added ScreenJukebox

This commit is contained in:
Chris Danford
2003-01-31 21:34:34 +00:00
parent 9e991a95cd
commit 7c470cf9c8
11 changed files with 330 additions and 22 deletions
+2
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@@ -9,6 +9,8 @@ CHANGE: Changed format NoteSkin tap graphic format. Existing NoteSkins will
need to update the tap graphic.
NEW FEATURE: New Edit menus with ability to delete Notes patterns and new
options for importing existing patterns into a new Notes pattern.
NEW FEATURE: Jukebox mode. Like demonstration, but plays entire songs
and loops.
----------------------- Version 3.01 ---------------------------
CHANGE: Simplified NoteSkin tap graphic format. Old NoteSkins will need to
+2
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@@ -2,6 +2,8 @@
Fix
/////////////////////////
background videos out of sync at non-1 song rates
Hrm.. I had a few things about Stepmania I wanted to suggest, but can't think of all of them now.. Lemme list the ones I can remember:
- In "all songs" don't have it automatically open one of the folders, or at least have it start at the very beginning of the folder
+8 -3
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@@ -499,11 +499,16 @@ void NoteData::LoadTransformedSlidingWindow( NoteData* pOriginal, int iNewNumTra
void NoteData::PadTapNotes(int rows)
{
int needed = rows - m_TapNotes[0].size() + 1;
if(needed < 0) return;
needed += 100; /* optimization: give it a little more than it needs */
// Need to resize each track individually. It could be the case that
// m_iNumTracks has changed, and the vectors are different sizes. -Chris
for(int track = 0; track < m_iNumTracks; ++track)
{
int needed = rows - m_TapNotes[track].size() + 1;
if(needed < 0)
continue;
needed += 100; /* optimization: give it a little more than it needs */
m_TapNotes[track].insert(m_TapNotes[track].end(), needed, TAP_EMPTY);
}
}
void NoteData::MoveTapNoteTrack(int dest, int src)
+1 -1
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@@ -247,7 +247,7 @@ ScreenEdit::ScreenEdit()
m_NoteFieldRecord.SetXY( EDIT_X, EDIT_GRAY_Y );
m_NoteFieldRecord.SetZoom( 1.0f );
m_NoteFieldRecord.Load( &noteData, PLAYER_1, -100, 300 );
m_NoteFieldRecord.Load( &noteData, PLAYER_1, -150, 350 );
m_Clipboard.m_iNumTracks = m_NoteFieldEdit.m_iNumTracks;
+248
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@@ -0,0 +1,248 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenJukebox
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenJukebox.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "SongManager.h"
#include "StepMania.h"
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101); // MUST be same as in ScreenGameplay
bool PrepareForJukebox() // always return true.
{
//
// Set the current song to prepare for a demonstration
//
switch( GAMESTATE->m_CurGame )
{
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
default: ASSERT(0);
}
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
//
// Search for a Song and Steps to play during the demo
//
for( int i=0; i<600; i++ ) // try 600 times
{
Song* pSong = SONGMAN->GetRandomSong();
if( pSong == NULL ) // returns NULL there are no songs
return true; // we need to detect this and abort demonstration later
if( pSong->m_apNotes.empty() )
continue; // skip
if( !pSong->HasMusic() )
continue; // skip
vector<Notes*> apNotes;
pSong->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, apNotes );
if( apNotes.empty() )
continue; // skip
// Found something we can use!
