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itgmania212121/src/ScreenNetSelectMusic.cpp
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#include "global.h"
#if !defined(WITHOUT_NETWORKING)
#include "ScreenNetSelectMusic.h"
#include "ScreenManager.h"
#include "GameSoundManager.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "CodeDetector.h"
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#include "Style.h"
#include "Steps.h"
#include "RageTimer.h"
#include "ActorUtil.h"
#include "AnnouncerManager.h"
#include "MenuTimer.h"
#include "NetworkSyncManager.h"
#include "StepsUtil.h"
#include "RageUtil.h"
#include "MusicWheel.h"
#include "InputMapper.h"
#include "RageLog.h"
#include "Song.h"
#include "InputEventPlus.h"
#include "SongUtil.h"
#include "RageInput.h"
#include "SongManager.h"
AutoScreenMessage( SM_NoSongs )
AutoScreenMessage( SM_ChangeSong )
AutoScreenMessage( SM_SMOnlinePack )
AutoScreenMessage( SM_SetWheelSong )
AutoScreenMessage( SM_RefreshWheelLocation )
AutoScreenMessage( SM_SongChanged )
AutoScreenMessage( SM_UsersUpdate )
AutoScreenMessage( SM_BackFromPlayerOptions )
REGISTER_SCREEN_CLASS( ScreenNetSelectMusic );
void ScreenNetSelectMusic::Init()
{
// Finish any previous stage. It's OK to call this when we haven't played a stage yet.
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GAMESTATE->FinishStage();
ScreenNetSelectBase::Init();
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SAMPLE_MUSIC_PREVIEW_MODE.Load( m_sName, "SampleMusicPreviewMode" );
CODES.Load( m_sName, "Codes" );
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FOREACH_EnabledPlayer (p)
{
/*
m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
m_DifficultyIcon[p].Load( THEME->GetPathG( "ScreenSelectMusic",
ssprintf("difficulty icons 1x%d",
NUM_Difficulty)) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
ON_COMMAND( m_DifficultyIcon[p] );
*/
m_Difficulty[p] = GAMESTATE->m_PreferredDifficulty[p];
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m_StepsDisplays[p].SetName( ssprintf("StepsDisplayP%d",p+1) );
m_StepsDisplays[p].Load( "StepsDisplayNet", NULL );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_StepsDisplays[p] );
this->AddChild( &m_StepsDisplays[p] );
}
m_MusicWheel.SetName( "MusicWheel" );
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m_MusicWheel.Load( "OnlineMusicWheel" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
m_MusicWheel.BeginScreen();
ON_COMMAND( m_MusicWheel );
this->AddChild( &m_MusicWheel );
this->MoveToHead( &m_MusicWheel );
// todo: handle me theme-side -aj
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m_BPMDisplay.SetName( "BPMDisplay" );
m_BPMDisplay.LoadFromFont( THEME->GetPathF("BPMDisplay","bpm") );
m_BPMDisplay.Load();
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_BPMDisplay );
this->AddChild( &m_BPMDisplay );
// todo: handle me theme-side -aj
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FOREACH_EnabledPlayer( p )
{
m_ModIconRow[p].SetName( ssprintf("ModIconsP%d",p+1) );
m_ModIconRow[p].Load( "ModIconRowSelectMusic", p );
m_ModIconRow[p].SetFromGameState();
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_ModIconRow[p] );
this->AddChild( &m_ModIconRow[p] );
}
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// Load SFX and music
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m_soundChangeOpt.Load( THEME->GetPathS(m_sName,"change opt") );
m_soundChangeSel.Load( THEME->GetPathS(m_sName,"change sel") );
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m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
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NSMAN->ReportNSSOnOff(1);
NSMAN->ReportPlayerOptions();
m_bInitialSelect = false;
m_bAllowInput = false;
ZERO( m_iSelection );
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}
void ScreenNetSelectMusic::Input( const InputEventPlus &input )
{
if( !m_bAllowInput || IsTransitioning() )
return;
if( input.type == IET_RELEASE )
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{
m_MusicWheel.Move(0);
return;
}
if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
return;
bool bHoldingCtrl =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL)) ||
(!NSMAN->useSMserver); //If we are disconnected, assume no chatting
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wchar_t c = INPUTMAN->DeviceInputToChar(input.DeviceI,false);
MakeUpper( &c, 1 );
// Ctrl+[A-Z] to go to that letter of the alphabet
if( bHoldingCtrl && ( c >= 'A' ) && ( c <= 'Z' ) )
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{
