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itgmania212121/src/StepsDisplay.cpp
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#include "global.h"
#include "StepsDisplay.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "Course.h"
#include "SongManager.h"
#include "ActorUtil.h"
#include "Style.h"
#include "XmlFile.h"
#include "LuaBinding.h"
#include "GameManager.h"
#include "PlayerState.h"
#include "RageLog.h"
REGISTER_ACTOR_CLASS( StepsDisplay );
StepsDisplay::StepsDisplay()
{
}
/* sID experiment:
*
* Names of an actor, "Foo":
* [Foo]
* Metric=abc
*
* [ScreenSomething]
* FooP1X=20
* FooP2Y=30
*
* Graphics\Foo under p1
*
* We want to call it different things in different contexts: we may only want one
* set of internal metrics for a given use, but separate metrics for each player at
* the screen level, and we may or may not want separate names at the asset level.
*
* As is, we tend to end up having to either duplicate [Foo] to [FooP1] and [FooP2]
* or not use m_sName for [Foo], which limits its use. Let's try using a separate
* name for internal metrics. I'm not sure if this will cause more confusion than good,
* so I'm trying it first in only this object.
*/
void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlayerState )
{
m_sMetricsGroup = sMetricsGroup;
/* We can't use global ThemeMetric<RString>s, because we can have multiple
* StepsDisplays on screen at once, with different names. */
m_iNumTicks.Load(m_sMetricsGroup,"NumTicks");
m_iMaxTicks.Load(m_sMetricsGroup,"MaxTicks");
m_bShowTicks.Load(m_sMetricsGroup,"ShowTicks");
m_bShowMeter.Load(m_sMetricsGroup,"ShowMeter");
m_bShowDescription.Load(m_sMetricsGroup,"ShowDescription");
m_bShowAutogen.Load(m_sMetricsGroup,"ShowAutogen");
m_bShowStepsType.Load(m_sMetricsGroup,"ShowStepsType");
m_sZeroMeterString.Load(m_sMetricsGroup,"ZeroMeterString");
m_sprFrame.Load( THEME->GetPathG(m_sMetricsGroup,"frame") );
m_sprFrame->SetName( "Frame" );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprFrame, m_sMetricsGroup );
this->AddChild( m_sprFrame );
if( m_bShowTicks )
{
RString sChars = "10"; // on, off (todo: make this metricable -aj)
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m_textTicks.SetName( "Ticks" );
m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(m_sMetricsGroup,"ticks"), sChars );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, m_sMetricsGroup );
this->AddChild( &m_textTicks );
}
if( m_bShowMeter )
{
m_textMeter.SetName( "Meter" );
m_textMeter.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"meter") );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textMeter, m_sMetricsGroup );
this->AddChild( &m_textMeter );
// These commands should have been loaded by SetXYAndOnCommand above.
ASSERT( m_textMeter.HasCommand("Set") );
}
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if( m_bShowDescription )
{
m_textDescription.SetName( "Description" );
m_textDescription.LoadFromFont( THEME->GetPathF(m_sMetricsGroup,"Description") );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textDescription, m_sMetricsGroup );
this->AddChild( &m_textDescription );
}
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if( m_bShowAutogen )
{
m_sprAutogen.Load( THEME->GetPathG(m_sMetricsGroup,"Autogen") );
m_sprAutogen->SetName( "Autogen" );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprAutogen, m_sMetricsGroup );
this->AddChild( m_sprAutogen );
}
if( m_bShowStepsType )
{
m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType") );
m_sprStepsType->SetName( "StepsType" );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprStepsType, m_sMetricsGroup );
this->AddChild( m_sprStepsType );
}
// Play Load Command
PlayerState* pPlayerState_ = const_cast<PlayerState*>(pPlayerState);
Message msg("Load");
if( pPlayerState_ )
msg.SetParam( "PlayerState", LuaReference::CreateFromPush(*pPlayerState_) );
this->HandleMessage( msg );
Unset();
}
void StepsDisplay::SetFromGameState( PlayerNumber pn )
{
if( GAMESTATE->IsCourseMode() )
{
// figure out what course type is selected somehow.
const Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
if( pTrail )
SetFromTrail( pTrail );
else
{
// why was it pTrail->m_CourseType as the last argument when pTrail
// can't possibly exist here? -aj
//pTrail = GAMESTATE->m_pPreferredCourse->GetTrail(GAMESTATE->m_PreferredStepsType, GAMESTATE->m_PreferredCourseDifficulty[pn]);
SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, GAMESTATE->m_PreferredCourseDifficulty[pn], CourseType_Invalid );
}
}
else
{
const Steps* pSteps = GAMESTATE->m_pCurSteps[pn];
if( pSteps )
SetFromSteps( pSteps );
else
SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, GAMESTATE->m_PreferredDifficulty[pn], CourseType_Invalid );
}
}
void StepsDisplay::SetFromSteps( const Steps* pSteps )
{
if( pSteps == NULL )
{
Unset();
return;
}
SetParams params = { pSteps, NULL, pSteps->GetMeter(), pSteps->m_StepsType, pSteps->GetDifficulty(), CourseType_Invalid };
SetInternal( params );
}
void StepsDisplay::SetFromTrail( const Trail* pTrail )
{
if( pTrail == NULL )
{
Unset();
return;
}
SetParams params = { NULL, pTrail, pTrail->GetMeter(), pTrail->m_StepsType, pTrail->m_CourseDifficulty, pTrail->m_CourseType };
SetInternal( params );
}
void StepsDisplay::Unset()
{
this->SetVisible( false );
}
void StepsDisplay::SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType st, int iMeter, Difficulty dc, CourseType ct )
{
SetParams params = { NULL, NULL, iMeter, st, dc, ct };
SetInternal( params );
}
void StepsDisplay::SetInternal( const SetParams &params )
{
this->SetVisible( true );
Message msg( "Set" );
RString sCustomDifficulty;
if( params.pSteps )
sCustomDifficulty = StepsToCustomDifficulty(params.pSteps);
else if( params.pTrail )
sCustomDifficulty = TrailToCustomDifficulty(params.pTrail);
else
sCustomDifficulty = GetCustomDifficulty( params.st, params.dc, params.ct );
msg.SetParam( "CustomDifficulty", sCustomDifficulty );
RString sDisplayDescription;
if( params.pSteps && params.pSteps->IsAnEdit() )
sDisplayDescription = params.pSteps->GetDescription();
else if( sCustomDifficulty.empty() )
sDisplayDescription = RString();
else
sDisplayDescription = CustomDifficultyToLocalizedString( sCustomDifficulty );
msg.SetParam( "DisplayDescription", sDisplayDescription );
if( params.pSteps )
msg.SetParam( "Steps", LuaReference::CreateFromPush(*(Steps*)params.pSteps) );
if( params.pTrail )
msg.SetParam( "Trail", LuaReference::CreateFromPush(*(Trail*)params.pTrail) );
msg.SetParam( "Meter", params.iMeter );
msg.SetParam( "StepsType", params.st );
m_sprFrame->HandleMessage( msg );
if( m_bShowTicks )
{
char on = char('1');
char off = '0';
RString sNewText;
int iNumOn = min( (int)m_iMaxTicks, params.iMeter );
sNewText.insert( sNewText.end(), iNumOn, on );
int iNumOff = max( 0, m_iNumTicks-iNumOn );
sNewText.insert( sNewText.end(), iNumOff, off );
m_textTicks.SetText( sNewText );
m_textTicks.HandleMessage( msg );
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}
if( m_bShowMeter )
{
if( params.iMeter == 0 ) // Unset calls with this
{
m_textMeter.SetText( m_sZeroMeterString );
}
else
{
const RString sMeter = ssprintf( "%i", params.iMeter );
m_textMeter.SetText( sMeter );
m_textMeter.HandleMessage( msg );
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}
}
if( m_bShowDescription )
{
m_textDescription.SetText( sDisplayDescription );
m_textDescription.HandleMessage( msg );
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}
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if( m_bShowAutogen )
{
bool b = params.pSteps && params.pSteps->IsAutogen();
m_sprAutogen->HandleMessage( msg );
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m_sprAutogen->SetVisible( b );
}
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if( m_bShowStepsType )
{
if( params.st != StepsType_Invalid )
{
/*
RString sStepsType = GAMEMAN->GetStepsTypeInfo(params.st).szName;
m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType "+sStepsType) );
*/
}
}
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this->HandleMessage( msg );
}
// lua start
#include "LuaBinding.h"
class LunaStepsDisplay: public Luna<StepsDisplay>
{
public:
static int Load( T* p, lua_State *L ) { p->Load( SArg(1), NULL ); return 0; }
static int SetFromSteps( T* p, lua_State *L )
{
if( lua_isnil(L,1) )
{
p->SetFromSteps( NULL );
}
else
{
Steps *pS = Luna<Steps>::check(L,1);
p->SetFromSteps( pS );
}
return 0;
}
static int SetFromTrail( T* p, lua_State *L )
{
if( lua_isnil(L,1) )
{
p->SetFromTrail( NULL );
}
else
{
Trail *pT = Luna<Trail>::check(L,1);
p->SetFromTrail( pT );
}
return 0;
}
static int SetFromGameState( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
p->SetFromGameState( pn );
return 0;
}
LunaStepsDisplay()
{
ADD_METHOD( Load );
ADD_METHOD( SetFromSteps );
ADD_METHOD( SetFromTrail );
ADD_METHOD( SetFromGameState );
}
};
LUA_REGISTER_DERIVED_CLASS( StepsDisplay, ActorFrame )
// lua end
/*
* (c) 2001-2004 Chris Danford, 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.
*/