#pragma once #include "common.h" #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. // 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! // 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. // // 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 // -- Passed via FrontendScreenAdd() #define FESCREEN_CENTER 0 #define FESCREEN_LEFT_ALIGN 1 #define FESCREEN_RIGHT_ALIGN 2 // -- 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. // 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 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; 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 / built-in action struct { DrawFunc drawFunc; ButtonPressFunc buttonPressFunc; }; // Only for static/select struct { wchar** rightTexts; int8 numRightTexts; bool onlyApplyOnEnter; ChangeFunc changeFunc; int8 lastSavedValue; // only if onlyApplyOnEnter enabled }; // Only for redirect struct { int to; int8 option; bool fadeIn; }; }; }; // -- Internal things void RemoveCustomFrontendOptions(); void CustomFrontendOptionsPopulate(); extern int lastOgScreen; // for reloading extern int numCustomFrontendOptions; extern FrontendOption* customFrontendOptions; 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); uint8 GetNumberOfMenuOptions(int screen); // -- 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