Files
itgmania212121/stepmania/src/ScreenSelectMusic.cpp
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#include "global.h"
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#include "ScreenSelectMusic.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "SongManager.h"
#include "GameManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
#include "RageLog.h"
#include "InputMapper.h"
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#include "GameState.h"
#include "CodeDetector.h"
#include "ThemeManager.h"
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#include "Steps.h"
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#include "ActorUtil.h"
#include "RageTextureManager.h"
#include "Course.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "MenuTimer.h"
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#include "LightsManager.h"
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#include "StatsManager.h"
#include "StepsUtil.h"
#include "Foreach.h"
#include "Style.h"
#include "PlayerState.h"
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#include "CommonMetrics.h"
#include "BannerCache.h"
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#include "song.h"
#include "InputEventPlus.h"
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#include "OptionsList.h"
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const int NUM_SCORE_DIGITS = 9;
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#define SHOW_OPTIONS_MESSAGE_SECONDS THEME->GetMetricF( m_sName, "ShowOptionsMessageSeconds" )
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AutoScreenMessage( SM_AllowOptionsMenuRepeat )
AutoScreenMessage( SM_SongChanged )
AutoScreenMessage( SM_SortOrderChanging )
AutoScreenMessage( SM_SortOrderChanged )
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static RString g_sCDTitlePath;
static bool g_bWantFallbackCdTitle;
static bool g_bCDTitleWaiting = false;
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static RString g_sBannerPath;
static bool g_bBannerWaiting = false;
static bool g_bSampleMusicWaiting = false;
static RageTimer g_StartedLoadingAt(RageZeroTimer);
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REGISTER_SCREEN_CLASS( ScreenSelectMusic );
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ScreenSelectMusic::ScreenSelectMusic()
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{
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if( PREFSMAN->m_bScreenTestMode )
{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
GAMESTATE->JoinPlayer( PLAYER_1 );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
}
}
void ScreenSelectMusic::Init()
{
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SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" );
DO_ROULETTE_ON_MENU_TIMER.Load( m_sName, "DoRouletteOnMenuTimer" );
ALIGN_MUSIC_BEATS.Load( m_sName, "AlignMusicBeat" );
CODES.Load( m_sName, "Codes" );
MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
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USE_OPTIONS_LIST.Load( m_sName, "UseOptionsList" );
TWO_PART_SELECTION.Load( m_sName, "TwoPartSelection" );
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m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") );
FOREACH_ENUM( PlayerNumber, p )
{
m_bSelectIsDown[p] = false; // used by UpdateSelectButton
m_bAcceptSelectRelease[p] = false;
}
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ScreenWithMenuElements::Init();
/* Cache: */
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m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
m_sSortMusicPath = THEME->GetPathS(m_sName,"sort music");
m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
m_sCourseMusicPath = THEME->GetPathS(m_sName,"course music");
m_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
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m_TexturePreload.Load( m_sFallbackCDTitlePath );
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if( PREFSMAN->m_BannerCache != BNCACHE_OFF )
{
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","all music")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Common","fallback banner")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","roulette")) );
m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","random")) );
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
}
if( CommonMetrics::AUTO_SET_STYLE )
{
vector<StepsType> vst;
GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0] );
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GAMESTATE->SetCurrentStyle( pStyle );
}
/* Load low-res banners, if needed. */
BANNERCACHE->Demand();
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m_MusicWheel.SetName( "MusicWheel" );
m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
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this->AddChild( &m_MusicWheel );
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if( USE_OPTIONS_LIST )
{
FOREACH_PlayerNumber(p)
{
m_OptionsList[p].SetName( "OptionsList" + PlayerNumberToString(p) );
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m_OptionsList[p].Load( "OptionsList", p );
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m_OptionsList[p].SetDrawOrder( 100 );
ActorUtil::LoadAllCommands( m_OptionsList[p], m_sName );
this->AddChild( &m_OptionsList[p] );
}
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m_OptionsList[PLAYER_1].Link( &m_OptionsList[PLAYER_2] );
m_OptionsList[PLAYER_2].Link( &m_OptionsList[PLAYER_1] );
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}
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// this is loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_Banner );
this->AddChild( &m_Banner );
m_sprCDTitleFront.SetName( "CDTitle" );
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m_sprCDTitleFront.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCDTitleFront );
COMMAND( m_sprCDTitleFront, "Front" );
this->AddChild( &m_sprCDTitleFront );
m_sprCDTitleBack.SetName( "CDTitle" );
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m_sprCDTitleBack.Load( THEME->GetPathG(m_sName,"fallback cdtitle") );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCDTitleBack );
COMMAND( m_sprCDTitleBack, "Back" );
this->AddChild( &m_sprCDTitleBack );
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FOREACH_ENUM( PlayerNumber, p )
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{
