Clean up course lists. Allow showing courses in SSM (not currently available).

This commit is contained in:
Glenn Maynard
2003-07-20 05:13:45 +00:00
parent 3925f12b98
commit 530ef62c4a
5 changed files with 411 additions and 232 deletions
+1
View File
@@ -124,6 +124,7 @@ CString SongSortOrderToString( SongSortOrder so )
case SORT_MEDIUM_METER: return "MEDIUM METER";
case SORT_HARD_METER: return "HARD METER";
case SORT_SORT: return "SORT";
case SORT_COURSES: return "COURSES";
case SORT_ROULETTE: return "ROULETTE";
default:
ASSERT(0);
+1
View File
@@ -115,6 +115,7 @@ enum SongSortOrder {
SORT_MEDIUM_METER,
SORT_HARD_METER,
SORT_SORT,
SORT_COURSES,
SORT_ROULETTE,
NUM_SORT_ORDERS,
SORT_INVALID
+164 -181
View File
@@ -156,7 +156,7 @@ MusicWheel::MusicWheel()
if( GAMESTATE->m_SongSortOrder == SORT_INVALID )
{
if( GAMESTATE->IsCourseMode() )
GAMESTATE->m_SongSortOrder = SORT_PREFERRED;
GAMESTATE->m_SongSortOrder = SORT_COURSES;
else
GAMESTATE->m_SongSortOrder = SortOrder[0];
}
@@ -357,209 +357,190 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
{
unsigned i;
switch( GAMESTATE->m_PlayMode )
switch( so )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_RAVE:
case SORT_SORT:
arrayWheelItemDatas.clear(); // clear out the previous wheel items
for( i=0; i<MAX_SELECTABLE_SORT; i++ )
{
if( so == SORT_SORT )
{
arrayWheelItemDatas.clear(); // clear out the previous wheel items
for( i=0; i<MAX_SELECTABLE_SORT; i++ )
{
RageColor c = RageColor(1,1,0,1);
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SORT, NULL, "", NULL, c, (SongSortOrder)i) );
}
break;
}
RageColor c = RageColor(1,1,0,1);
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SORT, NULL, "", NULL, c, (SongSortOrder)i) );
}
break;
case SORT_PREFERRED:
case SORT_ROULETTE:
case SORT_GROUP:
case SORT_TITLE:
case SORT_BPM:
case SORT_MOST_PLAYED:
case SORT_GRADE:
case SORT_ARTIST:
case SORT_EASY_METER:
case SORT_MEDIUM_METER:
case SORT_HARD_METER:
{
///////////////////////////////////
// Make an array of Song*, then sort them
///////////////////////////////////
vector<Song*> arraySongs;
///////////////////////////////////
// Make an array of Song*, then sort them
///////////////////////////////////
vector<Song*> arraySongs;
GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup );
GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup );
bool bUseSections = true;
// sort the songs
switch( so )
{
case SORT_PREFERRED:
case SORT_ROULETTE:
SortSongPointerArrayByGroupAndDifficulty( arraySongs );
break;
case SORT_GROUP:
SortSongPointerArrayByGroupAndTitle( arraySongs );
break;
case SORT_TITLE:
SortSongPointerArrayByTitle( arraySongs );
break;
case SORT_BPM:
SortSongPointerArrayByBPM( arraySongs );
break;
case SORT_MOST_PLAYED:
SortSongPointerArrayByMostPlayed( arraySongs );
if( arraySongs.size() > 30 )
arraySongs.erase(arraySongs.begin()+30, arraySongs.end());
break;
case SORT_GRADE:
SortSongPointerArrayByGrade( arraySongs );
break;
case SORT_ARTIST:
SortSongPointerArrayByArtist( arraySongs );
break;
case SORT_EASY_METER:
SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
break;
case SORT_MEDIUM_METER:
SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
break;
case SORT_HARD_METER:
SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
break;
default:
ASSERT(0); // unhandled SortOrder
}
// sort the songs
switch( so )
{
case SORT_PREFERRED:
case SORT_ROULETTE:
SortSongPointerArrayByGroupAndDifficulty( arraySongs );
