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authorerorcun <erorcunerorcun@hotmail.com.tr>2020-12-06 17:29:48 +0300
committererorcun <erorcunerorcun@hotmail.com.tr>2020-12-09 06:32:33 +0300
commitb473adcf80226e22e2e9e9dec10ea8d2187f9a05 (patch)
tree4d2b906f0d5d62ad6af30503a4166ff090493f6f /src/extras/frontendoption.h
parente145593c28542917a2591b39329f37a2e9ed0374 (diff)
Frontend cleanup, .INI, CFO, scrollable pages
Diffstat (limited to 'src/extras/frontendoption.h')
-rw-r--r--src/extras/frontendoption.h86
1 files changed, 86 insertions, 0 deletions
diff --git a/src/extras/frontendoption.h b/src/extras/frontendoption.h
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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