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itgmania212121/stepmania/src/ModeSwitcher.cpp
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#include "global.h"
#include "ModeSwitcher.h"
#include "RageUtil.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "ThemeManager.h"
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#include "Style.h"
#include "song.h"
#include "ActorUtil.h"
#include "GameManager.h"
#define PREVMODE_X THEME->GetMetricF("ModeSwitcher","PrevModeX")
#define PREVMODE_Y THEME->GetMetricF("ModeSwitcher","PrevModeY")
#define PREVMODE_ZOOM THEME->GetMetricF("ModeSwitcher","PrevModeZoom")
#define NEXTMODE_X THEME->GetMetricF("ModeSwitcher","NextModeX")
#define NEXTMODE_Y THEME->GetMetricF("ModeSwitcher","NextModeY")
#define NEXTMODE_ZOOM THEME->GetMetricF("ModeSwitcher","NextModeZoom")
#define NEXTICON_X THEME->GetMetricF("ModeSwitcher","NextIconX")
#define NEXTICON_Y THEME->GetMetricF("ModeSwitcher","NextIconY")
#define PREVICON_X THEME->GetMetricF("ModeSwitcher","PrevIconX")
#define PREVICON_Y THEME->GetMetricF("ModeSwitcher","PrevIconY")
#define CURRMODE_X THEME->GetMetricF("ModeSwitcher","CurrentModeX")
#define CURRMODE_Y THEME->GetMetricF("ModeSwitcher","CurrentModeY")
#define CURRMODE_ZOOM THEME->GetMetricF("ModeSwitcher","CurrentModeZoom")
ModeSwitcher::ModeSwitcher()
{
m_Nextmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
m_Nextmode.SetXY(NEXTMODE_X,NEXTMODE_Y);
m_Nextmode.SetZoom(NEXTMODE_ZOOM);
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
m_Prevmode.SetXY(PREVMODE_X,PREVMODE_Y);
m_Prevmode.SetText(GetPrevStyleName());
m_Prevmode.SetZoom(PREVMODE_ZOOM);
m_Stylename.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
m_Stylename.SetXY(CURRMODE_X,CURRMODE_Y);
m_Stylename.SetText(GetStyleName());
m_Stylename.SetZoom(CURRMODE_ZOOM);
m_NextIcon.Load( THEME->GetPathToG("ModeSwitcher nexticon"));
m_NextIcon.SetXY( NEXTICON_X, NEXTICON_Y);
m_PrevIcon.Load( THEME->GetPathToG("ModeSwitcher previcon"));
m_PrevIcon.SetXY( PREVICON_X, PREVICON_Y);
this->AddChild( &m_NextIcon );
this->AddChild( &m_PrevIcon );
this->AddChild(&m_Stylename);
this->AddChild(&m_Nextmode);
this->AddChild(&m_Prevmode);
}
ModeSwitcher::~ModeSwitcher()
{
}
CString ModeSwitcher::GetStyleName()
{
CString sStyleName;
CString sDiff[NUM_PLAYERS];
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sStyleName = GAMESTATE->m_pCurStyle->m_szName;
sStyleName.MakeUpper();
FOREACH_PlayerNumber(i)
{
if( GAMESTATE->IsPlayerEnabled(i) )
{
switch(GAMESTATE->m_PreferredDifficulty[i])
{
case DIFFICULTY_BEGINNER: sDiff[i] = "Beginner\n"; break;
case DIFFICULTY_EASY:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Normal\n"; break;
}
else
{
sDiff[i] = "Light\n"; break;
}
}
case DIFFICULTY_MEDIUM:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Hard\n"; break;
}
else
{
sDiff[i] = "Standard\n"; break;
}
}
case DIFFICULTY_HARD:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Crazy\n"; break;
}
else
{
sDiff[i] = "Heavy\n"; break;
}
}
case DIFFICULTY_CHALLENGE: sDiff[i] = "Challenge\n"; break;
default: sDiff[i] = ""; break;
}
}
else
{
sDiff[i] = "";
}
}
CString returnval;
returnval = sStyleName + sDiff[0] + sDiff[1];
return returnval;
}
CString ModeSwitcher::GetNextStyleName()
{
CString sStyleName[NUM_PLAYERS];
CString sDiff[NUM_PLAYERS];
FOREACH_PlayerNumber(i)
{
if(GAMESTATE->IsPlayerEnabled(i))
{
if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE)
{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper();
switch(GAMESTATE->m_PreferredDifficulty[i])