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m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
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m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
m_textHighScore[p].SetShadowLength( 0 );
m_textHighScore[p].RunCommands( CommonMetrics::PLAYER_COLOR.GetValue(p) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_textHighScore[p] );
this->AddChild( &m_textHighScore[p] );
}
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RageSoundLoadParams SoundParams;
SoundParams.m_bSupportPan = true;
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m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
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m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier"), false, &SoundParams );
m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder"), false, &SoundParams );
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m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
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this->SortByDrawOrder();
}
void ScreenSelectMusic::BeginScreen()
{
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex or GAMESTATE->m_iPlayerCurrentStageIndexForCurrentCredit. */
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GAMESTATE->FinishStage();
LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
if( GAMESTATE->GetCurrentStyle() == NULL )
RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
if( GAMESTATE->m_PlayMode == PlayMode_Invalid )
RageException::Throw( "The PlayMode has not been set. A theme must set the PlayMode before loading ScreenSelectMusic." );
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OPTIONS_MENU_AVAILABLE.Load( m_sName, "OptionsMenuAvailable" );
PlayCommand( "Mods" );
m_MusicWheel.BeginScreen();
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m_SelectionState = SelectionState_SelectingSong;
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ZERO( m_bStepsSelected );
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m_bGoToOptions = false;
m_bAllowOptionsMenu = m_bAllowOptionsMenuRepeat = false;
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ZERO( m_iSelection );
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AfterMusicChange();
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SOUND->PlayOnceFromAnnouncer( "select music intro" );
ScreenWithMenuElements::BeginScreen();
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}
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ScreenSelectMusic::~ScreenSelectMusic()
{
LOG->Trace( "ScreenSelectMusic::~ScreenSelectMusic()" );
BANNERCACHE->Undemand();
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}
/* If bForce is true, the next request will be started even if it might cause a skip. */
void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
{
if( g_bCDTitleWaiting )
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{
/* The CDTitle is normally very small, so we don't bother waiting to display it. */
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RString sPath;
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if( !m_BackgroundLoader.IsCacheFileFinished(g_sCDTitlePath, sPath) )
return;
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g_bCDTitleWaiting = false;
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RString sCDTitlePath = sPath;
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if( sCDTitlePath.empty() || !IsAFile(sCDTitlePath) )
sCDTitlePath = g_bWantFallbackCdTitle? m_sFallbackCDTitlePath:RString("");
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if( !sCDTitlePath.empty() )
{
TEXTUREMAN->DisableOddDimensionWarning();
m_sprCDTitleFront.Load( sCDTitlePath );
m_sprCDTitleBack.Load( sCDTitlePath );
TEXTUREMAN->EnableOddDimensionWarning();
}
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m_BackgroundLoader.FinishedWithCachedFile( g_sCDTitlePath );
}
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/* Loading the rest can cause small skips, so don't do it until the wheel settles.
* Do load if we're transitioning out, though, so we don't miss starting the music
* for the options screen if a song is selected quickly. Also, don't do this
* if the wheel is locked, since we're just bouncing around after selecting TYPE_RANDOM,
* and it'll take a while before the wheel will settle. */
if( !m_MusicWheel.IsSettled() && !m_MusicWheel.WheelIsLocked() && !bForce )
return;
if( g_bBannerWaiting )
{
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if( m_Banner.GetTweenTimeLeft() > 0 )
return;
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RString sPath;
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bool bFreeCache = false;
if( TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
{
/* If the file is already loaded into a texture, it's finished,
* and we only do this to honor the HighQualTime value. */
sPath = g_sBannerPath;
}
else
{
if( !m_BackgroundLoader.IsCacheFileFinished( g_sBannerPath, sPath ) )
return;
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bFreeCache = true;
}
g_bBannerWaiting = false;
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m_Banner.Load( sPath, true );
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if( bFreeCache )
m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
}
/* Nothing else is going. Start the music, if we havn't yet. */
if( g_bSampleMusicWaiting )
{
/* Don't start the music sample when moving fast. */
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if( g_StartedLoadingAt.Ago() < SAMPLE_MUSIC_DELAY && !bForce )
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return;
g_bSampleMusicWaiting = false;
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SOUND->PlayMusic(
m_sSampleMusicToPlay, m_pSampleMusicTimingData,
true, m_fSampleStartSeconds, m_fSampleLengthSeconds,
1.5f, /* fade out for 1.5 seconds */
ALIGN_MUSIC_BEATS );
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}
}
void ScreenSelectMusic::Update( float fDeltaTime )
{
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ScreenWithMenuElements::Update( fDeltaTime );
CheckBackgroundRequests( false );
}
void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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// LOG->Trace( "ScreenSelectMusic::Input()" );
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// debugging?
