1323 lines
36 KiB
C++
1323 lines
36 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 "ScreenDimensions.h"
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#include "Command.h"
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#include "GameCommand.h"
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#include "OptionRowHandler.h"
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#include "LuaBinding.h"
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#include "InputEventPlus.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 ScreenOptionsService. 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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static CString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",int(p+1)); }
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static CString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",int(p+1)); }
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static CString EXPLANATION_ON_COMMAND_NAME( size_t p ) { return ssprintf("ExplanationP%dOnCommand",int(p+1)); }
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static CString OPTION_EXPLANATION( CString s )
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{
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return THEME->GetString("OptionExplanations",s);
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}
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static const char *InputModeNames[] = {
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"Individual",
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"Together"
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};
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StringToX( InputMode );
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//REGISTER_SCREEN_CLASS( ScreenOptions ); // can't be instantiated
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ScreenOptions::ScreenOptions()
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{
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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// These can be overridden in a derived Init().
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m_OptionsNavigation = PREFSMAN->m_bArcadeOptionsNavigation? NAV_THREE_KEY:NAV_FIVE_KEY;
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m_InputMode = INPUTMODE_SHARE_CURSOR;
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}
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void ScreenOptions::Init()
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{
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NUM_ROWS_SHOWN.Load( m_sName, "NumRowsShown" );
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ROW_INIT_COMMAND.Load( m_sName, "RowInitCommand" );
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ROW_ON_COMMAND.Load( m_sName, "RowOnCommand" );
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ROW_OFF_COMMAND.Load( m_sName, "RowOffCommand" );
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EXPLANATION_X.Load( m_sName, EXPLANATION_X_NAME, NUM_PLAYERS );
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EXPLANATION_Y.Load( m_sName, EXPLANATION_Y_NAME, NUM_PLAYERS );
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EXPLANATION_ON_COMMAND.Load( m_sName, EXPLANATION_ON_COMMAND_NAME, NUM_PLAYERS );
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EXPLANATION_TOGETHER_X.Load( m_sName, "ExplanationTogetherX" );
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EXPLANATION_TOGETHER_Y.Load( m_sName, "ExplanationTogetherY" );
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EXPLANATION_TOGETHER_ON_COMMAND.Load( m_sName, "ExplanationTogetherOnCommand" );
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SHOW_SCROLL_BAR.Load( m_sName, "ShowScrollBar" );
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SCROLL_BAR_HEIGHT.Load( m_sName, "ScrollBarHeight" );
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SCROLL_BAR_TIME.Load( m_sName, "ScrollBarTime" );
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LINE_HIGHLIGHT_X.Load( m_sName, "LineHighlightX" );
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SHOW_EXIT_ROW.Load( m_sName, "ShowExitRow" );
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SEPARATE_EXIT_ROW.Load( m_sName, "SeparateExitRow" );
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SEPARATE_EXIT_ROW_Y.Load( m_sName, "SeparateExitRowY" );
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SHOW_EXPLANATIONS.Load( m_sName, "ShowExplanations" );
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ALLOW_REPEATING_CHANGE_VALUE_INPUT.Load( m_sName, "AllowRepeatingChangeValueInput" );
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CURSOR_TWEEN_SECONDS.Load( m_sName, "CursorTweenSeconds" );
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WRAP_VALUE_IN_ROW.Load( m_sName, "WrapValueInRow" );
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m_exprRowPositionTransformFunction.SetFromExpression( THEME->GetMetric(m_sName,"RowPositionTransformFunction") );
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ScreenWithMenuElements::Init();
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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"), true );
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m_SoundToggleOff.Load( THEME->GetPathS(m_sName,"toggle off"), true );
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// add everything to m_framePage so we can animate everything at once
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m_framePage.SetName( "Frame" );
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this->AddChild( &m_framePage );
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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( m_sprPage );
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m_framePage.AddChild( m_sprPage );
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// init line line highlights
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FOREACH_PlayerNumber( 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( LINE_HIGHLIGHT_X );
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m_framePage.AddChild( m_sprLineHighlight[p] );
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}
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// init cursors
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FOREACH_PlayerNumber( p )
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{
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m_Cursor[p].Load( m_sName, OptionsCursorPlus::cursor );
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m_Cursor[p].Set( p );
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m_Cursor[p].SetName( "Cursor" );
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m_framePage.AddChild( &m_Cursor[p] );
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}
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// 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].SetShadowLength( 0 );
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m_textExplanation[p].SetDrawOrder( 2 );
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m_framePage.AddChild( &m_textExplanation[p] );
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}
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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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if( SHOW_SCROLL_BAR )
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{
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m_ScrollBar.SetName( "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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m_ScrollBar.Load( "DualScrollBar" );
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FOREACH_PlayerNumber( p )
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m_ScrollBar.EnablePlayer( p, GAMESTATE->IsHumanPlayer(p) );
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SET_XY( m_ScrollBar );
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m_ScrollBar.SetDrawOrder( 2 );
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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( "More" );
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SET_XY( m_sprMore );
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m_sprMore->SetDrawOrder( 2 );
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m_framePage.AddChild( m_sprMore );
