2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "DifficultyList.h"
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#include "GameState.h"
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#include "Song.h"
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#include "Steps.h"
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#include "Style.h"
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#include "StepsDisplay.h"
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#include "StepsUtil.h"
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#include "CommonMetrics.h"
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#include "Foreach.h"
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#include "SongUtil.h"
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#include "XmlFile.h"
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2011-06-11 15:24:16 -04:00
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/** @brief Specifies the max number of charts available for a song.
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*
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* This includes autogenned charts. */
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#define MAX_METERS (NUM_Difficulty * NUM_StepsType) + MAX_EDITS_PER_SONG
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2011-03-17 01:47:30 -04:00
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REGISTER_ACTOR_CLASS( StepsDisplayList );
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StepsDisplayList::StepsDisplayList()
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{
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m_bShown = true;
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FOREACH_ENUM( PlayerNumber, pn )
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{
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SubscribeToMessage( (MessageID)(Message_CurrentStepsP1Changed+pn) );
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SubscribeToMessage( (MessageID)(Message_CurrentTrailP1Changed+pn) );
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}
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}
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StepsDisplayList::~StepsDisplayList()
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{
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}
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void StepsDisplayList::LoadFromNode( const XNode* pNode )
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{
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ActorFrame::LoadFromNode( pNode );
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ASSERT_M( !m_sName.empty(), "StepsDisplayList must have a Name" );
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ITEMS_SPACING_Y.Load( m_sName, "ItemsSpacingY" );
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NUM_SHOWN_ITEMS.Load( m_sName, "NumShownItems" );
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CAPITALIZE_DIFFICULTY_NAMES.Load( m_sName, "CapitalizeDifficultyNames" );
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MOVE_COMMAND.Load( m_sName, "MoveCommand" );
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m_Lines.resize( MAX_METERS );
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m_CurSong = NULL;
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FOREACH_ENUM( PlayerNumber, pn )
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{
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const XNode *pChild = pNode->GetChild( ssprintf("CursorP%i",pn+1) );
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if( pChild == NULL )
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RageException::Throw( "%s: StepsDisplayList: missing the node \"CursorP%d\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
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m_Cursors[pn].LoadActorFromNode( pChild, this );
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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* don't queue and look unresponsive. However, that stoptweening interrupts fading,
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* resulting in the cursor remaining invisible or partially invisible. So, do them
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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pChild = pNode->GetChild( ssprintf("CursorP%iFrame",pn+1) );
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if( pChild == NULL )
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RageException::Throw( "%s: StepsDisplayList: missing the node \"CursorP%dFrame\"", ActorUtil::GetWhere(pNode).c_str(), pn+1 );
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m_CursorFrames[pn].LoadFromNode( pChild );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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}
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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// todo: Use Row1, Row2 for names? also m_sName+"Row" -aj
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m_Lines[m].m_Meter.SetName( "Row" );
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m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL );
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this->AddChild( &m_Lines[m].m_Meter );
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}
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UpdatePositions();
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PositionItems();
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}
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int StepsDisplayList::GetCurrentRowIndex( PlayerNumber pn ) const
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{
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Difficulty ClosestDifficulty = GAMESTATE->GetClosestShownDifficulty(pn);
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for( unsigned i=0; i<m_Rows.size(); i++ )
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{
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const Row &row = m_Rows[i];
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if( GAMESTATE->m_pCurSteps[pn] == NULL )
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{
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if( row.m_dc == ClosestDifficulty )
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return i;
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}
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else
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{
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if( GAMESTATE->m_pCurSteps[pn].Get() == row.m_Steps )
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return i;
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}
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}
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return 0;
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}
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// Update m_fY and m_bHidden[].
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void StepsDisplayList::UpdatePositions()
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{
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int iCurrentRow[NUM_PLAYERS];
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FOREACH_HumanPlayer( p )
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iCurrentRow[p] = GetCurrentRowIndex( p );
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const int total = NUM_SHOWN_ITEMS;
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const int halfsize = total / 2;
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int first_start, first_end, second_start, second_end;
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// Choices for each player. If only one player is active, it's the same for both.
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int P1Choice = GAMESTATE->IsHumanPlayer(PLAYER_1)? iCurrentRow[PLAYER_1]: GAMESTATE->IsHumanPlayer(PLAYER_2)? iCurrentRow[PLAYER_2]: 0;
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int P2Choice = GAMESTATE->IsHumanPlayer(PLAYER_2)? iCurrentRow[PLAYER_2]: GAMESTATE->IsHumanPlayer(PLAYER_1)? iCurrentRow[PLAYER_1]: 0;
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vector<Row> &Rows = m_Rows;
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const bool BothPlayersActivated = GAMESTATE->IsHumanPlayer(PLAYER_1) && GAMESTATE->IsHumanPlayer(PLAYER_2);
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if( !BothPlayersActivated )
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{
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// Simply center the cursor.
