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itgmania212121/src/ScreenOptions.h
T

197 lines
7.4 KiB
C++

#ifndef SCREENOPTIONS_H
#define SCREENOPTIONS_H
#include "ScreenWithMenuElements.h"
#include "DualScrollBar.h"
#include "ThemeMetric.h"
#include "OptionRow.h"
#include "OptionsCursor.h"
#include "LuaExpressionTransform.h"
#include "InputEventPlus.h"
#include "RageSound.h"
class OptionRowHandler;
AutoScreenMessage( SM_ExportOptions );
/** @brief The list of input modes for the given row. */
enum InputMode
{
INPUTMODE_INDIVIDUAL, /**< each player controls their own cursor */
INPUTMODE_SHARE_CURSOR, /**< both players control the same cursor */
NUM_InputMode, /**< The number of input modes available. */
InputMode_Invalid
};
InputMode StringToInputMode( const RString& str );
/** @brief A custom foreach loop for the player options for each player. */
#define FOREACH_OptionsPlayer( pn ) \
for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); \
pn!=PLAYER_INVALID && (m_InputMode==INPUTMODE_INDIVIDUAL || pn==0); \
pn=GetNextHumanPlayer(pn) )
/** @brief A grid of options; the selected option is drawn with a highlight rectangle. */
class ScreenOptions : public ScreenWithMenuElements
{
public:
ScreenOptions();
virtual void Init();
virtual void BeginScreen();
void InitMenu( const vector<OptionRowHandler*> &vHands );
virtual ~ScreenOptions();
virtual void Update( float fDeltaTime );
virtual bool Input( const InputEventPlus &input );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void TweenOnScreen();
virtual void TweenOffScreen();
// Lua
virtual void PushSelf( lua_State *L );
friend class LunaScreenOptions;
protected:
virtual void ImportOptions( int iRow, const vector<PlayerNumber> &vpns ) = 0;
virtual void ExportOptions( int iRow, const vector<PlayerNumber> &vpns ) = 0;
void RestartOptions();
void GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow,
int &iWidthOut, int &iXOut, int &iYOut ) const;
RString GetExplanationText( int iRow ) const;
void RefreshIcons( int iRow, PlayerNumber pn );
void PositionCursor( PlayerNumber pn );
void PositionRows( bool bTween );
void TweenCursor( PlayerNumber pn );
void StoreFocus( PlayerNumber pn );
void BeginFadingOut();
virtual bool FocusedItemEndsScreen( PlayerNumber pn ) const;
RString GetNextScreenForFocusedItem( PlayerNumber pn ) const;
void ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDelta, bool bRepeat );
void ChangeValueInRowAbsolute( int iRow, PlayerNumber pn, int iChoiceIndex, bool bRepeat );
/**
* @brief Perform an action after a row has changed its value.
*
* Override this to detect when the value in a row has changed. */
virtual void AfterChangeValueInRow( int iRow, PlayerNumber pn );
bool MoveRowRelative( PlayerNumber pn, int iDir, bool bRepeat );
bool MoveRowAbsolute( PlayerNumber pn, int iRow );
/**
* @brief Perform an action after moving to a new row.
*
* Override this to detect when the row has changed. */
virtual void AfterChangeRow( PlayerNumber pn );
virtual void AfterChangeValueOrRow( PlayerNumber pn );
virtual bool MenuBack( const InputEventPlus &input );
virtual bool MenuStart( const InputEventPlus &input );
virtual void ProcessMenuStart( const InputEventPlus &input );
virtual bool MenuLeft( const InputEventPlus &input );
virtual bool MenuRight( const InputEventPlus &input );
virtual bool MenuUp( const InputEventPlus &input );
virtual bool MenuDown( const InputEventPlus &input );
virtual bool MenuSelect( const InputEventPlus &input );
virtual void MenuUpDown( const InputEventPlus &input, int iDir ); // iDir == -1 or iDir == +1
int GetCurrentRow( PlayerNumber pn = PLAYER_1 ) const { return m_iCurrentRow[pn]; }
bool AllAreOnLastRow() const;
OptionRow* GetRow( int iRow ) const { return m_pRows[iRow]; }
//void SetOptionRowFromName( const RString& nombre );
int GetNumRows() const { return static_cast<int>(m_pRows.size()); }
protected: // derived classes need access to these
enum Navigation { NAV_THREE_KEY, NAV_THREE_KEY_MENU, NAV_THREE_KEY_ALT, NAV_FIVE_KEY, NAV_TOGGLE_THREE_KEY, NAV_TOGGLE_FIVE_KEY };
void SetNavigation( Navigation nav ) { m_OptionsNavigation = nav; }
void SetInputMode( InputMode im ) { m_InputMode = im; }
/** @brief Map menu lines to m_OptionRow entries. */
vector<OptionRow*> m_pRows;
/** @brief The current row each player is on. */
int m_iCurrentRow[NUM_PLAYERS];
OptionRowType m_OptionRowTypeNormal;
OptionRowType m_OptionRowTypeExit;
Navigation m_OptionsNavigation;
InputMode m_InputMode;
int m_iFocusX[NUM_PLAYERS];
bool m_bWasOnExit[NUM_PLAYERS];
/** @brief True if at least one player pressed Start after selecting the song.
*
* TRICKY: People hold Start to get to PlayerOptions, then the repeat events
* cause them to zip to the bottom. So, ignore Start repeat events until
* we've seen one first pressed event. */
bool m_bGotAtLeastOneStartPressed[NUM_PLAYERS];
// actors
ActorFrame m_frameContainer;
AutoActor m_sprPage;
OptionsCursor m_Cursor[NUM_PLAYERS];
AutoActor m_sprLineHighlight[NUM_PLAYERS];
BitmapText m_textExplanation[NUM_PLAYERS];
BitmapText m_textExplanationTogether;
DualScrollBar m_ScrollBar;
AutoActor m_sprMore;
RageSound m_SoundChangeCol;
RageSound m_SoundNextRow;
RageSound m_SoundPrevRow;
RageSound m_SoundToggleOn;
RageSound m_SoundToggleOff;
RageSound m_SoundStart;
// metrics
ThemeMetric<int> NUM_ROWS_SHOWN;
ThemeMetric<apActorCommands> ROW_INIT_COMMAND;
ThemeMetric<apActorCommands> ROW_ON_COMMAND;
ThemeMetric<apActorCommands> ROW_OFF_COMMAND;
LuaExpressionTransform m_exprRowPositionTransformFunction; // params: self,offsetFromCenter,itemIndex,numItems
ThemeMetric<bool> SHOW_SCROLL_BAR;
ThemeMetric<float> SCROLL_BAR_HEIGHT;
ThemeMetric<float> SCROLL_BAR_TIME;
ThemeMetric<float> LINE_HIGHLIGHT_X;
ThemeMetric<bool> SHOW_EXIT_ROW;
ThemeMetric<bool> SEPARATE_EXIT_ROW;
ThemeMetric<float> SEPARATE_EXIT_ROW_Y;
ThemeMetric<bool> SHOW_EXPLANATIONS;
ThemeMetric<bool> ALLOW_REPEATING_CHANGE_VALUE_INPUT;
ThemeMetric<float> CURSOR_TWEEN_SECONDS;
ThemeMetric<bool> WRAP_VALUE_IN_ROW;
ThemeMetric<RString> OPTION_ROW_NORMAL_METRICS_GROUP;
ThemeMetric<RString> OPTION_ROW_EXIT_METRICS_GROUP;
};
#endif
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* 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.
*/