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m_OptionRowType.Load( m_sName );
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}
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void ScreenOptions::InitMenu( const vector<OptionRowHandler*> &vHands )
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{
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LOG->Trace( "ScreenOptions::InitMenu()" );
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for( unsigned i=0; i<m_pRows.size(); i++ )
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{
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m_framePage.RemoveChild( m_pRows[i] );
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SAFE_DELETE( m_pRows[i] );
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}
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m_pRows.clear();
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for( unsigned r=0; r<vHands.size(); r++ ) // foreach row
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{
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m_pRows.push_back( new OptionRow(&m_OptionRowType) );
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OptionRow &row = *m_pRows.back();
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row.SetDrawOrder( 1 );
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m_framePage.AddChild( &row );
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bool bFirstRowGoesDown = m_OptionsNavigation==NAV_TOGGLE_THREE_KEY;
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row.LoadNormal( vHands[r], bFirstRowGoesDown );
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}
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if( SHOW_EXIT_ROW )
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{
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m_pRows.push_back( new OptionRow(&m_OptionRowType) );
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OptionRow &row = *m_pRows.back();
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row.LoadExit();
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row.SetDrawOrder( 1 );
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m_framePage.AddChild( &row );
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}
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m_framePage.SortByDrawOrder();
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FOREACH( OptionRow*, m_pRows, p )
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{
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int iIndex = p - m_pRows.begin();
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Lua *L = LUA->Get();
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LuaHelpers::Push( iIndex, L );
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(*p)->m_pLuaInstance->Set( L, "iIndex" );
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LUA->Release( L );
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(*p)->RunCommands( ROW_INIT_COMMAND );
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}
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// poke once at all the explanation metrics so that we catch missing ones early
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for( int r=0; r<(int)m_pRows.size(); r++ ) // foreach row
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{
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GetExplanationText( r );
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}
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}
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void ScreenOptions::BeginScreen()
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{
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ScreenWithMenuElements::BeginScreen();
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for( unsigned r=0; r<m_pRows.size(); r++ ) // foreach row
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{
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OptionRow *pRow = m_pRows[r];
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pRow->Reload();
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vector<PlayerNumber> vpns;
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FOREACH_HumanPlayer( p )
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vpns.push_back( p );
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this->ImportOptions( r, vpns );
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FOREACH_HumanPlayer( p )
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pRow->AfterImportOptions( p );
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}
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ON_COMMAND( m_framePage );
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FOREACH_PlayerNumber( p )
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{
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m_iCurrentRow[p] = -1;
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m_iFocusX[p] = -1;
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m_bWasOnExit[p] = false;
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m_bGotAtLeastOneStartPressed[p] = false;
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}
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// put focus on the first enabled row
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FOREACH_PlayerNumber( p )
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{
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for( unsigned r=0; r<m_pRows.size(); r++ )
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{
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const OptionRow &row = *m_pRows[r];
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if( row.GetRowDef().IsEnabledForPlayer(p) )
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{
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m_iCurrentRow[p] = r;
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break;
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}
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}
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}
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FOREACH_PlayerNumber( p )
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{
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m_sprLineHighlight[p]->SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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m_Cursor[p].SetHidden( !GAMESTATE->IsHumanPlayer(p) );
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}
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// Hide highlight if no rows are enabled.
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FOREACH_HumanPlayer( p )
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m_sprLineHighlight[p]->SetHidden( m_iCurrentRow[p] == -1 );
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CHECKPOINT;
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PositionRows();
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PositionIcons();
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RefreshAllIcons();
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PositionCursors();
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UpdateEnabledDisabled();
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FOREACH_PlayerNumber( p )
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AfterChangeValueOrRow( p );
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CHECKPOINT;
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}
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void ScreenOptions::TweenOnScreen()
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{
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ScreenWithMenuElements::TweenOnScreen();
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FOREACH( OptionRow*, m_pRows, p )
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(*p)->RunCommands( ROW_ON_COMMAND );
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ON_COMMAND( m_sprPage );
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FOREACH_HumanPlayer( p )
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{
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ON_COMMAND( m_Cursor[p] );
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ON_COMMAND( m_sprLineHighlight[p] );
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}
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ON_COMMAND( m_sprMore );
