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itgmania212121/stepmania/src/ScreenSelectMusic.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
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Class: ScreenSelectMusic
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
*/
#include "ScreenSelectMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
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#include "RageSoundManager.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"
#include "InputQueue.h"
#include "AnnouncerManager.h"
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#include "InputMapper.h"
#include "GameState.h"
#include "CodeDetector.h"
#include <math.h>
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "Notes.h"
const int NUM_SCORE_DIGITS = 9;
#define BANNER_FRAME_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","BannerFrameOnCommand")
#define BANNER_FRAME_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","BannerFrameOffCommand")
#define BANNER_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","BannerOnCommand")
#define BANNER_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","BannerOffCommand")
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define BPM_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","BPMOnCommand")
#define BPM_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","BPMOffCommand")
#define STAGE_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","StageOnCommand")
#define STAGE_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","StageOffCommand")
#define CD_TITLE_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","CDTitleOnCommand")
#define CD_TITLE_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","CDTitleOffCommand")
#define DIFFICULTY_FRAME_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("DifficultyFrameP%dOnCommand",p+1))
#define DIFFICULTY_FRAME_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("DifficultyFrameP%dOffCommand",p+1))
#define DIFFICULTY_ICON_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("DifficultyIconP%dOnCommand",p+1))
#define DIFFICULTY_ICON_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("DifficultyIconP%dOffCommand",p+1))
#define AUTOGEN_ICON_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("AutogenIconP%dOnCommand",p+1))
#define AUTOGEN_ICON_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("AutogenIconP%dOffCommand",p+1))
#define RADAR_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","RadarOnCommand")
#define RADAR_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","RadarOffCommand")
#define SORT_ICON_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","SortIconOnCommand")
#define SORT_ICON_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","SortIconOffCommand")
#define SCORE_FRAME_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreFrameP%dOnCommand",p+1))
#define SCORE_FRAME_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreFrameP%dOffCommand",p+1))
#define SCORE_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreP%dOnCommand",p+1))
#define SCORE_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("ScoreP%dOffCommand",p+1))
#define METER_FRAME_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("MeterFrameP%dOnCommand",p+1))
#define METER_FRAME_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("MeterFrameP%dOffCommand",p+1))
#define METER_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("MeterP%dOnCommand",p+1))
#define METER_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("MeterP%dOffCommand",p+1))
#define WHEEL_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","WheelOnCommand")
#define WHEEL_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","WheelOffCommand")
#define SONG_OPTIONS_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","SongOptionsOnCommand")
#define SONG_OPTIONS_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","SongOptionsOffCommand")
#define SONG_OPTIONS_EXTRA_COMMAND THEME->GetMetric ("ScreenSelectMusic","SongOptionsExtraCommand")
#define OPTION_ICONS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("OptionIconsP%dOnCommand",p+1))
#define OPTION_ICONS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectMusic",ssprintf("OptionIconsP%dOffCommand",p+1))
#define BALLOON_ON_COMMAND THEME->GetMetric ("ScreenSelectMusic","BalloonOnCommand")
#define BALLOON_OFF_COMMAND THEME->GetMetric ("ScreenSelectMusic","BalloonOffCommand")
#define OPTIONS_MESSAGE_SHOW_COMMAND THEME->GetMetric ("ScreenSelectMusic","OptionsMessageShowCommand")
#define SAMPLE_MUSIC_DELAY THEME->GetMetricF("ScreenSelectMusic","SampleMusicDelay")
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static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
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ScreenSelectMusic::ScreenSelectMusic()
{
LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
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if( GAMESTATE->m_CurStyle == STYLE_INVALID )
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." );
CodeDetector::RefreshCacheItems();
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int p;
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m_Menu.Load( "ScreenSelectMusic" );
this->AddChild( &m_Menu );
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// these guys get loaded SetSong and TweenToSong
m_Banner.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