bUseSections = false;
break;
case SORT_GROUP:
SortSongPointerArrayByGroupAndTitle( arraySongs );
bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC;
break;
case SORT_TITLE:
SortSongPointerArrayByTitle( arraySongs );
break;
case SORT_BPM:
SortSongPointerArrayByBPM( arraySongs );
break;
case SORT_MOST_PLAYED:
SortSongPointerArrayByMostPlayed( arraySongs );
if( arraySongs.size() > 30 )
arraySongs.erase(arraySongs.begin()+30, arraySongs.end());
bUseSections = false;
break;
case SORT_GRADE:
SortSongPointerArrayByGrade( arraySongs );
break;
case SORT_ARTIST:
SortSongPointerArrayByArtist( arraySongs );
break;
case SORT_EASY_METER:
SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
break;
case SORT_MEDIUM_METER:
SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
break;
case SORT_HARD_METER:
SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
break;
default:
ASSERT(0); // unhandled SortOrder
}
///////////////////////////////////
// Build an array of WheelItemDatas from the sorted list of Song*'s
///////////////////////////////////
arrayWheelItemDatas.clear(); // clear out the previous wheel items
///////////////////////////////////
// Build an array of WheelItemDatas from the sorted list of Song*'s
///////////////////////////////////
arrayWheelItemDatas.clear(); // clear out the previous wheel items
bool bUseSections = false;
switch( so )
{
case SORT_PREFERRED: bUseSections = false; break;
case SORT_GROUP: bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC; break;
case SORT_TITLE: bUseSections = true; break;
case SORT_BPM: bUseSections = true; break;
case SORT_MOST_PLAYED: bUseSections = false; break;
case SORT_GRADE: bUseSections = true; break;
case SORT_ARTIST: bUseSections = true; break;
case SORT_EASY_METER: bUseSections = true; break;
case SORT_MEDIUM_METER: bUseSections = true; break;
case SORT_HARD_METER: bUseSections = true; break;
case SORT_ROULETTE: bUseSections = false; break;
default: ASSERT( 0 );
}
if( PREFSMAN->m_MusicWheelUsesSections == PrefsManager::NEVER || (so != SORT_TITLE && PREFSMAN->m_MusicWheelUsesSections == PrefsManager::ABC_ONLY ))
bUseSections = false;
if( PREFSMAN->m_MusicWheelUsesSections == PrefsManager::NEVER || (so != SORT_TITLE && PREFSMAN->m_MusicWheelUsesSections == PrefsManager::ABC_ONLY ))
bUseSections = false;
if( bUseSections )
{
// Sorting twice isn't necessary. Instead, modify the compatator functions
// in Song.cpp to have the desired effect. -Chris
/* Keeping groups together with the sorts is tricky and brittle; we
* keep getting OTHER split up without this. However, it puts the
* Grade and BPM sorts in the wrong order, and they're already correct,
* so don't re-sort for them. */
if( bUseSections )
{
// Sorting twice isn't necessary. Instead, modify the compatator functions
// in Song.cpp to have the desired effect. -Chris
/* Keeping groups together with the sorts is tricky and brittle; we
* keep getting OTHER split up without this. However, it puts the
* Grade and BPM sorts in the wrong order, and they're already correct,
* so don't re-sort for them. */
// /* We're using sections, so use the section name as the top-level
// * sort. */
if( so != SORT_GRADE && so != SORT_BPM )
SortSongPointerArrayBySectionName(arraySongs, so);
if( so != SORT_GRADE && so != SORT_BPM )
SortSongPointerArrayBySectionName(arraySongs, so);
// make WheelItemDatas with sections
CString sLastSection = "";
