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itgmania212121/src/ScreenSyncOverlay.cpp
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#include "global.h"
#include "ScreenSyncOverlay.h"
#include "ScreenDimensions.h"
#include "ScreenManager.h"
#include "GameState.h"
#include "Song.h"
#include "PrefsManager.h"
#include "GamePreferences.h"
#include "InputEventPlus.h"
#include "LocalizedString.h"
#include "AdjustSync.h"
#include "ActorUtil.h"
static bool IsGameplay()
{
return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
}
REGISTER_SCREEN_CLASS( ScreenSyncOverlay );
static LocalizedString REVERT_SYNC_CHANGES ( "ScreenSyncOverlay", "Revert sync changes" );
static LocalizedString CURRENT_BPM ( "ScreenSyncOverlay", "Current BPM - smaller/larger" );
static LocalizedString SONG_OFFSET ( "ScreenSyncOverlay", "Song offset - notes earlier/later" );
static LocalizedString MACHINE_OFFSET ( "ScreenSyncOverlay", "Machine offset - notes earlier/later" );
static LocalizedString HOLD_ALT ( "ScreenSyncOverlay", "(hold Alt for smaller increment)" );
void ScreenSyncOverlay::Init()
{
Screen::Init();
m_quad.SetDiffuse( RageColor(0,0,0,0) );
m_quad.SetHorizAlign( align_left );
m_quad.SetXY( SCREEN_CENTER_X+10, SCREEN_TOP+100 );
this->AddChild( &m_quad );
m_textHelp.LoadFromFont( THEME->GetPathF("Common", "normal") );
m_textHelp.SetHorizAlign( align_left );
m_textHelp.SetXY( SCREEN_CENTER_X+20, SCREEN_TOP+100 );
m_textHelp.SetDiffuseAlpha( 0 );
m_textHelp.SetShadowLength( 2 );
m_textHelp.SetText(
REVERT_SYNC_CHANGES.GetValue()+":\n"
" F4\n" +
CURRENT_BPM.GetValue()+":\n"
" F9/F10\n" +
CURRENT_BPM.GetValue()+":\n"
" F11/F12\n" +
MACHINE_OFFSET.GetValue()+":\n"
" Shift + F11/F12\n" +
HOLD_ALT.GetValue() );
this->AddChild( &m_textHelp );
m_quad.ZoomToWidth( m_textHelp.GetZoomedWidth()+20 );
m_quad.ZoomToHeight( m_textHelp.GetZoomedHeight()+20 );
m_textStatus.SetName( "Status" );
m_textStatus.LoadFromFont( THEME->GetPathF(m_sName, "status") );
ActorUtil::LoadAllCommandsAndOnCommand( m_textStatus, m_sName );
this->AddChild( &m_textStatus );
m_textAdjustments.SetName( "Adjustments" );
m_textAdjustments.LoadFromFont( THEME->GetPathF(m_sName,"Adjustments") );
ActorUtil::LoadAllCommandsAndOnCommand( m_textAdjustments, m_sName );
this->AddChild( &m_textAdjustments );
Update( 0 );
}
void ScreenSyncOverlay::Update( float fDeltaTime )
{
this->SetVisible( IsGameplay() );
if( !IsGameplay() )
{
HideHelp();
return;
}
Screen::Update(fDeltaTime);
UpdateText();
}
bool g_bShowAutoplay = true;
void ScreenSyncOverlay::SetShowAutoplay( bool b )
{
g_bShowAutoplay = b;
}
static LocalizedString AUTO_PLAY ( "ScreenSyncOverlay", "AutoPlay" );
static LocalizedString AUTO_PLAY_CPU ( "ScreenSyncOverlay", "AutoPlayCPU" );
static LocalizedString AUTO_SYNC_SONG ( "ScreenSyncOverlay", "AutoSync Song" );
static LocalizedString AUTO_SYNC_MACHINE ( "ScreenSyncOverlay", "AutoSync Machine" );
static LocalizedString AUTO_SYNC_TEMPO ( "ScreenSyncOverlay", "AutoSync Tempo" );
static LocalizedString OLD_OFFSET ( "ScreenSyncOverlay", "Old offset" );
static LocalizedString NEW_OFFSET ( "ScreenSyncOverlay", "New offset" );
static LocalizedString COLLECTING_SAMPLE( "ScreenSyncOverlay", "Collecting sample" );
static LocalizedString STANDARD_DEVIATION( "ScreenSyncOverlay", "Standard deviation" );
void ScreenSyncOverlay::UpdateText()
{
// Update Status
vector<RString> vs;
if( g_bShowAutoplay )
{
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PlayerController pc = GamePreferences::m_AutoPlay.Get();
switch( pc )
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{
case PC_HUMAN: break;
case PC_AUTOPLAY: vs.push_back(AUTO_PLAY); break;
case PC_CPU: vs.push_back(AUTO_PLAY_CPU); break;
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default:
FAIL_M(ssprintf("Invalid PlayerController: %i", pc));
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}
}
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SongOptions::AutosyncType type = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType;
switch( type )
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{
case SongOptions::AUTOSYNC_OFF: break;
case SongOptions::AUTOSYNC_SONG: vs.push_back(AUTO_SYNC_SONG); break;
case SongOptions::AUTOSYNC_MACHINE: vs.push_back(AUTO_SYNC_MACHINE); break;
case SongOptions::AUTOSYNC_TEMPO: vs.push_back(AUTO_SYNC_TEMPO); break;
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default:
FAIL_M(ssprintf("Invalid autosync type: %i", type));
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}
if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available
{
AdjustSync::GetSyncChangeTextGlobal( vs );
AdjustSync::GetSyncChangeTextSong( vs );
}
m_textStatus.SetText( join("\n",vs) );
// Update SyncInfo
bool bVisible = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType != SongOptions::AUTOSYNC_OFF;
m_textAdjustments.SetVisible( bVisible );
if( bVisible )
{
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
float fStdDev = AdjustSync::s_fStandardDeviation;
RString s;
s += OLD_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fOld );
s += NEW_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fNew );
s += STANDARD_DEVIATION.GetValue() + ssprintf( ": %0.3f\n", fStdDev );
s += COLLECTING_SAMPLE.GetValue() + ssprintf( ": %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, AdjustSync::OFFSET_SAMPLE_COUNT );
