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itgmania212121/stepmania/src/ScreenSelectMusic.cpp
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#include "global.h"
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#include "ScreenSelectMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "InputMapper.h"
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#include "GameState.h"
#include "CodeDetector.h"
#include "ThemeManager.h"
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#include "Steps.h"
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#include "ActorUtil.h"
#include "RageDisplay.h"
#include "RageTextureManager.h"
#include "Course.h"
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#include "ProfileManager.h"
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#include "MenuTimer.h"
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#include "LightsManager.h"
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#include "StatsManager.h"
#include "StepsUtil.h"
#include "Foreach.h"
#include "Style.h"
#include "PlayerState.h"
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#include "Command.h"
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#include "CommonMetrics.h"
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const int NUM_SCORE_DIGITS = 9;
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define NEXT_OPTIONS_SCREEN THEME->GetMetric (m_sName,"NextOptionsScreen")
#define SCORE_SORT_CHANGE_COMMAND(i) THEME->GetMetricA(m_sName,ssprintf("ScoreP%iSortChangeCommand", i+1))
#define SCORE_FRAME_SORT_CHANGE_COMMAND(i) THEME->GetMetricA(m_sName,ssprintf("ScoreFrameP%iSortChangeCommand", i+1))
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static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
CString g_sFallbackCDTitlePath;
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static CString g_sCDTitlePath;
static bool g_bWantFallbackCdTitle;
static bool g_bCDTitleWaiting = false;
static CString g_sBannerPath;
static bool g_bBannerWaiting = false;
static bool g_bSampleMusicWaiting = false;
static RageTimer g_StartedLoadingAt(RageZeroTimer);
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REGISTER_SCREEN_CLASS( ScreenSelectMusic );
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ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName ),
FOV( m_sName, "FOV" ),
FOV_CENTER_X( m_sName, "FOVCenterX" ),
FOV_CENTER_Y( m_sName, "FOVCenterY" ),
BANNER_WIDTH( m_sName, "BannerWidth" ),
BANNER_HEIGHT( m_sName, "BannerHeight" ),
SONG_OPTIONS_EXTRA_COMMAND( m_sName, "SongOptionsExtraCommand" ),
SAMPLE_MUSIC_DELAY( m_sName, "SampleMusicDelay" ),
SHOW_RADAR( m_sName, "ShowRadar" ),
SHOW_GRAPH( m_sName, "ShowGraph" ),
SHOW_PANES( m_sName, "ShowPanes" ),
SHOW_DIFFICULTY_LIST( m_sName, "ShowDifficultyList" ),
DO_ROULETTE_ON_MENU_TIMER( m_sName, "DoRouletteOnMenuTimer" ),
ALIGN_MUSIC_BEATS( m_sName, "AlignMusicBeat" ),
CODES( m_sName, "Codes" )
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{
LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
GAMESTATE->FinishStage();
}
void ScreenSelectMusic::Init()
{
ScreenWithMenuElements::Init();
m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS;
/* Cache: */
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g_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
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if( GAMESTATE->m_pCurStyle == NULL )
RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID )
RageException::Throw( "The PlayMode has not been set. A theme must set the PlayMode before loading ScreenSelectMusic." );
m_MusicWheel.Load();
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// pop'n music has this under the songwheel...
FOREACH_PlayerNumber( p )
{
m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
CString sPath = pChar->GetSongSelectIconPath();
if( sPath.empty() )
continue;
m_sprCharacterIcon[p].Load( sPath );
SET_XY( m_sprCharacterIcon[p] );
this->AddChild( &m_sprCharacterIcon[p] );
}
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m_MusicWheelUnder.Load( THEME->GetPathG(m_sName,"wheel under") );
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m_MusicWheelUnder->SetName( "WheelUnder" );
SET_XY( m_MusicWheelUnder );
this->AddChild( m_MusicWheelUnder );
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m_MusicWheel.SetName( "MusicWheel", "Wheel" );
SET_XY( m_MusicWheel );
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this->AddChild( &m_MusicWheel );
m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
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m_sprBannerMask.Load( THEME->GetPathG(m_sName,"banner mask") );
m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
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m_sprBannerMask.SetZWrite( true ); // do draw to the zbuffer
SET_XY( m_sprBannerMask );
this->AddChild( &m_sprBannerMask );
m_sprExplanation.Load( THEME->GetPathG(m_sName,"explanation") );
m_sprExplanation->SetName( "Explanation" );
SET_XY( m_sprExplanation );
this->AddChild( m_sprExplanation );
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// this is loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
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m_Banner.SetZTestMode( ZTEST_WRITE_ON_PASS ); // do have to pass the z test
m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
SET_XY( m_Banner );
this->AddChild( &m_Banner );
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m_sprBannerFrame.Load( THEME->GetPathG(m_sName,"banner frame") );
m_sprBannerFrame->SetName( "BannerFrame" );
SET_XY( m_sprBannerFrame );
this->AddChild( m_sprBannerFrame );
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m_BPMDisplay.SetName( "BPMDisplay" );
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m_BPMDisplay.Load();
SET_XY( m_BPMDisplay );
this->AddChild( &m_BPMDisplay );
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m_DifficultyDisplay.SetName( "DifficultyDisplay" );
m_DifficultyDisplay.SetShadowLength( 0 );
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SET_XY( m_DifficultyDisplay );
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this->AddChild( &m_DifficultyDisplay );
{
CStringArray StageTexts;
GAMESTATE->GetAllStageTexts( StageTexts );
for( unsigned i = 0; i < StageTexts.size(); ++i )
{
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CString path = THEME->GetPathG( m_sName, "stage "+StageTexts[i], true );
if( path != "" )
TEXTUREMAN->CacheTexture( path );
}
}
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// loaded in AfterMusicChange
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m_sprStage.SetName( "Stage" );
SET_XY( m_sprStage );
this->AddChild( &m_sprStage );
m_sprCDTitleFront.SetName( "CDTitle" );
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m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
SET_XY( m_sprCDTitleFront );
COMMAND( m_sprCDTitleFront, "Front" );
this->AddChild( &m_sprCDTitleFront );
m_sprCDTitleBack.SetName( "CDTitle" );
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m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
SET_XY( m_sprCDTitleBack );
COMMAND( m_sprCDTitleBack, "Back" );
this->AddChild( &m_sprCDTitleBack );
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m_GrooveRadar.SetName( "Radar" );
SET_XY( m_GrooveRadar );
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if( SHOW_RADAR )
this->AddChild( &m_GrooveRadar );
m_GrooveGraph.SetName( "Graph" );
SET_XY( m_GrooveGraph );
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if( SHOW_GRAPH )
this->AddChild( &m_GrooveGraph );
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m_textSongOptions.SetName( "SongOptions" );
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m_textSongOptions.LoadFromFont( THEME->GetPathF("Common","normal") );
SET_XY( m_textSongOptions );
this->AddChild( &m_textSongOptions );
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m_textNumSongs.SetName( "NumSongs" );
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m_textNumSongs.LoadFromFont( THEME->GetPathF(m_sName,"num songs") );
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SET_XY( m_textNumSongs );
this->AddChild( &m_textNumSongs );
m_textTotalTime.SetName( "TotalTime" );
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m_textTotalTime.LoadFromFont( THEME->GetPathF(m_sName,"total time") );
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SET_XY( m_textTotalTime );
this->AddChild( &m_textTotalTime );
