add incomplete ScreenNameEntryTraditional

This commit is contained in:
Glenn Maynard
2003-10-14 09:51:16 +00:00
parent cc9277407f
commit 3be673162c
2 changed files with 431 additions and 0 deletions
@@ -0,0 +1,369 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenNameEntryTraditional
Desc: See header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Glenn Maynard
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenNameEntryTraditional.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "RageSounds.h"
#include "ThemeManager.h"
#include "ScreenRanking.h"
#include "Course.h"
#include "ActorUtil.h"
#include <math.h>
//
// Defines specific to ScreenNameEntryTraditional
//
#define ALPHABET_GAP_X THEME->GetMetricF("ScreenNameEntryTraditional","AlphabetGapX")
#define NUM_ALPHABET_DISPLAYED THEME->GetMetricI("ScreenNameEntryTraditional","NumAlphabetDisplayed")
#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI("ScreenNameEntryTraditional","MaxRankingNameLength")
static const wchar_t NAME_CHARS[] =
{
L"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
};
static const int CHAR_OK = -1;
ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : Screen( sClassName )
{
LOG->Trace( "ScreenNameEntryTraditional::ScreenNameEntryTraditional()" );
// DEBUGGING STUFF
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_RankingCategory[PLAYER_1] = RANKING_A;
GAMESTATE->m_iRankingIndex[PLAYER_1] = 0;
GAMESTATE->m_RankingCategory[PLAYER_2] = RANKING_A;
GAMESTATE->m_iRankingIndex[PLAYER_2] = 0;
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
int p;
// Find out if players deserve to enter their name
for( p=0; p<NUM_PLAYERS; p++ )
m_bStillEnteringName[p] = GAMESTATE->m_iRankingIndex[p] != -1;
if( !AnyStillEntering() )
{
/* Nobody made a high score. */
HandleScreenMessage( SM_GoToNextScreen );
return;
}
m_Menu.Load( m_sName );
this->AddChild( &m_Menu );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !m_bStillEnteringName[p] )
continue; // skip
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) );
m_sprNameFrame[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional name frame p%i",p+1) ) );
SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
this->AddChild( &m_sprNameFrame[p] );
m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_Keyboard[p] );
this->AddChild( &m_Keyboard[p] );
/* Add letters to m_Keyboard. */
const CString fontpath = THEME->GetPathToF("ScreenNameEntryTraditional letters");
for( int ch = 0; NAME_CHARS[ch]; ++ch )
{
BitmapText *Letter = new BitmapText;
Letter->LoadFromFont( fontpath );
Letter->SetText( ssprintf("%lc", NAME_CHARS[ch]) );
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
Letter->Command( THEME->GetMetric("ScreenNameEntryTraditional","AlphabetInitCommand") );
m_AlphabetLetter[p].push_back( NAME_CHARS[ch] );
}
/* Add "OK". */
{
BitmapText *Letter = new BitmapText;
Letter->LoadFromFont( fontpath );
Letter->SetText( "!" ); // XXX: assign a glyph to "OK"
m_textAlphabet[p].push_back( Letter );
m_Keyboard[p].AddChild( Letter );
m_AlphabetLetter[p].push_back( CHAR_OK );
Letter->Command( THEME->GetMetric("ScreenNameEntryTraditional","OKInitCommand") );
}
m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
m_sprCursor[p].Load( THEME->GetPathToG( ssprintf("ScreenNameEntryTraditional cursor p%i",p+1) ) );
m_Keyboard[p].AddChild( &m_sprCursor[p] );
m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
m_textSelection[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional entry") );
SET_XY_AND_ON_COMMAND( m_textSelection[p] );
this->AddChild( &m_textSelection[p] );
UpdateSelectionText( p );
m_SelectedChar[p] = 0;
PositionCharsAndCursor( p );
for( unsigned i = 0; i < m_textAlphabet[p].size(); ++i )
m_textAlphabet[p][i]->FinishTweening();
m_Grade[p].SetName( ssprintf("GradeP%i",p+1) );
m_Grade[p].Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
m_Grade[p].SetGrade( (PlayerNumber)p, GRADE_A/*grade[p]*/ );
SET_XY_AND_ON_COMMAND( m_Grade[p] );
this->AddChild( &m_Grade[p] );
/* XXX: merge this with ScreenNameEntry */
m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntryTraditional category") );
m_textCategory[p].SetName( ssprintf("Category", p+1) );
SET_XY_AND_ON_COMMAND( m_textCategory[p] );
CString sCategoryText = ssprintf("No. %d in\n", GAMESTATE->m_iRankingIndex[p]+1);
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
StageStats SS;
vector<Song*> vSongs;
GAMESTATE->GetFinalEvalStatsAndSongs( SS, vSongs );
sCategoryText += ssprintf("Type %c (%d)", 'A'+GAMESTATE->m_RankingCategory[p], SS.iMeter[p] );
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