this->AddChild( &m_Banner );
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m_sprBannerFrame.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic banner frame") );
this->AddChild( &m_sprBannerFrame );
this->AddChild( &m_BPMDisplay );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic stage "+GAMESTATE->GetStageText()) );
this->AddChild( &m_sprStage );
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m_sprCDTitle.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic fallback cdtitle") );
this->AddChild( &m_sprCDTitle );
this->AddChild( &m_GrooveRadar );
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m_textSongOptions.LoadFromFont( THEME->GetPathTo("Fonts","Common normal") );
this->AddChild( &m_textSongOptions );
this->AddChild( &m_MusicWheel );
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for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
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m_sprDifficultyFrame[p].Load( THEME->GetPathTo("Graphics","ScreenSelectMusic difficulty frame 2x1") );
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m_sprDifficultyFrame[p].StopAnimating();
m_sprDifficultyFrame[p].SetState( p );
this->AddChild( &m_sprDifficultyFrame[p] );
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m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","ScreenSelectMusic difficulty icons 1x5") );
this->AddChild( &m_DifficultyIcon[p] );
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m_AutoGenIcon[p].Load( THEME->GetPathTo("graphics","ScreenSelectMusic autogen") );
this->AddChild( &m_AutoGenIcon[p] );
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m_OptionIconRow[p].Refresh( (PlayerNumber)p );
this->AddChild( &m_OptionIconRow[p] );
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m_sprMeterFrame[p].Load( THEME->GetPathTo("Graphics","ScreenSelectMusic meter frame") );
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m_sprMeterFrame[p].StopAnimating();
m_sprMeterFrame[p].SetState( p );
this->AddChild( &m_sprMeterFrame[p] );
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m_DifficultyMeter[p].SetShadowLength( 2 );
this->AddChild( &m_DifficultyMeter[p] );
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m_sprHighScoreFrame[p].Load( THEME->GetPathTo("Graphics","ScreenSelectMusic score frame 1x2") );
m_sprHighScoreFrame[p].StopAnimating();
m_sprHighScoreFrame[p].SetState( p );
this->AddChild( &m_sprHighScoreFrame[p] );
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m_textHighScore[p].LoadFromNumbers( THEME->GetPathTo("Numbers","ScreenSelectMusic score") );
m_textHighScore[p].EnableShadow( false );
m_textHighScore[p].SetDiffuse( PlayerToColor(p) );
this->AddChild( &m_textHighScore[p] );
}
m_MusicSortDisplay.Set( GAMESTATE->m_SongSortOrder );
this->AddChild( &m_MusicSortDisplay );
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m_sprMarathonBalloon.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic marathon") );
m_sprMarathonBalloon.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprMarathonBalloon );
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m_sprLongBalloon.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic long") );
m_sprLongBalloon.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprLongBalloon );
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m_sprOptionsMessage.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic 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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m_soundSelect.Load( THEME->GetPathTo("Sounds","Common start") );
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m_soundChangeNotes.Load( THEME->GetPathTo("Sounds","ScreenSelectMusic difficulty") );
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m_soundOptionsChange.Load( THEME->GetPathTo("Sounds","ScreenSelectMusic options") );
m_soundLocked.Load( THEME->GetPathTo("Sounds","ScreenSelectMusic locked") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music intro") );
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m_bMadeChoice = false;
m_bGoToOptions = false;
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m_fPlaySampleCountdown = 0;
m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
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UpdateOptionsDisplays();
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AfterMusicChange();
TweenOnScreen();
}
ScreenSelectMusic::~ScreenSelectMusic()
{
LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
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}
void ScreenSelectMusic::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
m_sprOptionsMessage.Draw();
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}
void ScreenSelectMusic::TweenOnScreen()
{
m_sprBannerFrame.Command( BANNER_FRAME_ON_COMMAND );
m_Banner.Command( BANNER_ON_COMMAND );
m_BPMDisplay.Command( BPM_ON_COMMAND );
m_sprStage.Command( STAGE_ON_COMMAND );
m_sprCDTitle.Command( CD_TITLE_ON_COMMAND );
m_GrooveRadar.TweenOnScreen();
m_GrooveRadar.Command( RADAR_ON_COMMAND );
m_textSongOptions.Command( SONG_OPTIONS_ON_COMMAND );
m_MusicSortDisplay.Command( SORT_ICON_ON_COMMAND );
m_MusicWheel.TweenOnScreen();
m_MusicWheel.Command( WHEEL_ON_COMMAND );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_sprDifficultyFrame[p].Command( DIFFICULTY_FRAME_ON_COMMAND(p) );
m_sprMeterFrame[p].Command( METER_FRAME_ON_COMMAND(p) );