RageColor colorSection;
for( unsigned i=0; i< arraySongs.size(); i++ )
{
Song* pSong = arraySongs[i];
CString sThisSection = GetSectionNameFromSongAndSort( pSong, so );
int iSectionColorIndex = 0;
if( sThisSection != sLastSection) // new section, make a section item
{
colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, SORT_INVALID) );
sLastSection = sThisSection;
}
arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
}
}
else
// make WheelItemDatas with sections
CString sLastSection = "";
RageColor colorSection;
for( unsigned i=0; i< arraySongs.size(); i++ )
{
for( unsigned i=0; i<arraySongs.size(); i++ )
Song* pSong = arraySongs[i];
CString sThisSection = GetSectionNameFromSongAndSort( pSong, so );
int iSectionColorIndex = 0;
if( sThisSection != sLastSection) // new section, make a section item
{
Song* pSong = arraySongs[i];
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
}
}
if( so != SORT_ROULETTE )
{
if( SHOW_ROULETTE )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
if( SHOW_RANDOM )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
}
// HACK: Add extra stage item if it isn't already present on the music wheel
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
Notes* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
bool bFoundExtraSong = false;
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
if( arrayWheelItemDatas[i].m_pSong == pSong )
{
/* Change the song color. */
arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
bFoundExtraSong = true;
break;
}
colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, SORT_INVALID) );
sLastSection = sThisSection;
}
if( !bFoundExtraSong )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONG_REAL_EXTRA_COLOR, SORT_INVALID) );
arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
}
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
else
{
// We only use SORT_PREFERRED when selecting a course
if( so != SongSortOrder(SORT_PREFERRED) )
break;
vector<Course*> apCourses;
switch( GAMESTATE->m_PlayMode )
for( unsigned i=0; i<arraySongs.size(); i++ )
{
case PLAY_MODE_NONSTOP: SONGMAN->GetNonstopCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
case PLAY_MODE_ONI: SONGMAN->GetOniCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
case PLAY_MODE_ENDLESS: SONGMAN->GetEndlessCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
default: ASSERT(0);
}
SortCoursePointerArrayByDifficulty( apCourses );
for( unsigned c=0; c<apCourses.size(); c++ ) // foreach course
{
Course* pCourse = apCourses[c];
// if unlocks are on, make sure it is unlocked
if ( GAMESTATE->m_pUnlockingSys->CourseIsLocked(pCourse) )
continue;
// check that this course has at least one song playable in the current style
if( pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyleDef()->m_NotesType) )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, "", pCourse, pCourse->GetColor(), SORT_INVALID) );
Song* pSong = arraySongs[i];
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
}
}
if( so != SORT_ROULETTE && SHOW_ROULETTE )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
if( so != SORT_ROULETTE && SHOW_RANDOM )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
// HACK: Add extra stage item if it isn't already present on the music wheel
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
Notes* pNotes;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
bool bFoundExtraSong = false;
