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itgmania212121/stepmania/src/ScreenSongOptions.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenSongOptions
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
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-----------------------------------------------------------------------------
*/
#include "ScreenSongOptions.h"
#include "RageUtil.h"
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#include "RageSoundManager.h"
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#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
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#include "GameState.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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enum {
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SO_LIFE = 0,
SO_DRAIN,
SO_BAT_LIVES,
SO_FAIL,
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SO_ASSIST,
SO_RATE,
SO_AUTOSYNC,
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NUM_SONG_OPTIONS_LINES
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};
OptionRow g_SongOptionsLines[NUM_SONG_OPTIONS_LINES] = {
OptionRow( "Life\nType", "BAR","BATTERY" ),
OptionRow( "Bar\nDrain", "NORMAL","NO RECOVER","SUDDEN DEATH" ),
OptionRow( "Bat\nLives", "1","2","3","4","5","6","7","8","9","10" ),
OptionRow( "Fail", "ARCADE","END OF SONG","OFF" ),
OptionRow( "Assist\nTick", "OFF", "ON" ),
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OptionRow( "Rate", "x0.3","x0.5","x0.7","x0.8","x0.9","x1.0","x1.1","x1.2","x1.3","x1.4","x1.5" ),
OptionRow( "Auto\nAdjust", "OFF", "ON" ),
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};
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/* Get the next screen we'll go to when finished. */
CString ScreenSongOptions::GetNextScreen()
{
return NEXT_SCREEN(GAMESTATE->m_PlayMode);
}
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ScreenSongOptions::ScreenSongOptions() :
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ScreenOptions("ScreenSongOptions",true)
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{
LOG->Trace( "ScreenSongOptions::ScreenSongOptions()" );
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Init( INPUTMODE_BOTH,
g_SongOptionsLines,
NUM_SONG_OPTIONS_LINES,
false, false );
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/* If we're coming in from "press start for more options", we need a different
* fade in. XXX: this is a hack */
if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
{
m_Menu.m_In.Load( THEME->GetPathToB("ScreenSongOptions option in") );
m_Menu.m_In.StartTransitioning();
}
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}
void ScreenSongOptions::ImportOptions()
{
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SongOptions &so = GAMESTATE->m_SongOptions;
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m_iSelectedOption[0][SO_LIFE] = so.m_LifeType;
m_iSelectedOption[0][SO_BAT_LIVES] = so.m_iBatteryLives-1;
m_iSelectedOption[0][SO_FAIL] = so.m_FailType;
m_iSelectedOption[0][SO_ASSIST] = so.m_bAssistTick;
m_iSelectedOption[0][SO_AUTOSYNC] = so.m_bAutoSync;
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if( so.m_fMusicRate == 0.3f ) m_iSelectedOption[0][SO_RATE] = 0;
if( so.m_fMusicRate == 0.5f ) m_iSelectedOption[0][SO_RATE] = 1;
if( so.m_fMusicRate == 0.7f ) m_iSelectedOption[0][SO_RATE] = 2;
else if( so.m_fMusicRate == 0.8f ) m_iSelectedOption[0][SO_RATE] = 3;
else if( so.m_fMusicRate == 0.9f ) m_iSelectedOption[0][SO_RATE] = 4;
else if( so.m_fMusicRate == 1.0f ) m_iSelectedOption[0][SO_RATE] = 5;
else if( so.m_fMusicRate == 1.1f ) m_iSelectedOption[0][SO_RATE] = 6;
else if( so.m_fMusicRate == 1.2f ) m_iSelectedOption[0][SO_RATE] = 7;
else if( so.m_fMusicRate == 1.3f ) m_iSelectedOption[0][SO_RATE] = 8;
else if( so.m_fMusicRate == 1.4f ) m_iSelectedOption[0][SO_RATE] = 9;
else if( so.m_fMusicRate == 1.5f ) m_iSelectedOption[0][SO_RATE] = 10;
else m_iSelectedOption[0][SO_RATE] = 5;
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}
void ScreenSongOptions::ExportOptions()
{
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SongOptions &so = GAMESTATE->m_SongOptions;
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so.m_LifeType = (SongOptions::LifeType)m_iSelectedOption[0][SO_LIFE];
so.m_DrainType = (SongOptions::DrainType)m_iSelectedOption[0][SO_DRAIN];
so.m_iBatteryLives = m_iSelectedOption[0][SO_BAT_LIVES]+1;
so.m_FailType = (SongOptions::FailType)m_iSelectedOption[0][SO_FAIL];
so.m_bAssistTick = !!m_iSelectedOption[0][SO_ASSIST];
so.m_bAutoSync = !!m_iSelectedOption[0][SO_AUTOSYNC];
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switch( m_iSelectedOption[0][SO_RATE] )
{
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case 0: so.m_fMusicRate = 0.3f; break;
case 1: so.m_fMusicRate = 0.5f; break;
case 2: so.m_fMusicRate = 0.7f; break;
case 3: so.m_fMusicRate = 0.8f; break;
case 4: so.m_fMusicRate = 0.9f; break;
case 5: so.m_fMusicRate = 1.0f; break;
case 6: so.m_fMusicRate = 1.1f; break;
case 7: so.m_fMusicRate = 1.2f; break;
case 8: so.m_fMusicRate = 1.3f; break;
case 9: so.m_fMusicRate = 1.4f; break;
case 10:so.m_fMusicRate = 1.5f; break;
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default: ASSERT( false );
}
}
void ScreenSongOptions::GoToPrevState()
{
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if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen( SM_None );
else
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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}
void ScreenSongOptions::GoToNextState()
{
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if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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}