// I just like being able to see untransliterated titles occasionally.
if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F9 )
{
if( input.type != IET_FIRST_PRESS )
return;
PREFSMAN->m_bShowNativeLanguage.Set( !PREFSMAN->m_bShowNativeLanguage );
m_MusicWheel.RebuildWheelItems();
return;
}
if( !input.GameI.IsValid() )
return; // don't care
// Handle late joining
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if( m_SelectionState != SelectionState_Finalized && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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{
// The current steps may no longer be playable. If one player has double steps
// selected, they are no longer playable now that P2 has joined.
// TODO: Invalidate the CurSteps only if they are no longer playable. That way,
// after music change will clamp to the nearest in the DifficultyList.
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
FOREACH_ENUM( PlayerNumber, p )
GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
AfterMusicChange();
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int iSel = 0;
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PlayerNumber pn = input.pn;
m_iSelection[pn] = iSel;
if( GAMESTATE->IsCourseMode() )
{
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurTrail[pn].Set( pTrail );
}
else
{
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
}
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return; // don't handle this press again below
}
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if( !GAMESTATE->IsHumanPlayer(input.pn) )
return;
// Check for "Press START again for options" button press
if( m_SelectionState == SelectionState_Finalized &&
input.MenuI == MENU_BUTTON_START &&
input.type != IET_RELEASE &&
OPTIONS_MENU_AVAILABLE.GetValue() )
{
if( m_bGoToOptions )
return; /* got it already */
if( !m_bAllowOptionsMenu )
return; /* not allowed */
if( !m_bAllowOptionsMenuRepeat && input.type == IET_REPEAT )
{
return; /* not allowed yet */
}
m_bGoToOptions = true;
m_soundStart.Play();
this->PlayCommand( "ShowEnteringOptions" );
// Re-queue SM_BeginFadingOut, since ShowEnteringOptions may have
// short-circuited animations.
this->ClearMessageQueue( SM_BeginFadingOut );
this->PostScreenMessage( SM_BeginFadingOut, this->GetTweenTimeLeft() );
return;
}
if( IsTransitioning() )
return; // ignore
if( m_SelectionState == SelectionState_Finalized ||
m_bStepsSelected[input.pn] )
return; // ignore
// handle options list input
if( USE_OPTIONS_LIST )
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{
PlayerNumber pn = input.pn;
if( pn != PLAYER_INVALID )
{
if( m_OptionsList[pn].IsOpened() )
{
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m_OptionsList[pn].Input( input );
if( !m_OptionsList[pn].IsOpened() )
CloseOptionsList( pn );
return;
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}
else
{
if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT && m_bAcceptSelectRelease[pn] )
OpenOptionsList( pn );
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}
}
}
if( input.MenuI == MENU_BUTTON_SELECT && input.type != IET_REPEAT )
m_bAcceptSelectRelease[input.pn] = (input.type == IET_FIRST_PRESS);
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if( SELECT_MENU_AVAILABLE && input.MenuI == MENU_BUTTON_SELECT && input.type != IET_REPEAT )
UpdateSelectButton( input.pn, input.type == IET_FIRST_PRESS );
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if( SELECT_MENU_AVAILABLE && m_bSelectIsDown[input.pn] )
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{
if( input.type == IET_FIRST_PRESS )
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{
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switch( input.MenuI )
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{
case MENU_BUTTON_LEFT:
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ChangeDifficulty( input.pn, -1 );
m_bAcceptSelectRelease[input.pn] = false;
break;
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case MENU_BUTTON_RIGHT:
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ChangeDifficulty( input.pn, +1 );
m_bAcceptSelectRelease[input.pn] = false;
break;
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case MENU_BUTTON_START:
m_bAcceptSelectRelease[input.pn] = false;
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if( MODE_MENU_AVAILABLE )
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m_MusicWheel.NextSort();
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else
m_soundLocked.Play();
break;
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}
}
// return;
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}
if( m_SelectionState == SelectionState_SelectingSong &&
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == MENU_BUTTON_SELECT) )
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{
{
/* If we're rouletting, hands off. */