m_textAdjustments.SetText( s );
}
}
static LocalizedString CANT_SYNC_WHILE_PLAYING_A_COURSE ("ScreenSyncOverlay","Can't sync while playing a course.");
static LocalizedString SYNC_CHANGES_REVERTED ("ScreenSyncOverlay","Sync changes reverted.");
bool ScreenSyncOverlay::Input( const InputEventPlus &input )
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{
if( !IsGameplay() )
return Screen::Input(input);
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if( input.DeviceI.device != DEVICE_KEYBOARD )
return Screen::Input(input);
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enum Action
{
RevertSyncChanges,
ChangeSongBPM,
ChangeGlobalOffset,
ChangeSongOffset,
Action_Invalid
};
Action a = Action_Invalid;
bool bIncrease = true;
switch( input.DeviceI.button )
{
case KEY_F4: a = RevertSyncChanges; break;
case KEY_F9: bIncrease = false; /* fall through */
case KEY_F10: a = ChangeSongBPM; break;
case KEY_F11: bIncrease = false; /* fall through */
case KEY_F12:
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) )
a = ChangeGlobalOffset;
else
a = ChangeSongOffset;
break;
default:
return Screen::Input(input);
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}
if( GAMESTATE->IsCourseMode() && a != ChangeGlobalOffset )
{
SCREENMAN->SystemMessage( CANT_SYNC_WHILE_PLAYING_A_COURSE );
return true;
}
switch( a )
{
case RevertSyncChanges:
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if( input.type != IET_FIRST_PRESS )
return false;
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SCREENMAN->SystemMessage( SYNC_CHANGES_REVERTED );
AdjustSync::RevertSyncChanges();
break;
case ChangeSongBPM:
{
float fDelta = bIncrease? +0.02f:-0.02f;
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
{
fDelta /= 20;
}
switch( input.type )
{
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case IET_RELEASE: fDelta *= 0; break;
case IET_REPEAT:
{
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 0;
else
fDelta *= 10;
break;
}
default: break;
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}
if( GAMESTATE->m_pCurSong != NULL )
{
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TimingData &sTiming = GAMESTATE->m_pCurSong->m_SongTiming;
BPMSegment * seg = sTiming.GetBPMSegmentAtBeat( GAMESTATE->m_Position.m_fSongBeat );
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seg->SetBPS( seg->GetBPS() + fDelta );
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
{
TimingData &pTiming = (*s)->m_Timing;
// Empty means it inherits song timing,
// which has already been updated.
if( pTiming.empty() )
continue;
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float second = sTiming.GetElapsedTimeFromBeat(GAMESTATE->m_Position.m_fSongBeat);
seg = pTiming.GetBPMSegmentAtBeat(pTiming.GetBeatFromElapsedTime(second));
seg->SetBPS( seg->GetBPS() + fDelta );
}
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}
}
break;
case ChangeGlobalOffset:
case ChangeSongOffset:
{
float fDelta = bIncrease? +0.02f:-0.02f;
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
{
fDelta /= 20; /* 1ms */
}
switch( input.type )
{
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case IET_RELEASE: fDelta *= 0; break;
case IET_REPEAT:
{
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 0;
else
fDelta *= 10;
}
default: break;
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}
switch( a )
{
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case ChangeGlobalOffset:
{
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + fDelta );
break;
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}
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case ChangeSongOffset:
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{
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if( GAMESTATE->m_pCurSong != NULL )
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{
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += fDelta;
const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
{
// Empty means it inherits song timing,
// which has already been updated.
if( (*s)->m_Timing.empty() )
continue;
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(*s)->m_Timing.m_fBeat0OffsetInSeconds += fDelta;
}
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}
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break;
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}
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default: break;
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}
}
break;
default:
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FAIL_M(ssprintf("Invalid sync action choice: %i", a));
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}
ShowHelp();
UpdateText();
return true;
}
void ScreenSyncOverlay::ShowHelp()
{
m_quad.StopTweening();
m_quad.BeginTweening( 0.3f, TWEEN_LINEAR );
m_quad.SetDiffuseAlpha( 0.5f );
m_textHelp.StopTweening();
m_textHelp.BeginTweening( 0.3f, TWEEN_LINEAR );
m_textHelp.SetDiffuseAlpha( 1 );
m_quad.Sleep( 4 );
m_quad.BeginTweening( 0.3f, TWEEN_LINEAR );
m_quad.SetDiffuseAlpha( 0 );
m_textHelp.Sleep( 4 );
m_textHelp.BeginTweening( 0.3f, TWEEN_LINEAR );
m_textHelp.SetDiffuseAlpha( 0 );
}
void ScreenSyncOverlay::HideHelp()
{
m_quad.FinishTweening();
m_textHelp.FinishTweening();
}
/*
* (c) 2001-2005 Chris Danford
* 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.
*/