m_OptionIconRow[p].Command( OPTION_ICONS_ON_COMMAND(p) );
m_DifficultyIcon[p].Command( DIFFICULTY_ICON_ON_COMMAND(p) );
m_AutoGenIcon[p].Command( AUTOGEN_ICON_ON_COMMAND(p) );
m_DifficultyMeter[p].Command( METER_ON_COMMAND(p) );
m_sprHighScoreFrame[p].Command( SCORE_FRAME_ON_COMMAND(p) );
m_textHighScore[p].Command( SCORE_ON_COMMAND(p) );
}
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_textSongOptions.Command( SONG_OPTIONS_EXTRA_COMMAND );
}
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void ScreenSelectMusic::TweenOffScreen()
{
m_sprBannerFrame.Command( BANNER_FRAME_OFF_COMMAND );
m_Banner.Command( BANNER_OFF_COMMAND );
m_BPMDisplay.Command( BPM_OFF_COMMAND );
m_sprStage.Command( STAGE_OFF_COMMAND );
m_sprCDTitle.Command( CD_TITLE_OFF_COMMAND );
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m_GrooveRadar.TweenOffScreen();
m_GrooveRadar.Command( RADAR_OFF_COMMAND );
m_textSongOptions.Command( SONG_OPTIONS_OFF_COMMAND );
m_MusicSortDisplay.Command( SORT_ICON_OFF_COMMAND );
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m_MusicWheel.TweenOffScreen();
m_MusicWheel.Command( WHEEL_OFF_COMMAND );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_sprDifficultyFrame[p].Command( DIFFICULTY_FRAME_OFF_COMMAND(p) );
m_sprMeterFrame[p].Command( METER_FRAME_OFF_COMMAND(p) );
m_OptionIconRow[p].Command( OPTION_ICONS_OFF_COMMAND(p) );
m_DifficultyIcon[p].Command( DIFFICULTY_ICON_OFF_COMMAND(p) );
m_AutoGenIcon[p].Command( AUTOGEN_ICON_OFF_COMMAND(p) );
m_DifficultyMeter[p].Command( METER_OFF_COMMAND(p) );
m_sprHighScoreFrame[p].Command( SCORE_FRAME_OFF_COMMAND(p) );
m_textHighScore[p].Command( SCORE_OFF_COMMAND(p) );
}
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}
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void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
{
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/* XXX metric this with MusicWheel::TweenOnScreen */
float factor = 0.25f;
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vector<Actor*> apActorsInScore;
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for( int p=0; p<NUM_PLAYERS; p++ )
{
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apActorsInScore.push_back( &m_sprHighScoreFrame[p] );
apActorsInScore.push_back( &m_textHighScore[p] );
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}
for( unsigned i=0; i<apActorsInScore.size(); i++ )
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{
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/* Grab the tween destination. (If we're tweening, this is where
* it'll end up; otherwise it's the static position.) */
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Actor::TweenState original = apActorsInScore[i]->DestTweenState();
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apActorsInScore[i]->StopTweening();
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float fOriginalX = apActorsInScore[i]->GetX();
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apActorsInScore[i]->BeginTweening( factor*0.5f, TWEEN_DECELERATE ); // tween off screen
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apActorsInScore[i]->SetTweenX( fOriginalX+400 );
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apActorsInScore[i]->BeginTweening( factor*0.5f ); // sleep
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/* Go back to where we were (or to where we were going.) */
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apActorsInScore[i]->BeginTweening( factor*1, TWEEN_ACCELERATE ); // tween back on screen
apActorsInScore[i]->SetLatestTween(original);
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}
}
void ScreenSelectMusic::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
m_sprOptionsMessage.Update( fDeltaTime );
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if( m_fPlaySampleCountdown > 0 )
{
m_fPlaySampleCountdown -= fDeltaTime;
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/* Make sure we don't start the sample when rouletting is
* spinning down. */
if( m_fPlaySampleCountdown <= 0 && !m_MusicWheel.IsRouletting() )
{
if( !m_sSampleMusicToPlay.empty() )
{
SOUNDMAN->PlayMusic(
m_sSampleMusicToPlay,
true,
m_fSampleStartSeconds,
m_fSampleLengthSeconds,
1.5f); /* fade out for 1.5 seconds */
}
}
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}
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float fNewRotation = m_sprCDTitle.GetRotationY()+180*fDeltaTime;
fNewRotation = fmodf( fNewRotation, 360 );
m_sprCDTitle.SetRotationY( fNewRotation );
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if( fNewRotation > 90 && fNewRotation <= 270 )
m_sprCDTitle.SetDiffuse( RageColor(0.2f,0.2f,0.2f,1) );
else
m_sprCDTitle.SetDiffuse( RageColor(1,1,1,1) );
}
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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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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 )
{
if( type != IET_FIRST_PRESS ) return;
PREFSMAN->m_bShowTranslations ^= 1;
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m_MusicWheel.RebuildMusicWheelItems();
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return;
}
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if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
{
if( !MenuI.IsValid() ) return;
if( !GAMESTATE->IsPlayerEnabled(MenuI.player) ) return;
/* If we're rouletting, hands off. */