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
if( arrayWheelItemDatas[i].m_pSong == pSong )
{
/* Change the song color. */
arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
bFoundExtraSong = true;
break;
}
}
if( !bFoundExtraSong )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONG_REAL_EXTRA_COLOR, SORT_INVALID) );
}
break;
default:
ASSERT(0); // invalid PlayMode
}
case SORT_COURSES:
{
vector<Course*> apCourses;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_NONSTOP: SONGMAN->GetNonstopCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
case PLAY_MODE_ONI: SONGMAN->GetOniCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
case PLAY_MODE_ENDLESS: SONGMAN->GetEndlessCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
default: SONGMAN->GetAllCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses ); break;
}
SortCoursePointerArrayByDifficulty( apCourses );
for( unsigned c=0; c<apCourses.size(); c++ ) // foreach course
{
Course* pCourse = apCourses[c];
// if unlocks are on, make sure it is unlocked
if ( GAMESTATE->m_pUnlockingSys->CourseIsLocked(pCourse) )
continue;
// check that this course has at least one song playable in the current style
if( pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyleDef()->m_NotesType) )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, "", pCourse, pCourse->GetColor(), SORT_INVALID) );
}
break;
}
}
// init music status icons
@@ -795,6 +776,7 @@ void MusicWheel::Update( float fDeltaTime )
case SORT_EASY_METER:
case SORT_MEDIUM_METER:
case SORT_HARD_METER:
case SORT_COURSES:
// Look for the last selected song or course
if( GAMESTATE->m_pCurCourse )
SelectCourse( GAMESTATE->m_pCurCourse );
@@ -1380,6 +1362,7 @@ CString MusicWheel::GetSectionNameFromSongAndSort( const Song* pSong, SongSortOr
return "N/A";
}
case SORT_SORT:
case SORT_COURSES:
return "";
default:
ASSERT(0);
+233 -50
View File
@@ -33,6 +33,7 @@
#include "ActorUtil.h"
#include "RageDisplay.h"
#include "RageTextureManager.h"
#include "Course.h"
const int NUM_SCORE_DIGITS = 9;
@@ -48,6 +49,8 @@ const int NUM_SCORE_DIGITS = 9;
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_OPTIONS_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextOptionsScreen"+Capitalize(PlayModeToString(play_mode)))
#define COURSE_CONTENTS_X THEME->GetMetricF("ScreenSelectMusic","CourseContentsX")
#define COURSE_CONTENTS_Y THEME->GetMetricF("ScreenSelectMusic","CourseContentsY")
static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
CString g_sFallbackCDTitlePath;
@@ -70,8 +73,8 @@ static void FlipSpriteHorizontally(Sprite &s)
ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
{
LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
if( GAMESTATE->IsCourseMode() )
RageException::Throw("Theme error: can't use ScreenSelectMusic in course modes" );
m_bInCourseDisplayMode = GAMESTATE->IsCourseMode();
/* Cache: */
g_sFallbackCDTitlePath = THEME->GetPathToG("ScreenSelectMusic fallback cdtitle");
@@ -91,6 +94,7 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
this->AddChild( &m_Menu );
m_MusicWheel.SetName( "Wheel" );
SET_XY( m_MusicWheel );
this->AddChild( &m_MusicWheel );
m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
@@ -98,27 +102,33 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
m_sprBannerMask.SetUseZBuffer( true ); // do draw to the zbuffer
m_sprBannerMask.SetZ( m_sprBannerMask.GetZ()+0.05f ); // closer to camera
