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itgmania212121/stepmania/src/CourseEntryDisplay.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: CourseEntryDisplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "CourseEntryDisplay.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "Course.h"
#include "SongManager.h"
#include "ThemeManager.h"
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#include "Steps.h"
#include "GameState.h"
#include "StyleDef.h"
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#include "ActorUtil.h"
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#define SEPARATE_COURSE_METERS THEME->GetMetricB(m_sName,"SeparateCourseMeters")
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#define TEXT_BANNER_NAME THEME->GetMetric (m_sName,"TextBannerName")
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void CourseEntryDisplay::Load()
{
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m_sprFrame.SetName( "Bar" );
m_sprFrame.Load( THEME->GetPathToG("CourseEntryDisplay bar") );
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SET_XY_AND_ON_COMMAND( &m_sprFrame );
this->AddChild( &m_sprFrame );
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this->m_size.x = (float) m_sprFrame.GetTexture()->GetSourceFrameWidth();
this->m_size.y = (float) m_sprFrame.GetTexture()->GetSourceFrameHeight();
m_textNumber.SetName( "Number" );
m_textNumber.LoadFromFont( THEME->GetPathToF("CourseEntryDisplay number") );
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SET_XY_AND_ON_COMMAND( &m_textNumber );
this->AddChild( &m_textNumber );
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m_TextBanner.SetName( TEXT_BANNER_NAME, "TextBanner" );
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SET_XY_AND_ON_COMMAND( &m_TextBanner );
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/* Load the m_TextBanner now, so any actor commands sent to us will propagate correctly. */
m_TextBanner.LoadFromString( "", "", "", "", "", "" );
this->AddChild( &m_TextBanner );
for( int pn = 0; pn < NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsHumanPlayer((PlayerNumber)pn) )
continue; // skip
if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
continue; // skip
m_textFoot[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):"Foot" );
m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathToG("CourseEntryDisplay difficulty 2x1"),"10" );
SET_XY_AND_ON_COMMAND( &m_textFoot[pn] );
this->AddChild( &m_textFoot[pn] );
m_textDifficultyNumber[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("DifficultyP%i", pn+1):"Difficulty" );
m_textDifficultyNumber[pn].LoadFromFont( THEME->GetPathToF("Common normal") );
SET_XY_AND_ON_COMMAND( &m_textDifficultyNumber[pn] );
this->AddChild( &m_textDifficultyNumber[pn] );
}
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m_textModifiers.SetName( "Modifiers" );
m_textModifiers.LoadFromFont( THEME->GetPathToF("Common normal") );
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SET_XY_AND_ON_COMMAND( &m_textModifiers );
this->AddChild( &m_textModifiers );
}
void CourseEntryDisplay::SetDifficulty( PlayerNumber pn, const CString &text, RageColor c )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
return; // skip
if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
return;
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m_textDifficultyNumber[pn].SetText( text );
m_textDifficultyNumber[pn].SetDiffuse( c );
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m_textFoot[pn].SetText( "1" );
m_textFoot[pn].SetDiffuse( c );
}
void CourseEntryDisplay::LoadFromTrailEntry( int iNum, const Course *pCourse, TrailEntry *tes[NUM_PLAYERS] )
{
TrailEntry *te = tes[GAMESTATE->m_MasterPlayerNumber];
bool bMystery = te->bMystery;
if( bMystery )
{
FOREACH_EnabledPlayer(pn)
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{
TrailEntry *te = tes[pn];
Difficulty dc = te->dc;
if( dc == DIFFICULTY_INVALID )
{
int iLow = te->iLowMeter;
int iHigh = te->iHighMeter;
SetDifficulty( pn, ssprintf(iLow==iHigh?"%d":"%d-%d", iLow, iHigh), RageColor(1,1,1,1) );
}
else
SetDifficulty( pn, "?", SONGMAN->GetDifficultyColor( dc ) );
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}
m_TextBanner.LoadFromString( "??????????", "??????????", "", "", "", "" );
m_TextBanner.SetDiffuse( RageColor(1,1,1,1) ); // TODO: What should this be?
}
else
{
FOREACH_EnabledPlayer(pn)
{
TrailEntry *te = tes[pn];
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RageColor colorNotes = SONGMAN->GetDifficultyColor( te->pSteps->GetDifficulty() );
SetDifficulty( pn, ssprintf("%d", te->pSteps->GetMeter()), colorNotes );
}
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m_TextBanner.LoadFromSong( te->pSong );
m_TextBanner.SetDiffuse( SONGMAN->GetSongColor( te->pSong ) );
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}
m_textNumber.SetText( ssprintf("%d", iNum) );
m_textModifiers.SetText( te->Modifiers );
}