if(m_MusicWheel.IsRouletting())
return;
int dir = 0;
if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) )
dir++;
if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) )
dir--;
m_MusicWheel.Move(dir);
return;
}
if( type == IET_RELEASE ) return; // don't care
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if( !GameI.IsValid() ) return; // don't care
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if( m_bMadeChoice && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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{
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 */
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m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common start") );
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return;
}
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if( m_Menu.IsTransitioning() ) return; // ignore
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if( m_bMadeChoice )
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return;
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
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{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
EasierDifficulty( pn );
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return;
}
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
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{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
HarderDifficulty( pn );
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return;
}
if( CodeDetector::EnteredNextSort(GameI.controller) )
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{
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
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m_soundLocked.Play();
else
if( m_MusicWheel.NextSort() )
{
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SOUNDMAN->StopMusic();
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// m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
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TweenScoreOnAndOffAfterChangeSort();
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}
return;
}
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
UpdateOptionsDisplays();
return;
}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
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{
LOG->Trace( "ScreenSelectMusic::EasierDifficulty( %d )", pn );
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
if( m_arrayNotes[pn].empty() )
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return;
if( m_iSelection[pn] == 0 )
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return;
m_iSelection[pn]--;
// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->GetDifficulty();
m_soundChangeNotes.Play();
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AfterNotesChange( pn );
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}
void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn )
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{
LOG->Trace( "ScreenSelectMusic::HarderDifficulty( %d )", pn );
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
if( m_arrayNotes[pn].empty() )
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return;
if( m_iSelection[pn] == int(m_arrayNotes[pn].size()-1) )
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return;
m_iSelection[pn]++;
// the user explicity switched difficulties. Update the preferred difficulty
2003-01-02 22:10:51 +00:00
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->GetDifficulty();
m_soundChangeNotes.Play();
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AfterNotesChange( pn );
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}
/* Adjust game options. These settings may be overridden again later by the
* SongOptions menu. */
void ScreenSelectMusic::AdjustOptions()
{
/* Find the easiest difficulty notes selected by either player. */
Difficulty dc = DIFFICULTY_INVALID;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
dc = min(dc, GAMESTATE->m_pCurNotes[p]->GetDifficulty());
}
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/* This can still interfere a bit with the song options menu; eg. if a
* player changes to a mode easier than the preference setting, we might
* reset it to the preference later. XXX */
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/* Never set the FailType harder than the preference. */
SongOptions::FailType ft = SongOptions::FAIL_ARCADE;
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/* Easy and beginner are never harder than FAIL_END_OF_SONG. */
if(dc <= DIFFICULTY_EASY)
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ft = SongOptions::FAIL_END_OF_SONG;
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/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely--always give a second try. */
if(dc == DIFFICULTY_BEGINNER &&
!PREFSMAN->m_bEventMode && /* stage index is meaningless in event mode */
GAMESTATE->m_iCurrentStageIndex == 0)
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ft = SongOptions::FAIL_OFF;
// Redundant. -Chris
// else if(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2())
// {
// /* Extra stage. We need to make sure we undo any changes above from
// * previous rounds; eg. where one player is on beginner and the other
// * is on hard, we've changed the fail mode in previous rounds and we
// * want to reset it for the extra stage.
