Files
wagic/projects/mtg/include/GameOptions.h
wrenczes@gmail.com 2693f35506 Fixed the graphics whiteout bug I introduced when switching profiles. When Refresh() was being called on the texture, the bitmap wasn't been re-transferred back into the openGL context.
While debugging this, I noticed a separate issue:  when changing profiles, we'd actually call refresh twice.  Removed the spurious call, as reloading profiles doesn't need to concern itself with the image cache - that's already covered by the game options menu.

Also did some minor formatting / cleanup in the JGfx code for PSP - stubbed out a bunch of JLOG calls I had put in while debugging the PNG loading code.
2010-12-02 04:04:03 +00:00

276 lines
6.9 KiB
C++

#ifndef _GAME_OPTIONS_H_
#define _GAME_OPTIONS_H_
#include <map>
#include <string>
using std::map;
using std::string;
#include <JGE.h>
#include <time.h>
#include "SimplePad.h"
#include "GameApp.h"
#define GLOBAL_SETTINGS "settings/options.txt"
#define PLAYER_SAVEFILE "data.dat"
#define PLAYER_SETTINGS "options.txt"
#define PLAYER_COLLECTION "collection.dat"
#define PLAYER_TASKS "tasks.dat"
#define SECRET_PROFILE "Maxglee"
#define INVALID_OPTION -1
class WStyle;
class StyleManager;
class Player;
class Options {
public:
friend class GameSettings;
enum {
//Global settings
ACTIVE_PROFILE,
LANG,
LAST_GLOBAL = LANG, //This must be the value above, to keep ordering.
//Values /must/ match ordering in optionNames, or everything loads wrong.
//Profile settings
ACTIVE_THEME,
ACTIVE_MODE,
MUSICVOLUME,
SFXVOLUME,
DIFFICULTY,
CHEATMODE,
OPTIMIZE_HAND,
CHEATMODEAIDECK,
OSD,
CLOSEDHAND,
HANDDIRECTION,
MANADISPLAY,
REVERSETRIGGERS,
DISABLECARDS,
MAX_GRADE,
ASPHASES,
ECON_DIFFICULTY,
TRANSITIONS,
GUI_STYLE,
INTERRUPT_SECONDS,
KEY_BINDINGS,
AIDECKS_UNLOCKED,
//My interrupts
INTERRUPTMYSPELLS,
INTERRUPTMYABILITIES,
//Other interrupts
INTERRUPT_BEFOREBEGIN,
INTERRUPT_UNTAP,
INTERRUPT_UPKEEP,
INTERRUPT_DRAW,
INTERRUPT_FIRSTMAIN,
INTERRUPT_BEGINCOMBAT,
INTERRUPT_ATTACKERS,
INTERRUPT_BLOCKERS,
INTERRUPT_DAMAGE,
INTERRUPT_ENDCOMBAT,
INTERRUPT_SECONDMAIN,
INTERRUPT_ENDTURN,
INTERRUPT_CLEANUP,
INTERRUPT_AFTEREND,
BEGIN_AWARDS, //Options after this use the GameOptionAward struct, which includes a timestamp.
DIFFICULTY_MODE_UNLOCKED = BEGIN_AWARDS,
MOMIR_MODE_UNLOCKED,
EVILTWIN_MODE_UNLOCKED,
RANDOMDECK_MODE_UNLOCKED,
AWARD_COLLECTOR,
LAST_NAMED, //Any option after this does not look up in optionNames.
SET_UNLOCKS = LAST_NAMED + 1, //For sets.
};
static int optionSet(int setID);
static int optionInterrupt(int gamePhase);
static int getID(string name);
static string getName(int option);
private:
static const string optionNames[];
};
class GameOption {
public:
virtual ~GameOption() {};
int number;
string str;
//All calls to asColor should include a fallback color for people without a theme.
PIXEL_TYPE asColor(PIXEL_TYPE fallback = ARGB(255,255,255,255));
virtual bool isDefault(); //Returns true when number is 0 and string is "" or "Default"
virtual string menuStr(); //The string we'll use for GameStateOptions.
virtual bool write(std::ofstream * file, string name);
virtual bool read(string input);
GameOption(int value = 0);
GameOption(string);
GameOption(int, string);
};
struct EnumDefinition {
int findIndex(int value);
typedef pair<int, string> assoc;
vector<assoc> values;
};
class GameOptionEnum: public GameOption {
public:
virtual string menuStr();
virtual bool write(std::ofstream * file, string name);
virtual bool read(string input);
EnumDefinition * def;
};
class GameOptionAward: public GameOption {
public:
GameOptionAward();
virtual string menuStr();