if( m_MusicWheel.IsRouletting() )
return;
bool bLeftIsDown = false;
bool bRightIsDown = false;
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FOREACH_HumanPlayer( p )
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{
if( m_OptionsList[p].IsOpened() )
continue;
if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, p) )
continue;
bLeftIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonPreviousSong, p );
bRightIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonNextSong, p );
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}
bool bBothDown = bLeftIsDown && bRightIsDown;
bool bNeitherDown = !bLeftIsDown && !bRightIsDown;
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if( bNeitherDown )
{
/* Both buttons released. */
m_MusicWheel.Move( 0 );
}
else if( bBothDown )
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{
m_MusicWheel.Move( 0 );
if( input.type == IET_FIRST_PRESS )
{
if( input.MenuI == m_GameButtonPreviousSong )
m_MusicWheel.ChangeMusicUnlessLocked( -1 );
else if( input.MenuI == m_GameButtonNextSong )
m_MusicWheel.ChangeMusicUnlessLocked( +1 );
}
}
else if( bLeftIsDown )
{
if( input.type != IET_RELEASE )
m_MusicWheel.Move( -1 );
}
else if( bRightIsDown )
{
if( input.type != IET_RELEASE )
m_MusicWheel.Move( +1 );
}
else
{
ASSERT(0);
}
// Reset the repeat timer when the button is released.
// This fixes jumping when you release Left and Right after entering the sort
// code at the same if L & R aren't released at the exact same time.
if( input.type == IET_RELEASE )
{
INPUTMAPPER->ResetKeyRepeat( m_GameButtonPreviousSong, input.pn );
INPUTMAPPER->ResetKeyRepeat( m_GameButtonNextSong, input.pn );
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}
}
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}
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if( m_SelectionState == SelectionState_SelectingSteps &&
input.type == IET_FIRST_PRESS &&
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong) )
{
if( input.MenuI == m_GameButtonPreviousSong )
{
if( GAMESTATE->IsAnExtraStage() )
m_soundLocked.Play();
else
ChangeDifficulty( input.pn, -1 );
}
else if( input.MenuI == m_GameButtonNextSong )
{
if( GAMESTATE->IsAnExtraStage() )
m_soundLocked.Play();
else
ChangeDifficulty( input.pn, +1 );
}
}
if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
return;
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ScreenWithMenuElements::Input( input );
}
bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
{
if( CodeDetector::EnteredEasierDifficulty(input.GameI.controller) )
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{
if( GAMESTATE->IsAnExtraStage() )
m_soundLocked.Play();
else
ChangeDifficulty( input.pn, -1 );
}
else if( CodeDetector::EnteredHarderDifficulty(input.GameI.controller) )
{
if( GAMESTATE->IsAnExtraStage() )
m_soundLocked.Play();
else
ChangeDifficulty( input.pn, +1 );
}
else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )
{
if( MODE_MENU_AVAILABLE )
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
else
m_soundLocked.Play();
}
else if( CodeDetector::EnteredNextSort(input.GameI.controller) )
{
if( ( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage ) || GAMESTATE->IsExtraStage2() )
m_soundLocked.Play();
else
m_MusicWheel.NextSort();
}
else if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) )
{
m_soundOptionsChange.Play();
MESSAGEMAN->Broadcast( ssprintf("PlayerOptionsChangedP%i", input.pn+1) );
MESSAGEMAN->Broadcast( "SongOptionsChanged" );
}
else
{
return false;
}
return true;
}
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void ScreenSelectMusic::UpdateSelectButton( PlayerNumber pn, bool bSelectIsDown )
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{
if( !SELECT_MENU_AVAILABLE || !CanChangeSong() )
bSelectIsDown = false;
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if( m_bSelectIsDown[pn] != bSelectIsDown )
{
m_bSelectIsDown[pn] = bSelectIsDown;
Message msg( bSelectIsDown ? "SelectMenuOpened" : "SelectMenuClosed" );
msg.SetParam( "Player", pn );
MESSAGEMAN->Broadcast( msg );
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}
}
void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
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{
LOG->Trace( "ScreenSelectMusic::ChangeDifficulty( %d, %d )", pn, dir );
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ASSERT( GAMESTATE->IsHumanPlayer(pn) );
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if( GAMESTATE->m_pCurSong )
{
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m_iSelection[pn] += dir;
if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
return;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() );
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}
else if( GAMESTATE->m_pCurCourse )
{
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m_iSelection[pn] += dir;
