GAMESTATE->IsHumanPlayer(p) )
|
|
TweenCursor( p );
|
|
|
|
const bool ExitSelected = m_Rows[m_iCurrentRow[pn]]->Type == OptionRow::ROW_EXIT;
|
|
if( p == pn || GAMESTATE->GetNumHumanPlayers() == 1 )
|
|
{
|
|
if( m_bWasOnExit[p] != ExitSelected )
|
|
{
|
|
m_bWasOnExit[p] = ExitSelected;
|
|
COMMAND( m_sprMore, ssprintf("Exit%sP%i", ExitSelected? "Selected":"Unselected", p+1) );
|
|
}
|
|
}
|
|
}
|
|
|
|
const int iCurRow = m_iCurrentRow[pn];
|
|
const CString text = GetExplanationText( iCurRow );
|
|
|
|
BitmapText *pText = NULL;
|
|
switch( m_InputMode )
|
|
{
|
|
case INPUTMODE_INDIVIDUAL:
|
|
pText = &m_textExplanation[pn];
|
|
if( pText->GetText() != text )
|
|
{
|
|
pText->FinishTweening();
|
|
pText->RunCommands( EXPLANATION_ON_COMMAND.GetValue(pn) );
|
|
pText->SetText( text );
|
|
}
|
|
break;
|
|
case INPUTMODE_SHARE_CURSOR:
|
|
pText = &m_textExplanation[0];
|
|
if( pText->GetText() != text )
|
|
{
|
|
pText->FinishTweening();
|
|
pText->RunCommands( EXPLANATION_TOGETHER_ON_COMMAND );
|
|
pText->SetText( text );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::MenuBack( PlayerNumber pn )
|
|
{
|
|
Screen::MenuBack( pn );
|
|
|
|
Back( SM_GoToPrevScreen );
|
|
}
|
|
|
|
void ScreenOptions::StartGoToNextScreen()
|
|
{
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
|
|
bool ScreenOptions::AllAreOnExit() const
|
|
{
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->IsHumanPlayer(p) && m_Rows[m_iCurrentRow[p]]->Type != OptionRow::ROW_EXIT )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
void ScreenOptions::MenuStart( PlayerNumber pn, const InputEventType selectType )
|
|
{
|
|
switch( selectType )
|
|
{
|
|
case IET_FIRST_PRESS:
|
|
m_bGotAtLeastOneStartPressed[pn] = true;
|
|
break;
|
|
case IET_RELEASE:
|
|
return; // ignore
|
|
default: // repeat selectType
|
|
if( !m_bGotAtLeastOneStartPressed[pn] )
|
|
return; // don't allow repeat
|
|
break;
|
|
}
|
|
|
|
OptionRow &row = *m_Rows[m_iCurrentRow[pn]];
|
|
OptionRowDefinition &data = row.m_RowDef;
|
|
|
|
|
|
/* If we are in a three-button mode, check to see if MENU_BUTTON_LEFT and
|
|
* MENU_BUTTON_RIGHT are being held. */
|
|
switch( m_OptionsNavigation )
|
|
{
|
|
case NAV_THREE_KEY:
|
|
case NAV_TOGGLE_THREE_KEY:
|
|
{
|
|
bool bHoldingLeftAndRight =
|
|
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) &&
|
|
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) );
|
|
if( bHoldingLeftAndRight )
|
|
{
|
|
MoveRow( pn, -1, selectType != IET_FIRST_PRESS );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// If on exit, check it all players are on "Exit"
|
|
if( row.Type == OptionRow::ROW_EXIT )
|
|
{
|
|
/* Don't accept START to go to the next screen if we're still transitioning in. */
|
|
if( AllAreOnExit() && selectType == IET_FIRST_PRESS && !IsTransitioning() )
|
|
StartGoToNextScreen();
|
|
return;
|
|
}
|
|
|
|
|
|
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
|
|
{
|
|
int iChoiceInRow = row.m_iChoiceInRowWithFocus[pn];
|
|
if( iChoiceInRow == 0 )
|
|
{
|
|
MenuDown( pn, selectType );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If this is a bFirstChoiceGoesDown, then if this is a multiselect row.