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m_CourseContentsFrame.SetName( "CourseContents" );
SET_XY( m_CourseContentsFrame );
this->AddChild( &m_CourseContentsFrame );
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m_Artist.SetName( "ArtistDisplay" );
m_Artist.Load();
SET_XY( m_Artist );
this->AddChild( &m_Artist );
m_MachineRank.SetName( "MachineRank" );
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m_MachineRank.LoadFromFont( THEME->GetPathF(m_sName,"rank") );
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SET_XY( m_MachineRank );
this->AddChild( &m_MachineRank );
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if( SHOW_DIFFICULTY_LIST )
{
m_DifficultyList.SetName( "DifficultyList" );
m_DifficultyList.Load();
SET_XY_AND_ON_COMMAND( m_DifficultyList );
this->AddChild( &m_DifficultyList );
}
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FOREACH_HumanPlayer( p )
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{
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m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) );
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m_sprDifficultyFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty frame p%d",p+1)) );
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m_sprDifficultyFrame[p].StopAnimating();
SET_XY( m_sprDifficultyFrame[p] );
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this->AddChild( &m_sprDifficultyFrame[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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m_DifficultyIcon[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons 1x%d",NUM_DIFFICULTIES)) );
SET_XY( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
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m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) );
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m_AutoGenIcon[p].Load( THEME->GetPathG(m_sName,"autogen") );
SET_XY( m_AutoGenIcon[p] );
this->AddChild( &m_AutoGenIcon[p] );
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m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) );
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m_OptionIconRow[p].Load( p );
m_OptionIconRow[p].Refresh();
SET_XY( m_OptionIconRow[p] );
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this->AddChild( &m_OptionIconRow[p] );
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m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) );
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m_sprMeterFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("meter frame p%d",p+1)) );
SET_XY( m_sprMeterFrame[p] );
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this->AddChild( &m_sprMeterFrame[p] );
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if( SHOW_PANES )
{
m_PaneDisplay[p].SetName( "PaneDisplay", ssprintf("PaneDisplayP%d",p+1) );
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m_PaneDisplay[p].Load( p );
SET_XY( m_PaneDisplay[p] );
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this->AddChild( &m_PaneDisplay[p] );
}
m_DifficultyMeter[p].SetName( ssprintf("MeterP%d",p+1) );
m_DifficultyMeter[p].Load( "DifficultyMeter" );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
this->AddChild( &m_DifficultyMeter[p] );
// add an icon onto the song select to show what
// character they're using.
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m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
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m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
m_textHighScore[p].SetShadowLength( 0 );
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m_textHighScore[p].SetDiffuse( PLAYER_COLOR.GetValue(p) );
SET_XY( m_textHighScore[p] );
this->AddChild( &m_textHighScore[p] );
}
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m_MusicSortDisplay.SetName( "SortIcon" );
m_MusicSortDisplay.Set( m_MusicWheel.GetSortOrder() );
SET_XY( m_MusicSortDisplay );
this->AddChild( &m_MusicSortDisplay );
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m_sprBalloon.SetName( "Balloon" );
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TEXTUREMAN->CacheTexture( THEME->GetPathG(m_sName,"balloon long") );
TEXTUREMAN->CacheTexture( THEME->GetPathG(m_sName,"balloon marathon") );
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this->AddChild( &m_sprBalloon );
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m_sprCourseHasMods.LoadAndSetName( m_sName, "CourseHasMods" );
SET_XY( m_sprCourseHasMods );
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this->AddChild( m_sprCourseHasMods );
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m_sprOptionsMessage.SetName( "OptionsMessage" );
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m_sprOptionsMessage.Load( THEME->GetPathG(m_sName,"options message 1x2") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); // invisible
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
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FOREACH_PlayerNumber( p )
{
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m_sprNonPresence[p].SetName( ssprintf("NonPresenceP%d",p+1) );
m_sprNonPresence[p].Load( THEME->GetPathG(m_sName,ssprintf("nonpresence p%d",p+1)) );
SET_XY( m_sprNonPresence[p] );
this->AddChild( &m_sprNonPresence[p] );
}
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m_bgOptionsOut.Load( THEME->GetPathB(m_sName,"options out") );
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// this->AddChild( &m_bgOptionsOut ); // drawn on top
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m_bgNoOptionsOut.Load( THEME->GetPathB(m_sName,"no options out") );
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// this->AddChild( &m_bgNoOptionsOut ); // drawn on top
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m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier") );
m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") );
m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
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SOUND->PlayOnceFromAnnouncer( "select music intro" );
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m_bMadeChoice = false;
m_bGoToOptions = false;
m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
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UpdateOptionsDisplays();
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AfterMusicChange();
TweenOnScreen();
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this->SortByDrawOrder();
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}
ScreenSelectMusic::~ScreenSelectMusic()
{
LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
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}
void ScreenSelectMusic::DrawPrimitives()
{
DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( FOV, FOV_CENTER_X, FOV_CENTER_Y );
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Screen::DrawPrimitives();
m_sprOptionsMessage.Draw();
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m_bgOptionsOut.Draw();
m_bgNoOptionsOut.Draw();
DISPLAY->CameraPopMatrix();
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}
void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
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{
m_GrooveRadar.StopTweening();
m_GrooveGraph.StopTweening();
m_GrooveRadar.TweenOnScreen();
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m_GrooveGraph.TweenOnScreen();
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if( SHOW_DIFFICULTY_LIST )
{
if( Initial )
{
ON_COMMAND( m_DifficultyList );
m_DifficultyList.TweenOnScreen();
}
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// else // do this after SM_SortOrderChanged
// m_DifficultyList.Show();
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}
{
FOREACH_HumanPlayer( p )
{
ON_COMMAND( m_sprDifficultyFrame[p] );
ON_COMMAND( m_sprMeterFrame[p] );
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_AutoGenIcon[p] );
}
}
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{
FOREACH_PlayerNumber( p )
{
ON_COMMAND( m_sprNonPresence[p] );
}
}
}
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void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
{
m_GrooveRadar.TweenOffScreen();
m_GrooveGraph.TweenOffScreen();
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if( SHOW_DIFFICULTY_LIST )
{
if( Final )
{
OFF_COMMAND( m_DifficultyList );
m_DifficultyList.TweenOffScreen();
}
else
m_DifficultyList.Hide();
}
{
FOREACH_HumanPlayer( p )
{