sCategoryText += ssprintf("%s", GAMESTATE->m_pCurCourse->m_sName.c_str());
break;
default:
ASSERT(0);
}
m_textCategory[p].SetText( sCategoryText );
this->AddChild( &m_textCategory[p] );
}
m_soundKey.Load( THEME->GetPathToS("ScreenNameEntryTraditional key") );
SOUND->PlayMusic( THEME->GetPathToS("ScreenNameEntryTraditional music") );
}
static inline int wrapn( int x, int n )
{
wrap( x, n );
return x;
}
void ScreenNameEntryTraditional::PositionCharsAndCursor( int pn )
{
const int Selected = m_SelectedChar[pn];
const int NumDisplayed = NUM_ALPHABET_DISPLAYED;
const int TotalDisplayed = (int)m_textAlphabet[pn].size();
const int Start = wrapn( Selected - TotalDisplayed/2, TotalDisplayed );
const int First = -NumDisplayed/2;
const int Last = NumDisplayed/2;
for( int i = 0; i < (int)m_textAlphabet[pn].size(); ++i )
{
const int Num = wrapn( Start+i, (int) m_textAlphabet[pn].size() );
BitmapText *bt = m_textAlphabet[pn][Num];
const int Pos = i - TotalDisplayed/2;
const bool hidden = ( Pos < First || Pos > Last );
const int ActualPos = clamp( Pos, First-1, Last+1 );
bt->Command("stoptweening;accelerate,.12");
bt->SetX( ActualPos * ALPHABET_GAP_X );
bt->SetDiffuseAlpha( hidden? 0.0f:1.0f );
}
m_sprCursor[pn].SetXY( 0,0 );
}
bool ScreenNameEntryTraditional::AnyStillEntering() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( m_bStillEnteringName[p] )
return true;
return false;
}
ScreenNameEntryTraditional::~ScreenNameEntryTraditional()
{
LOG->Trace( "ScreenNameEntryTraditional::~ScreenNameEntryTraditional()" );
for( int p=0; p<NUM_PLAYERS; ++p )
{
for( unsigned i=0; i < m_textAlphabet[p].size(); ++i )
delete m_textAlphabet[p][i];
}
}
void ScreenNameEntryTraditional::Update( float fDelta )
{
Screen::Update(fDelta);
}
void ScreenNameEntryTraditional::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
if( !m_Menu.m_Out.IsTransitioning() )
{
for( int p=0; p<NUM_PLAYERS; p++ )
Finish( (PlayerNumber)p );
}
break;
case SM_GoToNextScreen:
{
/* Hack: go back to the select course screen in event mode. */
if( PREFSMAN->m_bEventMode && GAMESTATE->IsCourseMode() )
{
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
break;
}
Grade max_grade = GRADE_E;
vector<Song*> vSongs;
StageStats stats;
GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
max_grade = max( max_grade, stats.GetGrade((PlayerNumber)p) );
if( max_grade >= GRADE_AA )
SCREENMAN->SetNewScreen( "ScreenCredits" );
else
SCREENMAN->SetNewScreen( "ScreenMusicScroll" );
}
break;
}
}
void ScreenNameEntryTraditional::Finish( PlayerNumber pn )
{
if( !m_bStillEnteringName[pn] )
return;
m_bStillEnteringName[pn] = false;
CString selection = WStringToCString( m_sSelection[pn] );
TrimRight( selection, " " );
TrimLeft( selection, " " );
if( selection == "" )
selection = DEFAULT_RANKING_NAME;
GAMESTATE->StoreRankingName( pn, selection );
if( !AnyStillEntering() && !m_Menu.m_Out.IsTransitioning() )
m_Menu.StartTransitioning( SM_GoToNextScreen );
}
void ScreenNameEntryTraditional::UpdateSelectionText( int pn )
{
wstring text = m_sSelection[pn];
if( (int) text.size() < MAX_RANKING_NAME_LENGTH )
text += L"_";
m_textSelection[pn].SetText( WStringToCString(text) );
}
void ScreenNameEntryTraditional::MenuStart( PlayerNumber pn, const InputEventType type )
{
if( m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return; // ignore
const int CurrentSelection = m_SelectedChar[pn];
const int SelectedLetter = m_AlphabetLetter[pn][CurrentSelection];
switch( SelectedLetter )
{
case CHAR_OK:
m_soundKey.Play();
Finish( pn );
break;
default:
/* If we have room, add a new character. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
{
/* XXX play invalid sound */
break;
}
m_sSelection[pn] += wchar_t(SelectedLetter);
UpdateSelectionText( pn );
m_soundKey.Play();
/* If that filled the string, set the cursor on OK. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
{
m_SelectedChar[pn] = 0;
while( m_AlphabetLetter[pn][m_SelectedChar[pn]] != CHAR_OK )
++m_SelectedChar[pn];
ASSERT( m_AlphabetLetter[pn][m_SelectedChar[pn]] == CHAR_OK );
PositionCharsAndCursor( pn );
}
}
}
void ScreenNameEntryTraditional::MenuLeft( PlayerNumber pn, const InputEventType type )
{
if( m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return; // ignore
--m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
}
void ScreenNameEntryTraditional::MenuRight( PlayerNumber pn, const InputEventType type )
{
if( m_Menu.IsTransitioning() )
return;
if( type == IET_RELEASE )
return; // ignore
++m_SelectedChar[pn];
wrap( m_SelectedChar[pn], m_textAlphabet[pn].size() );
PositionCharsAndCursor( pn );
}