From 082c4caecfb542e93f5a9a942e51b555e0035279 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?eray=20or=C3=A7unus?= Date: Mon, 24 Aug 2020 22:42:26 +0300 Subject: new frontend customization --- src/extras/frontendoption.h | 121 +++++++++++++++++++++++++++++++++++--------- 1 file changed, 98 insertions(+), 23 deletions(-) (limited to 'src/extras/frontendoption.h') diff --git a/src/extras/frontendoption.h b/src/extras/frontendoption.h index 7cfc09a7..9608870b 100644 --- a/src/extras/frontendoption.h +++ b/src/extras/frontendoption.h @@ -4,48 +4,102 @@ #ifdef CUSTOM_FRONTEND_OPTIONS #include "Frontend.h" -// Warning: All of the code relies on that you won't use more then NUM_MENUROWS(18) options on one page. Also congrats if you can make 18 options visible at once. +// Warning: +// All of the code relies on that you won't use more then NUM_MENUROWS(18) options on one page. +// Also congrats if you can make 18 options visible at once. +// About texts: +// All text parameters accept wchar(including hardcoded wchar* and TheText.Get) +// except FrontendScreenAdd(it's char[8] by the design of Frontend). +// All texts reload if custom options reloaded too, which includes language changes and via live reload feature in debug menu! -// Static/select: User allocates variable, passes it to function and it's set automatically from input among the strings given to function, -// then you can handle ChangeFunc and ReturnPrevPageFunc if needed. +// 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. + +// Live reload: +// You can add/change/undo the new options in-game if you use VS. Change what you want, build the changed bits via "Edit and Continue", +// and hit the "Reload custom frontend options" from debug menu. Or call CustomFrontendOptionsPopulate() from somewhere else. + + +// -- 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, +// then you can handle ChangeFunc(only called on enter if onlyApplyOnEnter set, or set immediately) +// and ReturnPrevPageFunc optionally. You can store the option in gta3.set if you pass true 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. ReturnPrevPageFunc is also here if needed. // -// Dynamic: Function doesn't accept value pointer, user should do operations with handling ButtonPressFunc. -// Right-side text can be set via DrawFunc, which is called on every draw. ReturnPrevPageFunc is also here if needed. +// Redirect: Redirection to another screen. selectedOption parameter is the highlighted option user will see after the redirection. +// +// Built-in action: As the name suggests, any action that game has built-in. But as an extra you can set the option text, +// and can be informed on button press/focus loss via buttonPressFunc. ReturnPrevPageFunc is also here. #define FEOPTION_SELECT 0 #define FEOPTION_DYNAMIC 1 #define FEOPTION_REDIRECT 2 #define FEOPTION_GOBACK 3 +#define FEOPTION_BUILTIN_ACTION 4 +// -- 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 -void RemoveCustomFrontendOptions(); -void CustomFrontendOptionsPopulate(); +// -- Passed via FrontendScreenAdd() +#define FESCREEN_CENTER 0 +#define FESCREEN_LEFT_ALIGN 1 +#define FESCREEN_RIGHT_ALIGN 2 -// for static and dynamic options +// -- Callbacks + +// pretty much in everything I guess, and optional in all of them typedef void (*ReturnPrevPageFunc)(); // for static options -typedef void (*ChangeFunc)(int8 displayedValue); // called before updating the value +typedef void (*ChangeFunc)(int8 displayedValue); // called before updating the value. + // only called on enter if onlyApplyOnEnter set, otherwise called on every value change // for dynamic options -typedef wchar* (*DrawFunc)(bool* disabled); // should return pointer to right text. *disabled = true will make it dark