// *
// * Besides, extra stage should probably always be FAIL_ARCADE anyway,
// * unless the extra stage course says otherwise. */
// ft = SongOptions::FAIL_ARCADE;
// }
GAMESTATE->m_SongOptions.m_FailType = max( ft, GAMESTATE->m_SongOptions.m_FailType );
}
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void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( 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);
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m_Menu.m_MenuTimer.SetSeconds( 15 );
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}
else if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
{
m_MusicWheel.StartRoulette();
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m_Menu.m_MenuTimer.SetSeconds( 15 );
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}
else
{
MenuStart(PLAYER_INVALID);
}
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break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
/* 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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break;
case SM_GoToNextScreen:
if( m_bGoToOptions )
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{
SCREENMAN->SetNewScreen( "ScreenPlayerOptions" );
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}
else
{
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SOUNDMAN->StopMusic();
SCREENMAN->SetNewScreen( "ScreenStage" );
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}
break;
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case SM_SongChanged:
AfterMusicChange();
break;
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case SM_SortOrderChanged:
SortOrderChanged();
break;
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}
}
void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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{
if( pn != PLAYER_INVALID &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) ) &&
INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) )
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{
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// if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
// m_soundLocked.Play();
// else
{
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if( m_MusicWheel.NextSort() )
{
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SOUNDMAN->StopMusic();
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// m_MusicSortDisplay.FadeOff( 0, "fade", TWEEN_TIME );
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TweenScoreOnAndOffAfterChangeSort();
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}
}
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return;
}
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// this needs to check whether valid Notes 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: {
if( !m_MusicWheel.GetSelectedSong()->HasMusic() )
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{
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/* TODO: gray these out.
*
* XXX: also, make sure they're not selected by roulette */
SCREENMAN->Prompt( SM_None, "ERROR:\n \nThis song does not have a music file\n and cannot be played." );
return;
}
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bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
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if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->GetMeter() >= 10 )
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bIsHard = true;
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}
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if( bIsNew )
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment new") );
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else if( bIsHard )
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment hard") );
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else
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment general") );
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TweenOffScreen();
m_bMadeChoice = true;
m_soundSelect.Play();
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
2003-03-25 01:39:01 +00:00
// float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
