Move options back to the first page. (Havn't removed the other one yet.)

This commit is contained in:
Glenn Maynard
2003-06-16 03:44:15 +00:00
parent cf68ee8159
commit 0e976b3ad2
+178 -34
View File
@@ -20,6 +20,7 @@
#include "NoteSkinManager.h" #include "NoteSkinManager.h"
#include "NoteFieldPositioning.h" #include "NoteFieldPositioning.h"
#include "ScreenSongOptions.h" #include "ScreenSongOptions.h"
#include "Character.h"
#include "Notes.h" #include "Notes.h"
#include "Course.h" #include "Course.h"
@@ -29,23 +30,33 @@
enum { enum {
PO_SPEED = 0, PO_SPEED = 0,
PO_ACCEL, PO_ACCEL,
PO_EFFECT,
PO_APPEAR, PO_APPEAR,
PO_TURN, PO_TURN,
PO_TRANSFORM,
PO_SCROLL, PO_SCROLL,
PO_NOTE_SKIN,
PO_HOLD_NOTES, PO_HOLD_NOTES,
PO_DARK, PO_DARK,
PO_PERSPECTIVE,
PO_STEP, PO_STEP,
PO_CHARACTER,
NUM_PLAYER_OPTIONS_LINES NUM_PLAYER_OPTIONS_LINES
}; };
OptionRow g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = { OptionRow g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = {
OptionRow( "Speed", "x0.25","x0.5","x0.75","x1","x1.5","x2","x3","x5","x8","C200","C300" ), OptionRow( "Speed", "x0.25","x0.5","x0.75","x1","x1.5","x2","x3","x5","x8","C200","C300" ),
OptionRow( "Acceler\n-ation", "OFF","BOOST","BRAKE","WAVE","EXPAND","BOOMERANG" ), OptionRow( "Acceler\n-ation", "OFF","BOOST","BRAKE","WAVE","EXPAND","BOOMERANG" ),
OptionRow( "Effect", "OFF","DRUNK","DIZZY","MINI","FLIP","TORNADO" ),
OptionRow( "Appear\n-ance", "VISIBLE","HIDDEN","SUDDEN","STEALTH","BLINK", "R.VANISH" ), OptionRow( "Appear\n-ance", "VISIBLE","HIDDEN","SUDDEN","STEALTH","BLINK", "R.VANISH" ),
OptionRow( "Turn", "OFF","MIRROR","LEFT","RIGHT","SHUFFLE","S.SHUFFLE" ), OptionRow( "Turn", "OFF","MIRROR","LEFT","RIGHT","SHUFFLE","S.SHUFFLE" ),
OptionRow( "Trans\n-form", "OFF","LITTLE","WIDE","BIG","QUICK","SKIPPY" ),
OptionRow( "Scroll", "STANDARD","REVERSE" ), OptionRow( "Scroll", "STANDARD","REVERSE" ),
OptionRow( "Note\nSkin", "" ),
OptionRow( "Holds", "OFF","ON" ), OptionRow( "Holds", "OFF","ON" ),
OptionRow( "Dark", "OFF","ON" ), OptionRow( "Dark", "OFF","ON" ),
OptionRow( "Step", "" ) OptionRow( "Perspec\n-tive", "" ),
OptionRow( "Step", "" ),
OptionRow( "Character", "" ),
}; };
@@ -60,15 +71,30 @@ ScreenPlayerOptions::ScreenPlayerOptions() :
NUM_PLAYER_OPTIONS_LINES, NUM_PLAYER_OPTIONS_LINES,
true, false ); true, false );
/* If we're going to "press start for more options" or skipping options
* entirely, we need a different fade out. XXX: this is a hack */
if(PREFSMAN->m_ShowSongOptions == PrefsManager::NO)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoom( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
m_bAcceptedChoices = false;
m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") ); SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
} }
void ScreenPlayerOptions::ImportOptions() void ScreenPlayerOptions::ImportOptions()
{ {
//
// fill in difficulty names // fill in difficulty names
//
m_OptionRow[PO_STEP].choices.clear(); m_OptionRow[PO_STEP].choices.clear();