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m_framePage.SortByDrawOrder();
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}
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void ScreenOptions::TweenOffScreen()
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{
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ScreenWithMenuElements::TweenOffScreen();
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FOREACH( OptionRow*, m_pRows, p )
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(*p)->RunCommands( ROW_OFF_COMMAND );
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OFF_COMMAND( m_framePage );
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}
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ScreenOptions::~ScreenOptions()
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{
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LOG->Trace( "ScreenOptions::~ScreenOptions()" );
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for( unsigned i=0; i<m_pRows.size(); i++ )
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SAFE_DELETE( m_pRows[i] );
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}
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CString ScreenOptions::GetExplanationText( int iRow ) const
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{
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const OptionRow &row = *m_pRows[iRow];
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bool bAllowExplanation = row.GetRowDef().m_bAllowExplanation;
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bool bShowExplanations = bAllowExplanation && SHOW_EXPLANATIONS.GetValue();
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if( !bShowExplanations )
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return CString();
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CString sExplanationName = row.GetRowDef().m_sExplanationName;
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if( sExplanationName.empty() )
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sExplanationName = row.GetRowDef().m_sName;
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ASSERT( !sExplanationName.empty() );
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return OPTION_EXPLANATION(sExplanationName);
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}
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void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const
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{
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ASSERT_M( iRow < (int)m_pRows.size(), ssprintf("%i < %i", iRow, (int)m_pRows.size() ) );
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const OptionRow &row = *m_pRows[iRow];
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row.GetWidthXY( pn, iChoiceOnRow, iWidthOut, iXOut, iYOut );
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}
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void ScreenOptions::PositionIcons()
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{
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for( unsigned i=0; i<m_pRows.size(); i++ ) // foreach options line
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m_pRows[i]->PositionIcons();
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}
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void ScreenOptions::RefreshIcons( int iRow, PlayerNumber pn )
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{
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OptionRow &row = *m_pRows[iRow];
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const OptionRowDefinition &def = row.GetRowDef();
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// find first selection and whether multiple are selected
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int iFirstSelection = row.GetOneSelection( pn, true );
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// set icon name and bullet
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CString sIcon;
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GameCommand gc;
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if( iFirstSelection == -1 )
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{
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sIcon = "Multi";
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}
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else if( iFirstSelection != -1 )
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{
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const OptionRowHandler *pHand = row.GetHandler();
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if( pHand )
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{
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int iSelection = iFirstSelection+(m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?-1:0);
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pHand->GetIconTextAndGameCommand( def, iSelection, sIcon, gc );
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}
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}
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/* XXX: hack to not display text in the song options menu */
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if( def.m_bOneChoiceForAllPlayers )
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sIcon = "";
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m_pRows[iRow]->SetOptionIcon( pn, sIcon, gc );
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}
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void ScreenOptions::RefreshAllIcons()
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{
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FOREACH_HumanPlayer( p )
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for( unsigned r=0; r<m_pRows.size(); ++r )
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this->RefreshIcons( r, p );
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}
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void ScreenOptions::PositionCursors()
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{
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// Set the position of the cursor showing the current option the user is changing.
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// Set the position of the underlines showing the current choice for each option line.
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FOREACH_HumanPlayer( pn )
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{
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const int iRow = m_iCurrentRow[pn];
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if( iRow == -1 )
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continue;
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ASSERT_M( iRow >= 0 && iRow < (int)m_pRows.size(), ssprintf("%i < %i", iRow, (int)m_pRows.size() ) );
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const OptionRow &row = *m_pRows[iRow];
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OptionsCursorPlus &cursor = m_Cursor[pn];
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const int iChoiceWithFocus = row.GetChoiceInRowWithFocus(pn);
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if( iChoiceWithFocus == -1 )
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continue; // skip
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int iWidth, iX, iY;
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GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY );
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cursor.SetBarWidth( iWidth );
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cursor.SetXY( (float)iX, (float)iY );
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bool bCanGoLeft = iChoiceWithFocus > 0;
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bool bCanGoRight = iChoiceWithFocus >= 0 && iChoiceWithFocus < (int) row.GetRowDef().m_vsChoices.size()-1;
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cursor.SetCanGo( bCanGoLeft, bCanGoRight );
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}
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}
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void ScreenOptions::TweenCursor( PlayerNumber pn )
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{
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// Set the position of the cursor showing the current option the user is changing.