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// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) ); // visible
m_sprOptionsMessage.Command( OPTIONS_MESSAGE_SHOW_COMMAND );
/* m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetTweenZoomY( 1 );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,1) );
2003-03-11 08:52:45 +00:00
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.35f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetTweenZoomY( 0 );
*/
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 );
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}
2003-03-09 00:55:49 +00:00
m_Menu.StartTransitioning( SM_GoToNextScreen );
AdjustOptions();
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break;
}
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
break;
}
2003-02-05 16:53:21 +00:00
if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
{
/* Check if user selected the real extra stage. */
Song* pSong;
Notes* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( false, GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
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;
}
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}
void ScreenSelectMusic::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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2003-03-09 00:55:49 +00:00
m_Menu.Back( SM_GoToPrevScreen );
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}
void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn )
2002-05-20 08:59:37 +00:00
{
if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
m_iSelection[pn] = clamp( m_iSelection[pn], 0, int(m_arrayNotes[pn].size()-1) ); // bounds clamping
2002-05-20 08:59:37 +00:00
Notes* pNotes = m_arrayNotes[pn].empty()? NULL: m_arrayNotes[pn][m_iSelection[pn]];
2002-05-20 08:59:37 +00:00
GAMESTATE->m_pCurNotes[pn] = pNotes;
2002-05-20 08:59:37 +00:00
// m_BPMDisplay.SetZoomY( 0 );
// m_BPMDisplay.BeginTweening( 0.2f );
// m_BPMDisplay.SetTweenZoomY( 1.2f );
Notes* m_pNotes = GAMESTATE->m_pCurNotes[pn];
2003-01-22 05:29:27 +00:00
if( m_pNotes && SONGMAN->IsUsingMemoryCard(pn) )
m_textHighScore[pn].SetText( ssprintf("%*.0f", NUM_SCORE_DIGITS, m_pNotes->m_MemCardScores[pn].fScore) );
2002-10-06 16:56:58 +00:00
m_DifficultyIcon[pn].SetFromNotes( pn, pNotes );
if( pNotes && pNotes->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) );
}
2003-03-09 00:55:49 +00:00
m_DifficultyMeter[pn].SetFromNotes( pNotes );
m_GrooveRadar.SetFromNotes( pn, pNotes );
m_MusicWheel.NotesChanged( pn );
2002-05-20 08:59:37 +00:00
}
void ScreenSelectMusic::AfterMusicChange()
{
2003-03-11 21:33:11 +00:00
m_Menu.m_MenuTimer.Stall();
2002-08-20 21:00:56 +00:00
2002-05-20 08:59:37 +00:00
Song* pSong = m_MusicWheel.GetSelectedSong();
2002-07-23 01:41:40 +00:00
GAMESTATE->m_pCurSong = pSong;
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m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic stage "+GAMESTATE->GetStageText()) );
int pn;
for( pn = 0; pn < NUM_PLAYERS; ++pn)
2002-10-24 20:15:24 +00:00
m_arrayNotes[pn].clear();
2002-05-20 08:59:37 +00:00
2003-01-02 03:00:53 +00:00
/* If we're rouletting, and we're moving fast, don't touch the banner. */
bool no_banner_change = false;
if(m_MusicWheel.IsMoving())
{
/* We're moving fast. Don't change banners if we're rouletting, or if
* we've been told to never change banners when moving fast.
*
* XXX: When we're not changing banners and not rouletting, show some
* kind of "moving fast" fallback banner. (When rouletting, just keep
* showing the roulette banner.) */
2003-01-03 03:40:39 +00:00
if(m_MusicWheel.IsRouletting() ||
(m_MusicWheel.IsMoving() && !PREFSMAN->m_bChangeBannersWhenFast))
2003-01-02 03:00:53 +00:00
no_banner_change = true;
}
m_sprMarathonBalloon.Command( BALLOON_OFF_COMMAND );
m_sprLongBalloon.Command( BALLOON_OFF_COMMAND );
2002-05-20 08:59:37 +00:00
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
{
CString sGroup = m_MusicWheel.GetSelectedSection();
for( int p=0; p<NUM_PLAYERS; p++ )
m_iSelection[p] = -1;
2003-01-02 03:00:53 +00:00
if(!no_banner_change)
m_Banner.LoadFromGroup( sGroup ); // if this isn't a group, it'll default to the fallback banner