OFF_COMMAND( m_sprDifficultyFrame[p] );
OFF_COMMAND( m_sprMeterFrame[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_AutoGenIcon[p] );
}
}
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{
FOREACH_PlayerNumber( p )
{
OFF_COMMAND( m_sprNonPresence[p] );
}
}
}
void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial )
{
m_CourseContentsFrame.SetZoomY( 1 );
if( Initial )
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{
COMMAND( m_CourseContentsFrame, "On" );
}
else
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{
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m_CourseContentsFrame.SetFromGameState();
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COMMAND( m_CourseContentsFrame, "Show" );
}
}
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void ScreenSelectMusic::TweenCoursePartsOffScreen( bool Final )
{
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if( Final )
{
OFF_COMMAND( m_CourseContentsFrame );
}
else
{
COMMAND( m_CourseContentsFrame, "Hide" );
}
}
void ScreenSelectMusic::SkipSongPartTweens()
{
m_GrooveRadar.FinishTweening();
m_GrooveGraph.FinishTweening();
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if( SHOW_DIFFICULTY_LIST )
m_DifficultyList.FinishTweening();
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FOREACH_HumanPlayer( p )
{
m_sprDifficultyFrame[p].FinishTweening();
m_sprMeterFrame[p].FinishTweening();
m_DifficultyIcon[p].FinishTweening();
m_AutoGenIcon[p].FinishTweening();
}
}
void ScreenSelectMusic::SkipCoursePartTweens()
{
m_CourseContentsFrame.FinishTweening();
}
void ScreenSelectMusic::TweenOnScreen()
{
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TweenSongPartsOnScreen( true );
TweenCoursePartsOnScreen( true );
switch( m_MusicWheel.GetSortOrder() )
{
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
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TweenSongPartsOffScreen( false );
SkipSongPartTweens();
break;
default:
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TweenCoursePartsOffScreen( false );
SkipCoursePartTweens();
break;
}
ON_COMMAND( m_sprBannerMask );
ON_COMMAND( m_Banner );
ON_COMMAND( m_sprBannerFrame );
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ON_COMMAND( m_sprExplanation );
ON_COMMAND( m_BPMDisplay );
ON_COMMAND( m_DifficultyDisplay );
ON_COMMAND( m_sprStage );
ON_COMMAND( m_sprCDTitleFront );
ON_COMMAND( m_sprCDTitleBack );
ON_COMMAND( m_GrooveRadar );
ON_COMMAND( m_GrooveGraph );
ON_COMMAND( m_textSongOptions );
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ON_COMMAND( m_textNumSongs );
ON_COMMAND( m_textTotalTime );
ON_COMMAND( m_MusicSortDisplay );
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ON_COMMAND( m_MusicWheelUnder );
m_MusicWheel.TweenOnScreen();
ON_COMMAND( m_sprBalloon );
ON_COMMAND( m_sprCourseHasMods );
ON_COMMAND( m_MusicWheel );
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ON_COMMAND( m_Artist );
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ON_COMMAND( m_MachineRank );
ON_COMMAND( m_sprOverlay );
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FOREACH_HumanPlayer( p )
{
ON_COMMAND( m_sprCharacterIcon[p] );
ON_COMMAND( m_OptionIconRow[p] );
ON_COMMAND( m_sprHighScoreFrame[p] );
ON_COMMAND( m_textHighScore[p] );
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if( SHOW_PANES )
ON_COMMAND( m_PaneDisplay[p] );
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ON_COMMAND( m_DifficultyMeter[p] );
}
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_textSongOptions.RunCommands( SONG_OPTIONS_EXTRA_COMMAND );
}
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void ScreenSelectMusic::TweenOffScreen()
{
switch( m_MusicWheel.GetSortOrder() )
{
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
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TweenCoursePartsOffScreen( true );
break;
default:
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TweenSongPartsOffScreen( true );
break;
}
OFF_COMMAND( m_sprBannerMask );
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OFF_COMMAND( m_Banner );
OFF_COMMAND( m_sprBannerFrame );
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OFF_COMMAND( m_sprExplanation );
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OFF_COMMAND( m_BPMDisplay );
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OFF_COMMAND( m_DifficultyDisplay );
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OFF_COMMAND( m_sprStage );
OFF_COMMAND( m_sprCDTitleFront );
OFF_COMMAND( m_sprCDTitleBack );
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OFF_COMMAND( m_GrooveRadar );
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OFF_COMMAND( m_GrooveGraph );
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OFF_COMMAND( m_textSongOptions );
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OFF_COMMAND( m_textNumSongs );
OFF_COMMAND( m_textTotalTime );
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OFF_COMMAND( m_MusicSortDisplay );
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m_MusicWheel.TweenOffScreen();
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OFF_COMMAND( m_MusicWheelUnder );
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OFF_COMMAND( m_MusicWheel );
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OFF_COMMAND( m_sprBalloon );
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OFF_COMMAND( m_sprCourseHasMods );
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OFF_COMMAND( m_Artist );
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OFF_COMMAND( m_MachineRank );
OFF_COMMAND( m_sprOverlay );
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FOREACH_HumanPlayer( p )
{
OFF_COMMAND(m_sprCharacterIcon[p]);
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OFF_COMMAND( m_OptionIconRow[p] );
OFF_COMMAND( m_sprHighScoreFrame[p] );
OFF_COMMAND( m_textHighScore[p] );
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if( SHOW_PANES )
OFF_COMMAND( m_PaneDisplay[p] );
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OFF_COMMAND( m_DifficultyMeter[p] );
}
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}
/* This hides elements that are only relevant when displaying a single song,
* and shows elements for course display. XXX: Allow different tween commands. */
void ScreenSelectMusic::SwitchDisplayMode( DisplayMode dm )
{
if( m_DisplayMode == dm )
return;
// tween off
switch( m_DisplayMode )
{
case DISPLAY_SONGS:
TweenSongPartsOffScreen( false );
break;
case DISPLAY_COURSES:
TweenCoursePartsOffScreen( false );
break;
case DISPLAY_MODES:
break;
}
// tween on
m_DisplayMode = dm;
switch( m_DisplayMode )
{
case DISPLAY_SONGS:
TweenSongPartsOnScreen( false );
break;
case DISPLAY_COURSES:
TweenCoursePartsOnScreen( false );
break;
case DISPLAY_MODES:
break;
}
}
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void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
{
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FOREACH_HumanPlayer( p )
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{
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m_textHighScore[p].RunCommands( SCORE_SORT_CHANGE_COMMAND(p) );
m_sprHighScoreFrame[p].RunCommands( SCORE_FRAME_SORT_CHANGE_COMMAND(p) );
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}
switch( m_MusicWheel.GetSortOrder() )
{
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
SwitchDisplayMode( DISPLAY_COURSES );
break;
case SORT_MODE_MENU:
SwitchDisplayMode( DISPLAY_MODES );
break;
default:
SwitchDisplayMode( DISPLAY_SONGS );
break;
}
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}
void ScreenSelectMusic::CheckBackgroundRequests()
{
if( g_bCDTitleWaiting )
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{
/* The CDTitle is normally very small, so we don't bother waiting to display it. */
CString sPath;
if( m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) )
{
g_bCDTitleWaiting = false;
CString sCDTitlePath = sPath;
if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) )
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sCDTitlePath = g_bWantFallbackCdTitle? g_sFallbackCDTitlePath:CString("");
if( !sCDTitlePath.empty() )
{
TEXTUREMAN->DisableOddDimensionWarning();
m_sprCDTitleFront.Load( sCDTitlePath );
m_sprCDTitleBack.Load( sCDTitlePath );
TEXTUREMAN->EnableOddDimensionWarning();
}
m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath );
}
else
return;
}
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/* Loading the rest can cause small skips, so don't do it until the wheel settles.