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const int iRow = m_iCurrentRow[pn];
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ASSERT_M( iRow >= 0 && iRow < (int)m_pRows.size(), ssprintf("%i < %i", iRow, (int)m_pRows.size() ) );
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const OptionRow &row = *m_pRows[iRow];
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const int iChoiceWithFocus = row.GetChoiceInRowWithFocus(pn);
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int iWidth, iX, iY;
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GetWidthXY( pn, iRow, iChoiceWithFocus, iWidth, iX, iY );
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OptionsCursorPlus &cursor = m_Cursor[pn];
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if( cursor.GetDestX() != (float) iX ||
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cursor.GetDestY() != (float) iY ||
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cursor.GetBarWidth() != iWidth )
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{
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cursor.StopTweening();
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cursor.BeginTweening( CURSOR_TWEEN_SECONDS );
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cursor.SetXY( (float)iX, (float)iY );
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cursor.SetBarWidth( iWidth );
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}
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bool bCanGoLeft = iChoiceWithFocus > 0;
|
|
bool bCanGoRight = iChoiceWithFocus >= 0 && iChoiceWithFocus < (int) row.GetRowDef().m_vsChoices.size()-1;
|
|
cursor.SetCanGo( bCanGoLeft, bCanGoRight );
|
|
|
|
if( GAMESTATE->IsHumanPlayer(pn) )
|
|
{
|
|
COMMAND( m_sprLineHighlight[pn], "Change" );
|
|
if( row.GetRowType() == OptionRow::RowType_Exit )
|
|
COMMAND( m_sprLineHighlight[pn], "ChangeToExit" );
|
|
m_sprLineHighlight[pn]->SetY( (float)iY );
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::UpdateEnabledDisabled( int r )
|
|
{
|
|
OptionRow &row = *m_pRows[r];
|
|
|
|
FOREACH_PlayerNumber( pn )
|
|
row.SetRowHasFocus( pn, GAMESTATE->IsHumanPlayer(pn) && m_iCurrentRow[pn] == (int)r );
|
|
|
|
row.UpdateEnabledDisabled();
|
|
}
|
|
|
|
void ScreenOptions::UpdateEnabledDisabled()
|
|
{
|
|
for( unsigned r=0; r<m_pRows.size(); r++ )
|
|
UpdateEnabledDisabled( r );
|
|
}
|
|
|
|
void ScreenOptions::Update( float fDeltaTime )
|
|
{
|
|
//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
|
|
|
|
m_fLockInputSecs = max( 0, m_fLockInputSecs-fDeltaTime );
|
|
|
|
ScreenWithMenuElements::Update( fDeltaTime );
|
|
}
|
|
|
|
void ScreenOptions::Input( const InputEventPlus &input )
|
|
{
|
|
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
|
|
* when we're transitioning out. */
|
|
if( m_Cancel.IsTransitioning() || m_Out.IsTransitioning() || m_fLockInputSecs > 0 )
|
|
return;
|
|
|
|
if( !GAMESTATE->IsHumanPlayer(input.MenuI.player) )
|
|
return;
|
|
|
|
if( input.type == IET_RELEASE )
|
|
{
|
|
switch( input.MenuI.button )
|
|
{
|
|
case MENU_BUTTON_START:
|
|
case MENU_BUTTON_SELECT:
|
|
case MENU_BUTTON_RIGHT:
|
|
case MENU_BUTTON_LEFT:
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_START) );
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_RIGHT) );
|
|
INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_LEFT) );
|
|
}
|
|
}
|
|
|
|
// default input handler
|
|
Screen::Input( input );
|
|
}
|
|
|
|
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
if( SM == SM_MenuTimer )
|
|
{
|
|
this->BeginFadingOut();
|
|
}
|
|
else if( SM == SM_BeginFadingOut )
|
|
{
|
|
if( IsTransitioning() )
|
|
return; /* already transitioning */
|
|
|
|
/* If the selected option sets a screen, honor it. */
|
|
CString sThisScreen = GetNextScreenForSelection( GAMESTATE->m_MasterPlayerNumber );
|
|
if( sThisScreen != "" )
|
|
m_sNextScreen = sThisScreen;
|
|
|
|
// If options set a NextScreen or one is specified in metrics, then fade out
|
|
if( GetNextScreen() == "" )
|
|
{
|
|
LOG->Warn( "%s::HandleScreenMessage: Tried to fade out, but we have no next screen", m_sName.c_str() );
|
|
return;
|
|
}
|
|
|
|
StartTransitioningScreen( SM_ExportOptions );
|
|
|
|
SCREENMAN->PlayStartSound();
|
|
}
|
|
else if( SM == SM_ExportOptions )
|
|
{
|
|
vector<PlayerNumber> vpns;
|
|
FOREACH_HumanPlayer( p )
|
|
vpns.push_back( p );
|
|
for( unsigned r=0; r<m_pRows.size(); r++ ) // foreach row
|
|
this->ExportOptions( r, vpns );
|
|
|
|
this->HandleScreenMessage( SM_GoToNextScreen );
|
|
}
|
|
else if( SM == SM_GainFocus )
|
|
{
|
|
INPUTFILTER->SetRepeatRate( 0.25f, 0.25f, 12 );
|
|
}
|
|
