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itgmania212121/stepmania/src/MusicWheel.h
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#ifndef MUSICWHEEL_H
#define MUSICWHEEL_H
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/*
-----------------------------------------------------------------------------
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Class: MusicWheel
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Desc: A wheel with song names used in the Select Music screen.
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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 "Sprite.h"
#include "ActorFrame.h"
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#include "RageSound.h"
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#include "RandomSample.h"
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#include "GameConstantsAndTypes.h"
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#include "MusicSortDisplay.h"
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#include "ScreenMessage.h"
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#include "ScoreDisplayNormal.h"
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#include "ScrollBar.h"
#include "RageTimer.h"
#include "MusicWheelItem.h"
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class Course;
class Song;
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const int MAX_WHEEL_ITEMS = 15;
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const ScreenMessage SM_SongChanged = ScreenMessage(SM_User+47); // this should be unique!
const ScreenMessage SM_SortOrderChanging= ScreenMessage(SM_User+48);
const ScreenMessage SM_SortOrderChanged = ScreenMessage(SM_User+49);
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struct CompareSongPointerArrayBySectionName;
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class MusicWheel : public ActorFrame
{
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friend struct CompareSongPointerArrayBySectionName;
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public:
MusicWheel();
~MusicWheel();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
void DrawItem( int index );
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virtual void TweenOnScreen(bool changing_sort);
virtual void TweenOffScreen(bool changing_sort);
virtual void TweenOnScreen() { TweenOnScreen(false); }
virtual void TweenOffScreen() { TweenOffScreen(false); }
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void Move(int n);
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bool ChangeSort( SongSortOrder new_so ); // return true if change successful
bool NextSort(); // return true if change successful
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void StartRoulette();
void StartRandom();
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bool IsRouletting() const;
/* Return true if we're moving fast automatically. */
int IsMoving() const;
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void NotesChanged( PlayerNumber pn ); // update grade graphics and top score
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void GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out );
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bool Select(); // return true if this selection ends the screen
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WheelItemType GetSelectedType() { return m_CurWheelItemData[m_iSelection]->m_Type; };
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Song* GetSelectedSong() { return m_CurWheelItemData[m_iSelection]->m_pSong; };
Course* GetSelectedCourse() { return m_CurWheelItemData[m_iSelection]->m_pCourse; };
CString GetSelectedSection(){ return m_CurWheelItemData[m_iSelection]->m_sSectionName; };
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bool WheelIsLocked() { return (m_WheelState == STATE_LOCKED ? true : false); }
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void RebuildMusicWheelItems();
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protected:
void GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CString sPreferredGroup );
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void BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItems, SongSortOrder so );
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void SetOpenGroup(CString group, SongSortOrder so = SORT_INVALID);
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bool SelectSong(const Song *p);
bool SelectCourse(const Course *p);
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bool SelectSort( SongSortOrder so );
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void ChangeMusic(int dist); /* +1 or -1 */
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ScrollBar m_ScrollBar;
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Sprite m_sprSelectionOverlay;
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vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS];
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vector<WheelItemData *> m_CurWheelItemData;
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MusicWheelItem m_MusicWheelItems[MAX_WHEEL_ITEMS];
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int m_iSelection; // index into m_CurWheelItemData
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CString m_sExpandedSectionName;
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SongSortOrder m_LastSongSortOrder;
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int m_iSwitchesLeftInSpinDown;
float m_fLockedWheelVelocity;
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/* 0 = none; -1 or 1 = up/down */
int m_Moving;
RageTimer m_MovingSoundTimer;
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float m_TimeBeforeMovingBegins;
float m_SpinSpeed;
enum WheelState {
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STATE_SELECTING_MUSIC,
STATE_FLYING_OFF_BEFORE_NEXT_SORT,
STATE_FLYING_ON_AFTER_NEXT_SORT,
STATE_TWEENING_ON_SCREEN,
STATE_TWEENING_OFF_SCREEN,
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STATE_WAITING_OFF_SCREEN,
STATE_ROULETTE_SPINNING,
STATE_ROULETTE_SLOWING_DOWN,
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STATE_RANDOM_SPINNING,
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STATE_LOCKED,
};
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WheelState m_WheelState;
float m_fTimeLeftInState;
float m_fPositionOffsetFromSelection;
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RageSound m_soundChangeMusic;
RageSound m_soundChangeSort;
RageSound m_soundExpand;
RageSound m_soundStart;
RageSound m_soundLocked;
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static CString GetSectionNameFromSongAndSort( const Song* pSong, SongSortOrder so );
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static void SortSongPointerArrayBySectionName( vector<Song*> &arraySongPointers, SongSortOrder so );
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bool WheelItemIsVisible(int n);
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void UpdateScrollbar();
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};
#endif