SortOrder so = GAMESTATE->m_SortOrder;
if( ( so != SORT_TITLE ) && ( so != SORT_ARTIST ) )
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{
so = SORT_TITLE;
GAMESTATE->m_PreferredSortOrder = so;
GAMESTATE->m_SortOrder.Set( so );
// Odd, changing the sort order requires us to call SetOpenSection more than once
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m_MusicWheel.ChangeSort( so );
m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
}
m_MusicWheel.SelectSection( ssprintf("%c", c ) );
m_MusicWheel.ChangeSort( so );
m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
m_MusicWheel.Move(+1);
}
// todo: handle input here instead of in Menu* functions -aj
if( input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
{
NSMAN->ReportNSSOnOff(3);
GAMESTATE->m_EditMode = EditMode_Full;
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
}
// handle CodeDetector
if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
return;
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ScreenNetSelectBase::Input( input );
}
void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_GoToPrevScreen )
{
SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "PrevScreen") );
}
else if( SM == SM_GoToNextScreen )
{
SOUND->StopMusic();
SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NextScreen") );
}
else if( SM == SM_UsersUpdate )
{
m_MusicWheel.Move( 0 );
}
else if( SM == SM_NoSongs )
{
SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NoSongsScreen") );
}
else if( SM == SM_ChangeSong )
{
/* First check to see if this song is already selected. This is so that
* if you have multiple copies of the "same" song, you can choose which
* copy to play. */
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Song* CurSong = m_MusicWheel.GetSelectedSong();
if(CurSong != NULL )
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if( ( !CurSong->GetTranslitArtist().CompareNoCase( NSMAN->m_sArtist ) ) &&
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( !CurSong->GetTranslitMainTitle().CompareNoCase( NSMAN->m_sMainTitle ) ) &&
( !CurSong->GetTranslitSubTitle().CompareNoCase( NSMAN->m_sSubTitle ) ) )
{
switch ( NSMAN->m_iSelectMode )
{
case 0:
case 1:
NSMAN->m_iSelectMode = 0;
NSMAN->SelectUserSong();
break;
case 2: //Proper starting of song
case 3: //Blind starting of song
StartSelectedSong();
goto done;
}
}
vector <Song *> AllSongs = SONGMAN->GetAllSongs();
unsigned i;
for( i=0; i < AllSongs.size(); i++ )
{
m_cSong = AllSongs[i];
if( ( !m_cSong->GetTranslitArtist().CompareNoCase( NSMAN->m_sArtist ) ) &&
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( !m_cSong->GetTranslitMainTitle().CompareNoCase( NSMAN->m_sMainTitle ) ) &&
( !m_cSong->GetTranslitSubTitle().CompareNoCase( NSMAN->m_sSubTitle ) ) )
break;
}
bool haveSong = i != AllSongs.size();
switch (NSMAN->m_iSelectMode)
{
case 3:
StartSelectedSong();
break;
case 2: //We need to do cmd 1 as well here
if(haveSong)
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{
if(!m_MusicWheel.SelectSong( m_cSong ) )
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{
m_MusicWheel.ChangeSort( SORT_GROUP );
m_MusicWheel.FinishTweening();
SCREENMAN->PostMessageToTopScreen( SM_SetWheelSong, 0.710f );
}
m_MusicWheel.Select();
m_MusicWheel.Move(-1);
m_MusicWheel.Move(1);
StartSelectedSong();
m_MusicWheel.Select();
}
break;
case 1: //Scroll to song as well
if(haveSong)
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{
if(!m_MusicWheel.SelectSong( m_cSong ) )
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{
//m_MusicWheel.ChangeSort( SORT_GROUP );
//m_MusicWheel.FinishTweening();
//SCREENMAN->PostMessageToTopScreen( SM_SetWheelSong, 0.710f );
m_MusicWheel.ChangeSort( SORT_GROUP );
m_MusicWheel.SetOpenSection( "" );
}
m_MusicWheel.SelectSong( m_cSong );
m_MusicWheel.Select();
m_MusicWheel.Move(-1);
m_MusicWheel.Move(1);
m_MusicWheel.Select();
}
//don't break here
case 0: //See if client has song
if(haveSong)
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NSMAN->m_iSelectMode = 0;
else
NSMAN->m_iSelectMode = 1;
NSMAN->SelectUserSong();
}
}
else if( SM == SM_SetWheelSong ) // After we're done the sort on wheel, select song.
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{
m_MusicWheel.SelectSong( m_cSong );
}
else if( SM == SM_RefreshWheelLocation )
{
m_MusicWheel.Select();
m_MusicWheel.Move(-1);
m_MusicWheel.Move(1);
m_MusicWheel.Select();
m_bAllowInput = true;
}
else if( SM == SM_BackFromPlayerOptions )
{
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// XXX HACK: This will cause ScreenSelectOptions to go back here.
