SongSortOrder -> SortOrder

save/restore last sort with Profile
clean up GameConstants
This commit is contained in:
Chris Danford
2004-03-12 08:31:40 +00:00
parent 6faa757683
commit 28f4764ed2
16 changed files with 253 additions and 279 deletions
+67 -39
View File
@@ -33,6 +33,7 @@
#include "UnlockSystem.h"
#include "ModeChoice.h"
#include "ActorUtil.h"
#include "ProfileManager.h"
#define FADE_SECONDS THEME->GetMetricF("MusicWheel","FadeSeconds")
@@ -72,7 +73,7 @@ CachedThemeMetricI NUM_WHEEL_ITEMS_METRIC ("MusicWheel","NumWheelItems");
const int MAX_WHEEL_SOUND_SPEED = 15;
static const SongSortOrder SortOrder[] =
static const SortOrder SORT_ORDERS[] =
{
SORT_GROUP,
SORT_TITLE,
@@ -130,7 +131,7 @@ void MusicWheel::Load()
m_iSelection = 0;
m_LastSongSortOrder = SORT_INVALID;
m_LastSortOrder = SORT_INVALID;
m_WheelState = STATE_SELECTING_MUSIC;
m_fTimeLeftInState = 0;
@@ -172,16 +173,32 @@ void MusicWheel::Load()
GAMESTATE->m_SongOptions = so;
}
if( GAMESTATE->m_SongSortOrder == SORT_INVALID )
if( GAMESTATE->m_SortOrder == SORT_INVALID )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ONI: GAMESTATE->m_SongSortOrder = SORT_ONI_COURSES; break;
case PLAY_MODE_NONSTOP: GAMESTATE->m_SongSortOrder = SORT_NONSTOP_COURSES; break;
case PLAY_MODE_ENDLESS: GAMESTATE->m_SongSortOrder = SORT_ENDLESS_COURSES; break;
case PLAY_MODE_ONI: GAMESTATE->m_SortOrder = SORT_ONI_COURSES; break;
case PLAY_MODE_NONSTOP: GAMESTATE->m_SortOrder = SORT_NONSTOP_COURSES; break;
case PLAY_MODE_ENDLESS: GAMESTATE->m_SortOrder = SORT_ENDLESS_COURSES; break;
default:
GAMESTATE->m_SongSortOrder = StringToSongSortOrder( DEFAULT_SORT );
ASSERT( GAMESTATE->m_SongSortOrder != SORT_INVALID );
// look for a player's saved sort
FOREACH_HumanPlayer( pn )
{
if( PROFILEMAN->IsUsingProfile(pn) )
{
GAMESTATE->m_SortOrder = PROFILEMAN->GetProfile(pn)->m_SortOrder;
if( GAMESTATE->m_SortOrder != SORT_INVALID ) // we found one
break; // stop searching
}
}
// if no player preferred sort, fall back to theme default
if( GAMESTATE->m_SortOrder == SORT_INVALID )
{
GAMESTATE->m_SortOrder = StringToSortOrder( DEFAULT_SORT );
ASSERT( GAMESTATE->m_SortOrder != SORT_INVALID );
}
break;
}
}
@@ -200,7 +217,7 @@ void MusicWheel::Load()
* the extra stage, so it knows to always display it. */
for( int so=0; so<NUM_SORT_ORDERS; so++ )
{
BuildWheelItemDatas( m_WheelItemDatas[so], SongSortOrder(so) );
BuildWheelItemDatas( m_WheelItemDatas[so], SortOrder(so) );
times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
}
LOG->Trace( "took: %s", times.c_str() );
@@ -238,7 +255,7 @@ bool MusicWheel::SelectSongOrCourse()
return true;
// Select the first selectable song based on the sort order...
