ef3ea96f34
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.
263 lines
8.7 KiB
C++
263 lines
8.7 KiB
C++
#ifndef EDIT_MENU_H
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#define EDIT_MENU_H
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#include "ActorFrame.h"
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#include "FadingBanner.h"
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#include "TextBanner.h"
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#include "GameConstantsAndTypes.h"
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#include "StepsDisplay.h"
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#include "RageSound.h"
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#include "EnumHelper.h"
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#include "ThemeMetric.h"
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/** @brief What type of row is needed for the EditMenu? */
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enum EditMenuRow
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{
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ROW_GROUP,
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ROW_SONG,
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ROW_STEPS_TYPE,
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ROW_STEPS,
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ROW_SOURCE_STEPS_TYPE,
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ROW_SOURCE_STEPS,
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ROW_ACTION,
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NUM_EditMenuRow /**< The number of EditMenuRows available. */
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};
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/** @brief Loop through each EditMenuRow. */
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#define FOREACH_EditMenuRow( r ) FOREACH_ENUM( EditMenuRow, r )
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/**
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* @brief Turn the EditMenuRow into a string.
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* @param r the row.
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* @return the string. */
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const RString& EditMenuRowToString( EditMenuRow r );
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/**
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* @brief Turn the EditMenuRow into a localized string.
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* @param r the row.
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* @return the localized string. */
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const RString& EditMenuRowToLocalizedString( EditMenuRow r );
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/** @brief The different actions one can take on a step. */
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enum EditMenuAction
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{
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EditMenuAction_Edit, /**< Modify the current step for the Song. */
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EditMenuAction_Delete, /**< Remove the current step from the Song. */
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EditMenuAction_Create, /**< Create a new step for the Song. */
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EditMenuAction_Practice, /**< Practice the current step for the Song. */
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NUM_EditMenuAction, /**< The number of MenuActions available to choose from. */
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EditMenuAction_Invalid
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};
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/** @brief Loop through each EditMenuAction. */
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#define FOREACH_EditMenuAction( ema ) FOREACH_ENUM( EditMenuAction, ema )
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/**
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* @brief Turn the EditMenuAction into a string.
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* @param ema the action.
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* @return the string. */
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const RString& EditMenuActionToString( EditMenuAction ema );
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/**
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* @brief Turn the EditMenuAction into a localized string.
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* @param ema the action.
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* @return the localized string. */
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const RString& EditMenuActionToLocalizedString( EditMenuAction ema );
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/** @brief How many arrows are used for the EditMenu? */
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const int NUM_ARROWS = 2;
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/**
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* @brief UI on Edit Menu screen.
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*
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* Create Steps, delete Steps, or launch Steps in editor. */
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class EditMenu: public ActorFrame
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{
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public:
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/** @brief Set up the EditMenu. */
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EditMenu();
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/** @brief Destroy the EditMenu. */
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~EditMenu();
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void Load( const RString &sType );
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/** @brief Determine if we can move up.
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* @return true if we can, false otherwise. */
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bool CanGoUp();
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/** @brief Determine if we can move down.
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* @return true if we can, false otherwise. */
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bool CanGoDown();
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/** @brief Determine if we can move left.
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* @return true if we can, false otherwise. */
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bool CanGoLeft();
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/** @brief Determine if we can move right.
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* @return true if we can, false otherwise. */
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bool CanGoRight();
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/** @brief Determine if the EditMenuRow is selectable.
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* @param row the row in question.
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* @return true if it can be selected, false otherwise. */
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bool RowIsSelectable( EditMenuRow row );
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/** @brief Move up to the next selection. */
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void Up();
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/** @brief Move down to the next selection. */
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void Down();
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/** @brief Move left to the next selection. */
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void Left();
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/** @brief Move right to the next selection. */
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void Right();
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void RefreshAll();
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/** @brief Retrieve the currently selected group.
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* @return the current group. */
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RString GetSelectedGroup() const
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{
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if( !SHOW_GROUPS.GetValue() ) return GROUP_ALL;
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int groups = static_cast<int>(m_sGroups.size());
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ASSERT_M(m_iSelection[ROW_GROUP] < groups,
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ssprintf("Group selection %d < Number of groups %d",
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m_iSelection[ROW_GROUP],
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groups));
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return m_sGroups[m_iSelection[ROW_GROUP]];
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}
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/** @brief Retrieve the currently selected song.
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* @return the current song. */
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Song* GetSelectedSong() const
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{
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ASSERT(m_iSelection[ROW_SONG] < (int)m_pSongs.size());
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return m_pSongs[m_iSelection[ROW_SONG]];
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}
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/** @brief Retrieve the currently selected steps type.