else if( SM == SM_LoseFocus )
|
|
{
|
|
INPUTFILTER->ResetRepeatRate();
|
|
}
|
|
|
|
ScreenWithMenuElements::HandleScreenMessage( SM );
|
|
}
|
|
|
|
|
|
void ScreenOptions::PositionRows()
|
|
{
|
|
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_pRows );
|
|
OptionRow *pSeparateExitRow = NULL;
|
|
|
|
if( (bool)SEPARATE_EXIT_ROW && !Rows.empty() && Rows.back()->GetRowType() == OptionRow::RowType_Exit )
|
|
{
|
|
pSeparateExitRow = &*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
|
|
{
|
|
OptionRow &row = *Rows[i];
|
|
|
|
float fPos = (float) pos;
|
|
|
|
LuaExpressionTransform *pExpr = NULL;
|
|
pExpr = &m_exprRowPositionTransformFunction;
|
|
|
|
if( i < first_start ) fPos = -0.5f;
|
|
else if( i >= first_end && i < second_start ) fPos = ((int)NUM_ROWS_SHOWN)/2-0.5f;
|
|
else if( i >= second_end ) fPos = ((int)NUM_ROWS_SHOWN)-0.5f;
|
|
|
|
row.m_tsDestination = m_exprRowPositionTransformFunction.GetPosition( (float) fPos, i, min( (int)Rows.size(), (int)NUM_ROWS_SHOWN ) );
|
|
|
|
bool bHidden =
|
|
i < first_start ||
|
|
(i >= first_end && i < second_start) ||
|
|
i >= second_end;
|
|
if( !bHidden )
|
|
pos++;
|
|
row.SetRowHidden( bHidden );
|
|
}
|
|
|
|
if( pSeparateExitRow )
|
|
{
|
|
pSeparateExitRow->m_tsDestination.pos.y = SEPARATE_EXIT_ROW_Y;
|
|
pSeparateExitRow->SetRowHidden( second_end != (int) Rows.size() );
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenOptions::AfterChangeValueOrRow( PlayerNumber pn )
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(pn) )
|
|
return;
|
|
|
|
const int iCurRow = m_iCurrentRow[pn];
|
|
|
|
if( iCurRow == -1 )
|
|
return;
|
|
|
|
/* Update m_fY and m_bHidden[]. */
|
|
PositionRows();
|
|
|
|
/* Do positioning. */
|
|
for( unsigned r=0; r<m_pRows.size(); r++ )
|
|
FOREACH_HumanPlayer( p )
|
|
m_pRows[r]->PositionUnderlines( p );
|
|
RefreshIcons( iCurRow, pn );
|
|
PositionIcons();
|
|
UpdateEnabledDisabled();
|
|
|
|
if( SHOW_SCROLL_BAR )
|
|
{
|
|
float fPercent = 0;
|
|
if( m_pRows.size() > 1 )
|
|
fPercent = m_iCurrentRow[pn] / float(m_pRows.size()-1);
|
|
m_ScrollBar.SetPercentage( pn, fPercent );
|
|
}
|
|
|
|
/* Update all players, since changing one player can move both cursors. */
|
|
FOREACH_HumanPlayer( p )
|
|
TweenCursor( p );
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
int iCurrentRow = m_iCurrentRow[pn];
|
|
OptionRow &row = *m_pRows[iCurrentRow];
|
|
const bool bExitSelected = row.GetRowType() == OptionRow::RowType_Exit;
|
|
if( GAMESTATE->GetNumHumanPlayers() != 1 && p != pn )
|
|
continue;
|
|
if( m_bWasOnExit[p] != bExitSelected )
|
|
{
|
|
m_bWasOnExit[p] = bExitSelected;
|
|
COMMAND( m_sprMore, ssprintf("Exit%sP%i", bExitSelected? "Selected":"Unselected", p+1) );
|
|
}
|
|
}
|
|
|
|
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 );
|
|
|
|
Cancel( SM_GoToPrevScreen );
|
|
}
|
|
|
|
bool ScreenOptions::AllAreOnLastRow() const
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
if( m_iCurrentRow[p] != (int)(m_pRows.size()-1) )
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void ScreenOptions::MenuStart( const InputEventPlus &input )
|
|
{
|
|
PlayerNumber pn = input.MenuI.player;
|
|
switch( input.type )
|
|
{
|
|
case IET_FIRST_PRESS:
|
|
m_bGotAtLeastOneStartPressed[pn] = true;
|
|
break;
|
|
case IET_RELEASE:
|
|
return; // ignore
|
|
default: // repeat type
|
|
if( !m_bGotAtLeastOneStartPressed[pn] )
|
|
return; // don't allow repeat
|
|
break;
|
|
}
|
|
|
|
/* 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 )
|
|
{
|
|
MoveRowRelative( pn, -1, input.type != IET_FIRST_PRESS );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
this->ProcessMenuStart( input );
|
|
}
|
|
|
|
void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
|
|
{
|
|
PlayerNumber pn = input.MenuI.player;
|
|
int iCurRow = m_iCurrentRow[pn];
|
|
OptionRow &row = *m_pRows[iCurRow];
|
|
|
|
if( m_OptionsNavigation == NAV_THREE_KEY_MENU )
|
|
{
|
|
/* In NAV_THREE_KEY_MENU mode, if a row doesn't set a screen, it does
|
|
* something. Apply it now, and don't go to the next screen. */
|
|
CString sScreen = GetNextScreenForSelection( input.MenuI.player );
|
|
if( sScreen.empty() )
|
|
{
|
|
vector<PlayerNumber> vpns;
|
|
vpns.push_back( input.MenuI.player );
|
|
ExportOptions( iCurRow, vpns );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Check whether Start ends this screen.
|
|
//
|
|
{
|
|
bool bEndThisScreen = false;
|
|
|
|
// If we didn't apply and return above in NAV_THREE_KEY_MENU, then the selection
|
|
// sets a screen.
|
|
if( m_OptionsNavigation == NAV_THREE_KEY_MENU )
|
|
bEndThisScreen = true;
|
|
|
|
// If there's no exit row, then pressing Start on any row ends the screen.
