Files
itgmania212121/src/CodeDetector.cpp
T
Rhythm Lunatic dcb2f74c8d Add More OptionsList functionality (#1810)
* Add More OptionsList functionality

* Remove Size parameter because it's broken

* Make OptionsList inputs remappable

* Change Next/Prev OptionsList to CodeDetector
2019-03-28 14:49:46 -07:00

277 lines
8.8 KiB
C++

#include "global.h"
#include "CodeDetector.h"
#include "PlayerOptions.h"
#include "GameState.h"
#include "InputQueue.h"
#include "ThemeManager.h"
#include "RageLog.h"
#include "Game.h"
#include "RageUtil.h"
#include "PlayerState.h"
#include "InputEventPlus.h"
#include "OptionRowHandler.h"
const char *CodeNames[] = {
"PrevSteps1",
"PrevSteps2",
"NextSteps1",
"NextSteps2",
"NextSort1",
"NextSort2",
"NextSort3",
"NextSort4",
"ModeMenu1",
"ModeMenu2",
"Mirror",
"Backwards",
"Left",
"Right",
"Shuffle",
"SuperShuffle",
"NextTransform",
"NextScrollSpeed",
"PreviousScrollSpeed",
"NextAccel",
"NextEffect",
"NextAppearance",
"NextTurn",
"Reverse",
"HoldNotes",
"Mines",
"Dark",
"Hidden",
"RandomVanish",
"CancelAll",
"NextTheme",
"NextTheme2",
"NextAnnouncer",
"NextAnnouncer2",
"NextGroup",
"PrevGroup",
"SaveScreenshot1",
"SaveScreenshot2",
"CancelAllPlayerOptions",
"BackInEventMode",
"CloseCurrentFolder",
"PrevOptionsList",
"NextOptionsList"
};
XToString( Code );
static InputQueueCode g_CodeItems[NUM_Code];
bool CodeDetector::EnteredCode( GameController controller, Code code )
{
return g_CodeItems[code].EnteredCode( controller );
}
void CodeDetector::RefreshCacheItems( RString sClass )
{
if( sClass == "" )
sClass = "CodeDetector";
FOREACH_ENUM( Code, c )
{
InputQueueCode& item = g_CodeItems[c];
const RString sCodeName = CodeToString(c);
const RString sButtonsNames = THEME->GetMetric(sClass,sCodeName);
item.Load( sButtonsNames );
}
}
bool CodeDetector::EnteredCloseFolder( GameController controller )
{
return EnteredCode(controller,CODE_CLOSE_CURRENT_FOLDER);
}
bool CodeDetector::EnteredNextGroup( GameController controller )
{
return EnteredCode(controller,CODE_NEXT_GROUP);
}
bool CodeDetector::EnteredPrevGroup( GameController controller )
{
return EnteredCode(controller,CODE_PREV_GROUP);
}
bool CodeDetector::EnteredPrevSteps( GameController controller )
{
return EnteredCode(controller,Code_PrevSteps1) || EnteredCode(controller,Code_PrevSteps2);
}
bool CodeDetector::EnteredNextSteps( GameController controller )
{
return EnteredCode(controller,Code_NextSteps1) || EnteredCode(controller,Code_NextSteps2);
}
bool CodeDetector::EnteredNextSort( GameController controller )
{
return EnteredCode(controller,CODE_NEXT_SORT1) ||
EnteredCode(controller,CODE_NEXT_SORT2) ||
EnteredCode(controller,CODE_NEXT_SORT3) ||
EnteredCode(controller,CODE_NEXT_SORT4);
}
bool CodeDetector::EnteredModeMenu( GameController controller )
{
return EnteredCode(controller,CODE_MODE_MENU1) || EnteredCode(controller,CODE_MODE_MENU2);
}
bool CodeDetector::EnteredPrevOpList( GameController controller )
{
return EnteredCode(controller,CODE_PREV_OPLIST);
}
bool CodeDetector::EnteredNextOpList( GameController controller )
{
return EnteredCode(controller,CODE_NEXT_OPLIST);
}
#define TOGGLE(v,a,b) if(v!=a) v=a; else v=b;
#define FLOAT_TOGGLE(v) if(v!=1.f) v=1.f; else v=0.f;
// XXX: Read the metrics file instead!
// Using this can give us unlisted scroll speeds on the Options screen.
// Zmey: done.
// AJ: thanks Zmey! :D
#define INCREMENT_SCROLL_SPEED(s) (s==0.5f) ? s=0.75f : (s==0.75f) ? s=1.0f : (s==1.0f) ? s=1.5f : (s==1.5f) ? s=2.0f : (s==2.0f) ? s=3.0f : (s==3.0f) ? s=4.0f : (s==4.0f) ? s=5.0f : (s==5.0f) ? s=8.0f : s=0.5f;
#define DECREMENT_SCROLL_SPEED(s) (s==0.75f) ? s=0.5f : (s==1.0f) ? s=0.75f : (s==1.5f) ? s=1.0f : (s==2.0f) ? s=1.5f : (s==3.0f) ? s=2.0f : (s==4.0f) ? s=3.0f : (s==5.0f) ? s=4.0f : (s==8.0f) ? s=4.0f : s=8.0f;
// from Pumpmania