yellow +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 +struct FrontendScreen +{ + int id; + char name[8]; + eMenuSprites sprite; + int prevPage; + int columnWidth; + int headerHeight; + int lineHeight; + int8 font; + float fontScaleX; + float fontScaleY; + int8 alignment; + bool showLeftRightHelper; + ReturnPrevPageFunc returnPrevPageFunc; +}; + struct FrontendOption { int8 type; int8 screenOptionOrder; - eMenuScreen screen; - const wchar* leftText; + int32 screen; + wchar leftText[64]; ReturnPrevPageFunc returnPrevPageFunc; + int8* value; + int8 displayedValue; // only if onlyApplyOnEnter enabled for now + bool save; + int32 ogOptionId; // for replacements, see overwrite parameter of SetCursor union { - // Only for dynamic + // Only for dynamic / built-in action struct { DrawFunc drawFunc; ButtonPressFunc buttonPressFunc; @@ -55,33 +109,54 @@ struct FrontendOption struct { const wchar** rightTexts; int8 numRightTexts; - int8 *value; - int8 displayedValue; // if onlyApplyOnEnter enabled bool onlyApplyOnEnter; ChangeFunc changeFunc; + int8 lastSavedValue; // only if onlyApplyOnEnter enabled }; // Only for redirect struct { - eMenuScreen to; + int to; int8 option; bool fadeIn; }; }; }; +// -- Internal things +void RemoveCustomFrontendOptions(); +void CustomFrontendOptionsPopulate(); + +extern int lastOgScreen; // for reloading + extern int numCustomFrontendOptions; extern FrontendOption* customFrontendOptions; -// To be used in ButtonPressFunc / ChangeFunc(but that would be weird): -void ChangeScreen(eMenuScreen screen, int option = 0, bool fadeIn = true); +extern int numCustomFrontendScreens; +extern FrontendScreen* customFrontendScreens; + +// -- To be used in ButtonPressFunc / ChangeFunc(this one would be weird): +void ChangeScreen(int screen, int option = 0, bool fadeIn = true); void GoBack(bool fadeIn = true); -// If option is positive number, all calls will increase it before using it (you can think it as cursor). -1 means before the back button, -2 is end of page -void FrontendOptionSetPosition(eMenuScreen screen, int8 option = -1); +uint8 GetNumberOfMenuOptions(int screen); -void FrontendOptionAddSelect(const wchar* leftText, const wchar** rightTexts, int8 numRightTexts, int8 *var, bool onlyApplyOnEnter, ChangeFunc changeFunc, ReturnPrevPageFunc returnPrevPageFunc); -void FrontendOptionAddDynamic(const wchar* leftText, DrawFunc rightTextDrawFunc, ButtonPressFunc buttonPressFunc, ReturnPrevPageFunc returnPrevPageFunc); -void FrontendOptionAddRedirect(const wchar* text, eMenuScreen to, int8 selectedOption = 0, bool fadeIn = true); +// -- 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, you can enable save parameter if you pass one, otherwise pass nil/0 +void FrontendOptionAddBuiltinAction(const wchar* leftText, int action, ButtonPressFunc buttonPressFunc, ReturnPrevPageFunc returnPrevPageFunc); +void FrontendOptionAddSelect(const wchar* leftText, const wchar** rightTexts, int8 numRightTexts, int8 *var, bool onlyApplyOnEnter, ChangeFunc changeFunc, ReturnPrevPageFunc returnPrevPageFunc, bool save = false); +void FrontendOptionAddDynamic(const wchar* leftText, DrawFunc rightTextDrawFunc, int8 *var, ButtonPressFunc buttonPressFunc, ReturnPrevPageFunc returnPrevPageFunc, bool save = false); +void FrontendOptionAddRedirect(const wchar* text, int to, int8 selectedOption = 0, bool fadeIn = true); void FrontendOptionAddBackButton(const wchar* text, bool fadeIn = true); + +uint8 FrontendScreenAdd(char* gxtKey, eMenuSprites sprite, int prevPage, int columnWidth, int headerHeight, int lineHeight, int8 font, float fontScaleX, float fontScaleY, int8 alignment, bool showLeftRightHelper, ReturnPrevPageFunc returnPrevPageFunc = nil); #endif \ No newline at end of file -- cgit v1.2.3