if( GAMESTATE->m_pCurCourse ) // playing a course if( GAMESTATE->m_pCurCourse ) // playing a course
{ {
@@ -90,13 +116,48 @@ void ScreenPlayerOptions::ImportOptions()
} }
// //
// highlight currently selected values // fill in skin names
// //
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
m_OptionRow[PO_NOTE_SKIN].choices.clear();
unsigned i;
for( i=0; i<arraySkinNames.size(); i++ )
{
arraySkinNames[i].MakeUpper();
m_OptionRow[PO_NOTE_SKIN].choices.push_back( arraySkinNames[i] );
}
m_OptionRow[PO_PERSPECTIVE].choices.clear();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "INCOMING" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "OVERHEAD" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "SPACE" );
CStringArray arrayPosNames;
GAMESTATE->m_pPosition->GetNamesForCurrentGame(arrayPosNames);
for( i=0; i<arrayPosNames.size(); i++ )
{
arrayPosNames[i].MakeUpper();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( arrayPosNames[i] );
}
//
// fill in character names
//
m_OptionRow[PO_CHARACTER].choices.clear();
m_OptionRow[PO_CHARACTER].choices.push_back( "OFF" );
for( i=0; i<GAMESTATE->m_pCharacters.size(); i++ )
{
CString s = GAMESTATE->m_pCharacters[i]->m_sName;
s.MakeUpper();
m_OptionRow[PO_CHARACTER].choices.push_back( s );
}
for( int p=0; p<NUM_PLAYERS; p++ ) for( int p=0; p<NUM_PLAYERS; p++ )
{ {
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
PlayerOptions &po = GAMESTATE->m_PlayerOptions[p]; PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.25f ) m_iSelectedOption[p][PO_SPEED] = 0; if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.25f ) m_iSelectedOption[p][PO_SPEED] = 0;
@@ -113,32 +174,49 @@ void ScreenPlayerOptions::ImportOptions()
else m_iSelectedOption[p][PO_SPEED] = 3; else m_iSelectedOption[p][PO_SPEED] = 3;
m_iSelectedOption[p][PO_ACCEL] = po.GetFirstAccel()+1; m_iSelectedOption[p][PO_ACCEL] = po.GetFirstAccel()+1;
m_iSelectedOption[p][PO_EFFECT] = po.GetFirstEffect()+1;
m_iSelectedOption[p][PO_APPEAR] = po.GetFirstAppearance()+1; m_iSelectedOption[p][PO_APPEAR] = po.GetFirstAppearance()+1;
m_iSelectedOption[p][PO_TURN] = po.m_Turn; m_iSelectedOption[p][PO_TURN] = po.m_Turn;
m_iSelectedOption[p][PO_TRANSFORM] = po.m_Transform;
m_iSelectedOption[p][PO_SCROLL] = po.m_fReverseScroll==1 ? 1 : 0 ; m_iSelectedOption[p][PO_SCROLL] = po.m_fReverseScroll==1 ? 1 : 0 ;
// highlight currently selected skin
m_iSelectedOption[p][PO_NOTE_SKIN] = -1;
for( unsigned j=0; j<m_OptionRow[PO_NOTE_SKIN].choices.size(); j++ )
{
if( 0==stricmp(m_OptionRow[PO_NOTE_SKIN].choices[j], po.m_sNoteSkin) )
{
m_iSelectedOption[p][PO_NOTE_SKIN] = j;
break;
}
}
if( m_iSelectedOption[p][PO_NOTE_SKIN] == -1 )
m_iSelectedOption[p][PO_NOTE_SKIN] = 0;
m_iSelectedOption[p][PO_HOLD_NOTES] = po.m_bHoldNotes ? 1 : 0; m_iSelectedOption[p][PO_HOLD_NOTES] = po.m_bHoldNotes ? 1 : 0;
m_iSelectedOption[p][PO_DARK] = po.m_fDark ? 1 : 0; m_iSelectedOption[p][PO_DARK] = po.m_fDark ? 1 : 0;
if( GAMESTATE->m_pCurCourse ) // playing a course /* Default: */
