/* Returns an OPT mask. */ int ScreenOptionsMaster::ExportOption( const OptionRowData &row, const OptionRowHandler &hand, PlayerNumber pn, const vector<bool> &vbSelected ) { /* Figure out which selection is the default. */ switch( hand.type ) { case ROW_LIST: case ROW_CHARACTER: case ROW_STEP: { hand.Default.Apply( pn ); for( unsigned i=0; i<vbSelected.size(); i++ ) if( vbSelected[i] ) hand.ListEntries[i].Apply( pn ); } break; case ROW_CONFIG: { int sel = GetOneSelection(vbSelected) - (m_OptionsNavigation==NAV_TOGGLE_THREE_KEY?1:0); /* Get the original choice. */ int Original = hand.opt->Get( row.choices ); /* Apply. */ hand.opt->Put( sel, row.choices ); /* Get the new choice. */ int New = hand.opt->Get( row.choices ); /* If it didn't change, don't return any side-effects. */ if( Original == New ) return 0; return hand.opt->GetEffects(); } break; default: ASSERT(0); break; } return 0; }
void OptionRow::Reload() { switch( GetRowType() ) { case OptionRow::ROW_NORMAL: { if( m_pHand == NULL ) return; vector<PlayerNumber> vpns; FOREACH_HumanPlayer( p ) vpns.push_back( p ); // TODO: Nothing uses this yet and it causes skips when changing options. //if( m_RowDef.m_bExportOnChange ) //{ // bool bRowHasFocus[NUM_PLAYERS]; // ZERO( bRowHasFocus ); // ExportOptions( vpns, bRowHasFocus ); //} m_pHand->Reload( m_RowDef ); ASSERT( !m_RowDef.choices.empty() ); FOREACH_PlayerNumber( p ) m_vbSelected[p].resize( m_RowDef.choices.size(), false ); // TODO: Nothing uses this yet and it causes skips when changing options. //ImportOptions( vpns ); switch( m_RowDef.selectType ) { case SELECT_ONE: FOREACH_HumanPlayer( p ) m_iChoiceInRowWithFocus[p] = GetOneSelection(p); break; case SELECT_MULTIPLE: FOREACH_HumanPlayer( p ) CLAMP( m_iChoiceInRowWithFocus[p], 0, m_RowDef.choices.size()-1 ); break; default: ASSERT(0); } // TODO: Nothing uses this yet and it causes skips when changing options. //if( m_RowDef.m_bExportOnChange ) //{ // bool bRowHasFocus[NUM_PLAYERS]; // ZERO( bRowHasFocus ); // ExportOptions( vpns, bRowHasFocus ); //} UpdateEnabledDisabled(); UpdateText(); FOREACH_HumanPlayer( p ) PositionUnderlines( p ); } break; case OptionRow::ROW_EXIT: // nothing to do break; default: ASSERT(0); } }
int OptionRow::GetOneSharedSelection( bool bAllowFail ) const { return GetOneSelection( (PlayerNumber)0, bAllowFail ); }
void OptionRow::AfterImportOptions() { // Make all selections the same if bOneChoiceForAllPlayers // Hack: we only import active players, so if only player 2 is imported, // we need to copy p2 to p1, not p1 to p2. if( m_RowDef.bOneChoiceForAllPlayers ) { PlayerNumber pnCopyFrom = GAMESTATE->m_MasterPlayerNumber; if( GAMESTATE->m_MasterPlayerNumber == PLAYER_INVALID ) pnCopyFrom = PLAYER_1; FOREACH_PlayerNumber( p ) m_vbSelected[p] = m_vbSelected[pnCopyFrom]; } FOREACH_PlayerNumber( p ) { switch( m_RowDef.selectType ) { case SELECT_ONE: { /* Make sure the row actually has a selection. */ bool bHasASelection = false; for( unsigned i=0; i<m_vbSelected[p].size(); i++ ) { if( m_vbSelected[p][i] ) bHasASelection = true; } if( !bHasASelection && !m_vbSelected[p].empty() ) m_vbSelected[p][0] = true; m_iChoiceInRowWithFocus[p] = GetOneSelection(p, true); // focus on the selection we just