SET_XY( m_sprBannerMask );
this->AddChild( &m_sprBannerMask );
// this is loaded SetSong and TweenToSong
m_Banner.SetName( "Banner" );
m_Banner.SetUseZBuffer( true ); // do have to pass the z test
m_Banner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
SET_XY( m_Banner );
this->AddChild( &m_Banner );
m_sprBannerFrame.SetName( "BannerFrame" );
m_sprBannerFrame.Load( THEME->GetPathToG("ScreenSelectMusic banner frame") );
SET_XY( m_sprBannerFrame );
this->AddChild( &m_sprBannerFrame );
m_BPMDisplay.SetName( "BPM" );
SET_XY( m_BPMDisplay );
this->AddChild( &m_BPMDisplay );
m_DifficultyDisplay.SetName( "DifficultyDisplay" );
m_DifficultyDisplay.EnableShadow( false );
SET_XY( m_DifficultyDisplay );
this->AddChild( &m_DifficultyDisplay );
m_sprStage.SetName( "Stage" );
m_sprStage.Load( THEME->GetPathToG("ScreenSelectMusic stage "+GAMESTATE->GetStageText()) );
SET_XY( m_sprStage );
this->AddChild( &m_sprStage );
m_sprCDTitleFront.SetName( "CDTitle" );
@@ -126,6 +136,7 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
m_sprCDTitleFront.SetUseBackfaceCull(true);
m_sprCDTitleFront.SetDiffuse( RageColor(1,1,1,1) );
m_sprCDTitleFront.SetEffectSpin( RageVector3(0, 360/CDTITLE_SPIN_SECONDS, 0) );
SET_XY( m_sprCDTitleFront );
this->AddChild( &m_sprCDTitleFront );
m_sprCDTitleBack.SetName( "CDTitle" );
@@ -135,20 +146,27 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
m_sprCDTitleBack.SetDiffuse( RageColor(0.2f,0.2f,0.2f,1) );
m_sprCDTitleBack.SetRotationY( 180 );
m_sprCDTitleBack.SetEffectSpin( RageVector3(0, 360/CDTITLE_SPIN_SECONDS, 0) );
SET_XY( m_sprCDTitleBack );
this->AddChild( &m_sprCDTitleBack );
m_GrooveRadar.SetName( "Radar" );
SET_XY( m_GrooveRadar );
if( SHOW_RADAR )
this->AddChild( &m_GrooveRadar );
m_GrooveGraph.SetName( "Graph" );
SET_XY( m_GrooveGraph );
if( SHOW_GRAPH )
this->AddChild( &m_GrooveGraph );
m_textSongOptions.SetName( "SongOptions" );
m_textSongOptions.LoadFromFont( THEME->GetPathToF("Common normal") );
SET_XY( m_textSongOptions );
this->AddChild( &m_textSongOptions );
m_CourseContentsFrame.SetXY( COURSE_CONTENTS_X, COURSE_CONTENTS_Y );
this->AddChild( &m_CourseContentsFrame );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
@@ -157,41 +175,50 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
m_sprDifficultyFrame[p].SetName( ssprintf("DifficultyFrameP%d",p+1) );
m_sprDifficultyFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic difficulty frame p%d",p+1)) );
m_sprDifficultyFrame[p].StopAnimating();
SET_XY( m_sprDifficultyFrame[p] );
this->AddChild( &m_sprDifficultyFrame[p] );
m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x5") );
SET_XY( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) );
m_AutoGenIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic autogen") );
SET_XY( m_AutoGenIcon[p] );
this->AddChild( &m_AutoGenIcon[p] );
m_OptionIconRow[p].SetName( ssprintf("OptionIconsP%d",p+1) );
m_OptionIconRow[p].Refresh( (PlayerNumber)p );
SET_XY( m_OptionIconRow[p] );
this->AddChild( &m_OptionIconRow[p] );
m_sprMeterFrame[p].SetName( ssprintf("MeterFrameP%d",p+1) );
m_sprMeterFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic meter frame p%d",p+1)) );
SET_XY( m_sprMeterFrame[p] );
this->AddChild( &m_sprMeterFrame[p] );
m_DifficultyMeter[p].SetName( ssprintf("MeterP%d",p+1) );
m_DifficultyMeter[p].SetShadowLength( 2 );
SET_XY( m_DifficultyMeter[p] );
this->AddChild( &m_DifficultyMeter[p] );
