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