set } break; case SELECT_MULTIPLE: case SELECT_NONE: m_iChoiceInRowWithFocus[p] = 0; break; default: ASSERT(0); } } // init row icons FOREACH_HumanPlayer( p ) { LoadOptionIcon( p, "" ); } // If the items will go off the edge of the screen, then re-init with the "long row" style. { BitmapText bt; bt.LoadFromFont( THEME->GetPathF(m_sType,"item") ); bt.RunCommands( ITEMS_ON_COMMAND ); float fX = ITEMS_START_X; for( unsigned c=0; c<m_RowDef.choices.size(); c++ ) { CString sText = m_RowDef.choices[c]; PrepareItemText( sText ); bt.SetText( sText ); fX += bt.GetZoomedWidth(); if( c != m_RowDef.choices.size()-1 ) fX += ITEMS_GAP_X; if( fX > ITEMS_END_X ) { m_RowDef.layoutType = LAYOUT_SHOW_ONE_IN_ROW; break; } } } // // load m_textItems // switch( m_RowDef.layoutType ) { case LAYOUT_SHOW_ONE_IN_ROW: // init text FOREACH_HumanPlayer( p ) { BitmapText *bt = new BitmapText; m_textItems.push_back( bt ); const int iChoiceInRowWithFocus = m_iChoiceInRowWithFocus[p]; bt->LoadFromFont( THEME->GetPathF(m_sType,"item") ); CString sText = (iChoiceInRowWithFocus==-1) ? "" : m_RowDef.choices[iChoiceInRowWithFocus]; // ugly hack for Speed mods --infamouspat PrepareItemText( sText ); bt->SetText( sText ); bt->RunCommands( ITEMS_ON_COMMAND ); bt->SetShadowLength( 0 ); if( m_RowDef.bOneChoiceForAllPlayers ) { bt->SetX( ITEMS_LONG_ROW_SHARED_X ); break; // only initialize one item since it's shared } else { bt->SetX( ITEMS_LONG_ROW_X.GetValue(p) ); } } // init underlines FOREACH_HumanPlayer( p ) { OptionsCursor *ul = new OptionsCursor; m_Underline[p].push_back( ul ); ul->Load( m_sType, OptionsCursor::underline ); ul->Set( p ); int iWidth, iX, iY; GetWidthXY( p, 0, iWidth, iX, iY ); ul->SetX( float(iX) ); ul->SetWidth( float(iWidth) ); } break; case LAYOUT_SHOW_ALL_IN_ROW: { float fX = ITEMS_START_X; for( unsigned c=0; c<m_RowDef.choices.size(); c++ ) { // init text BitmapText *bt = new BitmapText; m_textItems.push_back( bt ); bt->LoadFromFont( THEME->GetPathF(m_sType,"item") ); CString sText = m_RowDef.choices[c]; PrepareItemText( sText ); bt->SetText( sText ); bt->RunCommands( ITEMS_ON_COMMAND ); bt->SetShadowLength( 0 ); // set the X position of each item in the line float fItemWidth = bt->GetZoomedWidth(); fX += fItemWidth/2; bt->SetX( fX ); // init underlines FOREACH_HumanPlayer( p ) { OptionsCursor *ul = new OptionsCursor; m_Underline[p].push_back( ul ); ul->Load( m_sType, OptionsCursor::underline ); ul->Set( p ); ul->SetX( fX ); ul->SetWidth( truncf(fItemWidth) ); } fX += fItemWidth/2 + ITEMS_GAP_X; } } break; default: ASSERT(0); } for( unsigned c=0; c<m_textItems.size(); c++ ) m_Frame.AddChild( m_textItems[c] ); FOREACH_PlayerNumber( p ) for( unsigned c=0; c<m_Underline[p].size(); c++ ) m_Frame.AddChild( m_Underline[p][c] ); m_textTitle.LoadFromFont( THEME->GetPathF(m_sType,"title") ); CString sTitle = GetRowTitle(); m_textTitle.SetText( sTitle ); m_textTitle.SetX( LABELS_X ); m_textTitle.RunCommands( LABELS_ON_COMMAND ); m_sprBullet.Load( THEME->GetPathG(m_sType,"bullet") ); m_sprBullet.SetX( ARROWS_X ); // // HACK: Set focus to one item in the row, which is "go down" // if( m_bFirstItemGoesDown && m_RowDef.name != "Speed" ) FOREACH_PlayerNumber( p ) m_iChoiceInRowWithFocus[p] = 0; }