m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
m_sprHighScoreFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic score frame p%d",p+1)) );
SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
m_textHighScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenSelectMusic score") );
m_textHighScore[p].EnableShadow( false );
m_textHighScore[p].SetDiffuse( PlayerToColor(p) );
SET_XY( m_textHighScore[p] );
this->AddChild( &m_textHighScore[p] );
}
m_MusicSortDisplay.SetName( "SortIcon" );
m_MusicSortDisplay.Set( GAMESTATE->m_SongSortOrder );
SET_XY( m_MusicSortDisplay );
this->AddChild( &m_MusicSortDisplay );
m_sprBalloon.SetName( "Balloon" );
@@ -243,38 +270,120 @@ void ScreenSelectMusic::DrawPrimitives()
DISPLAY->LoadMenuPerspective(0);
}
void ScreenSelectMusic::TweenOnScreen()
void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
{
SET_XY_AND_ON_COMMAND( m_sprBannerMask );
SET_XY_AND_ON_COMMAND( m_Banner );
SET_XY_AND_ON_COMMAND( m_sprBannerFrame );
SET_XY_AND_ON_COMMAND( m_BPMDisplay );
SET_XY_AND_ON_COMMAND( m_DifficultyDisplay );
SET_XY_AND_ON_COMMAND( m_sprStage );
SET_XY_AND_ON_COMMAND( m_sprCDTitleFront );
SET_XY_AND_ON_COMMAND( m_sprCDTitleBack );
m_GrooveRadar.StopTweening();
m_GrooveGraph.StopTweening();
m_GrooveRadar.TweenOnScreen();
SET_XY_AND_ON_COMMAND( m_GrooveRadar );
m_GrooveGraph.TweenOnScreen();
SET_XY_AND_ON_COMMAND( m_GrooveGraph );
SET_XY_AND_ON_COMMAND( m_textSongOptions );
SET_XY_AND_ON_COMMAND( m_MusicSortDisplay );
m_MusicWheel.TweenOnScreen();
SET_XY_AND_ON_COMMAND( m_MusicWheel );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
SET_XY_AND_ON_COMMAND( m_sprDifficultyFrame[p] );
SET_XY_AND_ON_COMMAND( m_sprMeterFrame[p] );
SET_XY_AND_ON_COMMAND( m_OptionIconRow[p] );
SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] );
SET_XY_AND_ON_COMMAND( m_AutoGenIcon[p] );
SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
SET_XY_AND_ON_COMMAND( m_sprHighScoreFrame[p] );
SET_XY_AND_ON_COMMAND( m_textHighScore[p] );
ON_COMMAND( m_sprDifficultyFrame[p] );
ON_COMMAND( m_sprMeterFrame[p] );
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_AutoGenIcon[p] );
ON_COMMAND( m_DifficultyMeter[p] );
}
}
void ScreenSelectMusic::TweenSongPartsOffScreen()
{
m_GrooveRadar.TweenOffScreen();
m_GrooveGraph.TweenOffScreen();
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
OFF_COMMAND( m_sprDifficultyFrame[p] );
OFF_COMMAND( m_sprMeterFrame[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_AutoGenIcon[p] );
OFF_COMMAND( m_DifficultyMeter[p] );
}
}
void ScreenSelectMusic::TweenCoursePartsOnScreen( bool Initial )
{
m_CourseContentsFrame.SetZoomY( 1 );
if( Initial )
m_CourseContentsFrame.FadeOn( 0, "foldy", 0.3f );
else
m_CourseContentsFrame.SetFromCourse(NULL);
}
void ScreenSelectMusic::TweenCoursePartsOffScreen()
{
m_CourseContentsFrame.SetZoomY( 1 );
m_CourseContentsFrame.FadeOff( 0, "foldy", 0.3f );
}
void ScreenSelectMusic::SkipSongPartTweens()
{
m_GrooveRadar.FinishTweening();
m_GrooveGraph.FinishTweening();
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
m_sprDifficultyFrame[p].FinishTweening();
m_sprMeterFrame[p].FinishTweening();
m_DifficultyIcon[p].FinishTweening();
m_AutoGenIcon[p].FinishTweening();
m_DifficultyMeter[p].FinishTweening();
}
}
void ScreenSelectMusic::SkipCoursePartTweens()
{
m_CourseContentsFrame.FinishTweening();
}
void ScreenSelectMusic::TweenOnScreen()
{
if( GAMESTATE->m_SongSortOrder == SORT_COURSES )