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first_start = max( P1Choice - halfsize, 0 );
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first_end = first_start + total;
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second_start = second_end = first_end;
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}
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else
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{
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// First half:
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const int earliest = min( P1Choice, P2Choice );
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first_start = max( earliest - halfsize/2, 0 );
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first_end = first_start + halfsize;
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// Second half:
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const int latest = max( P1Choice, P2Choice );
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second_start = max( latest - halfsize/2, 0 );
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// Don't overlap.
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second_start = max( second_start, first_end );
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second_end = second_start + halfsize;
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}
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first_end = min( first_end, (int) Rows.size() );
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second_end = min( second_end, (int) Rows.size() );
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/* If less than total (and Rows.size()) are displayed, fill in the empty
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* space intelligently. */
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while(1)
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{
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const int sum = (first_end - first_start) + (second_end - second_start);
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if( sum >= (int) Rows.size() || sum >= total)
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break; // nothing more to display, or no room
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/* First priority: expand the top of the second half until it meets
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* the first half. */
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if( second_start > first_end )
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second_start--;
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// Otherwise, expand either end.
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else if( first_start > 0 )
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first_start--;
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else if( second_end < (int) Rows.size() )
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second_end++;
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else
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2012-12-27 16:59:35 -05:00
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FAIL_M("Do we have room to grow, or don't we?");
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2011-03-17 01:47:30 -04:00
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}
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int pos = 0;
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for( int i=0; i<(int) Rows.size(); i++ ) // foreach row
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{
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float ItemPosition;
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if( i < first_start )
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ItemPosition = -0.5f;
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else if( i < first_end )
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ItemPosition = (float) pos++;
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else if( i < second_start )
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ItemPosition = halfsize - 0.5f;
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else if( i < second_end )
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ItemPosition = (float) pos++;
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else
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ItemPosition = (float) total - 0.5f;
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Row &row = Rows[i];
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float fY = ITEMS_SPACING_Y*ItemPosition;
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row.m_fY = fY;
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row.m_bHidden = i < first_start ||
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(i >= first_end && i < second_start) ||
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i >= second_end;
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}
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}
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void StepsDisplayList::PositionItems()
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{
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for( int i = 0; i < MAX_METERS; ++i )
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{
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bool bUnused = ( i >= (int)m_Rows.size() );
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m_Lines[i].m_Meter.SetVisible( !bUnused );
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}
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for( int m = 0; m < (int)m_Rows.size(); ++m )
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{
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Row &row = m_Rows[m];
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bool bHidden = row.m_bHidden;
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if( !m_bShown )
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bHidden = true;
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const float fDiffuseAlpha = bHidden? 0.0f:1.0f;
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if( m_Lines[m].m_Meter.GetDestY() != row.m_fY ||
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m_Lines[m].m_Meter.DestTweenState().diffuse[0][3] != fDiffuseAlpha )
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{
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m_Lines[m].m_Meter.RunCommands( MOVE_COMMAND.GetValue() );
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m_Lines[m].m_Meter.RunCommandsOnChildren( MOVE_COMMAND.GetValue() );
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}
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m_Lines[m].m_Meter.SetY( row.m_fY );
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}
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for( int m=0; m < MAX_METERS; ++m )
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{
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bool bHidden = true;
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if( m_bShown && m < (int)m_Rows.size() )
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bHidden = m_Rows[m].m_bHidden;
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float fDiffuseAlpha = bHidden?0.0f:1.0f;
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m_Lines[m].m_Meter.SetDiffuseAlpha( fDiffuseAlpha );
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}
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FOREACH_HumanPlayer( pn )
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{
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int iCurrentRow = GetCurrentRowIndex( pn );
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float fY = 0;
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if( iCurrentRow < (int) m_Rows.size() )
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fY = m_Rows[iCurrentRow].m_fY;
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m_CursorFrames[pn].PlayCommand( "Change" );
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m_CursorFrames[pn].SetY( fY );
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}
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}
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void StepsDisplayList::SetFromGameState()
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{
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const Song *pSong = GAMESTATE->m_pCurSong;
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unsigned i = 0;
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if( pSong == NULL )
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{
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// FIXME: This clamps to between the min and the max difficulty, but
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// it really should round to the nearest difficulty that's in
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// DIFFICULTIES_TO_SHOW.