|
|
if( !SHOW_EXIT_ROW )
|
|
bEndThisScreen = true;
|
|
|
|
// If all players are on "Exit"
|
|
if( AllAreOnLastRow() )
|
|
bEndThisScreen = true;
|
|
|
|
/* Don't accept START to go to the next screen if we're still transitioning in. */
|
|
if( bEndThisScreen &&
|
|
(input.type != IET_FIRST_PRESS || IsTransitioning()) )
|
|
return;
|
|
|
|
if( bEndThisScreen )
|
|
{
|
|
this->BeginFadingOut();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( row.GetFirstItemGoesDown() )
|
|
{
|
|
int iChoiceInRow = row.GetChoiceInRowWithFocus(pn);
|
|
if( iChoiceInRow == 0 )
|
|
{
|
|
MenuDown( input );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( row.GetRowDef().m_selectType == SELECT_MULTIPLE )
|
|
{
|
|
int iChoiceInRow = row.GetChoiceInRowWithFocus(pn);
|
|
bool bSelected = !row.GetSelected( pn, iChoiceInRow );
|
|
row.SetSelected( pn, iChoiceInRow, bSelected );
|
|
|
|
if( bSelected )
|
|
m_SoundToggleOn.Play();
|
|
else
|
|
m_SoundToggleOff.Play();
|
|
|
|
m_pRows[iCurRow]->PositionUnderlines( pn );
|
|
RefreshIcons( iCurRow, pn );
|
|
|
|
if( row.GetFirstItemGoesDown() )
|
|
{
|
|
// move to the first choice in the row
|
|
ChangeValueInRowRelative( m_iCurrentRow[pn], pn, -row.GetChoiceInRowWithFocus(pn), input.type != IET_FIRST_PRESS );
|
|
}
|
|
}
|
|
else // data.selectType != SELECT_MULTIPLE
|
|
{
|
|
switch( m_OptionsNavigation )
|
|
{
|
|
case NAV_THREE_KEY:
|
|
// don't wrap
|
|
if( iCurRow == (int)m_pRows.size()-1 )
|
|
return;
|
|
MenuDown( input );
|
|
break;
|
|
case NAV_TOGGLE_THREE_KEY:
|
|
case NAV_TOGGLE_FIVE_KEY:
|
|
{
|
|
int iChoiceInRow = row.GetChoiceInRowWithFocus(pn);
|
|
if( row.GetRowDef().m_bOneChoiceForAllPlayers )
|
|
row.SetOneSharedSelection( iChoiceInRow );
|
|
else
|
|
row.SetOneSelection( pn, iChoiceInRow );
|
|
|
|
if( row.GetFirstItemGoesDown() )
|
|
ChangeValueInRowRelative( m_iCurrentRow[pn], pn, -row.GetChoiceInRowWithFocus(pn), input.type != IET_FIRST_PRESS ); // move to the first choice
|
|
else
|
|
ChangeValueInRowRelative( m_iCurrentRow[pn], pn, 0, input.type != IET_FIRST_PRESS );
|
|
break;
|
|
}
|
|
case NAV_THREE_KEY_MENU:
|
|
ASSERT(0); // unreachable
|
|
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.) */
|
|
MoveRowRelative( pn, m_pRows.size()-m_iCurrentRow[pn]-1, input.type != IET_FIRST_PRESS );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::StoreFocus( PlayerNumber pn )
|
|
{
|
|
/* Long rows always put us in the center, so don't update the focus. */
|
|
int iCurrentRow = m_iCurrentRow[pn];
|
|
const OptionRow &row = *m_pRows[iCurrentRow];
|
|
if( row.GetRowDef().m_layoutType == LAYOUT_SHOW_ONE_IN_ROW )
|
|
return;
|
|
|
|
int iWidth, iY;
|
|
GetWidthXY( pn, m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), iWidth, m_iFocusX[pn], iY );
|
|
LOG->Trace("cur selection %ix%i @ %i",
|
|
m_iCurrentRow[pn], row.GetChoiceInRowWithFocus(pn), m_iFocusX[pn]);
|
|
}
|
|
|
|
CString ScreenOptions::GetNextScreenForSelection( PlayerNumber pn ) const
|
|
{
|
|
int iCurRow = this->GetCurrentRow( pn );
|
|
ASSERT( iCurRow >= 0 && iCurRow < (int)m_pRows.size() );
|
|
const OptionRow *pRow = m_pRows[iCurRow];
|
|
|
|
int iChoice = pRow->GetChoiceInRowWithFocus( pn );
|
|
if( pRow->GetFirstItemGoesDown() )
|
|
iChoice--;
|
|
|
|
// not the "goes down" item
|
|
if( iChoice == -1 )
|
|
return RString();
|
|
|
|
const OptionRowHandler *pHand = pRow->GetHandler();
|
|
if( pHand == NULL )
|
|
return RString();
|
|