{
TweenCoursePartsOnScreen( true );
TweenSongPartsOffScreen();
SkipSongPartTweens();
}
else
{
TweenSongPartsOnScreen( true );
TweenCoursePartsOffScreen();
SkipCoursePartTweens();
}
ON_COMMAND( m_sprBannerMask );
ON_COMMAND( m_Banner );
ON_COMMAND( m_sprBannerFrame );
ON_COMMAND( m_BPMDisplay );
ON_COMMAND( m_DifficultyDisplay );
ON_COMMAND( m_sprStage );
ON_COMMAND( m_sprCDTitleFront );
ON_COMMAND( m_sprCDTitleBack );
ON_COMMAND( m_GrooveRadar );
ON_COMMAND( m_GrooveGraph );
ON_COMMAND( m_textSongOptions );
ON_COMMAND( m_MusicSortDisplay );
m_MusicWheel.TweenOnScreen();
ON_COMMAND( m_MusicWheel );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
ON_COMMAND( m_OptionIconRow[p] );
ON_COMMAND( m_sprHighScoreFrame[p] );
ON_COMMAND( m_textHighScore[p] );
}
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
@@ -283,6 +392,11 @@ void ScreenSelectMusic::TweenOnScreen()
void ScreenSelectMusic::TweenOffScreen()
{
if( GAMESTATE->m_SongSortOrder == SORT_COURSES )
TweenCoursePartsOffScreen();
else
TweenSongPartsOffScreen();
OFF_COMMAND( m_sprBannerMask );
OFF_COMMAND( m_Banner );
OFF_COMMAND( m_sprBannerFrame );
@@ -291,9 +405,7 @@ void ScreenSelectMusic::TweenOffScreen()
OFF_COMMAND( m_sprStage );
OFF_COMMAND( m_sprCDTitleFront );
OFF_COMMAND( m_sprCDTitleBack );
m_GrooveRadar.TweenOffScreen();
OFF_COMMAND( m_GrooveRadar );
m_GrooveGraph.TweenOffScreen();
OFF_COMMAND( m_GrooveGraph );
OFF_COMMAND( m_textSongOptions );
OFF_COMMAND( m_MusicSortDisplay );
@@ -306,17 +418,35 @@ void ScreenSelectMusic::TweenOffScreen()
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
OFF_COMMAND( m_sprDifficultyFrame[p] );
OFF_COMMAND( m_sprMeterFrame[p] );
OFF_COMMAND( m_OptionIconRow[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_AutoGenIcon[p] );
OFF_COMMAND( m_DifficultyMeter[p] );
OFF_COMMAND( m_sprHighScoreFrame[p] );
OFF_COMMAND( m_textHighScore[p] );
}
}
/* This hides elements that are only relevant when displaying a single song,
* and shows elements for course display. XXX: Allow different tween commands. */
void ScreenSelectMusic::EnterCourseDisplayMode()
{
if( m_bInCourseDisplayMode )
return;
m_bInCourseDisplayMode = true;
TweenSongPartsOffScreen();
TweenCoursePartsOnScreen( false );
}
void ScreenSelectMusic::ExitCourseDisplayMode()
{
if( !m_bInCourseDisplayMode )
return;
m_bInCourseDisplayMode = false;
TweenSongPartsOnScreen( false );
TweenCoursePartsOffScreen();
}
void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
{
/* XXX metric this with MusicWheel::TweenOnScreen */
@@ -346,6 +476,11 @@ void ScreenSelectMusic::TweenScoreOnAndOffAfterChangeSort()
apActorsInScore[i]->BeginTweening( factor*1, TWEEN_ACCELERATE ); // tween back on screen
apActorsInScore[i]->SetLatestTween(original);
}
if( GAMESTATE->m_SongSortOrder == SORT_COURSES )
EnterCourseDisplayMode();
else
ExitCourseDisplayMode();
}
void ScreenSelectMusic::Update( float fDeltaTime )
@@ -383,6 +518,9 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
if( type != IET_FIRST_PRESS ) return;
PREFSMAN->m_bShowNative ^= 1;
m_MusicWheel.RebuildMusicWheelItems();
Course* pCourse = m_MusicWheel.GetSelectedCourse();
if(pCourse)
m_CourseContentsFrame.SetFromCourse( pCourse );
return;
}
@@ -669,11 +807,47 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
else
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select music comment general") );
m_bMadeChoice = true;
TweenOffScreen();