* Do load if we're transitioning out, though, so we don't miss starting the music
* for the options screen if a song is selected quickly. */
if( !m_MusicWheel.IsSettled() && !m_Out.IsTransitioning() )
return;
if( g_bBannerWaiting )
{
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float HighQualTime = m_Banner.GetFadeSeconds();
CString sPath;
if( g_StartedLoadingAt.Ago() >= HighQualTime && m_BackgroundLoader.IsCacheFileFinished(g_sBannerPath, sPath) )
{
g_bBannerWaiting = false;
RageTimer foo;
m_Banner.Load( sPath );
m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
}
else
return;
}
/* Nothing else is going. Start the music, if we havn't yet. */
if( g_bSampleMusicWaiting )
{
/* Don't start the music sample when moving fast. */
if( g_StartedLoadingAt.Ago() >= SAMPLE_MUSIC_DELAY )
{
g_bSampleMusicWaiting = false;
SOUND->PlayMusic(
m_sSampleMusicToPlay, m_pSampleMusicTimingData,
true, m_fSampleStartSeconds, m_fSampleLengthSeconds,
1.5f, /* fade out for 1.5 seconds */
ALIGN_MUSIC_BEATS );
}
else
return;
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}
}
void ScreenSelectMusic::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
m_bgOptionsOut.Update( fDeltaTime );
m_bgNoOptionsOut.Update( fDeltaTime );
m_sprOptionsMessage.Update( fDeltaTime );
CheckBackgroundRequests();
}
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void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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// LOG->Trace( "ScreenSelectMusic::Input()" );
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// debugging?
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// I just like being able to see untransliterated titles occasionally.
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F9 )
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{
if( type != IET_FIRST_PRESS ) return;
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PREFSMAN->m_bShowNativeLanguage ^= 1;
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m_MusicWheel.RebuildMusicWheelItems();
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m_CourseContentsFrame.SetFromGameState();
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return;
}
if( !GameI.IsValid() ) return; // don't care
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/* XXX: What's the difference between this and StyleI.player? */
/* StyleI won't be valid if it's a menu button that's pressed.
* There's got to be a better way of doing this. -Chris */
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
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if( !GAMESTATE->IsHumanPlayer(pn) )
return;
if( m_bMadeChoice &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
type != IET_RELEASE &&
type != IET_LEVEL_CHANGED &&
IsTransitioning() &&
!GAMESTATE->IsExtraStage() &&
!GAMESTATE->IsExtraStage2() )
{
if(m_bGoToOptions) return; /* got it already */
if(!m_bAllowOptionsMenu) return; /* not allowed */
if( !m_bAllowOptionsMenuRepeat &&
(type == IET_SLOW_REPEAT || type == IET_FAST_REPEAT ))
return; /* not allowed yet */
m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
SCREENMAN->PlayStartSound();
return;
}
if( IsTransitioning() )
return; // ignore
if( m_bMadeChoice ) return; // ignore
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if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
{
/* If we're rouletting, hands off. */
if(m_MusicWheel.IsRouletting())
return;
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// TRICKY: There's lots of weirdness that can happen here when tapping
// Left and Right quickly, like when changing sort.
bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
bool bLeftOrRightPressed = bLeftPressed || bRightPressed;
switch( type )
{
case IET_RELEASE:
// when a key is released, stop moving the wheel
if( !bLeftOrRightPressed )
m_MusicWheel.Move( 0 );
// Reset the repeat timer when a key is released.
// This fixes jumping when you release Left and Right at the same
// time (e.g. after tapping Left+Right to change sort).
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
break;
case IET_FIRST_PRESS:
if( MenuI.button == MENU_BUTTON_RIGHT )
m_MusicWheel.Move( +1 );
else
m_MusicWheel.Move( -1 );
// The wheel moves faster than one item between FIRST_PRESS
// and SLOW_REPEAT. Stop the wheel immediately after moving one
// item if both Left and Right are held. This way, we won't move
// another item
if( bLeftAndRightPressed )
m_MusicWheel.Move( 0 );
break;
case IET_SLOW_REPEAT:
case IET_FAST_REPEAT:
// We need to handle the repeat events to start the wheel spinning again
// when Left and Right are being held, then one is released.
if( bLeftAndRightPressed )
{
// Don't spin if holding both buttons
m_MusicWheel.Move( 0 );
}
else
{
if( MenuI.button == MENU_BUTTON_RIGHT )
m_MusicWheel.Move( +1 );
else
m_MusicWheel.Move( -1 );
}
break;
}
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}
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2004-01-11 09:42:37 +00:00
// TRICKY: Do default processing of MenuLeft and MenuRight before detecting
// codes. Do default processing of Start AFTER detecting codes. This gives us a
// change to return if Start is part of a code because we don't want to process
// Start as "move to the next screen" if it was just part of a code.
switch( MenuI.button )
{
case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); break;
case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); break;
case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); break;
case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); break;
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case MENU_BUTTON_BACK:
/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC )
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this->MenuBack( MenuI.player );
else
Screen::MenuBack( MenuI.player, type );
break;
// Do the default handler for Start after detecting codes.