vector<WheelItemData> &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
vector<WheelItemData> &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( unsigned i = 0; i < wiWheelItems.size(); i++ )
{
if( wiWheelItems[i].m_pSong )
@@ -259,7 +276,7 @@ bool MusicWheel::SelectSong( Song *p )
GAMESTATE->m_pCurSong = p;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pSong == p )
@@ -289,7 +306,7 @@ bool MusicWheel::SelectCourse( Course *p )
GAMESTATE->m_pCurCourse = p;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pCourse == p )
@@ -312,16 +329,16 @@ bool MusicWheel::SelectCourse( Course *p )
return true;
}
bool MusicWheel::SelectSort( SongSortOrder so )
bool MusicWheel::SelectSort( SortOrder so )
{
if(so == SORT_INVALID)
return false;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_SongSortOrder != so )
if( from[i].m_SortOrder != so )
continue;
if( !from[i].m_Action.DescribesCurrentModeForAllPlayers() )
continue;
@@ -336,7 +353,7 @@ bool MusicWheel::SelectSort( SongSortOrder so )
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_SongSortOrder != so )
if( m_CurWheelItemData[i]->m_SortOrder != so )
continue;
if( !m_CurWheelItemData[i]->m_Action.DescribesCurrentModeForAllPlayers() )
continue;
@@ -347,7 +364,7 @@ bool MusicWheel::SelectSort( SongSortOrder so )
return true;
}
void MusicWheel::GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CString sPreferredGroup )
void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sPreferredGroup )
{
vector<Song*> apAllSongs;
// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
@@ -393,7 +410,7 @@ void MusicWheel::GetSongList(vector<Song*> &arraySongs, SongSortOrder so, CStrin
void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SongSortOrder so )
void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SortOrder so )
{
unsigned i;
@@ -417,13 +434,13 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
vector<CString> parts;
split( Actions[i], ";", parts );
SongSortOrder so = SORT_GROUP;
SortOrder so = SORT_GROUP;
for( unsigned j = 0; j < parts.size(); ++j )
{
CStringArray asBits;
split( parts[j], ",", asBits );
if( !asBits[0].CompareNoCase("sort") )
so = StringToSongSortOrder( asBits[1] );
so = StringToSortOrder( asBits[1] );
}
WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR, so );
@@ -894,14 +911,14 @@ void MusicWheel::Update( float fDeltaTime )
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));
SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SortOrder ));
m_iSelection = 0;
//
// Select the previously selected item
//
switch( GAMESTATE->m_SongSortOrder )
switch( GAMESTATE->m_SortOrder )
{
default:
// Look for the last selected song or course
@@ -909,7 +926,7 @@ void MusicWheel::Update( float fDeltaTime )
break;
case SORT_SORT_MENU:
case SORT_MODE_MENU:
SelectSort( m_LastSongSortOrder );
SelectSort( m_LastSortOrder );
break;
}
@@ -917,7 +934,7 @@ void MusicWheel::Update( float fDeltaTime )
// Change difficulty for sorts by meter
//
Difficulty dc = DIFFICULTY_INVALID;
switch( GAMESTATE->m_SongSortOrder )
switch( GAMESTATE->m_SortOrder )
{
case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
@@ -939,7 +956,7 @@ void MusicWheel::Update( float fDeltaTime )
* back on the default song. From the CVS commit, this looks like it
* was originally to fix ScreenOptionsMaster difficulty display, and
* isn't needed anymore ... -glenn */
/* switch( GAMESTATE->m_SongSortOrder )