/* 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 = PLAY_MODE_ARCADE;
AdjustOptions();
break;
}
case TYPE_COURSE:
{
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select course comment general") );
Course *pCourse = m_MusicWheel.GetSelectedCourse();
ASSERT( pCourse );
GAMESTATE->m_PlayMode = pCourse->GetPlayMode();
// apply #LIVES
if( pCourse->m_iLives != -1 )
{
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
GAMESTATE->m_SongOptions.m_iBatteryLives = pCourse->m_iLives;
}
m_bMadeChoice = true;
break;
}
case TYPE_SECTION:
case TYPE_ROULETTE:
case TYPE_SORT:
break;
break;
default:
ASSERT(0);
}
if( m_bMadeChoice )
{
TweenOffScreen();
m_soundSelect.Play();
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
@@ -683,14 +857,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) ); // visible
SET_XY_AND_ON_COMMAND( m_sprOptionsMessage );
/* m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.35f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
*/
m_bAllowOptionsMenu = true;
/* Don't accept a held START for a little while, so it's not
* hit accidentally. Accept an initial START right away, though,
@@ -700,15 +867,6 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
}
m_Menu.StartTransitioning( SM_GoToNextScreen );
AdjustOptions();
break;
}
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
break;
case TYPE_SORT:
break;
}
if( GAMESTATE->IsExtraStage() && PREFSMAN->m_bPickExtraStage )
@@ -804,6 +962,10 @@ void ScreenSelectMusic::AfterMusicChange()
m_GrooveGraph.SetFromSong( pSong );
Course* pCourse = m_MusicWheel.GetSelectedCourse();
if( pCourse )
GAMESTATE->m_pCurCourse = pCourse;
int pn;
for( pn = 0; pn < NUM_PLAYERS; ++pn)
m_arrayNotes[pn].clear();
@@ -931,6 +1093,27 @@ void ScreenSelectMusic::AfterMusicChange()
m_sprBalloon.StopTweening();
OFF_COMMAND( m_sprBalloon );
break;
case TYPE_COURSE:
{
Course* pCourse = m_MusicWheel.GetSelectedCourse();
SampleMusicToPlay = THEME->GetPathToS("ScreenSelectMusic course music");
// m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
// float fTotalSeconds;
// if( pCourse->GetTotalSeconds(fTotalSeconds) )
// m_textTime.SetText( SecondsToTime(fTotalSeconds) );
// else
// m_textTime.SetText( "xx:xx:xx" ); // The numbers format doesn't have a '?'. Is there a better solution?
m_Banner.LoadFromCourse( pCourse );
m_BPMDisplay.SetBPM( pCourse );
m_CourseContentsFrame.SetFromCourse( pCourse );
m_CourseContentsFrame.TweenInAfterChangedCourse();
m_DifficultyDisplay.UnsetDifficulties();
break;
}
default:
ASSERT(0);
}
+11
View File
@@ -24,6 +24,7 @@
#include "DifficultyMeter.h"
#include "OptionIconRow.h"
#include "DifficultyDisplay.h"
#include "CourseContentsList.h"
class ScreenSelectMusic : public Screen
@@ -45,6 +46,15 @@ protected:
void TweenOnScreen();
void TweenOffScreen();
void TweenScoreOnAndOffAfterChangeSort();
void EnterCourseDisplayMode();
void ExitCourseDisplayMode();
bool m_bInCourseDisplayMode;
void TweenSongPartsOnScreen( bool Initial );
void TweenSongPartsOffScreen();
void TweenCoursePartsOnScreen( bool Initial );
void TweenCoursePartsOffScreen();
void SkipSongPartTweens();
void SkipCoursePartTweens();
void EasierDifficulty( PlayerNumber pn );
void HarderDifficulty( PlayerNumber pn );
@@ -83,6 +93,7 @@ protected:
MusicWheel m_MusicWheel;
Sprite m_sprBalloon;
DifficultyDisplay m_DifficultyDisplay;
CourseContentsList m_CourseContentsFrame;
bool m_bMadeChoice;
bool m_bGoToOptions;