Files
itgmania212121/src/EditMenu.h
T
Jason Felds ef3ea96f34 Doxygen and spacing.
I don't care if we don't respect 80 chars.

I just want to avoid horizontal scrolling if possible.

...maybe we should just astyle our main branch.
2011-06-19 19:04:48 -04:00

263 lines
8.7 KiB
C++

#ifndef EDIT_MENU_H
#define EDIT_MENU_H
#include "ActorFrame.h"
#include "FadingBanner.h"
#include "TextBanner.h"
#include "GameConstantsAndTypes.h"
#include "StepsDisplay.h"
#include "RageSound.h"
#include "EnumHelper.h"
#include "ThemeMetric.h"
/** @brief What type of row is needed for the EditMenu? */
enum EditMenuRow
{
ROW_GROUP,
ROW_SONG,
ROW_STEPS_TYPE,
ROW_STEPS,
ROW_SOURCE_STEPS_TYPE,
ROW_SOURCE_STEPS,
ROW_ACTION,
NUM_EditMenuRow /**< The number of EditMenuRows available. */
};
/** @brief Loop through each EditMenuRow. */
#define FOREACH_EditMenuRow( r ) FOREACH_ENUM( EditMenuRow, r )
/**
* @brief Turn the EditMenuRow into a string.
* @param r the row.
* @return the string. */
const RString& EditMenuRowToString( EditMenuRow r );
/**
* @brief Turn the EditMenuRow into a localized string.
* @param r the row.
* @return the localized string. */
const RString& EditMenuRowToLocalizedString( EditMenuRow r );
/** @brief The different actions one can take on a step. */
enum EditMenuAction
{
EditMenuAction_Edit, /**< Modify the current step for the Song. */
EditMenuAction_Delete, /**< Remove the current step from the Song. */
EditMenuAction_Create, /**< Create a new step for the Song. */
EditMenuAction_Practice, /**< Practice the current step for the Song. */
NUM_EditMenuAction, /**< The number of MenuActions available to choose from. */
EditMenuAction_Invalid
};
/** @brief Loop through each EditMenuAction. */
#define FOREACH_EditMenuAction( ema ) FOREACH_ENUM( EditMenuAction, ema )
/**
* @brief Turn the EditMenuAction into a string.
* @param ema the action.
* @return the string. */
const RString& EditMenuActionToString( EditMenuAction ema );
/**
* @brief Turn the EditMenuAction into a localized string.
* @param ema the action.
* @return the localized string. */
const RString& EditMenuActionToLocalizedString( EditMenuAction ema );
/** @brief How many arrows are used for the EditMenu? */
const int NUM_ARROWS = 2;
/**
* @brief UI on Edit Menu screen.
*
* Create Steps, delete Steps, or launch Steps in editor. */
class EditMenu: public ActorFrame
{
public:
/** @brief Set up the EditMenu. */
EditMenu();
/** @brief Destroy the EditMenu. */
~EditMenu();
void Load( const RString &sType );
/** @brief Determine if we can move up.
* @return true if we can, false otherwise. */
bool CanGoUp();
/** @brief Determine if we can move down.
* @return true if we can, false otherwise. */
bool CanGoDown();
/** @brief Determine if we can move left.
* @return true if we can, false otherwise. */
bool CanGoLeft();
/** @brief Determine if we can move right.
* @return true if we can, false otherwise. */
bool CanGoRight();
/** @brief Determine if the EditMenuRow is selectable.
* @param row the row in question.
* @return true if it can be selected, false otherwise. */
bool RowIsSelectable( EditMenuRow row );
/** @brief Move up to the next selection. */
void Up();
/** @brief Move down to the next selection. */
void Down();
/** @brief Move left to the next selection. */
void Left();
/** @brief Move right to the next selection. */
void Right();
void RefreshAll();
/** @brief Retrieve the currently selected group.
* @return the current group. */
RString GetSelectedGroup() const
{
if( !SHOW_GROUPS.GetValue() ) return GROUP_ALL;
int groups = static_cast<int>(m_sGroups.size());
ASSERT_M(m_iSelection[ROW_GROUP] < groups,
ssprintf("Group selection %d < Number of groups %d",
m_iSelection[ROW_GROUP],
groups));
return m_sGroups[m_iSelection[ROW_GROUP]];
}
/** @brief Retrieve the currently selected song.
* @return the current song. */