return pHand->GetScreen( iChoice );
|
|
}
|
|
|
|
void ScreenOptions::BeginFadingOut()
|
|
{
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
}
|
|
|
|
/* Left/right */
|
|
void ScreenOptions::ChangeValueInRowAbsolute( int iRow, PlayerNumber pn, int iChoiceIndex, bool bRepeat )
|
|
{
|
|
if( iRow == -1 ) // no row selected
|
|
return; // don't allow a move
|
|
|
|
OptionRow &row = *m_pRows[iRow];
|
|
|
|
const int iNumChoices = row.GetRowDef().m_vsChoices.size();
|
|
ASSERT( iNumChoices >= 0 && iChoiceIndex < iNumChoices );
|
|
|
|
int iCurrentChoiceWithFocus = row.GetChoiceInRowWithFocus(pn);
|
|
int iDelta = iChoiceIndex - iCurrentChoiceWithFocus;
|
|
|
|
ChangeValueInRowRelative( iRow, pn, iDelta, bRepeat );
|
|
}
|
|
|
|
void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDelta, bool bRepeat )
|
|
{
|
|
if( iRow == -1 ) // no row selected
|
|
return; // don't allow a move
|
|
|
|
OptionRow &row = *m_pRows[iRow];
|
|
|
|
const int iNumChoices = row.GetRowDef().m_vsChoices.size();
|
|
|
|
if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumChoices <= 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. */
|
|
MoveRowRelative( pn, iDelta, bRepeat );
|
|
return;
|
|
}
|
|
|
|
if( iNumChoices <= 1 ) // nowhere to move
|
|
return;
|
|
|
|
if( bRepeat && !ALLOW_REPEATING_CHANGE_VALUE_INPUT )
|
|
return;
|
|
|
|
bool bOneChanged = false;
|
|
|
|
|
|
int iCurrentChoiceWithFocus = row.GetChoiceInRowWithFocus(pn);
|
|
int iNewChoiceWithFocus = iCurrentChoiceWithFocus + iDelta;
|
|
if( !bRepeat && WRAP_VALUE_IN_ROW.GetValue() )
|
|
wrap( iNewChoiceWithFocus, iNumChoices );
|
|
else
|
|
CLAMP( iNewChoiceWithFocus, 0, iNumChoices-1 );
|
|
|
|
if( iCurrentChoiceWithFocus != iNewChoiceWithFocus )
|
|
bOneChanged = true;
|
|
|
|
row.SetChoiceInRowWithFocus( pn, iNewChoiceWithFocus );
|
|
StoreFocus( pn );
|
|
|
|
if( row.GetRowDef().m_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 &&
|
|
row.GetRowDef().m_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.SetChoiceInRowWithFocus( p, iNewChoiceWithFocus );
|
|
StoreFocus( p );
|
|
}
|
|
}
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( m_OptionsNavigation==NAV_TOGGLE_THREE_KEY || m_OptionsNavigation==NAV_TOGGLE_FIVE_KEY )
|
|
{
|
|
; // do nothing
|
|
}
|
|
else
|
|
{
|
|
if( row.GetRowDef().m_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( row.GetRowDef().m_selectType == SELECT_MULTIPLE )
|
|
; // do nothing. User must press Start to toggle the selection.
|
|
else
|
|
row.SetOneSelection( pn, iNewChoiceWithFocus );
|
|
}
|
|
}
|
|
|
|
// XXX: What was this NAV_THREE_KEY_MENU special case for?
|
|
if( bOneChanged )
|
|
// if( m_OptionsNavigation != NAV_THREE_KEY_MENU )
|
|
m_SoundChangeCol.Play();
|
|
|
|
if( row.GetRowDef().m_bExportOnChange )
|
|
{
|
|
vector<PlayerNumber> vpns;
|
|
FOREACH_HumanPlayer( p )
|
|
vpns.push_back( p );
|
|
ExportOptions( iRow, vpns );
|
|
}
|
|
|
|
this->AfterChangeValueInRow( iRow, pn );
|
|
}
|
|
|
|
void ScreenOptions::AfterChangeValueInRow( int iRow, PlayerNumber pn )
|
|
{
|
|
AfterChangeValueOrRow( pn );
|
|
}
|
|
|
|
/* Up/down */
|
|
void ScreenOptions::MoveRowRelative( PlayerNumber pn, int iDir, bool Repeat )
|
|
{
|
|
const int iCurrentRow = m_iCurrentRow[pn];
|
|
OptionRow &row = *m_pRows[iCurrentRow];
|
|
|
|
if( row.GetFirstItemGoesDown() )
|
|
{
|
|
// If moving from a bFirstChoiceGoesDown row, put focus back on
|
|
// the first choice before moving.