if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
return;
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2006-08-17 01:23:25 +00:00
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty );
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}
else
{
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if( !GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
return;
}
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vector<PlayerNumber> vpns;
FOREACH_HumanPlayer( p )
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{
if( pn == p || GAMESTATE->DifficultiesLocked() )
{
m_iSelection[p] = m_iSelection[pn];
vpns.push_back( p );
}
}
AfterStepsOrTrailChange( vpns );
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float fBalance = GameSoundManager::GetPlayerBalance( pn );
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if( dir < 0 )
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{
m_soundDifficultyEasier.SetProperty( "Pan", fBalance );
m_soundDifficultyEasier.PlayCopy();
}
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else
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{
m_soundDifficultyHarder.SetProperty( "Pan", fBalance );
m_soundDifficultyHarder.PlayCopy();
}
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}
void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_AllowOptionsMenuRepeat )
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{
m_bAllowOptionsMenuRepeat = true;
}
else if( SM == SM_MenuTimer )
{
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if( m_MusicWheel.IsRouletting() )
{
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MenuStart( InputEventPlus() );
m_MenuTimer->SetSeconds( 15 );
m_MenuTimer->Start();
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}
else if( DO_ROULETTE_ON_MENU_TIMER && m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
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{
m_MusicWheel.StartRoulette();
m_MenuTimer->SetSeconds( 15 );
m_MenuTimer->Start();
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}
else
{
// Finish sort changing so that the wheel can respond immediately to our
// request to choose random.
m_MusicWheel.FinishChangingSorts();
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if( m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
m_MusicWheel.StartRandom();
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MenuStart( InputEventPlus() );
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}
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return;
}
else if( SM == SM_GoToPrevScreen )
{
/* We may have stray SM_SongChanged messages from the music wheel. We can't
* handle them anymore, since the title menu (and attract screens) reset
* the game state, so just discard them. */
ClearMessageQueue();
}
else if( SM == SM_BeginFadingOut )
{
m_bAllowOptionsMenu = false;
if( OPTIONS_MENU_AVAILABLE && !m_bGoToOptions )
this->PlayCommand( "HidePressStartForOptions" );
this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
}
else if( SM == SM_GoToNextScreen )
{
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if( !m_bGoToOptions )
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SOUND->StopMusic();
}
else if( SM == SM_SongChanged )
{
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AfterMusicChange();
}
else if( SM == SM_SortOrderChanging ) /* happens immediately */
{
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this->PlayCommand( "SortChange" );
}
else if( SM == SM_GainFocus )
{
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CodeDetector::RefreshCacheItems( CODES );
}
else if( SM == SM_LoseFocus )
{
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CodeDetector::RefreshCacheItems(); /* reset for other screens */
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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{
if( input.type != IET_FIRST_PRESS )
return;
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/* If select is being pressed, this is probably an attempt to change the sort, not
* to pick a song or difficulty. If it gets here, the actual select press was probably
* hit during a tween and ignored. Ignore it. */
if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, input.pn) )
return;
switch( m_SelectionState )
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{
DEFAULT_FAIL( m_SelectionState );
case SelectionState_SelectingSong:
/* If false, we don't have a selection just yet. */
if( !m_MusicWheel.Select() )
return;
// a song was selected
if( m_MusicWheel.GetSelectedSong() != NULL )
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{
const bool bIsNew = PROFILEMAN->IsSongNew( m_MusicWheel.GetSelectedSong() );
bool bIsHard = false;
FOREACH_HumanPlayer( p )
{
if( GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetMeter() >= 10 )
bIsHard = true;
}
/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
