Frontend cleanup, .INI, CFO, scrollable pages

This commit is contained in:
erorcun
2020-12-06 17:29:48 +03:00
parent e145593c28
commit b473adcf80
12 changed files with 1780 additions and 317 deletions

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#include "common.h"
#ifdef CUSTOM_FRONTEND_OPTIONS
#include "Frontend.h"
#include "Text.h"
int lastOgScreen = MENUPAGES; // means no new pages
int numCustomFrontendOptions = 0;
int numCustomFrontendScreens = 0;
int optionCursor = -2;
int currentMenu;
bool optionOverwrite = false;
void GoBack()
{
FrontEndMenuManager.SwitchToNewScreen(-1);
}
uint8
GetNumberOfMenuOptions(int screen)
{
uint8 Rows = 0;
for (int i = 0; i < NUM_MENUROWS; i++) {
if (aScreens[screen].m_aEntries[i].m_Action == MENUACTION_NOTHING)
break;
++Rows;
}
return Rows;
}
uint8
GetLastMenuScreen()
{
int8 page = -1;
for (int i = 0; i < MENUPAGES; i++) {
if (strcmp(aScreens[i].m_ScreenName, "") == 0 && aScreens[i].m_PreviousPage == MENUPAGE_NONE)
break;
++page;
}
return page;
}
int8 RegisterNewScreen(const char *name, int prevPage, ReturnPrevPageFunc returnPrevPageFunc)
{
if (lastOgScreen == MENUPAGES)
lastOgScreen = GetLastMenuScreen();
numCustomFrontendScreens++;
int id = lastOgScreen + numCustomFrontendScreens;
assert(id < MENUPAGES && "No room for new custom frontend screens! Increase MENUPAGES");
strncpy(aScreens[id].m_ScreenName, name, 8);
aScreens[id].m_PreviousPage = prevPage;
aScreens[id].returnPrevPageFunc = returnPrevPageFunc;
return id;
}
int8 RegisterNewOption()
{
numCustomFrontendOptions++;
uint8 numOptions = GetNumberOfMenuOptions(currentMenu);
uint8 curIdx;
if (optionCursor < 0) {
optionCursor = curIdx = numOptions + optionCursor + 1;
} else
curIdx = optionCursor;
if (!optionOverwrite) {
if (aScreens[currentMenu].m_aEntries[curIdx].m_Action != MENUACTION_NOTHING) {
for (int i = numOptions - 1; i >= curIdx; i--) {
memcpy(&aScreens[currentMenu].m_aEntries[i + 1], &aScreens[currentMenu].m_aEntries[i], sizeof(CMenuScreenCustom::CMenuEntry));
}
}
}
optionCursor++;
return curIdx;
}
void FrontendOptionSetCursor(int screen, int8 option, bool overwrite)
{
currentMenu = screen;
optionCursor = option;
optionOverwrite = overwrite;
}
void FrontendOptionAddBuiltinAction(const char* gxtKey, uint16 x, uint16 y, uint8 align, int action, int targetMenu, int saveSlot) {
int8 screenOptionOrder = RegisterNewOption();
CMenuScreenCustom::CMenuEntry &option = aScreens[currentMenu].m_aEntries[screenOptionOrder];
// We can't use custom text on those :shrug:
switch (action) {
case MENUACTION_SCREENRES:
strcpy(option.m_EntryName, "FED_RES");
break;
case MENUACTION_AUDIOHW:
strcpy(option.m_EntryName, "FEA_3DH");
break;
default:
strncpy(option.m_EntryName, gxtKey, 8);
break;
}
option.m_X = x;
option.m_Y = y;
option.m_Align = align;
option.m_Action = action;
option.m_SaveSlot = saveSlot;
option.m_TargetMenu = targetMenu;
}
void FrontendOptionAddSelect(const char* gxtKey, uint16 x, uint16 y, uint8 align, const char** rightTexts, int8 numRightTexts, int8 *var, bool onlyApplyOnEnter, ChangeFunc changeFunc, const char* saveName)
{
int8 screenOptionOrder = RegisterNewOption();
CMenuScreenCustom::CMenuEntry &option = aScreens[currentMenu].m_aEntries[screenOptionOrder];
option.m_Action = MENUACTION_CFO_SELECT;
option.m_X = x;
option.m_Y = y;
option.m_Align = align;
strncpy(option.m_EntryName, gxtKey, 8);
option.m_CFOSelect = new CCFOSelect();
option.m_CFOSelect->rightTexts = (char**)malloc(numRightTexts * sizeof(char*));
memcpy(option.m_CFOSelect->rightTexts, rightTexts, numRightTexts * sizeof(char*));
option.m_CFOSelect->numRightTexts = numRightTexts;
option.m_CFOSelect->value = var;
if (var) {
option.m_CFOSelect->displayedValue = *var;
option.m_CFOSelect->lastSavedValue = *var;
}
option.m_CFOSelect->save = saveName;
option.m_CFOSelect->onlyApplyOnEnter = onlyApplyOnEnter;
option.m_CFOSelect->changeFunc = changeFunc;
}
void FrontendOptionAddDynamic(const char* gxtKey, uint16 x, uint16 y, uint8 align, DrawFunc drawFunc, int8 *var, ButtonPressFunc buttonPressFunc, const char* saveName)
{
int8 screenOptionOrder = RegisterNewOption();
CMenuScreenCustom::CMenuEntry &option = aScreens[currentMenu].m_aEntries[screenOptionOrder];
option.m_Action = MENUACTION_CFO_DYNAMIC;
option.m_X = x;
option.m_Y = y;
option.m_Align = align;
strncpy(option.m_EntryName, gxtKey, 8);
option.m_CFODynamic = new CCFODynamic();
option.m_CFODynamic->drawFunc = drawFunc;
option.m_CFODynamic->buttonPressFunc = buttonPressFunc;
option.m_CFODynamic->value = var;
option.m_CFODynamic->save = saveName;
}
// lineHeight = 0 means game will use MENU_DEFAULT_LINE_HEIGHT
uint8 FrontendScreenAdd(const char* gxtKey, int prevPage, int lineHeight, bool showLeftRightHelper, ReturnPrevPageFunc returnPrevPageFunc) {
uint8 screenOrder = RegisterNewScreen(gxtKey, prevPage, returnPrevPageFunc);
CCustomScreenLayout *screen = new CCustomScreenLayout();
aScreens[screenOrder].layout = screen;
screen->lineHeight = lineHeight;
screen->showLeftRightHelper = showLeftRightHelper;
return screenOrder;
}
#endif

