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itgmania212121/stepmania/src/ScreenPlayerOptions.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenPlayerOptions
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Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
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-----------------------------------------------------------------------------
*/
#include "ScreenPlayerOptions.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "RageLog.h"
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#include "GameState.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
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#include "NoteSkinManager.h"
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#include "NoteFieldPositioning.h"
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#include "ScreenSongOptions.h"
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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enum {
PO_SPEED = 0,
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PO_ACCEL,
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PO_EFFECT,
PO_APPEAR,
PO_TURN,
PO_TRANSFORM,
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PO_SCROLL,
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PO_NOTE_SKIN,
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PO_HOLD_NOTES,
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PO_DARK,
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PO_PERSPECTIVE,
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NUM_PLAYER_OPTIONS_LINES
};
OptionRow g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = {
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OptionRow( "Speed", "x0.25","x0.5","x0.75","x1","x1.5","x2","x3","x5","x8","C200","C300" ),
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OptionRow( "Acceler\n-ation", "OFF","BOOST","BRAKE","WAVE","EXPAND","BOOMERANG" ),
OptionRow( "Effect", "OFF","DRUNK","DIZZY","MINI","FLIP","TORNADO" ),
OptionRow( "Appear\n-ance", "VISIBLE","HIDDEN","SUDDEN","STEALTH","BLINK" ),
OptionRow( "Turn", "OFF","MIRROR","LEFT","RIGHT","SHUFFLE","SUPER SHUFFLE" ),
OptionRow( "Trans\n-form", "OFF","LITTLE","WIDE","BIG","QUICK","SKIPPY" ),
OptionRow( "Scroll", "STANDARD","REVERSE" ),
OptionRow( "Note\nSkin", "" ),
OptionRow( "Holds", "OFF","ON" ),
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OptionRow( "Dark", "OFF","ON" ),
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OptionRow( "Perspec\n-tive", "" ),
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};
ScreenPlayerOptions::ScreenPlayerOptions() :
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ScreenOptions("ScreenPlayerOptions",true)
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{
LOG->Trace( "ScreenPlayerOptions::ScreenPlayerOptions()" );
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Init(
INPUTMODE_PLAYERS,
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g_PlayerOptionsLines,
NUM_PLAYER_OPTIONS_LINES,
true, false );
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/* If we're going to "press start for more options" or skipping options
* entirely, we need a different fade out. XXX: this is a hack */
if(PREFSMAN->m_ShowSongOptions == PrefsManager::NO)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoom( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
m_bAcceptedChoices = false;
m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
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}
void ScreenPlayerOptions::ImportOptions()
{
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//
// fill in skin names
//
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
m_OptionRow[PO_NOTE_SKIN].choices.clear();
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unsigned i;
for( i=0; i<arraySkinNames.size(); i++ )
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{
arraySkinNames[i].MakeUpper();
m_OptionRow[PO_NOTE_SKIN].choices.push_back( arraySkinNames[i] );
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}
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m_OptionRow[PO_PERSPECTIVE].choices.clear();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "INCOMING" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "OVERHEAD" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "SPACE" );
CStringArray arrayPosNames;
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GAMESTATE->m_pPosition->GetNamesForCurrentGame(arrayPosNames);
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for( i=0; i<arrayPosNames.size(); i++ )
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{
arrayPosNames[i].MakeUpper();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( arrayPosNames[i] );
}
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for( int p=0; p<NUM_PLAYERS; p++ )
{
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PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
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if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.25f ) m_iSelectedOption[p][PO_SPEED] = 0;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.5f ) m_iSelectedOption[p][PO_SPEED] = 1;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.75f ) m_iSelectedOption[p][PO_SPEED] = 2;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 1.0f ) m_iSelectedOption[p][PO_SPEED] = 3;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 1.5f ) m_iSelectedOption[p][PO_SPEED] = 4;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 2.0f ) m_iSelectedOption[p][PO_SPEED] = 5;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 3.0f ) m_iSelectedOption[p][PO_SPEED] = 6;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 5.0f ) m_iSelectedOption[p][PO_SPEED] = 7;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 8.0f ) m_iSelectedOption[p][PO_SPEED] = 9;
else if( po.m_bTimeSpacing && po.m_fScrollBPM == 200 ) m_iSelectedOption[p][PO_SPEED] = 8;
else if( po.m_bTimeSpacing && po.m_fScrollBPM == 300 ) m_iSelectedOption[p][PO_SPEED] = 10;
else m_iSelectedOption[p][PO_SPEED] = 3;
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m_iSelectedOption[p][PO_ACCEL] = po.GetFirstAccel()+1;
m_iSelectedOption[p][PO_EFFECT] = po.GetFirstEffect()+1;
m_iSelectedOption[p][PO_APPEAR] = po.GetFirstAppearance()+1;
m_iSelectedOption[p][PO_TURN] = po.m_Turn;
m_iSelectedOption[p][PO_TRANSFORM] = po.m_Transform;
m_iSelectedOption[p][PO_SCROLL] = po.m_fReverseScroll==1 ? 1 : 0 ;
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// highlight currently selected skin