bool bIsRepeat = false;
int i = 0;
if( GAMESTATE->IsEventMode() )
i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
if( STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.back() == m_MusicWheel.GetSelectedSong() )
bIsRepeat = true;
/* Don't complain about repeats if the user didn't get to pick. */
if( GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage )
bIsRepeat = false;
if( bIsRepeat )
SOUND->PlayOnceFromAnnouncer( "select music comment repeat" );
else if( bIsNew )
SOUND->PlayOnceFromAnnouncer( "select music comment new" );
else if( bIsHard )
SOUND->PlayOnceFromAnnouncer( "select music comment hard" );
else
SOUND->PlayOnceFromAnnouncer( "select music comment general" );
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/* If we're in event mode, we may have just played a course (putting us
* in course mode). Make sure we're in a single song mode. */
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
}
else if( m_MusicWheel.GetSelectedCourse() != NULL )
{
SOUND->PlayOnceFromAnnouncer( "select course comment general" );
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Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse );
GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
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// apply #LIVES
if( pCourse->m_iLives != -1 )
{
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
}
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL)
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_TIME );
}
else
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{
/* We havn't made a selection yet. */
return;
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}
MESSAGEMAN->Broadcast("SongChosen");
break;
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case SelectionState_SelectingSteps:
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{
PlayerNumber pn = input.pn;
bool bInitiatedByMenuTimer = pn == PLAYER_INVALID;
bool bAllOtherHumanPlayersDone = true;
FOREACH_HumanPlayer( p )
{
if( p == pn )
continue;
bAllOtherHumanPlayersDone &= m_bStepsSelected[p];
}
bool bAllPlayersDoneSelectingSteps = bInitiatedByMenuTimer || bAllOtherHumanPlayersDone;
if( !bAllPlayersDoneSelectingSteps )
{
m_bStepsSelected[pn] = true;
m_soundStart.Play();
Message msg("StepsSelected");
msg.SetParam( "Player", pn );
MESSAGEMAN->Broadcast( msg );
return;
}
}
break;
}
FOREACH_ENUM( PlayerNumber, p )
{
if( !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps )
{
if( m_OptionsList[p].IsOpened() )
CloseOptionsList(p);
}
UpdateSelectButton( p, false );
}
m_SelectionState = GetNextSelectionState();
m_soundStart.Play();
if( m_SelectionState == SelectionState_Finalized )
{
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m_MenuTimer->Stop();
FOREACH_HumanPlayer( p )
{
if( !m_bStepsSelected[p] )
{
m_bStepsSelected[p] = true;
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/* Don't play start sound. We play it again below on finalized */
//m_soundStart.Play();
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Message msg("StepsSelected");
msg.SetParam( "Player", p );
MESSAGEMAN->Broadcast( msg );
}
}
if( CommonMetrics::AUTO_SET_STYLE )
{
/* Now that Steps have been chosen, set a Style that can play them. */
StepsType stCurrent;
PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
if( GAMESTATE->IsCourseMode() )
stCurrent = GAMESTATE->m_pCurTrail[pn]->m_StepsType;
else
stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
vector<StepsType> vst;
const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), stCurrent );
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GAMESTATE->SetCurrentStyle( pStyle );
}
/* If we're currently waiting on song assets, abort all except the music and
* start the music, so if we make a choice quickly before background requests
* come through, the music will still start. */
g_bCDTitleWaiting = g_bBannerWaiting = false;
m_BackgroundLoader.Abort();
CheckBackgroundRequests( true );
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if( OPTIONS_MENU_AVAILABLE )
{
// show "hold START for options"
this->PlayCommand( "ShowPressStartForOptions" );
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m_bAllowOptionsMenu = true;
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/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
* so we don't ignore deliberate fast presses (which would be
* annoying). */
this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
StartTransitioningScreen( SM_None );
float fTime = max( SHOW_OPTIONS_MESSAGE_SECONDS, this->GetTweenTimeLeft() );
this->PostScreenMessage( SM_BeginFadingOut, fTime );
}
else
{
StartTransitioningScreen( SM_BeginFadingOut );
}
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}
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else // !finalized. Set the timer for selecting difficulty and mods.
