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