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* @return the current steps type. */
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StepsType GetSelectedStepsType() const
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{
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ASSERT(m_iSelection[ROW_STEPS_TYPE] < (int)m_StepsTypes.size());
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return m_StepsTypes[m_iSelection[ROW_STEPS_TYPE]];
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}
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/** @brief Retrieve the currently selected steps.
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* @return the current steps. */
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Steps* GetSelectedSteps() const
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{
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ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size());
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return m_vpSteps[m_iSelection[ROW_STEPS]].pSteps;
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}
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/** @brief Retrieve the currently selected difficulty.
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* @return the current difficulty. */
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Difficulty GetSelectedDifficulty() const
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{
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ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size());
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return m_vpSteps[m_iSelection[ROW_STEPS]].dc;
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}
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/** @brief Retrieve the currently selected source steps type.
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* @return the current source steps type. */
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StepsType GetSelectedSourceStepsType() const
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{
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ASSERT(m_iSelection[ROW_SOURCE_STEPS_TYPE] < (int)m_StepsTypes.size());
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return m_StepsTypes[m_iSelection[ROW_SOURCE_STEPS_TYPE]];
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}
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/** @brief Retrieve the currently selected source steps.
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* @return the current source steps. */
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Steps* GetSelectedSourceSteps() const
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{
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ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size());
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return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].pSteps;
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}
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/** @brief Retrieve the currently selected difficulty.
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* @return the current difficulty. */
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Difficulty GetSelectedSourceDifficulty() const
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{
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ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size());
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return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].dc;
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}
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/** @brief Retrieve the currently selected action.
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* @return the current action. */
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EditMenuAction GetSelectedAction() const
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{
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ASSERT(m_iSelection[ROW_ACTION] < (int)m_Actions.size());
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return m_Actions[m_iSelection[ROW_ACTION]];
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}
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/** @brief Retrieve the currently selected row.
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* @return the current row. */
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EditMenuRow GetSelectedRow() const { return m_SelectedRow; }
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private:
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struct StepsAndDifficulty;
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void StripLockedStepsAndDifficulty( vector<StepsAndDifficulty> &v );
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void GetSongsToShowForGroup( const RString &sGroup, vector<Song*> &vpSongsOut );
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void GetGroupsToShow( vector<RString> &vsGroupsOut );
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void UpdateArrows();
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AutoActor m_sprArrows[NUM_ARROWS];
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EditMenuRow m_SelectedRow;
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EditMenuRow GetFirstRow() const { return SHOW_GROUPS.GetValue()? ROW_GROUP:ROW_SONG; }
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int GetRowSize( EditMenuRow er ) const;
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int m_iSelection[NUM_EditMenuRow];
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BitmapText m_textLabel[NUM_EditMenuRow];
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BitmapText m_textValue[NUM_EditMenuRow];
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/** @brief The group's banner. */
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FadingBanner m_GroupBanner;
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/** @brief The Song's banner. */
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FadingBanner m_SongBanner;
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TextBanner m_SongTextBanner;
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StepsDisplay m_StepsDisplay;
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StepsDisplay m_StepsDisplaySource;
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struct StepsAndDifficulty
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{
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StepsAndDifficulty( Steps *s, Difficulty d ) { pSteps = s; dc = d; }
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Steps *pSteps;
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Difficulty dc;
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};
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/** @brief The list of groups. */
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vector<RString> m_sGroups;
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/** @brief The list of Songs in a group. */
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vector<Song*> m_pSongs;
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vector<StepsType> m_StepsTypes;
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vector<StepsAndDifficulty> m_vpSteps;
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vector<StepsAndDifficulty> m_vpSourceSteps;
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vector<EditMenuAction> m_Actions;
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void OnRowValueChanged( EditMenuRow row );
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void ChangeToRow( EditMenuRow newRow );
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RageSound m_soundChangeRow;
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RageSound m_soundChangeValue;
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/** @brief A metric to determine if groups are shown. */
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ThemeMetric<bool> SHOW_GROUPS;
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ThemeMetric1D<float> ARROWS_X;
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ThemeMetric<apActorCommands> ARROWS_ENABLED_COMMAND;
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ThemeMetric<apActorCommands> ARROWS_DISABLED_COMMAND;
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ThemeMetric1D<float> ROW_Y;
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public:
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ThemeMetric<EditMode> EDIT_MODE;
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ThemeMetric<RString> TEXT_BANNER_TYPE;
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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 (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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