m_iSelectedOption[p][PO_PERSPECTIVE] = 1;
if(po.m_fPerspectiveTilt == -1)
m_iSelectedOption[p][PO_PERSPECTIVE] = 0;
else if(po.m_fPerspectiveTilt == 1)
m_iSelectedOption[p][PO_PERSPECTIVE] = 2;
else /* po.m_fPerspectiveTilt == 0 */
{ {
if( GAMESTATE->m_bDifficultCourses ) vector<CString> &choices = m_OptionRow[PO_PERSPECTIVE].choices;
m_iSelectedOption[p][PO_STEP] = 1; for(unsigned n = 3; n < choices.size(); ++n)
else if(!choices[n].CompareNoCase(GAMESTATE->m_PlayerOptions[p].m_sPositioning))
m_iSelectedOption[p][PO_STEP] = 0; m_iSelectedOption[p][PO_PERSPECTIVE] = n;
}
else
{
vector<Notes*> vNotes;
GAMESTATE->m_pCurSong->GetNotes( vNotes, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
SortNotesArrayByDifficulty( vNotes );
for( unsigned i=0; i<vNotes.size(); i++ )
{
if( GAMESTATE->m_pCurNotes[p] == vNotes[i] )
m_iSelectedOption[p][PO_STEP] = i;
}
} }
for( i=0; i<GAMESTATE->m_pCharacters.size(); i++ )
if( GAMESTATE->m_pCurCharacters[p] == GAMESTATE->m_pCharacters[i] )
m_iSelectedOption[p][PO_CHARACTER] = i+1;
po.Init();
} }
} }
@@ -146,9 +224,6 @@ void ScreenPlayerOptions::ExportOptions()
{ {
for( int p=0; p<NUM_PLAYERS; p++ ) for( int p=0; p<NUM_PLAYERS; p++ )
{ {
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
PlayerOptions &po = GAMESTATE->m_PlayerOptions[p]; PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
po.Init(); po.Init();
@@ -170,34 +245,63 @@ void ScreenPlayerOptions::ExportOptions()
if( m_iSelectedOption[p][PO_ACCEL] != 0 ) if( m_iSelectedOption[p][PO_ACCEL] != 0 )
po.SetOneAccel( (PlayerOptions::Accel)(m_iSelectedOption[p][PO_ACCEL]-1) ); po.SetOneAccel( (PlayerOptions::Accel)(m_iSelectedOption[p][PO_ACCEL]-1) );
if( m_iSelectedOption[p][PO_EFFECT] != 0 )
po.SetOneEffect( (PlayerOptions::Effect)(m_iSelectedOption[p][PO_EFFECT]-1) );
if( m_iSelectedOption[p][PO_APPEAR] != 0 ) if( m_iSelectedOption[p][PO_APPEAR] != 0 )
po.SetOneAppearance( (PlayerOptions::Appearance)(m_iSelectedOption[p][PO_APPEAR]-1) ); po.SetOneAppearance( (PlayerOptions::Appearance)(m_iSelectedOption[p][PO_APPEAR]-1) );
po.m_Turn = (PlayerOptions::Turn)m_iSelectedOption[p][PO_TURN]; po.m_Turn = (PlayerOptions::Turn)m_iSelectedOption[p][PO_TURN];
po.m_Transform = (PlayerOptions::Transform)m_iSelectedOption[p][PO_TRANSFORM];
po.m_fReverseScroll = (m_iSelectedOption[p][PO_SCROLL] == 1) ? 1.f : 0.f; po.m_fReverseScroll = (m_iSelectedOption[p][PO_SCROLL] == 1) ? 1.f : 0.f;
int iSelectedSkin = m_iSelectedOption[p][PO_NOTE_SKIN];
CString sNewSkin = m_OptionRow[PO_NOTE_SKIN].choices[iSelectedSkin];
po.m_sNoteSkin = sNewSkin;
po.m_bHoldNotes = (m_iSelectedOption[p][PO_HOLD_NOTES] == 1); po.m_bHoldNotes = (m_iSelectedOption[p][PO_HOLD_NOTES] == 1);
po.m_fDark = (m_iSelectedOption[p][PO_DARK] == 1) ? 1.f : 0.f; po.m_fDark = (m_iSelectedOption[p][PO_DARK] == 1) ? 1.f : 0.f;
// switch(m_iSelectedOption[p][PO_PERSPECTIVE])
// apply difficulty selection {
// case 0: po.m_fPerspectiveTilt = -1; break;
case 2: po.m_fPerspectiveTilt = 1; break;
default:po.m_fPerspectiveTilt = 0; break;
}