|
|
if( data.selectType == SELECT_MULTIPLE )
|
|
{
|
|
int iChoiceInRow = row.m_iChoiceInRowWithFocus[pn];
|
|
row.m_vbSelected[pn][iChoiceInRow] = !row.m_vbSelected[pn][iChoiceInRow];
|
|
if( row.m_vbSelected[pn][iChoiceInRow] )
|
|
m_SoundToggleOn.Play();
|
|
else
|
|
m_SoundToggleOff.Play();
|
|
PositionUnderlines();
|
|
RefreshIcons();
|
|
|
|
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
|
|
{
|
|
// move to the first choice in the row
|
|
ChangeValueInRow( pn, -row.m_iChoiceInRowWithFocus[pn], selectType != IET_FIRST_PRESS );
|
|
}
|
|
}
|
|
else // data.selectType != SELECT_MULTIPLE
|
|
{
|
|
switch( m_OptionsNavigation )
|
|
{
|
|
case NAV_THREE_KEY:
|
|
MenuDown( pn, selectType );
|
|
break;
|
|
case NAV_TOGGLE_THREE_KEY:
|
|
case NAV_TOGGLE_FIVE_KEY:
|
|
if( data.selectType != SELECT_MULTIPLE )
|
|
{
|
|
int iChoiceInRow = row.m_iChoiceInRowWithFocus[pn];
|
|
if( row.m_RowDef.bOneChoiceForAllPlayers )
|
|
row.SetOneSharedSelection( iChoiceInRow );
|
|
else
|
|
row.SetOneSelection( pn, iChoiceInRow );
|
|
}
|
|
if( m_OptionsNavigation == NAV_TOGGLE_THREE_KEY )
|
|
ChangeValueInRow( pn, -row.m_iChoiceInRowWithFocus[pn], selectType != IET_FIRST_PRESS ); // move to the first choice
|
|
else
|
|
ChangeValueInRow( pn, 0, selectType != IET_FIRST_PRESS );
|
|
break;
|
|
case NAV_THREE_KEY_MENU:
|
|
/* Don't accept START to go to the next screen if we're still transitioning in. */
|
|
if( selectType == IET_FIRST_PRESS && !IsTransitioning() )
|
|
StartGoToNextScreen();
|
|
break;
|
|
case NAV_FIVE_KEY:
|
|
/* Jump to the exit row. (If everyone's already on the exit row, then
|
|
* we'll have already gone to the next screen above.) */
|
|
MoveRow( pn, m_Rows.size()-m_iCurrentRow[pn]-1, selectType != IET_FIRST_PRESS );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::StoreFocus( PlayerNumber pn )
|
|
{
|
|
/* Long rows always put us in the center, so don't update the focus. */
|
|
const OptionRow &OptionRow = *m_Rows[m_iCurrentRow[pn]];
|
|
if( OptionRow.m_RowDef.layoutType == LAYOUT_SHOW_ONE_IN_ROW )
|
|
return;
|
|
|
|
int iWidth, iY;
|
|
GetWidthXY( pn, m_iCurrentRow[pn], m_Rows[m_iCurrentRow[pn]]->m_iChoiceInRowWithFocus[pn], iWidth, m_iFocusX[pn], iY );
|
|
LOG->Trace("cur selection %ix%i @ %i", m_iCurrentRow[pn], m_Rows[m_iCurrentRow[pn]]->m_iChoiceInRowWithFocus[pn],
|
|
m_iFocusX[pn]);
|
|
}
|
|
|
|
/* Left/right */
|
|
void ScreenOptions::ChangeValueInRow( PlayerNumber pn, int iDelta, bool Repeat )
|
|
{
|
|
const int iCurRow = m_iCurrentRow[pn];
|
|
OptionRow &row = *m_Rows[iCurRow];
|
|
OptionRowDefinition &optrow = m_Rows[iCurRow]->m_RowDef;
|
|
|
|
const int iNumOptions = (row.Type == OptionRow::ROW_EXIT)? 1: optrow.choices.size();
|
|
if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumOptions <= 1 ) // 1 or 0
|
|
{
|
|
/* There are no other options on the row; move up or down instead of left and right.
|
|
* This allows navigating the options menu with left/right/start.
|
|
*
|
|
* XXX: Only allow repeats if the opposite key isn't pressed; otherwise, holding both
|
|
* directions will repeat in place continuously, which is weird. */
|
|
MoveRow( pn, iDelta, Repeat );
|
|
return;
|
|
}
|
|
|
|
if( Repeat )
|
|
return;
|
|
|
|
if( row.Type == OptionRow::ROW_EXIT ) // EXIT is selected
|
|
return; // don't allow a move
|
|
|
|
bool bOneChanged = false;
|
|
|
|
|
|
int iCurrentChoiceWithFocus = row.m_iChoiceInRowWithFocus[pn];
|
|
int iNewChoiceWithFocus = iCurrentChoiceWithFocus + iDelta;
|
|
wrap( iNewChoiceWithFocus, iNumOptions );
|
|
|
|
if( iCurrentChoiceWithFocus != iNewChoiceWithFocus )
|
|
bOneChanged = true;
|
|
|
|
row.m_iChoiceInRowWithFocus[pn] = iNewChoiceWithFocus;
|
|
StoreFocus( pn );
|
|
|
|
if( optrow.bOneChoiceForAllPlayers )
|
|
{
|
|
/* If this row is bOneChoiceForAllPlayers, then lock the cursors together
|
|
* for this row. Don't do this in toggle modes, since the current selection
|
|
* and the current focus are detached. */
|
|
bool bForceFocusedChoiceTogether = false;
|
|
if( m_OptionsNavigation!=NAV_TOGGLE_THREE_KEY &&
|
|
m_OptionsNavigation!=NAV_TOGGLE_FIVE_KEY &&
|
|
optrow.bOneChoiceForAllPlayers )
|
|
bForceFocusedChoiceTogether = true;
|
|
|
|
/* Also lock focus if the screen is explicitly set to share cursors. */
|
|
if( m_InputMode == INPUTMODE_SHARE_CURSOR )
|
|
bForceFocusedChoiceTogether = true;
|
|
|
|
if( bForceFocusedChoiceTogether )
|
|
{
|
|
// lock focus together
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
row.m_iChoiceInRowWithFocus[p] = iNewChoiceWithFocus;
|
|
StoreFocus( pn );
|
|
}
|
|
}
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY )
|
|
{
|
|
; // do nothing
|
|
}
|
|
else
|
|
{
|
|
if( optrow.selectType == SELECT_MULTIPLE )
|
|
; // do nothing. User must press Start to toggle the selection.