|
|
row.SetChoiceInRowWithFocus( pn, 0 );
|
|
}
|
|
|
|
LOG->Trace("move pn %i, dir %i, rep %i", pn, iDir, Repeat);
|
|
bool changed = false;
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( m_InputMode == INPUTMODE_INDIVIDUAL && p != pn )
|
|
continue; // skip
|
|
|
|
int r = m_iCurrentRow[p] + iDir;
|
|
if( Repeat && ( r == -1 || r == (int) m_pRows.size() ) )
|
|
continue; // don't wrap while repeating
|
|
|
|
wrap( r, m_pRows.size() );
|
|
|
|
const unsigned iOldSelection = row.GetChoiceInRowWithFocus(p);
|
|
if( m_iCurrentRow[p] == r )
|
|
continue;
|
|
|
|
m_iCurrentRow[p] = r;
|
|
ASSERT( r >= 0 && r < (int)m_pRows.size() );
|
|
|
|
OptionRow &row = *m_pRows[r];
|
|
|
|
switch( m_OptionsNavigation )
|
|
{
|
|
case NAV_TOGGLE_THREE_KEY:
|
|
case NAV_TOGGLE_FIVE_KEY:
|
|
if( row.GetRowDef().m_layoutType != LAYOUT_SHOW_ONE_IN_ROW )
|
|
{
|
|
int iSelectionDist = -1;
|
|
for( unsigned i = 0; i < row.GetTextItemsSize(); ++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;
|
|
row.SetChoiceInRowWithFocus( p, i );
|
|
}
|
|
}
|
|
row.SetChoiceInRowWithFocus( p, min( iOldSelection, row.GetTextItemsSize()-1 ) );
|
|
}
|
|
}
|
|
|
|
AfterChangeRow( p );
|
|
changed = true;
|
|
}
|
|
if( changed )
|
|
{
|
|
if( iDir < 0 )
|
|
m_SoundPrevRow.Play();
|
|
else
|
|
m_SoundNextRow.Play();
|
|
}
|
|
}
|
|
|
|
void ScreenOptions::AfterChangeRow( PlayerNumber pn )
|
|
{
|
|
AfterChangeValueOrRow( pn );
|
|
}
|
|
|
|
void ScreenOptions::MoveRowAbsolute( PlayerNumber pn, int iRow, bool bRepeat )
|
|
{
|
|
int iDir = iRow - m_iCurrentRow[pn];
|
|
MoveRowRelative( pn, iDir, bRepeat );
|
|
}
|
|
|
|
void ScreenOptions::MenuUp( const InputEventPlus &input )
|
|
{
|
|
MenuUpDown( input, -1 );
|
|
}
|
|
|
|
void ScreenOptions::MenuDown( const InputEventPlus &input )
|
|
{
|
|
MenuUpDown( input, +1 );
|
|
}
|
|
|
|
void ScreenOptions::MenuSelect( const InputEventPlus &input )
|
|
{
|
|
MenuUpDown( input, -1 );
|
|
}
|
|
|
|
void ScreenOptions::MenuUpDown( const InputEventPlus &input, int iDir )
|
|
{
|
|
ASSERT( iDir == -1 || iDir == +1 );
|
|
PlayerNumber pn = input.MenuI.player;
|
|
|
|
if( input.type == IET_SLOW_REPEAT || input.type == IET_FAST_REPEAT )
|
|
{
|
|
/* If down is pressed, don't allow up to repeat, and vice versa. This prevents
|
|
* holding both up and down from toggling repeatedly in-place. */
|
|
if( iDir == +1 )
|
|
{
|
|
if( INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_UP)) ||
|
|
INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_SELECT)) )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if( INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_DOWN)) ||
|
|
INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_START)) )
|
|
return;
|
|
}
|
|
}
|
|
|
|
bool bRepeat = input.type != IET_FIRST_PRESS;
|
|
|
|
int iDest = -1;
|
|
for( int r=1; r<(int)m_pRows.size(); r++ )
|
|
{
|
|
int iDelta = r*iDir;
|
|
iDest = m_iCurrentRow[pn] + iDelta;
|
|
int iOldDest = iDest;
|
|
ASSERT( m_pRows.size() );
|
|
wrap( iDest, m_pRows.size() );
|
|
|
|
// Don't wrap on repeating inputs.
|
|
bool bWrapped = iOldDest != iDest;
|
|
if( bRepeat && bWrapped )
|
|
return;
|
|
|
|
OptionRow &row = *m_pRows[iDest];
|
|
|
|
if( row.GetRowDef().IsEnabledForPlayer(pn) )
|
|
{
|
|
MoveRowRelative( pn, iDelta, bRepeat );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int ScreenOptions::GetCurrentRow( PlayerNumber pn ) const
|
|
{
|
|
const int r = m_iCurrentRow[pn];
|
|
return r;
|
|
}
|
|
|
|
// lua start
|
|
#include "LuaBinding.h"
|
|
|
|
class LunaScreenOptions: public Luna<ScreenOptions>
|
|
{
|
|
public:
|
|
LunaScreenOptions() { LUA->Register( Register ); }
|
|
|
|
static int GetCurrentRow( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentRow((PlayerNumber) IArg(1)) ); return 1; }
|
|
static void Register( Lua *L )
|
|
{
|
|
ADD_METHOD( GetCurrentRow );
|
|
|
|
Luna<T>::Register( L );
|
|
}
|
|
};
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( ScreenOptions, ScreenWithMenuElements )
|
|
// lua end
|
|
|
|
|
|
/*
|
|
* (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
|
|
* 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.
|
|
*/
|