if(m_iSelectedOption[p][PO_PERSPECTIVE] > 2)
{
const int choice = m_iSelectedOption[p][PO_PERSPECTIVE];
GAMESTATE->m_PlayerOptions[p].m_sPositioning = m_OptionRow[PO_PERSPECTIVE].choices[choice];
}
if( GAMESTATE->m_pCurCourse ) // playing a course if( GAMESTATE->m_pCurCourse ) // playing a course
{ {
if( m_iSelectedOption[p][PO_STEP] == 1 ) if( GAMESTATE->m_bDifficultCourses )
GAMESTATE->m_bDifficultCourses = true; m_iSelectedOption[p][PO_STEP] = 1;
else else
GAMESTATE->m_bDifficultCourses = false; m_iSelectedOption[p][PO_STEP] = 0;
} }
else else
{ {
vector<Notes*> vNotes; vector<Notes*> vNotes;
GAMESTATE->m_pCurSong->GetNotes( vNotes, GAMESTATE->GetCurrentStyleDef()->m_NotesType ); GAMESTATE->m_pCurSong->GetNotes( vNotes, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
SortNotesArrayByDifficulty( vNotes ); SortNotesArrayByDifficulty( vNotes );
GAMESTATE->m_pCurNotes[p] = vNotes[ m_iSelectedOption[p][PO_STEP] ]; for( unsigned i=0; i<vNotes.size(); i++ )
{
if( GAMESTATE->m_pCurNotes[p] == vNotes[i] )
m_iSelectedOption[p][PO_STEP] = i;
} }
} }
if( m_iSelectedOption[p][PO_CHARACTER] > 0 )
{
int choice = m_iSelectedOption[p][PO_CHARACTER] - 1;
GAMESTATE->m_pCurCharacters[p] = GAMESTATE->m_pCharacters[choice];
}
else
GAMESTATE->m_pCurCharacters[p] = NULL;
}
} }
void ScreenPlayerOptions::GoToPrevState() void ScreenPlayerOptions::GoToPrevState()
@@ -212,28 +316,68 @@ void ScreenPlayerOptions::GoToNextState()
{ {
if( GAMESTATE->m_bEditing ) if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen(); SCREENMAN->PopTopScreen();
else else if( m_bGoToOptions )
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) ); SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
else
SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
} }
void ScreenPlayerOptions::Update( float fDelta ) void ScreenPlayerOptions::Update( float fDelta )
{ {
ScreenOptions::Update( fDelta ); ScreenOptions::Update( fDelta );
m_sprOptionsMessage.Update( fDelta );
} }
void ScreenPlayerOptions::DrawPrimitives() void ScreenPlayerOptions::DrawPrimitives()
{ {
ScreenOptions::DrawPrimitives(); ScreenOptions::DrawPrimitives();
m_sprOptionsMessage.Draw();
} }
void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{ {
if( !GAMESTATE->m_bEditing &&
type == IET_FIRST_PRESS &&
!m_Menu.m_In.IsTransitioning() &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
{
m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common start") );
}
}
ScreenOptions::Input( DeviceI, type, GameI, MenuI, StyleI ); ScreenOptions::Input( DeviceI, type, GameI, MenuI, StyleI );
} }
void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM ) void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
{ {
if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
switch( SM )
{
case SM_BeginFadingOut: // when the user accepts the page of options
{
m_bAcceptedChoices = true;
float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
}
break;
}
ScreenOptions::HandleScreenMessage( SM ); ScreenOptions::HandleScreenMessage( SM );
} }