2003-03-30 19:30:54 +00:00
m_BPMDisplay.NoBPM();
m_sprCDTitle.UnloadTexture();
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}
break;
case TYPE_SONG:
{
2003-01-21 02:16:40 +00:00
SOUNDMAN->StopMusic();
2002-10-06 16:56:58 +00:00
m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY;
m_sSampleMusicToPlay = pSong->GetMusicPath();
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
for( int pn = 0; pn < NUM_PLAYERS; ++pn)
{
pSong->GetNotes( m_arrayNotes[pn], GAMESTATE->GetCurrentStyleDef()->m_NotesType );
SortNotesArrayByDifficulty( m_arrayNotes[pn] );
}
2003-01-02 03:00:53 +00:00
if(!no_banner_change)
m_Banner.LoadFromSong( pSong );
2003-03-30 19:30:54 +00:00
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
m_BPMDisplay.CycleRandomly();
}
else
{
float fMinBPM, fMaxBPM;
pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
}
if( pSong->HasCDTitle() )
m_sprCDTitle.Load( pSong->GetCDTitlePath() );
else
2003-03-09 00:55:49 +00:00
m_sprCDTitle.Load( THEME->GetPathTo("Graphics","ScreenSelectMusic fallback cdtitle") );
2002-05-20 08:59:37 +00:00
for( int p=0; p<NUM_PLAYERS; p++ )
{
2002-07-23 01:41:40 +00:00
if( !GAMESTATE->IsPlayerEnabled( PlayerNumber(p) ) )
2002-05-20 08:59:37 +00:00
continue;
2003-02-24 19:56:25 +00:00
/* Find the closest match to the user's preferred difficulty. */
int CurDifference = -1;
for( unsigned i=0; i<m_arrayNotes[p].size(); i++ )
2002-10-06 16:56:58 +00:00
{
2003-02-24 19:56:25 +00:00
int Diff = abs(m_arrayNotes[p][i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[p]);
if( CurDifference == -1 || Diff < CurDifference )
2002-10-06 16:56:58 +00:00
{
2002-06-30 23:19:33 +00:00
m_iSelection[p] = i;
2003-02-24 19:56:25 +00:00
CurDifference = Diff;
2002-10-06 16:56:58 +00:00
}
}
2002-06-30 23:19:33 +00:00
m_iSelection[p] = clamp( m_iSelection[p], 0, int(m_arrayNotes[p].size()) ) ;
2002-05-20 08:59:37 +00:00
}
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 )
{
m_sprMarathonBalloon.Command( BALLOON_ON_COMMAND );
}
else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds )
{
m_sprLongBalloon.Command( BALLOON_ON_COMMAND );
}
2002-05-20 08:59:37 +00:00
}
break;
case TYPE_ROULETTE:
2003-01-02 03:00:53 +00:00
if(!no_banner_change)
m_Banner.LoadRoulette();
2003-03-30 19:30:54 +00:00
m_BPMDisplay.NoBPM();
m_sprCDTitle.UnloadTexture();
SOUNDMAN->StopMusic();
m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY;
m_sSampleMusicToPlay = THEME->GetPathTo("Sounds","ScreenSelectMusic roulette music");
m_fSampleStartSeconds = -1;
m_fSampleLengthSeconds = -1;
2002-05-20 08:59:37 +00:00
break;
case TYPE_RANDOM:
if(!no_banner_change)
m_Banner.LoadRandom();
2003-03-30 19:30:54 +00:00
m_BPMDisplay.NoBPM();
m_sprCDTitle.UnloadTexture();
SOUNDMAN->StopMusic();
m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY;
m_sSampleMusicToPlay = THEME->GetPathTo("Sounds","ScreenSelectMusic random music");
m_fSampleStartSeconds = -1;
m_fSampleLengthSeconds = -1;
break;
default:
ASSERT(0);
2002-05-20 08:59:37 +00:00
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
AfterNotesChange( (PlayerNumber)p );
}
2003-01-02 03:00:53 +00:00
/* Make sure we never start the sample when moving fast. */
if(m_MusicWheel.IsMoving())
m_fPlaySampleCountdown = 0;
2002-05-20 08:59:37 +00:00
}
void ScreenSelectMusic::UpdateOptionsDisplays()
{
// m_OptionIcons.Load( GAMESTATE->m_PlayerOptions, &GAMESTATE->m_SongOptions );
2002-09-03 06:33:08 +00:00
// m_PlayerOptionIcons.Refresh();
for( int p=0; p<NUM_PLAYERS; p++ )
{
2002-09-03 06:33:08 +00:00
m_OptionIconRow[p].Refresh( (PlayerNumber)p );
if( GAMESTATE->IsPlayerEnabled(p) )
{
CString s = GAMESTATE->m_PlayerOptions[p].GetString();
s.Replace( ", ", "\n" );
2002-09-03 06:33:08 +00:00
// m_textPlayerOptions[p].SetText( s );
}
}
CString s = GAMESTATE->m_SongOptions.GetString();
s.Replace( ", ", "\n" );
m_textSongOptions.SetText( s );
}
2002-08-20 21:00:56 +00:00
void ScreenSelectMusic::SortOrderChanged()
{
2003-01-03 03:40:39 +00:00
m_MusicSortDisplay.Set( GAMESTATE->m_SongSortOrder );
2002-08-20 21:00:56 +00:00
// tween music sort on screen
2002-10-07 07:16:40 +00:00
// m_MusicSortDisplay.FadeOn( 0, "fade", TWEEN_TIME );
2002-08-20 21:00:56 +00:00
}
2002-05-20 08:59:37 +00:00