virtual bool write(std::ofstream * file, string name);
virtual bool read(string input);
virtual bool giveAward(); //Returns false if already awarded
virtual bool isViewed();
virtual void setViewed(bool v = true) {viewed = v;};
private:
time_t achieved; //When was it awarded?
bool viewed; //Flag it as "New!" or not.
};
class GameOptionKeyBindings : public GameOption {
virtual bool read(string input);
virtual bool write(std::ofstream*, string);
};
class OptionVolume: public EnumDefinition{
public:
enum { MUTE = 0, MAX = 100 };
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionVolume();
static OptionVolume mDef;
};
class OptionClosedHand: public EnumDefinition {
public:
enum { INVISIBLE = 0, VISIBLE = 1 };
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionClosedHand();
static OptionClosedHand mDef;
};
class OptionHandDirection: public EnumDefinition {
public:
enum { VERTICAL = 0, HORIZONTAL = 1};
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionHandDirection();
static OptionHandDirection mDef;
};
class OptionManaDisplay: public EnumDefinition {
public:
enum { DYNAMIC = 0, STATIC = 1, NOSTARSDYNAMIC = 2, BOTH = 3};
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionManaDisplay();
static OptionManaDisplay mDef;
};
class OptionMaxGrade: public EnumDefinition {
public:
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionMaxGrade();
static OptionMaxGrade mDef;
};
class OptionASkipPhase: public EnumDefinition {
public:
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionASkipPhase();
static OptionASkipPhase mDef;
};
class OptionEconDifficulty: public EnumDefinition {
public:
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionEconDifficulty();
static OptionEconDifficulty mDef;
};
class OptionDifficulty: public EnumDefinition {
public:
enum { NORMAL = 0, HARD = 1, HARDER = 2, EVIL = 3};
static EnumDefinition * getInstance() {return &mDef;};
private:
OptionDifficulty();
static OptionDifficulty mDef;
};
class GameOptions {
public:
string mFilename;
int save();
int load();
GameOption * get(int);
GameOption& operator[](int);
GameOptions(string filename);
~GameOptions();
private:
vector<GameOption*> values;
vector<string> unknown;
};
class GameSettings{
public:
friend class GameApp;
GameSettings();
~GameSettings();
int save();
SimplePad * keypadStart(string input, string * _dest = NULL, bool _cancel=true, bool _numpad=false, int _x = SCREEN_WIDTH/2, int _y = SCREEN_HEIGHT/2);
string keypadFinish();
void keypadShutdown();
void keypadTitle(string set);
bool keypadActive() {if(keypad) return keypad->isActive(); return false;};
void keypadUpdate(float dt) {if(keypad) keypad->Update(dt);};
void keypadRender() {if(keypad) keypad->Render();};
bool newAward();
//These return a filepath accurate to the current mode/profile/theme, and can
//optionally fallback to a file within a certain directory.
//The sanity=false option returns the adjusted path even if the file doesn't exist.
string profileFile(string filename="", string fallback="", bool sanity=false,bool relative=false);
void reloadProfile(); //Reloads profile using current options[ACTIVE_PROFILE]
void checkProfile(); //Confirms that a profile is loaded and contains a collection.
void createUsersFirstDeck(int setId);
GameOption * get(int);
GameOption& operator[](int);
GameOptions* profileOptions;
GameOptions* globalOptions;
static GameOption invalid_option;
WStyle * getStyle();
StyleManager * getStyleMan();
void automaticStyle(Player * p1, Player * p2);
private:
GameApp * theGame;
SimplePad * keypad;
StyleManager * styleMan;
};
extern GameSettings options;
#endif