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itgmania212121/stepmania/src/CourseEntryDisplay.cpp
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#include "global.h"
#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"
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#include "Style.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( CourseEntryDisplay )
CourseEntryDisplay::CourseEntryDisplay()
{
m_sName = "CourseEntryDisplay";
}
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void CourseEntryDisplay::Load()
{
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SEPARATE_COURSE_METERS .Load( "CourseEntryDisplay", "SeparateCourseMeters" );
TEXT_BANNER_TYPE .Load( "CourseEntryDisplay", "TextBannerType" );
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m_sprFrame.SetName( "Bar" );
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m_sprFrame.Load( THEME->GetPathG("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" );
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m_textNumber.LoadFromFont( THEME->GetPathF("CourseEntryDisplay","number") );
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SET_XY_AND_ON_COMMAND( &m_textNumber );
this->AddChild( &m_textNumber );
m_TextBanner.SetName( "TextBanner" );
m_TextBanner.Load( TEXT_BANNER_TYPE );
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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 );
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FOREACH_HumanPlayer( pn )
{
if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
continue; // skip
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m_textFoot[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):CString("Foot") );
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m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathG("CourseEntryDisplay","difficulty 2x1"),"10" );
SET_XY_AND_ON_COMMAND( &m_textFoot[pn] );
this->AddChild( &m_textFoot[pn] );
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m_textDifficultyNumber[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("DifficultyP%i", pn+1):CString("Difficulty") );
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m_textDifficultyNumber[pn].LoadFromFont( THEME->GetPathF("Common","normal") );
SET_XY_AND_ON_COMMAND( &m_textDifficultyNumber[pn] );
this->AddChild( &m_textDifficultyNumber[pn] );
}
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m_textModifiers.SetName( "Modifiers" );
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m_textModifiers.LoadFromFont( THEME->GetPathF("Common","normal") );
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SET_XY_AND_ON_COMMAND( &m_textModifiers );
this->AddChild( &m_textModifiers );
}
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void CourseEntryDisplay::LoadFromNode( const CString& sDir, const XNode* pNode )
{
ActorFrame::LoadFromNode( sDir, pNode );
Load();
}
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::SetFromGameState( int iCourseEntryIndex )
{
Course *pCourse = GAMESTATE->m_pCurCourse;
const TrailEntry *tes[NUM_PLAYERS];
const CourseEntry *ces[NUM_PLAYERS];
FOREACH_PlayerNumber( p )
{
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
if( pTrail && iCourseEntryIndex < pTrail->m_vEntries.size() )
{
tes[p] = &pTrail->m_vEntries[iCourseEntryIndex];
ces[p] = &pCourse->m_vEntries[iCourseEntryIndex];
}
else
{
tes[p] = NULL;
ces[p] = NULL;
}
}
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const TrailEntry *te = tes[GAMESTATE->m_MasterPlayerNumber];
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if( te == NULL )
return;
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if( te->bSecret )
{
FOREACH_EnabledPlayer(pn)
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{
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const TrailEntry *te = tes[pn];
const CourseEntry *ce = ces[pn];
if( te == NULL || ce == NULL )
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continue;
int iLow = ce->iLowMeter;
int iHigh = ce->iHighMeter;
CString s;
if( iLow == -1 && iHigh != -1 )
s = ssprintf( "%d+", iHigh );
else if( iLow != -1 && iHigh == -1 )
s = ssprintf( "%d-", iLow );
else if( iLow != -1 && iHigh != -1 )
s = ssprintf( "%d-%d", iLow, iHigh );
else
s = "?";
Difficulty dc = te->dc;
if( dc == DIFFICULTY_INVALID )
dc = DIFFICULTY_EDIT;
SetDifficulty( pn, s, 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)
{
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const TrailEntry *te = tes[pn];
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if( te == NULL )
continue;
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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", iCourseEntryIndex+1) );
m_textModifiers.SetText( te->Modifiers );
}
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// lua start
#include "LuaBinding.h"
class LunaCourseEntryDisplay: public Luna<CourseEntryDisplay>
{
public:
LunaCourseEntryDisplay() { LUA->Register( Register ); }
static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(IArg(1)); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( SetFromGameState )
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( CourseEntryDisplay, ActorFrame )
// 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.
*/