m_iSelectedOption[p][PO_NOTE_SKIN] = -1;
for( unsigned j=0; j<m_OptionRow[PO_NOTE_SKIN].choices.size(); j++ )
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{
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if( 0==stricmp(m_OptionRow[PO_NOTE_SKIN].choices[j], po.m_sNoteSkin) )
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{
m_iSelectedOption[p][PO_NOTE_SKIN] = j;
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break;
}
}
if( m_iSelectedOption[p][PO_NOTE_SKIN] == -1 )
m_iSelectedOption[p][PO_NOTE_SKIN] = 0;
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m_iSelectedOption[p][PO_HOLD_NOTES] = po.m_bHoldNotes ? 1 : 0;
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m_iSelectedOption[p][PO_DARK] = po.m_fDark ? 1 : 0;
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/* Default: */
m_iSelectedOption[p][PO_PERSPECTIVE] = 1;
if(po.m_fPerspectiveTilt == -1)
m_iSelectedOption[p][PO_PERSPECTIVE] = 0;
else if(po.m_fPerspectiveTilt == 1)
m_iSelectedOption[p][PO_PERSPECTIVE] = 2;
else /* po.m_fPerspectiveTilt == 0 */
{
vector<CString> &choices = m_OptionRow[PO_PERSPECTIVE].choices;
for(unsigned n = 3; n < choices.size(); ++n)
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if(!choices[n].CompareNoCase(GAMESTATE->m_PlayerOptions[p].m_sPositioning))
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m_iSelectedOption[p][PO_PERSPECTIVE] = n;
}
po.Init();
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}
}
void ScreenPlayerOptions::ExportOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
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PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
po.Init();
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switch( m_iSelectedOption[p][PO_SPEED] )
{
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case 0: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 0.25f; break;
case 1: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 0.5f; break;
case 2: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 0.75f; break;
case 3: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 1.0f; break;
case 4: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 1.5f; break;
case 5: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 2.0f; break;
case 6: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 3.0f; break;
case 7: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 5.0f; break;
case 8: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 8.0f; break;
case 9: po.m_bTimeSpacing = true; po.m_fScrollBPM = 200; break;
case 10:po.m_bTimeSpacing = true; po.m_fScrollBPM = 300; break;
default: ASSERT(0);
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}
if( m_iSelectedOption[p][PO_ACCEL] != 0 )
po.SetOneAccel( (PlayerOptions::Accel)(m_iSelectedOption[p][PO_ACCEL]-1) );
if( m_iSelectedOption[p][PO_EFFECT] != 0 )
po.SetOneEffect( (PlayerOptions::Effect)(m_iSelectedOption[p][PO_EFFECT]-1) );
if( m_iSelectedOption[p][PO_APPEAR] != 0 )
po.SetOneAppearance( (PlayerOptions::Appearance)(m_iSelectedOption[p][PO_APPEAR]-1) );
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po.m_Turn = (PlayerOptions::Turn)m_iSelectedOption[p][PO_TURN];
po.m_Transform = (PlayerOptions::Transform)m_iSelectedOption[p][PO_TRANSFORM];
po.m_fReverseScroll = (m_iSelectedOption[p][PO_SCROLL] == 1) ? 1.f : 0.f;
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int iSelectedSkin = m_iSelectedOption[p][PO_NOTE_SKIN];
CString sNewSkin = m_OptionRow[PO_NOTE_SKIN].choices[iSelectedSkin];
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po.m_sNoteSkin = sNewSkin;
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po.m_bHoldNotes = (m_iSelectedOption[p][PO_HOLD_NOTES] == 1);
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po.m_fDark = (m_iSelectedOption[p][PO_DARK] == 1) ? 1.f : 0.f;
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switch(m_iSelectedOption[p][PO_PERSPECTIVE])
{
case 0: po.m_fPerspectiveTilt = -1; break;
case 2: po.m_fPerspectiveTilt = 1; break;
default:po.m_fPerspectiveTilt = 0; break;
}
if(m_iSelectedOption[p][PO_PERSPECTIVE] > 2)
{
const int choice = m_iSelectedOption[p][PO_PERSPECTIVE];
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GAMESTATE->m_PlayerOptions[p].m_sPositioning = m_OptionRow[PO_PERSPECTIVE].choices[choice];
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}
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}
}
void ScreenPlayerOptions::GoToPrevState()
{
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if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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}
void ScreenPlayerOptions::GoToNextState()
{
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if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
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else if( m_bGoToOptions )
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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else
SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
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}
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void ScreenPlayerOptions::Update( float fDelta )
{
ScreenOptions::Update( fDelta );
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m_sprOptionsMessage.Update( fDelta );
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}
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void ScreenPlayerOptions::DrawPrimitives()
{
ScreenOptions::DrawPrimitives();
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m_sprOptionsMessage.Draw();
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}
void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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if( !GAMESTATE->m_bEditing &&
type == IET_FIRST_PRESS &&
!m_Menu.m_In.IsTransitioning() &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
{
m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common start") );
}
}
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ScreenOptions::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
{
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if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
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switch( SM )
{
case SM_BeginFadingOut: // when the user accepts the page of options
{
m_bAcceptedChoices = true;
float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
}
break;
}
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ScreenOptions::HandleScreenMessage( SM );
}