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itgmania212121/stepmania/src/ScreenMachineOptions.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenMachineOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenMachineOptions.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
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#include "RageSoundManager.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "ThemeManager.h"
enum {
MO_MENU_TIMER,
MO_SHOW_DANGER,
MO_NUM_ARCADE_STAGES,
MO_JUDGE_DIFFICULTY,
MO_LIFE_DIFFICULTY,
MO_HIDDEN_SONGS,
MO_SHOWSTATS,
NUM_MACHINE_OPTIONS_LINES
};
/* Hmm. Ignore JoyAxes and Back Delayed probably belong in "input options",
* preferably alongside button configuration. */
OptionRowData g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = {
{ "Menu\nTimer", 2, {"OFF","ON"} },
{ "Show\nDanger", 2, {"OFF","ON"} },
{ "Arcade\nStages", 8, {"1","2","3","4","5","6","7","UNLIMITED"} },
{ "Judge\nDifficulty", 8, {"1","2","3","4","5","6","7","8"} },
{ "Life\nDifficulty", 7, {"1","2","3","4","5","6","7"} },
{ "Hidden\nSongs", 2, {"OFF","ON"} },
{ "Show\nStats", 2, {"OFF","ON"} },
};
ScreenMachineOptions::ScreenMachineOptions() :
ScreenOptions(
THEME->GetPathTo("BGAnimations","machine options"),
THEME->GetPathTo("Graphics","machine options page"),
THEME->GetPathTo("Graphics","machine options top edge")
)
{
LOG->Trace( "ScreenMachineOptions::ScreenMachineOptions()" );
// fill g_InputOptionsLines with explanation text
for( int i=0; i<NUM_MACHINE_OPTIONS_LINES; i++ )
{
CString sLineName = g_MachineOptionsLines[i].szTitle;
sLineName.Replace("\n","");
sLineName.Replace(" ","");
strcpy( g_MachineOptionsLines[i].szExplanation, THEME->GetMetric("ScreenMachineOptions",sLineName) );
}
Init(
INPUTMODE_BOTH,
g_MachineOptionsLines,
NUM_MACHINE_OPTIONS_LINES,
false );
m_Menu.StopTimer();
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","machine options music") );
}
void ScreenMachineOptions::ImportOptions()
{
m_iSelectedOption[0][MO_MENU_TIMER] = PREFSMAN->m_bMenuTimer ? 1:0;
m_iSelectedOption[0][MO_SHOW_DANGER] = PREFSMAN->m_bShowDanger ? 1:0;
m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] = PREFSMAN->m_bEventMode ? 7 : PREFSMAN->m_iNumArcadeStages - 1;
m_iSelectedOption[0][MO_HIDDEN_SONGS] = PREFSMAN->m_bHiddenSongs ? 1:0;
/* .02 difficulty is beyond our timing right now; even autoplay
* misses! At least fix autoplay before enabling this, or we'll
* probably get lots of bug reports about it.
*
* It's not *supposed* to be doable--it's supposed to be mostly
* impossible, and perhaps it *is* justice that even the CPU fails
* it. :)
*/
if( PREFSMAN->m_fJudgeWindowSeconds == 0.27f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.24f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.21f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.18f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.15f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.12f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.09f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.06f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7;
else m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
if( PREFSMAN->m_fLifeDifficultyScale == 1.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 0;
else if( PREFSMAN->m_fLifeDifficultyScale == 1.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 1;
else if( PREFSMAN->m_fLifeDifficultyScale == 1.20f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 2;
else if( PREFSMAN->m_fLifeDifficultyScale == 1.00f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
else if( PREFSMAN->m_fLifeDifficultyScale == 0.80f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 4;
else if( PREFSMAN->m_fLifeDifficultyScale == 0.60f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 5;
else if( PREFSMAN->m_fLifeDifficultyScale == 0.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 6;
else m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
m_iSelectedOption[0][MO_SHOWSTATS] = PREFSMAN->m_bShowStats ? 1:0;
}
void ScreenMachineOptions::ExportOptions()
{
PREFSMAN->m_bMenuTimer = m_iSelectedOption[0][MO_MENU_TIMER] == 1;
PREFSMAN->m_bShowDanger = m_iSelectedOption[0][MO_SHOW_DANGER] == 1;
PREFSMAN->m_bEventMode = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] == 7;
PREFSMAN->m_iNumArcadeStages = m_iSelectedOption[0][MO_NUM_ARCADE_STAGES] + 1;
PREFSMAN->m_bHiddenSongs = m_iSelectedOption[0][MO_HIDDEN_SONGS] == 1;
switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] )
{
case 0: PREFSMAN->m_fJudgeWindowSeconds = 0.27f; break;
case 1: PREFSMAN->m_fJudgeWindowSeconds = 0.24f; break;
case 2: PREFSMAN->m_fJudgeWindowSeconds = 0.21f; break;
case 3: PREFSMAN->m_fJudgeWindowSeconds = 0.18f; break;
case 4: PREFSMAN->m_fJudgeWindowSeconds = 0.15f; break;
case 5: PREFSMAN->m_fJudgeWindowSeconds = 0.12f; break;
case 6: PREFSMAN->m_fJudgeWindowSeconds = 0.09f; break;
case 7: PREFSMAN->m_fJudgeWindowSeconds = 0.06f; break;
default: ASSERT(0);
}
switch( m_iSelectedOption[0][MO_LIFE_DIFFICULTY] )
{
case 0: PREFSMAN->m_fLifeDifficultyScale = 1.60f; break;
case 1: PREFSMAN->m_fLifeDifficultyScale = 1.40f; break;
case 2: PREFSMAN->m_fLifeDifficultyScale = 1.20f; break;
case 3: PREFSMAN->m_fLifeDifficultyScale = 1.00f; break;
case 4: PREFSMAN->m_fLifeDifficultyScale = 0.80f; break;
case 5: PREFSMAN->m_fLifeDifficultyScale = 0.60f; break;
case 6: PREFSMAN->m_fLifeDifficultyScale = 0.40f; break;
default: ASSERT(0);
}
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PREFSMAN->m_bShowStats = m_iSelectedOption[0][MO_SHOWSTATS] == 1;
}
void ScreenMachineOptions::GoToPrevState()
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
PREFSMAN->SaveGlobalPrefsToDisk();
}
void ScreenMachineOptions::GoToNextState()
{
GoToPrevState();
}