Song* GetSelectedSong() const
{
ASSERT(m_iSelection[ROW_SONG] < (int)m_pSongs.size());
return m_pSongs[m_iSelection[ROW_SONG]];
}
/** @brief Retrieve the currently selected steps type.
* @return the current steps type. */
StepsType GetSelectedStepsType() const
{
ASSERT(m_iSelection[ROW_STEPS_TYPE] < (int)m_StepsTypes.size());
return m_StepsTypes[m_iSelection[ROW_STEPS_TYPE]];
}
/** @brief Retrieve the currently selected steps.
* @return the current steps. */
Steps* GetSelectedSteps() const
{
ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size());
return m_vpSteps[m_iSelection[ROW_STEPS]].pSteps;
}
/** @brief Retrieve the currently selected difficulty.
* @return the current difficulty. */
Difficulty GetSelectedDifficulty() const
{
ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size());
return m_vpSteps[m_iSelection[ROW_STEPS]].dc;
}
/** @brief Retrieve the currently selected source steps type.
* @return the current source steps type. */
StepsType GetSelectedSourceStepsType() const
{
ASSERT(m_iSelection[ROW_SOURCE_STEPS_TYPE] < (int)m_StepsTypes.size());
return m_StepsTypes[m_iSelection[ROW_SOURCE_STEPS_TYPE]];
}
/** @brief Retrieve the currently selected source steps.
* @return the current source steps. */
Steps* GetSelectedSourceSteps() const
{
ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size());
return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].pSteps;
}
/** @brief Retrieve the currently selected difficulty.
* @return the current difficulty. */
Difficulty GetSelectedSourceDifficulty() const
{
ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size());
return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].dc;
}
/** @brief Retrieve the currently selected action.
* @return the current action. */
EditMenuAction GetSelectedAction() const
{
ASSERT(m_iSelection[ROW_ACTION] < (int)m_Actions.size());
return m_Actions[m_iSelection[ROW_ACTION]];
}
/** @brief Retrieve the currently selected row.
* @return the current row. */
EditMenuRow GetSelectedRow() const { return m_SelectedRow; }
private:
struct StepsAndDifficulty;
void StripLockedStepsAndDifficulty( vector<StepsAndDifficulty> &v );
void GetSongsToShowForGroup( const RString &sGroup, vector<Song*> &vpSongsOut );
void GetGroupsToShow( vector<RString> &vsGroupsOut );
void UpdateArrows();
AutoActor m_sprArrows[NUM_ARROWS];
EditMenuRow m_SelectedRow;
EditMenuRow GetFirstRow() const { return SHOW_GROUPS.GetValue()? ROW_GROUP:ROW_SONG; }
int GetRowSize( EditMenuRow er ) const;
int m_iSelection[NUM_EditMenuRow];
BitmapText m_textLabel[NUM_EditMenuRow];
BitmapText m_textValue[NUM_EditMenuRow];
/** @brief The group's banner. */
FadingBanner m_GroupBanner;
/** @brief The Song's banner. */
FadingBanner m_SongBanner;
TextBanner m_SongTextBanner;
StepsDisplay m_StepsDisplay;
StepsDisplay m_StepsDisplaySource;
struct StepsAndDifficulty
{
StepsAndDifficulty( Steps *s, Difficulty d ) { pSteps = s; dc = d; }
Steps *pSteps;
Difficulty dc;
};
/** @brief The list of groups. */
vector<RString> m_sGroups;
/** @brief The list of Songs in a group. */
vector<Song*> m_pSongs;
vector<StepsType> m_StepsTypes;
vector<StepsAndDifficulty> m_vpSteps;
vector<StepsAndDifficulty> m_vpSourceSteps;
vector<EditMenuAction> m_Actions;
void OnRowValueChanged( EditMenuRow row );
void ChangeToRow( EditMenuRow newRow );
RageSound m_soundChangeRow;
RageSound m_soundChangeValue;
/** @brief A metric to determine if groups are shown. */
ThemeMetric<bool> SHOW_GROUPS;
ThemeMetric1D<float> ARROWS_X;
ThemeMetric<apActorCommands> ARROWS_ENABLED_COMMAND;
ThemeMetric<apActorCommands> ARROWS_DISABLED_COMMAND;
ThemeMetric1D<float> ROW_Y;
public:
ThemeMetric<EditMode> EDIT_MODE;
ThemeMetric<RString> TEXT_BANNER_TYPE;
};
#endif
/**
* @file
* @author Chris Danford (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.
*/