{
float fSeconds = m_MenuTimer->GetSeconds();
if( fSeconds < 10 )
{
m_MenuTimer->SetSeconds( 10 );
m_MenuTimer->Start();
}
2007-03-07 04:18:03 +00:00
}
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}
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void ScreenSelectMusic::MenuBack( const InputEventPlus &input )
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{
m_BackgroundLoader.Abort();
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Cancel( SM_GoToPrevScreen );
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}
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void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpns )
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{
FOREACH_CONST( PlayerNumber, vpns, p )
{
PlayerNumber pn = *p;
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
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if( GAMESTATE->m_pCurSong )
{
CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 );
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2006-08-17 01:22:20 +00:00
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
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2006-08-17 01:22:20 +00:00
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
GAMESTATE->m_pCurTrail[pn].Set( NULL );
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2006-08-17 01:22:20 +00:00
int iScore = 0;
if( pSteps )
{
const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().GetScore();
}
2006-08-17 01:22:20 +00:00
m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
}
else
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{
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CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 );
2004-06-03 08:22:02 +00:00
2006-08-17 01:22:20 +00:00
Course* pCourse = GAMESTATE->m_pCurCourse;
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
2004-06-03 08:22:02 +00:00
2006-08-17 01:22:20 +00:00
GAMESTATE->m_pCurSteps[pn].Set( NULL );
GAMESTATE->m_pCurTrail[pn].Set( pTrail );
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2006-08-17 01:22:20 +00:00
int iScore = 0;
if( pTrail )
{
const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().GetScore();
}
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m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
}
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}
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}
void ScreenSelectMusic::SwitchToPreferredDifficulty()
{
if( !GAMESTATE->m_pCurCourse )
{
FOREACH_HumanPlayer( pn )
{
/* Find the closest match to the user's preferred difficulty. */
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int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
for( unsigned i=0; i<m_vpSteps.size(); i++ )
{
/* If the current steps are listed, use them. */
if( GAMESTATE->m_pCurSteps[pn] == m_vpSteps[i] )
{
iSelection = i;
break;
}
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if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid )
{
int iDiff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);
if( iCurDifference == -1 || iDiff < iCurDifference )
{
iSelection = i;
iCurDifference = iDiff;
}
}
}
CLAMP( iSelection, 0, m_vpSteps.size()-1 );
}
}
else
{
FOREACH_HumanPlayer( pn )
{
/* Find the closest match to the user's preferred difficulty. */
2006-04-05 01:01:01 +00:00
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
for( unsigned i=0; i<m_vpTrails.size(); i++ )
{
/* If the current trail is listed, use it. */
if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
{
iSelection = i;
break;
}
2006-04-05 01:01:01 +00:00
int iDiff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);
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if( iCurDifference == -1 || iDiff < iCurDifference )
{
iSelection = i;
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iCurDifference = iDiff;
}
}
CLAMP( iSelection, 0, m_vpTrails.size()-1 );
}
}
if( GAMESTATE->DifficultiesLocked() )
{
FOREACH_HumanPlayer( p )
m_iSelection[p] = m_iSelection[GAMESTATE->m_MasterPlayerNumber];
}
}
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void ScreenSelectMusic::AfterMusicChange()
{
if( !m_MusicWheel.IsRouletting() )
m_MenuTimer->Stall();
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2002-05-20 08:59:37 +00:00
Song* pSong = m_MusicWheel.GetSelectedSong();
GAMESTATE->m_pCurSong.Set( pSong );
if( pSong )
GAMESTATE->m_pPreferredSong = pSong;
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Course* pCourse = m_MusicWheel.GetSelectedCourse();
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GAMESTATE->m_pCurCourse.Set( pCourse );
if( pCourse )
GAMESTATE->m_pPreferredCourse = pCourse;
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m_vpSteps.clear();
m_vpTrails.clear();
m_Banner.SetMovingFast( !!m_MusicWheel.IsMoving() );
2003-01-02 03:00:53 +00:00
2006-01-22 01:00:06 +00:00
vector<RString> m_Artists, m_AltArtists;
m_sSampleMusicToPlay = "";
m_pSampleMusicTimingData = NULL;
g_sCDTitlePath = "";
g_sBannerPath = "";
g_bWantFallbackCdTitle = false;
bool bWantBanner = true;
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static SortOrder s_lastSortOrder = SortOrder_Invalid;
if( GAMESTATE->m_SortOrder != s_lastSortOrder )
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{
// Reload to let Lua metrics have a chance to change the help text.