// case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); break;
case MENU_BUTTON_COIN: this->MenuCoin( MenuI.player, type ); break;
}
if( type == IET_FIRST_PRESS )
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{
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
ChangeDifficulty( pn, -1 );
return;
}
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
ChangeDifficulty( pn, +1 );
return;
}
if( CodeDetector::EnteredModeMenu(GameI.controller) )
{
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
return;
}
if( CodeDetector::EnteredNextSort(GameI.controller) )
{
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
m_MusicWheel.NextSort();
return;
}
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
UpdateOptionsDisplays();
return;
}
}
switch( MenuI.button )
{
case MENU_BUTTON_START: Screen::MenuStart( MenuI.player, type ); break;
}
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}
void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
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{
LOG->Trace( "ScreenSelectMusic::ChangeDifficulty( %d, %d )", pn, dir );
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2004-06-03 08:22:02 +00:00
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SONG:
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case TYPE_PORTAL:
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{
m_iSelection[pn] += dir;
if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
return;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() );
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if( dir < 0 )
m_soundDifficultyEasier.Play();
else
m_soundDifficultyHarder.Play();
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2004-06-03 08:22:02 +00:00
FOREACH_HumanPlayer( p )
{
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if( pn == p || GAMESTATE->DifficultiesLocked() )
{
m_iSelection[p] = m_iSelection[pn];
AfterStepsChange( p );
}
}
}
break;
case TYPE_COURSE:
{
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m_iSelection[pn] += dir;
if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
return;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty );
if( dir < 0 )
m_soundDifficultyEasier.Play();
else
m_soundDifficultyHarder.Play();
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FOREACH_HumanPlayer( p )
{
if( pn == p || GAMESTATE->DifficultiesLocked() )
{
m_iSelection[p] = m_iSelection[pn];
AfterTrailChange( p );
}
}
}
break;
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case TYPE_RANDOM:
case TYPE_ROULETTE:
/* XXX: We could be on a music or course sort, or even one with both; we don't
* really know which difficulty to change. Maybe the two difficulties should be
* linked ... */
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if( GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
{
if( dir < 0 )
m_soundDifficultyEasier.Play();
else
m_soundDifficultyHarder.Play();
AfterMusicChange();
FOREACH_HumanPlayer( p )
{
if( pn == p || GAMESTATE->DifficultiesLocked() )
{
m_iSelection[p] = m_iSelection[pn];
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AfterStepsChange( p );
}
}
}
break;
}
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}
void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_AllowOptionsMenuRepeat:
m_bAllowOptionsMenuRepeat = true;
break;
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case SM_MenuTimer:
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if( m_MusicWheel.IsRouletting() )
{
MenuStart(PLAYER_INVALID);
m_MenuTimer->SetSeconds( 15 );
m_MenuTimer->Start();
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}
else if( DO_ROULETTE_ON_MENU_TIMER )
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{
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
{
m_MusicWheel.StartRoulette();
m_MenuTimer->SetSeconds( 15 );
m_MenuTimer->Start();
}
else
{
MenuStart(PLAYER_INVALID);
}
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}
else
{
if( m_MusicWheel.GetSelectedType() != TYPE_SONG && m_MusicWheel.GetSelectedType() != TYPE_COURSE )
m_MusicWheel.StartRandom();
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MenuStart(PLAYER_INVALID);
}
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return;
case SM_GoToPrevScreen:
SCREENMAN->DeletePreparedScreens();
SCREENMAN->SetNewScreen( PREV_SCREEN );
/* We may have stray SM_SongChanged messages from the music wheel. We can't
* handle them anymore, since the title menu (and attract screens) reset
* the game state, so just discard them. */
ClearMessageQueue();
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return;
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case SM_BeginFadingOut:
/* XXX: yuck. Later on, maybe this can be done in one BGA with lua ... */
if( m_bGoToOptions )
m_bgOptionsOut.StartTransitioning( SM_GoToNextScreen );
else
m_bgNoOptionsOut.StartTransitioning( SM_GoToNextScreen );
break;
case SM_GoToNextScreen:
if( m_bGoToOptions )
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{
SCREENMAN->SetNewScreen( NEXT_OPTIONS_SCREEN );
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}
else
{
GAMESTATE->AdjustFailType();
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SOUND->StopMusic();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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return;
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case SM_SongChanged:
AfterMusicChange();
break;
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case SM_SortOrderChanging: /* happens immediately */
// m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
TweenScoreOnAndOffAfterChangeSort();
break;
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case SM_SortOrderChanged: /* happens after the wheel is off and the new song is selected */
SortOrderChanged();
break;
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case SM_GainFocus:
CodeDetector::RefreshCacheItems( CODES );
break;
case SM_LoseFocus:
CodeDetector::RefreshCacheItems(); /* reset for other screens */
break;
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}
Screen::HandleScreenMessage( SM );
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}
void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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{
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// this needs to check whether valid Steps are selected!
2002-06-24 22:04:31 +00:00
bool bResult = m_MusicWheel.Select();
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2003-01-02 23:20:18 +00:00
/* If false, we don't have a selection just yet. */
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if( !bResult )
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return;
// a song was selected
switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SONG:
case TYPE_PORTAL:
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{
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const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
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FOREACH_HumanPlayer( p )
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{
if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
bIsHard = true;
}
2002-09-07 09:37:27 +00:00
2004-06-02 07:22:55 +00:00
/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
bool bIsRepeat = false;
int i = 0;
2005-02-21 17:29:49 +00:00
if( GAMESTATE->GetEventMode() )
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i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
if( STATSMAN->m_vPlayedStageStats[i].vpSongs.back() == m_MusicWheel.GetSelectedSong() )
2004-06-02 07:22:55 +00:00
bIsRepeat = true;
/* Don't complain about repeats if the user didn't get to pick. */
if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage )
bIsRepeat = false;
if( bIsRepeat )
SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
else if( bIsNew )
SOUND->PlayOnceFromAnnouncer( "select music comment new" );
else if( bIsHard )
SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
else
SOUND->PlayOnceFromAnnouncer( "select music comment general" );
2002-09-07 09:37:27 +00:00
2004-06-02 07:22:55 +00:00
m_bMadeChoice = true;
2004-06-02 07:22:55 +00:00
/* If we're in event mode, we may have just played a course (putting us
* in course mode). Make sure we're in a single song mode. */
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
2004-06-02 07:22:55 +00:00
}
break;
2004-06-02 07:22:55 +00:00
case TYPE_COURSE:
{
2004-06-02 07:22:55 +00:00
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
2002-09-07 09:37:27 +00:00
2004-06-02 07:22:55 +00:00
Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse );
GAMESTATE->m_PlayMode = pCourse->GetPlayMode();
2002-09-07 09:37:27 +00:00
2004-06-02 07:22:55 +00:00
// apply #LIVES
if( pCourse->m_iLives != -1 )
{
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
GAMESTATE->m_SongOptions.m_iBatteryLives = pCourse->m_iLives;
}
m_bMadeChoice = true;
}
break;
case TYPE_SECTION:
case TYPE_ROULETTE:
2004-06-02 07:22:55 +00:00
case TYPE_RANDOM:
case TYPE_SORT:
break;
default:
ASSERT(0);
}
if( m_bMadeChoice )
{
TweenOffScreen();
SCREENMAN->PlayStartSound();
2002-09-07 09:37:27 +00:00
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
// float fShowSeconds = m_Out.GetLengthSeconds();
2002-09-07 09:37:27 +00:00
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) ); // visible
2003-04-13 21:17:14 +00:00
SET_XY_AND_ON_COMMAND( m_sprOptionsMessage );
m_bAllowOptionsMenu = true;
/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
* so we don't ignore deliberate fast presses (which would be
* annoying). */
2003-03-25 21:17:29 +00:00
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
2002-09-07 09:37:27 +00:00
}
2004-09-10 03:37:33 +00:00
/* If we're currently waiting on song assets, abort all except the music and
* start the music, so if we make a choice quickly before background requests
* come through, the music will still start. */
g_bCDTitleWaiting = g_bBannerWaiting = false;
m_BackgroundLoader.Abort();
CheckBackgroundRequests();
StartTransitioning( SM_BeginFadingOut );
2002-09-07 09:37:27 +00:00
}
2003-02-05 16:53:21 +00:00
if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
{
/* Check if user selected the real extra stage. */
Song* pSong;
2004-05-24 03:41:39 +00:00
Steps* pSteps;
2003-02-05 16:53:21 +00:00
PlayerOptions po;
SongOptions so;
2004-06-28 07:26:00 +00:00
SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
2003-02-05 16:53:21 +00:00
ASSERT(pSong);
/* Enable 2nd extra stage if user chose the correct song */
if( m_MusicWheel.GetSelectedSong() == pSong )
GAMESTATE->m_bAllow2ndExtraStage = true;
else
GAMESTATE->m_bAllow2ndExtraStage = false;
}
2002-05-20 08:59:37 +00:00
}
void ScreenSelectMusic::MenuBack( PlayerNumber pn )
2002-05-20 08:59:37 +00:00
{
2003-07-26 23:05:16 +00:00
SOUND->StopMusic();
2002-05-20 08:59:37 +00:00
Back( SM_GoToPrevScreen );
2002-05-20 08:59:37 +00:00
}
2004-06-03 08:22:02 +00:00
void ScreenSelectMusic::AfterStepsChange( PlayerNumber pn )
2002-05-20 08:59:37 +00:00
{
2004-06-03 08:22:02 +00:00
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
2002-05-20 08:59:37 +00:00
2004-06-03 08:22:02 +00:00
CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 );
2002-05-20 08:59:37 +00:00
Song* pSong = GAMESTATE->m_pCurSong;
2004-06-03 08:22:02 +00:00
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
2002-05-20 08:59:37 +00:00
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
2002-05-20 08:59:37 +00:00
2004-06-03 08:22:02 +00:00
int iScore = 0;
2004-02-09 06:26:13 +00:00
if( pSteps )
2003-09-08 07:21:41 +00:00
{
2004-06-03 08:22:02 +00:00
Profile* pProfile = PROFILEMAN->IsUsingProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().iScore;
2003-09-08 07:21:41 +00:00
}
2004-06-03 08:22:02 +00:00
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
2004-05-29 04:50:47 +00:00
m_DifficultyIcon[pn].SetFromSteps( pn, pSteps );
2004-02-09 06:26:13 +00:00
if( pSteps && pSteps->IsAutogen() )
{
2003-02-18 23:15:38 +00:00
m_AutoGenIcon[pn].SetEffectDiffuseShift();
}
else
{
m_AutoGenIcon[pn].SetEffectNone();
m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );
}
2003-07-21 22:38:41 +00:00
m_DifficultyMeter[pn].SetFromGameState( pn );
2003-11-17 04:29:14 +00:00
if( SHOW_DIFFICULTY_LIST )
m_DifficultyList.SetFromGameState();
2004-05-29 04:50:47 +00:00
m_GrooveRadar.SetFromSteps( pn, pSteps );
2004-06-03 08:22:02 +00:00
m_MusicWheel.NotesOrTrailChanged( pn );
if( SHOW_PANES )
m_PaneDisplay[pn].SetFromGameState( m_MusicWheel.GetSortOrder() );
2004-06-03 08:22:02 +00:00
}
void ScreenSelectMusic::AfterTrailChange( PlayerNumber pn )
{
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 );
Course* pCourse = GAMESTATE->m_pCurCourse;
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurTrail[pn] = pTrail;
int iScore = 0;
if( pTrail )
{
Profile* pProfile = PROFILEMAN->IsUsingProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().iScore;
}
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
m_DifficultyIcon[pn].SetFromTrail( pn, pTrail );
//if( pTrail && pTrail->IsAutogen() )
//{
// m_AutoGenIcon[pn].SetEffectDiffuseShift();
//}
//else
//{
// m_AutoGenIcon[pn].SetEffectNone();
// m_AutoGenIcon[pn].SetDiffuse( RageColor(1,1,1,0) );
//}
/* Update the trail list, but don't actually start the tween; only do that when
* the actual course changes (AfterMusicChange). */
2004-06-03 08:22:02 +00:00
m_CourseContentsFrame.SetFromGameState();
// m_CourseContentsFrame.TweenInAfterChangedCourse();
2004-06-03 08:22:02 +00:00
m_DifficultyMeter[pn].SetFromGameState( pn );
if( SHOW_DIFFICULTY_LIST )
m_DifficultyList.SetFromGameState();
m_GrooveRadar.SetEmpty( pn );
m_MusicWheel.NotesOrTrailChanged( pn );
2003-11-17 06:13:12 +00:00
if( SHOW_PANES )
m_PaneDisplay[pn].SetFromGameState( m_MusicWheel.GetSortOrder() );
2002-05-20 08:59:37 +00:00
}
void ScreenSelectMusic::SwitchToPreferredDifficulty()
{
if( !GAMESTATE->m_pCurCourse )
{
FOREACH_HumanPlayer( pn )
{
/* Find the closest match to the user's preferred difficulty. */
int CurDifference = -1;
for( unsigned i=0; i<m_vpSteps.size(); i++ )
{
int Diff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);
if( CurDifference == -1 || Diff < CurDifference )
{
m_iSelection[pn] = i;
CurDifference = Diff;
}
}
CLAMP( m_iSelection[pn],0,m_vpSteps.size()-1 );
}
}
else
{
FOREACH_HumanPlayer( pn )
{
/* Find the closest match to the user's preferred difficulty. */
int CurDifference = -1;
for( unsigned i=0; i<m_vpTrails.size(); i++ )
{
int Diff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);
if( CurDifference == -1 || Diff < CurDifference )
{
m_iSelection[pn] = i;
CurDifference = Diff;
}
}
CLAMP( m_iSelection[pn],0,m_vpTrails.size()-1 );
}
}
}
2003-12-21 03:05:06 +00:00
template<class T>
int FindCourseIndexOfSameMode( T begin, T end, const Course *p )
{
const PlayMode pm = p->GetPlayMode();
int n = 0;
for( T it = begin; it != end; ++it )
{
if( *it == p )
return n;
/* If it's not playable in this mode, don't increment. It might result in
* different output in different modes, but that's better than having holes. */
2004-06-28 07:26:00 +00:00
if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyle()->m_StepsType ) )
2003-12-21 03:05:06 +00:00
continue;
if( (*it)->GetPlayMode() != pm )
continue;
++n;
}
return -1;
}
2002-05-20 08:59:37 +00:00
void ScreenSelectMusic::AfterMusicChange()
{
if( !m_MusicWheel.IsRouletting() )
m_MenuTimer->Stall();
2002-08-20 21:00:56 +00:00
// lock difficulties. When switching from arcade to rave, we need to
// enforce that all players are at the same difficulty.
