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itgmania212121/stepmania/src/MenuTimer.cpp
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#include "global.h"
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#include "MenuTimer.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "AnnouncerManager.h"
#include "ThemeManager.h"
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#include "Font.h"
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#include "GameSoundManager.h"
#include "ThemeMetric.h"
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#include "ActorUtil.h"
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CString WARNING_COMMAND_NAME( size_t i ) { return ssprintf("WarningCommand%d",int(i)); }
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static const ThemeMetric<int> WARNING_START ("MenuTimer","WarningStart");
static const ThemeMetric<int> WARNING_BEEP_START ("MenuTimer","WarningBeepStart");
static const ThemeMetric<float> MAX_STALL_SECONDS ("MenuTimer","MaxStallSeconds");
static const ThemeMetric<CString> TEXT1_FORMAT_FUNCTION ("MenuTimer","Text1FormatFunction");
static const ThemeMetric<CString> TEXT2_FORMAT_FUNCTION ("MenuTimer","Text2FormatFunction");
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static const float TIMER_PAUSE_SECONDS = 99.99f;
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MenuTimer::MenuTimer() :
WARNING_COMMAND("MenuTimer", WARNING_COMMAND_NAME, WARNING_START+1)
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{
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m_fStallSeconds = 0;
m_fStallSecondsLeft = MAX_STALL_SECONDS;
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m_bPaused = false;
}
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void MenuTimer::Load()
{
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
{
m_text[i].LoadFromFont( THEME->GetPathF("MenuTimer","numbers") );
m_text[i].SetName( ssprintf("Text%d",i+1) );
ActorUtil::OnCommand( m_text[i], "MenuTimer" );
this->AddChild( &m_text[i] );
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m_exprFormatText[i].SetFromExpression( i==0 ? TEXT1_FORMAT_FUNCTION : TEXT2_FORMAT_FUNCTION );
}
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SetSeconds( TIMER_PAUSE_SECONDS );
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m_soundBeep.Load( THEME->GetPathS("MenuTimer","tick") );
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}
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void MenuTimer::EnableStealth( bool bStealth )
{
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if( bStealth )
m_soundBeep.Unload(); // unload the sound
else
m_soundBeep.Load( THEME->GetPathS("MenuTimer","tick") ); // reload the sound
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
{
m_text[i].SetHidden( bStealth );
}
}
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void MenuTimer::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
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if( m_bPaused )
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return;
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// run down the stall time if any
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if( m_fStallSeconds > 0 )
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m_fStallSeconds = max( m_fStallSeconds - fDeltaTime, 0 );
if( m_fStallSeconds > 0 )
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return;
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const float fOldSecondsLeft = m_fSecondsLeft;
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m_fSecondsLeft -= fDeltaTime;
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m_fSecondsLeft = max( 0, m_fSecondsLeft );
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const float fNewSecondsLeft = m_fSecondsLeft;
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SetText( fNewSecondsLeft );
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if( fOldSecondsLeft == fNewSecondsLeft )
return;
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if( fOldSecondsLeft > 5.5 && fNewSecondsLeft < 5.5 ) // transition to below 5.5
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("hurry up") );
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int iCrossed = (int)floorf(fOldSecondsLeft);
if( fOldSecondsLeft > iCrossed && fNewSecondsLeft < iCrossed ) // crossed
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{
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if( iCrossed <= WARNING_START )
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{
for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
m_text[i].RunCommands( WARNING_COMMAND.GetValue(iCrossed), this );
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}
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if( iCrossed <= WARNING_BEEP_START && m_soundBeep.IsLoaded() )
m_soundBeep.Play();
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}
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if( fNewSecondsLeft == 0 )
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{
Stop();
SCREENMAN->PostMessageToTopScreen( SM_MenuTimer, 0 );
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
m_text[i].SetEffectNone();
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}
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}
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void MenuTimer::Pause()
{
m_bPaused = true;
}
void MenuTimer::Stop()
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{
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/* Don't call SetSeconds if we're already at 0: let the existing tweens finish. */
if( m_fSecondsLeft >= 1 )
SetSeconds( 0 );
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Pause();
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}
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void MenuTimer::Disable()
{
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SetSeconds( TIMER_PAUSE_SECONDS );
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Pause();
}
void MenuTimer::Stall()
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{
/* Max amount of stall time we'll use: */
const float Amt = min( 0.5f, m_fStallSecondsLeft );
/* Amount of stall time to add: */
const float ToAdd = Amt - m_fStallSeconds;
m_fStallSeconds += ToAdd;
m_fStallSecondsLeft -= ToAdd;
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}
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void MenuTimer::SetSeconds( float fSeconds )
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{
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m_fSecondsLeft = fSeconds;
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
m_text[i].PlayCommand( "On" );
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SetText( fSeconds );
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}
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void MenuTimer::Start()
{
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m_bPaused = false;
}
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void MenuTimer::SetText( float fSeconds )
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{
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Lua *L = LUA->Get();
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
{
// function
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m_exprFormatText[i].PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
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// 1st parameter
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LuaHelpers::Push( fSeconds, L );
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// call function with 1 argument and 1 result
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lua_call(L, 1, 1);
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CString sText;
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LuaHelpers::PopStack( sText, L );
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m_text[i].SetText( sText );
}
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LUA->Release(L);
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}
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/*
* (c) 2002-2004 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.
*/