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author | erorcun <erorcunerorcun@hotmail.com.tr> | 2020-12-06 15:29:48 +0100 |
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committer | erorcun <erorcunerorcun@hotmail.com.tr> | 2020-12-09 04:32:33 +0100 |
commit | b473adcf80226e22e2e9e9dec10ea8d2187f9a05 (patch) | |
tree | 4d2b906f0d5d62ad6af30503a4166ff090493f6f /src/extras/frontendoption.h | |
parent | Merge branch 'miami' of github.com:GTAmodding/re3 into miami (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/extras/frontendoption.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/src/extras/frontendoption.h b/src/extras/frontendoption.h new file mode 100644 index 00000000..6670c323 --- /dev/null +++ b/src/extras/frontendoption.h @@ -0,0 +1,86 @@ +#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 |