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NSMAN->ReportNSSOnOff(1);
GAMESTATE->m_EditMode = EditMode_Invalid;
NSMAN->ReportPlayerOptions();
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// Update changes
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FOREACH_EnabledPlayer(p)
m_ModIconRow[p].SetFromGameState();
}
else if( SM == SM_SongChanged )
{
GAMESTATE->m_pCurSong.Set( m_MusicWheel.GetSelectedSong() );
MusicChanged();
}
else if( SM == SM_SMOnlinePack )
{
if( NSMAN->m_SMOnlinePacket.Read1() == 1 )
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{
switch ( NSMAN->m_SMOnlinePacket.Read1() )
{
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case 0: // Room title Change
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{
RString titleSub;
titleSub = NSMAN->m_SMOnlinePacket.ReadNT() + "\n";
titleSub += NSMAN->m_SMOnlinePacket.ReadNT();
if( NSMAN->m_SMOnlinePacket.Read1() != 1 )
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{
RString SMOnlineSelectScreen = THEME->GetMetric( m_sName, "RoomSelectScreen" );
SCREENMAN->SetNewScreen( SMOnlineSelectScreen );
}
}
}
}
}
else if( SM == SM_GainFocus )
{
CodeDetector::RefreshCacheItems( CODES );
}
else if( SM == SM_LoseFocus )
{
CodeDetector::RefreshCacheItems(); // reset for other screens
}
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done:
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// Must be at end, as so it is last resort for SMOnline packets.
// If it doesn't know what to do, then it'll just remove them.
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ScreenNetSelectBase::HandleScreenMessage( SM );
}
void ScreenNetSelectMusic::ChangeSteps( const InputEventPlus &input, int dir )
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{
if( GAMESTATE->m_pCurSong == NULL )
return;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
m_vpSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( st );
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if( m_vpSteps.size() == 0 )
m_Difficulty[input.pn] = NUM_Difficulty;
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else
{
m_iSelection[input.pn] += dir;
wrap( m_iSelection[input.pn], m_vpSteps.size() );
Steps *pSteps = m_vpSteps[m_iSelection[input.pn]];
m_Difficulty[input.pn] = (Difficulty)pSteps->GetDifficulty();
GAMESTATE->ChangePreferredDifficultyAndStepsType( input.pn, m_Difficulty[input.pn], st );
}
UpdateDifficulty( input.pn );
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}
bool ScreenNetSelectMusic::DetectCodes( const InputEventPlus &input )
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{
if( CodeDetector::EnteredPrevSteps(input.GameI.controller) )
{
ChangeSteps( input, -1 );
}
else if( CodeDetector::EnteredNextSteps(input.GameI.controller) )
{
ChangeSteps( input, +1 );
}
else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )
{
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
}
// todo: support NextGroup/PrevGroup
else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
{
RString sCurSection = m_MusicWheel.GetSelectedSection();
m_MusicWheel.SelectSection(sCurSection);
m_MusicWheel.SetOpenSection("");
MusicChanged();
}
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else
{
return false;
}
return true;
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}
void ScreenNetSelectMusic::MenuLeft( const InputEventPlus &input )
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{
MESSAGEMAN->Broadcast( "PreviousSong" );
m_MusicWheel.Move( -1 );
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}
void ScreenNetSelectMusic::MenuRight( const InputEventPlus &input )
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{
MESSAGEMAN->Broadcast( "NextSong" );
m_MusicWheel.Move( +1 );
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}
void ScreenNetSelectMusic::MenuStart( const InputEventPlus &input )
{
bool bResult = m_MusicWheel.Select();
if( !bResult )
return;
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
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return;
Song * pSong = m_MusicWheel.GetSelectedSong();
if( pSong == NULL )
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return;
GAMESTATE->m_pCurSong.Set( pSong );
if( NSMAN->useSMserver )
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{
NSMAN->m_sArtist = pSong->GetTranslitArtist();
NSMAN->m_sMainTitle = pSong->GetTranslitMainTitle();
NSMAN->m_sSubTitle = pSong->GetTranslitSubTitle();
NSMAN->m_iSelectMode = 2; // Command for user selecting song
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NSMAN->SelectUserSong ();
}
else
StartSelectedSong();
}
void ScreenNetSelectMusic::MenuBack( const InputEventPlus &input )
{
SOUND->StopMusic();
TweenOffScreen();
Cancel( SM_GoToPrevScreen );
}
void ScreenNetSelectMusic::TweenOffScreen()
{
ScreenNetSelectBase::TweenOffScreen();