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const vector<Difficulty>& difficulties = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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m_Rows.resize( difficulties.size() );
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FOREACH_CONST( Difficulty, difficulties, d )
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{
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m_Rows[i].m_dc = *d;
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m_Lines[i].m_Meter.SetFromStepsTypeAndMeterAndDifficultyAndCourseType( GAMESTATE->m_pCurStyle->m_StepsType, 0, *d, CourseType_Invalid );
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++i;
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}
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}
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else
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{
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vector<Steps*> vpSteps;
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SongUtil::GetPlayableSteps( pSong, vpSteps );
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// Should match the sort in ScreenSelectMusic::AfterMusicChange.
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m_Rows.resize( vpSteps.size() );
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FOREACH_CONST( Steps*, vpSteps, s )
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{
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//LOG->Trace(ssprintf("setting steps for row %i",i));
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m_Rows[i].m_Steps = *s;
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m_Lines[i].m_Meter.SetFromSteps( *s );
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++i;
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}
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}
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while( i < MAX_METERS )
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m_Lines[i++].m_Meter.Unset();
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UpdatePositions();
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PositionItems();
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for( int m = 0; m < MAX_METERS; ++m )
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m_Lines[m].m_Meter.FinishTweening();
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}
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void StepsDisplayList::HideRows()
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{
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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{
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Line &l = m_Lines[m];
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l.m_Meter.FinishTweening();
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l.m_Meter.SetDiffuseAlpha(0);
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}
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}
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void StepsDisplayList::TweenOnScreen()
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{
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FOREACH_HumanPlayer( pn )
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ON_COMMAND( m_Cursors[pn] );
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for( int m = 0; m < MAX_METERS; ++m )
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ON_COMMAND( m_Lines[m].m_Meter );
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this->SetHibernate( 0.5f );
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m_bShown = true;
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for( unsigned m = 0; m < m_Rows.size(); ++m )
|
|
|
|
|
{
|
|
|
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|
Line &l = m_Lines[m];
|
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|
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|
|
l.m_Meter.FinishTweening();
|
|
|
|
|
}
|
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|
|
HideRows();
|
|
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|
|
PositionItems();
|
|
|
|
|
|
|
|
|
|
FOREACH_HumanPlayer( pn )
|
|
|
|
|
COMMAND( m_Cursors[pn], "TweenOn" );
|
|
|
|
|
}
|
|
|
|
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|
|
|
void StepsDisplayList::TweenOffScreen()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void StepsDisplayList::Show()
|
|
|
|
|
{
|
|
|
|
|
m_bShown = true;
|
|
|
|
|
|
|
|
|
|
SetFromGameState();
|
|
|
|
|
|
|
|
|
|
HideRows();
|
|
|
|
|
PositionItems();
|
|
|
|
|
|
|
|
|
|
FOREACH_HumanPlayer( pn )
|
|
|
|
|
COMMAND( m_Cursors[pn], "Show" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void StepsDisplayList::Hide()
|
|
|
|
|
{
|
|
|
|
|
m_bShown = false;
|
|
|
|
|
PositionItems();
|
|
|
|
|
|
|
|
|
|
FOREACH_HumanPlayer( pn )
|
|
|
|
|
COMMAND( m_Cursors[pn], "Hide" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void StepsDisplayList::HandleMessage( const Message &msg )
|
|
|
|
|
{
|
|
|
|
|
FOREACH_ENUM( PlayerNumber, pn )
|
|
|
|
|
{
|
|
|
|
|
if( msg.GetName() == MessageIDToString((MessageID)(Message_CurrentStepsP1Changed+pn)) ||
|
|
|
|
|
msg.GetName() == MessageIDToString((MessageID)(Message_CurrentTrailP1Changed+pn)) )
|
|
|
|
|
SetFromGameState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ActorFrame::HandleMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// lua start
|
|
|
|
|
#include "LuaBinding.h"
|
|
|
|
|
|
|
|
|
|
/** @brief Allow Lua to have access to the StepsDisplayList. */
|
|
|
|
|
class LunaStepsDisplayList: public Luna<StepsDisplayList>
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
static int setfromgamestate( T* p, lua_State *L ) { p->SetFromGameState(); return 0; }
|
|
|
|
|
|
|
|
|
|
LunaStepsDisplayList()
|
|
|
|
|
{
|
|
|
|
|
ADD_METHOD( setfromgamestate );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( StepsDisplayList, ActorFrame )
|
|
|
|
|
// lua end
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2003-2004 Glenn Maynard
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|