void CodeDetector::ChangeScrollSpeed( GameController controller, bool bIncrement )
{
// this doesn't compile, hence the #if 0 below.
// also I bet this code actually belongs in PlayerOptions.cpp
// on further inspection. -aj
// p.s. it's m_fScrollSpeed you'll want to mess with.
#if 0
// opt = PlayerOptions
// setup
PlayerNumber pn = INPUTMAPPER->ControllerToPlayerNumber( controller );
PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred();
/* what this code seems to be doing is:
* 1) getting the Speed line from the theme
* 2) throwing it into a vector
* 3) getting the current scroll speed (fallback on 1x)
* 4) loop through the entries until you find the current mod
* 5) check if it's increment/decrement, act accordingly
* 6) set mod and return.
* 7) "Current SpeedMod not found in Theme, revert to default"
* although I'd rather have it move to the next possible value at
* that point. If it's invalid, then revert to the default.
*/
OptionRowData row;
OptionRowHandler hand;
RString sTitleOut;
ScreenOptionsMaster::SetList( row, hand, "Speed", sTitleOut );
vector<ModeChoice>& entries = hand.ListEntries;
RString sScrollSpeed = po.GetScrollSpeedAsString();
if (sScrollSpeed.empty())
sScrollSpeed = "1x";
for ( vector<ModeChoice>::iterator it = entries.begin(); it != entries.end(); ++it )
{
ModeChoice& modeChoice = *it;
if ( modeChoice.m_sModifiers == sScrollSpeed ) {
if (bIncrement) {
if ( &modeChoice == &entries.back() )
po.FromString( entries.front().m_sModifiers );
else
po.FromString( (++it)->m_sModifiers );
} else { // Decrement
if ( &modeChoice == &entries.front() )
po.FromString( entries.back().m_sModifiers );
else
po.FromString( (--it)->m_sModifiers );
}
return;
}
}
// Current SpeedMod not found in Theme, revert to default:
ModeChoice& defaultChoice = hand.Default;
po.FromString(defaultChoice.m_sModifiers);
#endif
}
bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
{
PlayerNumber pn = INPUTMAPPER->ControllerToPlayerNumber( controller );
for( int c=CODE_MIRROR; c<=CODE_CANCEL_ALL; c++ )
{
Code code = (Code)c;
PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred();
if( EnteredCode(controller,code) )
{
switch( code )
{
case CODE_MIRROR: po.ToggleOneTurn( PlayerOptions::TURN_MIRROR ); break;
case CODE_BACKWARDS: po.ToggleOneTurn( PlayerOptions::TURN_BACKWARDS ); break;
case CODE_LEFT: po.ToggleOneTurn( PlayerOptions::TURN_LEFT ); break;
case CODE_RIGHT: po.ToggleOneTurn( PlayerOptions::TURN_RIGHT ); break;
case CODE_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SHUFFLE ); break;
case CODE_SUPER_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SUPER_SHUFFLE ); break;
case CODE_NEXT_TRANSFORM: po.NextTransform(); break;
case CODE_NEXT_SCROLL_SPEED: INCREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
case CODE_PREVIOUS_SCROLL_SPEED: DECREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
case CODE_NEXT_ACCEL: po.NextAccel(); break;
case CODE_NEXT_EFFECT: po.NextEffect(); break;
case CODE_NEXT_APPEARANCE: po.NextAppearance(); break;
case CODE_NEXT_TURN: po.NextTurn(); break;
case CODE_REVERSE: po.NextScroll(); break;
case CODE_HOLDS: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS], true, false ); break;
case CODE_MINES: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOMINES], true, false ); break;
case CODE_DARK: FLOAT_TOGGLE( po.m_fDark ); break;
case CODE_CANCEL_ALL: GAMESTATE->GetDefaultPlayerOptions( po ); break;
case CODE_HIDDEN:
ZERO(po.m_fAppearances);
po.m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] = 1;
break;
case CODE_RANDOMVANISH:
ZERO(po.m_fAppearances);
po.m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] = 1;
break;
default: break;
}
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
return true; // don't check any more
}
}
return false;
}
/*
* (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.
*/