if( GAMESTATE->DifficultiesLocked() )
{
FOREACH_HumanPlayer( p )
{
m_iSelection[p] = m_iSelection[0];
GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0];
}
}
2002-05-20 08:59:37 +00:00
Song* pSong = m_MusicWheel.GetSelectedSong();
GAMESTATE->m_pCurSong.Set( pSong );
if( pSong )
GAMESTATE->m_pPreferredSong = pSong;
2002-05-20 08:59:37 +00:00
2003-04-22 08:43:12 +00:00
m_GrooveGraph.SetFromSong( pSong );
Course* pCourse = m_MusicWheel.GetSelectedCourse();
GAMESTATE->m_pCurCourse = pCourse;
if( pCourse )
GAMESTATE->m_pPreferredCourse = pCourse;
2004-06-03 08:22:02 +00:00
FOREACH_PlayerNumber( p )
{
GAMESTATE->m_pCurSteps[p].Set( NULL );
2004-06-03 08:22:02 +00:00
GAMESTATE->m_pCurTrail[p] = NULL;
m_vpSteps.clear();
m_vpTrails.clear();
}
2002-05-20 08:59:37 +00:00
m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
2003-01-02 03:00:53 +00:00
2003-12-18 08:53:38 +00:00
CString SampleMusicToPlay, SampleMusicTimingData;
2003-11-17 02:52:03 +00:00
vector<CString> m_Artists, m_AltArtists;
2003-11-17 04:12:11 +00:00
m_MachineRank.SetText( "" );
m_sSampleMusicToPlay = "";
m_pSampleMusicTimingData = NULL;
g_sCDTitlePath = "";
g_sBannerPath = "";
g_bWantFallbackCdTitle = false;
bool bWantBanner = true;
2002-05-20 08:59:37 +00:00
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
2003-06-16 17:28:58 +00:00
case TYPE_SORT:
2002-05-20 08:59:37 +00:00
{
CString sGroup = m_MusicWheel.GetSelectedSection();
FOREACH_PlayerNumber( p )
2002-05-20 08:59:37 +00:00
m_iSelection[p] = -1;
2003-03-30 19:30:54 +00:00
m_BPMDisplay.NoBPM();
g_sCDTitlePath = ""; // none
m_DifficultyDisplay.UnsetDifficulties();
2003-04-21 22:26:07 +00:00
2004-01-11 10:38:38 +00:00
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
2004-05-22 22:56:58 +00:00
m_textNumSongs.SetText( "" );
m_textTotalTime.SetText( "" );
2003-06-23 08:37:53 +00:00
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
g_sBannerPath = SONGMAN->GetGroupBannerPath( sGroup );
m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"section music");
2003-06-23 08:37:53 +00:00
break;
case TYPE_SORT:
bWantBanner = false; /* we load it ourself */
switch( m_MusicWheel.GetSortOrder() )
{
case SORT_MODE_MENU:
m_Banner.LoadMode();
break;
}
m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"sort music");
2003-06-23 08:37:53 +00:00
break;
default:
ASSERT(0);
}
2003-04-21 22:26:07 +00:00
m_sprBalloon.StopTweening();
COMMAND( m_sprBalloon, "Hide" );
2004-03-13 23:11:57 +00:00
m_sprCourseHasMods->StopTweening();
COMMAND( m_sprCourseHasMods, "Hide" );
2002-05-20 08:59:37 +00:00
}
break;
case TYPE_SONG:
2004-06-02 05:12:45 +00:00
case TYPE_PORTAL:
2002-05-20 08:59:37 +00:00
{
m_sSampleMusicToPlay = pSong->GetMusicPath();
m_pSampleMusicTimingData = &pSong->m_Timing;
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
2004-05-22 22:56:58 +00:00
m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) );
m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) );
2004-06-28 07:26:00 +00:00
pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
2004-06-03 08:22:02 +00:00
StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
2003-11-13 00:39:36 +00:00
if ( PREFSMAN->m_bShowBanners )
g_sBannerPath = pSong->GetBannerPath();
2003-03-30 19:30:54 +00:00
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
m_BPMDisplay.CycleRandomly();
}
else
{
m_BPMDisplay.SetBPM( pSong );
2003-03-30 19:30:54 +00:00
}
g_sCDTitlePath = pSong->GetCDTitlePath();
g_bWantFallbackCdTitle = true;
2004-02-08 01:05:53 +00:00
const vector<Song*> best = SONGMAN->GetBestSongs( PROFILE_SLOT_MACHINE );
2003-11-17 04:12:11 +00:00
const int index = FindIndex( best.begin(), best.end(), pSong );
if( index != -1 )
2005-03-02 04:48:14 +00:00
{
CString sSuffix;
int iDisplay = index+1;
switch( iDisplay%10 )
{
case 1: sSuffix = "st"; break;
case 2: sSuffix = "nd"; break;
case 3: sSuffix = "rd"; break;
default: sSuffix = "th"; break;
}
2005-03-06 00:06:21 +00:00
// hack for teens: "11th", "113th", etc.