|
|
else
|
|
row.SetOneSelection( p, iNewChoiceWithFocus );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY )
|
|
{
|
|
; // do nothing
|
|
}
|
|
else
|
|
{
|
|
if( optrow.selectType == SELECT_MULTIPLE )
|
|
; // do nothing. User must press Start to toggle the selection.
|
|
else
|
|
row.SetOneSelection( pn, iNewChoiceWithFocus );
|
|
}
|
|
}
|
|
|
|
UpdateText( iCurRow );
|
|
|
|
OnChange( pn );
|
|
|
|
if( m_OptionsNavigation != NAV_THREE_KEY_MENU )
|
|
m_SoundChangeCol.Play();
|
|
}
|
|
|
|
|
|
/* Up/down */
|
|
void ScreenOptions::MoveRow( PlayerNumber pn, int dir, bool Repeat )
|
|
{
|
|
if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY )
|
|
{
|
|
// If moving from a bFirstChoiceGoesDown row, put focus back on
|
|
// the first choice before moving.
|
|
const int iCurrentRow = m_iCurrentRow[pn];
|
|
OptionRow &row = *m_Rows[iCurrentRow];
|
|
row.m_iChoiceInRowWithFocus[pn] = 0;
|
|
}
|
|
|
|
LOG->Trace("move pn %i, dir %i, rep %i", pn, dir, Repeat);
|
|
bool changed = false;
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
|
|
continue; // skip
|
|
|
|
int row = m_iCurrentRow[p] + dir;
|
|
if( Repeat && ( row == -1 || row == (int) m_Rows.size() ) )
|
|
continue; // don't wrap while repeating
|
|
|
|
wrap( row, m_Rows.size() );
|
|
|
|
const unsigned iOldSelection = m_Rows[m_iCurrentRow[p]]->m_iChoiceInRowWithFocus[p];
|
|
|
|
m_iCurrentRow[p] = row;
|
|
|
|
switch( m_OptionsNavigation )
|
|
{
|
|
case NAV_TOGGLE_THREE_KEY:
|
|
case NAV_TOGGLE_FIVE_KEY:
|
|
if( m_Rows[row]->m_RowDef.layoutType != LAYOUT_SHOW_ONE_IN_ROW )
|
|
{
|
|
int iSelectionDist = -1;
|
|
for( unsigned i = 0; i < m_Rows[row]->m_textItems.size(); ++i )
|
|
{
|
|
int iWidth, iX, iY;
|
|
GetWidthXY( p, m_iCurrentRow[p], i, iWidth, iX, iY );
|
|
const int iDist = abs( iX-m_iFocusX[p] );
|
|
if( iSelectionDist == -1 || iDist < iSelectionDist )
|
|
{
|
|
iSelectionDist = iDist;
|
|
m_Rows[row]->m_iChoiceInRowWithFocus[p] = i;
|
|
}
|
|
}
|
|
m_Rows[row]->m_iChoiceInRowWithFocus[p] = min( iOldSelection, m_Rows[row]->m_textItems.size()-1 );
|
|
}
|
|
}
|
|
|
|
OnChange( p );
|
|
changed = true;
|
|
}
|
|
if( changed )
|
|
{
|
|
if( dir < 0 )
|
|
m_SoundPrevRow.Play();
|
|
else
|
|
m_SoundNextRow.Play();
|
|
}
|
|
}
|
|
|
|
int ScreenOptions::GetCurrentRow( PlayerNumber pn ) const
|
|
{
|
|
const int l = m_iCurrentRow[pn];
|
|
if( m_Rows[l]->Type != OptionRow::ROW_NORMAL )
|
|
return -1;
|
|
return l;
|
|
}
|
|
|
|
/*
|
|
* (c) 2001-2004 Chris Danford, Glenn Maynard
|
|
* 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
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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