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#pragma once
#include "common.h"
#ifdef CUSTOM_FRONTEND_OPTIONS
// ! There are 2 ways to use CFO,
// 1st; by adding a new option to the array in MenuScreensCustom.cpp and passing attributes/CBs to it
// 2nd; by calling the functions listed at the bottom of this file.
// -- Option types
//
// Static/select: You allocate the variable, pass it to function and game sets it from user input among the strings given to function,
// optionally you can add post-change event via ChangeFunc(only called on enter if onlyApplyOnEnter set, or set immediately)
// You can store the option in an INI file if you pass the key(as a char array) to corresponding parameter.
//
// Dynamic: Passing variable to function is only needed if you want to store it, otherwise you should do
// all the operations with ButtonPressFunc, this includes allocating the variable.
// Left-side text is passed while creating and static, but ofc right-side text is dynamic -
// you should return it in DrawFunc, which is called on every draw.
//
// Built-in action: As the name suggests, any action that game has built-in. But as an extra you can set the option text,
// -- Returned via ButtonPressFunc() action param.
#define FEOPTION_ACTION_LEFT 0
#define FEOPTION_ACTION_RIGHT 1
#define FEOPTION_ACTION_SELECT 2
#define FEOPTION_ACTION_FOCUSLOSS 3
// -- Callbacks
// pretty much in everything I guess, and optional in all of them
typedef void (*ReturnPrevPageFunc)();
// for static options
typedef void (*ChangeFunc)(int8 before, int8 after); // called after updating the value.
// only called on enter if onlyApplyOnEnter set, otherwise called on every value change
// for dynamic options
typedef wchar* (*DrawFunc)(bool* disabled, bool userHovering); // you must return a pointer for right text.
// you can also set *disabled if you want to gray it out.
typedef void (*ButtonPressFunc)(int8 action); // see FEOPTION_ACTIONs above
// -- Internal things
void CustomFrontendOptionsPopulate();
extern int lastOgScreen; // for reloading
extern int numCustomFrontendOptions;
extern int numCustomFrontendScreens;
// -- To be used in ButtonPressFunc / ChangeFunc(this one would be weird):
void GoBack(void);
uint8 GetNumberOfMenuOptions(int screen);
// !!! We're now moved to MenuScreensCustom.cpp, which houses an array that keeps all original+custom options.
// But you can still use the APIs below, and manipulate aScreens while in game.
// Limits:
// The code relies on that you won't use more then NUM_MENUROWS(18) options on one page, and won't exceed the MENUPAGES of pages.
// Also congrats if you can make 18 options visible at once.
// Texts:
// All text parameters accept char[8] GXT key.
// Execute direction:
// All of the calls below eventually manipulate the aScreens array, so keep in mind to add/replace options in order,
// i.e. don't set cursor to 8 first and then 3.
// -- Placing the cursor to append/overwrite option
//
// Done via FrontendOptionSetCursor(screen, position, overwrite = false), parameters explained below:
// Screen: as the name suggests. Also accepts the screen IDs returned from FrontendScreenAdd.
// Option: if positive, next AddOption call will put the option to there and progress the cursor.
// if negative, cursor will be placed on bottom-(pos+1), so -1 means the very bottom, -2 means before the back button etc.
// Overwrite: Use to overwrite the options, not appending a new one. AddOption calls will still progress the cursor.
void FrontendOptionSetCursor(int screen, int8 option, bool overwrite = false);
// var is optional in AddDynamic, enables you to save them in an INI file(also needs passing char array to saveName param. obv), otherwise pass nil/0
void FrontendOptionAddBuiltinAction(const char* gxtKey, uint16 x, uint16 y, uint8 align, int action, int targetMenu = MENUPAGE_NONE, int saveSlot = SAVESLOT_NONE);
void FrontendOptionAddSelect(const char* gxtKey, uint16 x, uint16 y, uint8 align, const char** rightTexts, int8 numRightTexts, int8 *var, bool onlyApplyOnEnter, ChangeFunc changeFunc, const char* saveName = nil);
void FrontendOptionAddDynamic(const char* gxtKey, uint16 x, uint16 y, uint8 align, DrawFunc rightTextDrawFunc, int8 *var, ButtonPressFunc buttonPressFunc, const char* saveName = nil);
// lineHeight = 0 means game will use MENU_DEFAULT_LINE_HEIGHT
uint8 FrontendScreenAdd(const char* gxtKey, int prevPage, int lineHeight, bool showLeftRightHelper, ReturnPrevPageFunc returnPrevPageFunc = nil);
#endif