{
case DIFFICULTY_BEGINNER:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Normal\n"; break;
}
else
{
sDiff[i] = "Light\n"; break;
}
}
case DIFFICULTY_EASY:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Hard\n"; break;
}
else
{
sDiff[i] = "Standard\n"; break;
}
}
case DIFFICULTY_MEDIUM:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Crazy\n"; break;
}
else
{
sDiff[i] = "Heavy\n"; break;
}
}
case DIFFICULTY_HARD: sDiff[i] = "Challenge\n"; break;
case DIFFICULTY_CHALLENGE: sDiff[i] = "Beginner\n"; break;
default: sDiff[i] = ""; break;
}
}
else
{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper();
sDiff[i] = "Beginner\n";
}
}
else
{
sStyleName[i] = "";
sDiff[i] = "";
}
}
CString returnval;
returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
return returnval;
}
CString ModeSwitcher::GetPrevStyleName()
{
CString sStyleName[NUM_PLAYERS];
CString sDiff[NUM_PLAYERS];
FOREACH_PlayerNumber(i)
{
if(GAMESTATE->IsPlayerEnabled(i))
{
if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER)
{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper();
switch(GAMESTATE->m_PreferredDifficulty[i])
{
case DIFFICULTY_CHALLENGE:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Crazy\n"; break;
}
else
{
sDiff[i] = "Heavy\n"; break;
}
}
case DIFFICULTY_EASY: sDiff[i] = "Beginner\n"; break;
case DIFFICULTY_MEDIUM:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Normal\n"; break;
}
else
{
sDiff[i] = "Light\n"; break;
}
}
case DIFFICULTY_HARD:
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
sDiff[i] = "Hard\n"; break;
}
else
{
sDiff[i] = "Standard\n"; break;
}
}
case DIFFICULTY_BEGINNER: sDiff[i] = "Challenge\n"; break;
default: sDiff[i] = ""; break;
}
}
else
{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
sStyleName[i].MakeUpper();
sDiff[i] = "Challenge\n";
}
}
else
{
sStyleName[i] = "";
sDiff[i] = "";
}
}
CString returnval;
returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
return returnval;
}
void ModeSwitcher::ChangeMode(PlayerNumber pn, int dir)
{
if(GAMESTATE->m_CurGame == GAME_PUMP)
{
if(GAMESTATE->IsPlayerEnabled(pn))
{
if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_CHALLENGE)
{
switch(GAMESTATE->m_PreferredDifficulty[pn])
{
case DIFFICULTY_BEGINNER: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_CHALLENGE; break;
}
m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.SetText(GetPrevStyleName());
return;
}
else
{
if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_CHALLENGE;
if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_CHALLENGE;
}
}
// Make a list of all styles for the current Game.
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vector<const Style*> vPossibleStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_CurGame, vPossibleStyles );
ASSERT( !vPossibleStyles.empty() );
int index = 0;
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vector<const Style*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->m_pCurStyle );
if( iter != vPossibleStyles.end() )
{
index = iter - vPossibleStyles.begin();
index += dir;
wrap( index, vPossibleStyles.size() );
}
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GAMESTATE->m_pCurStyle = vPossibleStyles[index];
}
m_Stylename.SetText(GetStyleName());
m_Nextmode.SetText(GetNextStyleName());
m_Prevmode.SetText(GetPrevStyleName());
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}
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/*
* (c) 2003 "Frieza"
* 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.
*/