if( ((iDisplay%100) / 10) == 1 )
sSuffix = "th";
2005-03-02 04:48:14 +00:00
m_MachineRank.SetText( ssprintf("%i", iDisplay) + sSuffix );
}
2003-11-17 04:12:11 +00:00
2004-06-28 07:26:00 +00:00
m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
SwitchToPreferredDifficulty();
2003-02-28 09:25:25 +00:00
/* Short delay before actually showing these, so they don't show
* up when scrolling fast. It'll still show up in "slow" scrolling,
* but it doesn't look at weird as it does in "fast", and I don't
* like the effect with a lot of delay. */
if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds )
{
2003-04-21 22:26:07 +00:00
m_sprBalloon.StopTweening();
2004-05-22 02:24:40 +00:00
m_sprBalloon.Load( THEME->GetPathG(m_sName,"balloon marathon") );
SET_XY( m_sprBalloon );
COMMAND( m_sprBalloon, "Show" );
}
else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds )
{
2003-04-21 22:26:07 +00:00
m_sprBalloon.StopTweening();
2004-05-22 02:24:40 +00:00
m_sprBalloon.Load( THEME->GetPathG(m_sName,"balloon long") );
SET_XY( m_sprBalloon );
COMMAND( m_sprBalloon, "Show" );
2003-04-21 22:26:07 +00:00
}
else
{
m_sprBalloon.StopTweening();
COMMAND( m_sprBalloon, "Hide" );
}
2004-03-13 23:11:57 +00:00
m_sprCourseHasMods->StopTweening();
COMMAND( m_sprCourseHasMods, "Hide" );
2004-03-13 23:11:57 +00:00
2003-11-17 02:52:03 +00:00
m_Artists.push_back( pSong->GetDisplayArtist() );
m_AltArtists.push_back( pSong->GetTranslitArtist() );
2005-02-09 05:27:51 +00:00
MESSAGEMAN->Broadcast( "OnSongChanged" );
2002-05-20 08:59:37 +00:00
}
break;
case TYPE_ROULETTE:
2003-06-16 17:28:58 +00:00
case TYPE_RANDOM:
bWantBanner = false; /* we load it ourself */
2003-06-29 21:52:39 +00:00
switch(m_MusicWheel.GetSelectedType())
{
case TYPE_ROULETTE: m_Banner.LoadRoulette(); break;
case TYPE_RANDOM: m_Banner.LoadRandom(); break;
2003-06-29 21:52:39 +00:00
default: ASSERT(0);
}
2003-03-30 19:30:54 +00:00
m_BPMDisplay.NoBPM();
g_sCDTitlePath = ""; // none
m_DifficultyDisplay.UnsetDifficulties();
2004-01-11 10:38:38 +00:00
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
2004-05-22 22:56:58 +00:00
m_textNumSongs.SetText( "" );
m_textTotalTime.SetText( "" );
2003-06-16 17:28:58 +00:00
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_ROULETTE:
m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"roulette music");
2003-06-16 17:28:58 +00:00
break;
case TYPE_RANDOM:
m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"random music");
2003-06-16 17:28:58 +00:00
break;
default:
ASSERT(0);
}
2003-04-21 22:26:07 +00:00
m_sprBalloon.StopTweening();
COMMAND( m_sprBalloon, "Hide" );
2004-03-13 23:11:57 +00:00
m_sprCourseHasMods->StopTweening();
COMMAND( m_sprCourseHasMods, "Hide" );
2004-03-13 23:11:57 +00:00
break;
case TYPE_COURSE:
{
Course* pCourse = m_MusicWheel.GetSelectedCourse();
2004-06-28 07:26:00 +00:00
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Trail *pTrail = pCourse->GetTrail( st );
ASSERT( pTrail );
2004-06-28 07:26:00 +00:00
pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
2004-06-03 08:22:02 +00:00
m_sSampleMusicToPlay = THEME->GetPathS(m_sName,"course music");
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
2004-05-22 22:56:58 +00:00
m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
float fTotalSeconds;
if( pCourse->GetTotalSeconds(st,fTotalSeconds) )
2004-05-22 22:56:58 +00:00
m_textTotalTime.SetText( SecondsToMMSSMsMs(fTotalSeconds) );
else
m_textTotalTime.SetText( "xx:xx.xx" ); // The numbers format doesn't have a '?'. Is there a better solution?
g_sBannerPath = pCourse->m_sBannerPath;
if( g_sBannerPath.empty() )
m_Banner.LoadFallback();
m_BPMDisplay.SetBPM( pCourse );
m_DifficultyDisplay.UnsetDifficulties();
SwitchToPreferredDifficulty();
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
2003-11-17 02:52:03 +00:00
{
if( e->bMystery )
2003-11-17 02:52:03 +00:00
{
m_Artists.push_back( "???" );
m_AltArtists.push_back( "???" );
} else {
m_Artists.push_back( e->pSong->GetDisplayArtist() );
m_AltArtists.push_back( e->pSong->GetTranslitArtist() );
2003-11-17 02:52:03 +00:00
}
}
2004-02-08 01:05:53 +00:00
const vector<Course*> best = SONGMAN->GetBestCourses( PROFILE_SLOT_MACHINE );
2003-12-21 03:05:06 +00:00
const int index = FindCourseIndexOfSameMode( best.begin(), best.end(), pCourse );
2003-11-17 04:12:11 +00:00
if( index != -1 )
m_MachineRank.SetText( ssprintf("%i", index+1) );
2004-03-13 23:11:57 +00:00
m_sprBalloon.StopTweening();
COMMAND( m_sprBalloon, "Hide" );
2004-03-13 23:11:57 +00:00
if( pCourse->HasMods() )
{
m_sprCourseHasMods->StopTweening();
COMMAND( m_sprCourseHasMods, "Show" );
2004-03-13 23:11:57 +00:00
}
else
{
m_sprCourseHasMods->StopTweening();
COMMAND( m_sprCourseHasMods, "Hide" );
2004-03-13 23:11:57 +00:00
}
2005-02-09 05:27:51 +00:00
MESSAGEMAN->Broadcast( "OnCourseChanged" );
break;
}
default:
ASSERT(0);
2002-05-20 08:59:37 +00:00
}
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
2004-10-16 17:53:47 +00:00
/* Cancel any previous, incomplete requests for song assets, since we need new ones. */
m_BackgroundLoader.Abort();
g_bCDTitleWaiting = false;
if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle )
{
LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str());
m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK
g_bCDTitleWaiting = true;
}
g_bBannerWaiting = false;
if( bWantBanner )
{
LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str());
if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) )
{
m_BackgroundLoader.CacheFile( g_sBannerPath );
g_bBannerWaiting = true;
}
}
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// Don't stop music if it's already playing the right file.
g_bSampleMusicWaiting = false;
if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
{
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SOUND->StopMusic();
if( !m_sSampleMusicToPlay.empty() )
g_bSampleMusicWaiting = true;
}
g_StartedLoadingAt.Touch();
// update stage counter display (long versions/marathons)
m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
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m_Artist.SetTips( m_Artists, m_AltArtists );
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FOREACH_HumanPlayer( p )
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{
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if( GAMESTATE->m_pCurCourse )
AfterTrailChange( p );
else
AfterStepsChange( p );
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}
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switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_COURSE:
m_CourseContentsFrame.TweenInAfterChangedCourse();
break;
}
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}
void ScreenSelectMusic::UpdateOptionsDisplays()
{
// m_OptionIcons.Load( GAMESTATE->m_PlayerOptions, &GAMESTATE->m_SongOptions );
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// m_PlayerOptionIcons.Refresh();
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FOREACH_HumanPlayer( p )
{
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m_OptionIconRow[p].Refresh();
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CString s = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString();
s.Replace( ", ", "\n" );
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// m_textPlayerOptions[p].SetText( s );
}
CString s = GAMESTATE->m_SongOptions.GetString();
s.Replace( ", ", "\n" );
m_textSongOptions.SetText( s );
}
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void ScreenSelectMusic::SortOrderChanged()
{
m_MusicSortDisplay.Set( m_MusicWheel.GetSortOrder() );
if( SHOW_PANES )
FOREACH_HumanPlayer(pn)
m_PaneDisplay[pn].SetFromGameState( m_MusicWheel.GetSortOrder() );
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switch( m_MusicWheel.GetSortOrder() )
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{
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
case SORT_MODE_MENU:
// do nothing
break;
default:
if( SHOW_DIFFICULTY_LIST )
m_DifficultyList.Show();
break;
}
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// tween music sort on screen
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// m_MusicSortDisplay.FadeOn( 0, "fade", TWEEN_TIME );
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}
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/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/