/* switch( GAMESTATE->m_SortOrder )
{
case SORT_PREFERRED:
case SORT_GROUP:
@@ -1130,10 +1147,10 @@ void MusicWheel::ChangeMusic(int dist)
m_soundChangeMusic.Play();
}
bool MusicWheel::ChangeSort( SongSortOrder new_so ) // return true if change successful
bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful
{
ASSERT( new_so < NUM_SORT_ORDERS );
if( GAMESTATE->m_SongSortOrder == new_so )
if( GAMESTATE->m_SortOrder == new_so )
return false;
switch( m_WheelState )
@@ -1151,8 +1168,19 @@ bool MusicWheel::ChangeSort( SongSortOrder new_so ) // return true if change suc
TweenOffScreen(true);
m_LastSongSortOrder = GAMESTATE->m_SongSortOrder;
GAMESTATE->m_SongSortOrder = new_so;
m_LastSortOrder = GAMESTATE->m_SortOrder;
GAMESTATE->m_SortOrder = new_so;
// Save the new sort to all profiles
// HACK: Don't save course sorts
if( IsSongSort(new_so) )
{
FOREACH_HumanPlayer( pn )
{
if( PROFILEMAN->IsUsingProfile(pn) )
PROFILEMAN->GetProfile(pn)->m_SortOrder = new_so;
}
}
m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
return true;
@@ -1161,7 +1189,7 @@ bool MusicWheel::ChangeSort( SongSortOrder new_so ) // return true if change suc
bool MusicWheel::NextSort() // return true if change successful
{
// don't allow NextSort when on the sort menu or mode menu
switch( GAMESTATE->m_SongSortOrder )
switch( GAMESTATE->m_SortOrder )
{
case SORT_SORT_MENU:
case SORT_MODE_MENU:
@@ -1170,15 +1198,15 @@ bool MusicWheel::NextSort() // return true if change successful
// find the index of the current sort
int cur = 0;
while( cur < int(ARRAYSIZE(SortOrder)) && SortOrder[cur] != GAMESTATE->m_SongSortOrder )
while( cur < int(ARRAYSIZE(SORT_ORDERS)) && SORT_ORDERS[cur] != GAMESTATE->m_SortOrder )
++cur;
// move to the next sort with wrapping
++cur;
wrap( cur, ARRAYSIZE(SortOrder) );
wrap( cur, ARRAYSIZE(SORT_ORDERS) );
// apply new sort
SongSortOrder soNew = SortOrder[cur];
SortOrder soNew = SORT_ORDERS[cur];
return ChangeSort( soNew );
}
@@ -1239,8 +1267,8 @@ bool MusicWheel::Select() // return true if this selection ends the screen
return true;
case TYPE_SORT:
m_CurWheelItemData[m_iSelection]->m_Action.ApplyToAllPlayers();
LOG->Trace("New sort order selected: %s - %d", m_CurWheelItemData[m_iSelection]->m_sLabel.c_str(), m_CurWheelItemData[m_iSelection]->m_SongSortOrder );
ChangeSort( m_CurWheelItemData[m_iSelection]->m_SongSortOrder );
LOG->Trace("New sort order selected: %s - %d", m_CurWheelItemData[m_iSelection]->m_sLabel.c_str(), m_CurWheelItemData[m_iSelection]->m_SortOrder );
ChangeSort( m_CurWheelItemData[m_iSelection]->m_SortOrder );
return false;
default:
ASSERT(0);
@@ -1254,7 +1282,7 @@ void MusicWheel::StartRoulette()
m_Moving = 1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
SetOpenGroup("", SongSortOrder(SORT_ROULETTE));
SetOpenGroup("", SortOrder(SORT_ROULETTE));
}
void MusicWheel::StartRandom()
@@ -1265,7 +1293,7 @@ void MusicWheel::StartRandom()
RandomGen rnd;
random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
SetOpenGroup("", SongSortOrder(SORT_ROULETTE));
SetOpenGroup("", SortOrder(SORT_ROULETTE));
m_Moving = -1;
m_TimeBeforeMovingBegins = 0;
@@ -1287,10 +1315,10 @@ void MusicWheel::StartRandom()
}
}
void MusicWheel::SetOpenGroup(CString group, SongSortOrder so)
void MusicWheel::SetOpenGroup(CString group, SortOrder so)
{
if( so == SORT_INVALID)
so = GAMESTATE->m_SongSortOrder;
so = GAMESTATE->m_SortOrder;
m_sExpandedSectionName = group;