s_lastSortOrder = GAMESTATE->m_SortOrder;
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}
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switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
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case TYPE_SORT:
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case TYPE_ROULETTE:
case TYPE_RANDOM:
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FOREACH_PlayerNumber( p )
m_iSelection[p] = -1;
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g_sCDTitlePath = ""; // none
2003-04-21 22:26:07 +00:00
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m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
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2006-08-17 02:04:21 +00:00
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_SECTION:
g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
m_sSampleMusicToPlay = m_sSectionMusicPath;
break;
case TYPE_SORT:
bWantBanner = false; /* we load it ourself */
m_Banner.LoadMode();
m_sSampleMusicToPlay = m_sSortMusicPath;
break;
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case TYPE_ROULETTE:
bWantBanner = false; /* we load it ourself */
m_Banner.LoadRoulette();
m_sSampleMusicToPlay = m_sRouletteMusicPath;
break;
case TYPE_RANDOM:
bWantBanner = false; /* we load it ourself */
m_Banner.LoadRandom();
m_sSampleMusicToPlay = m_sRandomMusicPath;
break;
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default:
ASSERT(0);
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}
break;
case TYPE_SONG:
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case TYPE_PORTAL:
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m_sSampleMusicToPlay = pSong->GetMusicPath();
m_pSampleMusicTimingData = &pSong->m_Timing;
m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
SongUtil::GetPlayableSteps( pSong, m_vpSteps );
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if ( PREFSMAN->m_bShowBanners )
g_sBannerPath = pSong->GetBannerPath();
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g_sCDTitlePath = pSong->GetCDTitlePath();
g_bWantFallbackCdTitle = true;
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SwitchToPreferredDifficulty();
break;
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case TYPE_COURSE:
{
Course* pCourse = m_MusicWheel.GetSelectedCourse();
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Trail *pTrail = pCourse->GetTrail( st );
ASSERT( pTrail );
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pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
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m_sSampleMusicToPlay = m_sCourseMusicPath;
m_fSampleStartSeconds = 0;
m_fSampleLengthSeconds = -1;
g_sBannerPath = pCourse->m_sBannerPath;
if( g_sBannerPath.empty() )
m_Banner.LoadFallback();
SwitchToPreferredDifficulty();
break;
}
default:
ASSERT(0);
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}
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
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/* Cancel any previous, incomplete requests for song assets, since we need new ones. */
m_BackgroundLoader.Abort();
g_bCDTitleWaiting = false;
if( !g_sCDTitlePath.empty() || g_bWantFallbackCdTitle )
{
LOG->Trace( "cache \"%s\"", g_sCDTitlePath.c_str());
m_BackgroundLoader.CacheFile( g_sCDTitlePath ); // empty OK
g_bCDTitleWaiting = true;
}
g_bBannerWaiting = false;
if( bWantBanner )
{
LOG->Trace("LoadFromCachedBanner(%s)",g_sBannerPath .c_str());
if( m_Banner.LoadFromCachedBanner( g_sBannerPath ) )
{
/* If the high-res banner is already loaded, just
* delay before loading it, so the low-res one has
* time to fade in. */
if( !TEXTUREMAN->IsTextureRegistered( Sprite::SongBannerTexture(g_sBannerPath) ) )
m_BackgroundLoader.CacheFile( g_sBannerPath );
g_bBannerWaiting = true;
}
}
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// Don't stop music if it's already playing the right file.
g_bSampleMusicWaiting = false;
if( !m_MusicWheel.IsRouletting() && SOUND->GetMusicPath() != m_sSampleMusicToPlay )
{
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SOUND->StopMusic();
if( !m_sSampleMusicToPlay.empty() )
g_bSampleMusicWaiting = true;
}
g_StartedLoadingAt.Touch();
vector<PlayerNumber> vpns;
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FOREACH_HumanPlayer( p )
vpns.push_back( p );
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AfterStepsOrTrailChange( vpns );
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}
void ScreenSelectMusic::OpenOptionsList( PlayerNumber pn )
{
m_OptionsList[pn].Open();
Message msg("OptionsListOpened");
msg.SetParam( "Player", pn );
MESSAGEMAN->Broadcast( msg );
}
void ScreenSelectMusic::CloseOptionsList( PlayerNumber pn )
{
m_OptionsList[pn].Close();
Message msg("OptionsListClosed");
msg.SetParam( "Player", pn );
MESSAGEMAN->Broadcast( msg );
}
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// lua start
#include "LuaBinding.h"
class LunaScreenSelectMusic: public Luna<ScreenSelectMusic>
{
public:
static int GetGoToOptions( T* p, lua_State *L ) { lua_pushboolean( L, p->GetGoToOptions() ); return 1; }
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LunaScreenSelectMusic()
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{
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ADD_METHOD( GetGoToOptions );
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}
};
LUA_REGISTER_DERIVED_CLASS( ScreenSelectMusic, ScreenWithMenuElements )
// lua end
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/*
* (c) 2001-2004 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.
*/