OFF_COMMAND( m_MusicWheel );
OFF_COMMAND( m_BPMDisplay );
FOREACH_EnabledPlayer (pn)
{
OFF_COMMAND( m_StepsDisplays[pn] );
//OFF_COMMAND( m_DifficultyIcon[pn] );
OFF_COMMAND( m_ModIconRow[pn] );
}
OFF_COMMAND( m_MusicWheel );
NSMAN->ReportNSSOnOff(0);
}
void ScreenNetSelectMusic::StartSelectedSong()
{
Song * pSong = m_MusicWheel.GetSelectedSong();
GAMESTATE->m_pCurSong.Set( pSong );
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; //StepsType_dance_single;
FOREACH_EnabledPlayer (pn)
{
GAMESTATE->m_PreferredDifficulty[pn].Set( m_Difficulty[pn] );
Steps *pSteps = SongUtil::GetStepsByDifficulty(pSong, st, m_Difficulty[pn]);
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GAMESTATE->m_pCurSteps[pn].Set( pSteps );
}
GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
GAMESTATE->m_pPreferredSong = pSong;
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// force event mode
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GAMESTATE->m_bTemporaryEventMode = true;
TweenOffScreen();
StartTransitioningScreen( SM_GoToNextScreen );
}
void ScreenNetSelectMusic::UpdateDifficulty( PlayerNumber pn )
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{
if( GAMESTATE->m_pCurSong == NULL )
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{
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, Difficulty_Beginner, CourseType_Invalid );
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return;
}
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Steps* pSteps = SongUtil::GetStepsByDifficulty( GAMESTATE->m_pCurSong, st, m_Difficulty[pn] );
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GAMESTATE->m_pCurSteps[pn].Set( pSteps );
if( ( m_Difficulty[pn] < NUM_Difficulty ) && ( m_Difficulty[pn] >= Difficulty_Beginner ) )
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m_StepsDisplays[pn].SetFromSteps( pSteps );
else
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, Difficulty_Beginner, CourseType_Invalid );
}
void ScreenNetSelectMusic::MusicChanged()
{
if( GAMESTATE->m_pCurSong == NULL )
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{
m_BPMDisplay.NoBPM();
FOREACH_EnabledPlayer (pn)
UpdateDifficulty( pn );
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SOUND->StopMusic();
// todo: handle playing section music correctly. -aj
// SOUND->PlayMusic( m_sSectionMusicPath, NULL, true, 0, -1 );
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return;
}
m_BPMDisplay.SetBpmFromSong( GAMESTATE->m_pCurSong );
SongUtil::GetPlayableSteps( GAMESTATE->m_pCurSong, m_vpSteps );
FOREACH_EnabledPlayer(pn)
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{
// xxx: using the old difficulty reset code -aj
m_Difficulty[pn] = GAMESTATE->m_PreferredDifficulty[pn];
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
vector<Steps*> MultiSteps;
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MultiSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( st );
if(MultiSteps.size() == 0)
m_Difficulty[pn] = NUM_Difficulty;
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else
{
int i;
Difficulty Target = Difficulty_Easy;
bool dcs[NUM_Difficulty];
for( i=0; i<NUM_Difficulty; ++i )
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dcs[i] = false;
for( i=0; i<(int)MultiSteps.size(); ++i )
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dcs[MultiSteps[i]->GetDifficulty()] = true;
for( i=0; i<NUM_Difficulty; ++i )
if( dcs[i] )
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{
Target = (Difficulty)i;
if( i >= m_Difficulty[pn] )
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{
m_Difficulty[pn] = (Difficulty)i;
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break;
}
}
if( i == NUM_Difficulty )
m_Difficulty[pn] = Target;
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}
UpdateDifficulty( pn );
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}
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// Copied from ScreenSelectMusic
// TODO: Update me! -aj
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SOUND->StopMusic();
if( GAMESTATE->m_pCurSong->HasMusic() )
{
if(SOUND->GetMusicPath().CompareNoCase(GAMESTATE->m_pCurSong->GetMusicPath())) // dont play the same sound over and over
{
SOUND->StopMusic();
SOUND->PlayMusic(
GAMESTATE->m_pCurSong->GetMusicPath(),
NULL,
true,
GAMESTATE->m_pCurSong->m_fMusicSampleStartSeconds,
GAMESTATE->m_pCurSong->m_fMusicSampleLengthSeconds );
}
}
}
void ScreenNetSelectMusic::Update( float fDeltaTime )
{
if(!m_bInitialSelect)
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{
m_bInitialSelect = true;
SCREENMAN->PostMessageToTopScreen( SM_RefreshWheelLocation, 1.0f );
}
ScreenNetSelectBase::Update( fDeltaTime );
}
#endif
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/*
* (c) 2004-2005 Charles Lohr
* 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.
*/