Notes* pNotes = apNotes[ rand()%apNotes.size() ];
GAMESTATE->m_pCurSong = pSong;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_pCurNotes[p] = pNotes;
break; // done looking
}
ASSERT( GAMESTATE->m_pCurSong );
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
// choose some cool options
int Benchmark = 0;
if(Benchmark)
{
/* Note that you also need to make sure you benchmark with the
* same notes. I use a copy of MaxU with only heavy notes included. */
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = .25f;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_SPACE ] = true;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
}
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = 1.5f;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
if( RandomFloat(0,1)>0.7f )
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
}
GAMESTATE->m_SongOptions = SongOptions();
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
GAMESTATE->m_bDemonstration = true;
return true;
}
ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is a hack to get some code to execute before the ScreenGameplay constructor
{
LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
{
this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
return;
}
m_Fade.OpenWipingRight();
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo = true;
m_StarWipe.SetOpened();
m_DancingState = STATE_DANCING;
}
ScreenJukebox::~ScreenJukebox()
{
// GAMESTATE->m_bDemonstration = false;
//GAMESTATE->Reset();
}
void ScreenJukebox::Update( float fDeltaTime )
{
ScreenGameplay::Update( fDeltaTime );
// hide status icons
for( int i=0; i<NUM_STATUS_ICONS; i++ )
m_sprStatusIcons[i].SetDiffuse( RageColor(1,1,1,0) );
}
void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
//LOG->Trace( "ScreenJukebox::Input()" );
//
// This should be the same as ScreenAttract::Input()
//
if(type != IET_FIRST_PRESS) return; // don't care
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->SystemMessage( sMessage );
return;
}
if( MenuI.IsValid() )
{
switch( MenuI.button )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
::Sleep( 200 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 200 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
break;
}
}
}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_NotesEnded:
if( m_Fade.IsClosing() )
return; // ignore - we're already fading
m_Fade.CloseWipingRight( SM_GoToNextScreen );
return;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenJukebox" );
return;
}
ScreenGameplay::HandleScreenMessage( SM );
}
+31
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@@ -0,0 +1,31 @@
/*
-----------------------------------------------------------------------------
Class: ScreenJukebox
Desc: Like ScreenDemonstration, Plays whole songs continuously.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenGameplay.h"
#include "Sprite.h"
class ScreenJukebox : public ScreenGameplay
{
public:
ScreenJukebox();
~ScreenJukebox();
virtual void Update( float fDeltaTime );
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
};
+3 -1
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@@ -201,6 +201,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
#include "ScreenDemonstration.h"
#include "ScreenInstructions.h"
#include "ScreenNameEntry.h"
#include "ScreenJukebox.h"
#include "ScreenPrompt.h"
#include "ScreenTextEntry.h"
@@ -243,7 +244,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) ret = new ScreenTitleMenu;
else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) ret = new ScreenEz2SelectMusic;
else if( 0==stricmp(sClassName, "ScreenWarning") ) ret = new ScreenWarning;
else if( 0==stricmp(sClassName, "ScreenRanking") ) ret = new ScreenRanking;
else if( 0==stricmp(sClassName, "ScreenRanking") ) ret = new ScreenRanking;
else if( 0==stricmp(sClassName, "ScreenMemoryCard") ) ret = new ScreenMemoryCard;
else if( 0==stricmp(sClassName, "ScreenCompany") ) ret = new ScreenCompany;
else if( 0==stricmp(sClassName, "ScreenAlbums") ) ret = new ScreenAlbums;
@@ -252,6 +253,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
else if( 0==stricmp(sClassName, "ScreenDemonstration") ) ret = (ScreenGameplay*)new ScreenDemonstration;
else if( 0==stricmp(sClassName, "ScreenInstructions") ) ret = new ScreenInstructions;
else if( 0==stricmp(sClassName, "ScreenNameEntry") ) ret = new ScreenNameEntry;
else if( 0==stricmp(sClassName, "ScreenJukebox") ) ret = new ScreenJukebox;
else
RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
+5 -15
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@@ -47,20 +47,6 @@
const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
const CString CHOICE_TEXT[ScreenTitleMenu::NUM_CHOICES]= {
"GAME START",
"SWITCH GAME",
"CONFIG KEY/JOY",
"INPUT OPTIONS",
"MACHINE OPTIONS",
"GRAPHIC OPTIONS",
"APPEARANCE OPTIONS",
"EDIT/RECORD/SYNCH",
#ifdef _DEBUG
"SANDBOX",
#endif
"EXIT",
};
ScreenTitleMenu::ScreenTitleMenu()
{
@@ -91,7 +77,7 @@ ScreenTitleMenu::ScreenTitleMenu()
for( i=0; i<NUM_CHOICES; i++ )
{
m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
m_textChoice[i].SetText( CHOICE_TEXT[i] );
m_textChoice[i].SetText( ChoiceToString((Choice)i) );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
m_textChoice[i].TurnShadowOn();
@@ -226,6 +212,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
case CHOICE_MACHINE_OPTIONS:
case CHOICE_GRAPHIC_OPTIONS:
case CHOICE_APPEARANCE_OPTIONS:
case CHOICE_JUKEBOX:
#ifdef _DEBUG
case CHOICE_SANDBOX:
#endif
@@ -305,6 +292,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
case CHOICE_APPEARANCE_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenAppearanceOptions" );
break;
case CHOICE_JUKEBOX:
SCREENMAN->SetNewScreen( "ScreenJukebox" );
break;
#ifdef _DEBUG
case CHOICE_SANDBOX:
SCREENMAN->SetNewScreen( "ScreenTest" );
+23 -1
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@@ -28,7 +28,8 @@ public:
virtual void Update( float fDelta );
virtual void HandleScreenMessage( const ScreenMessage SM );
enum Choice {
enum Choice
{
CHOICE_GAME_START = 0,
CHOICE_SELECT_GAME,
CHOICE_MAP_INSTRUMENTS,
@@ -37,6 +38,7 @@ public:
CHOICE_GRAPHIC_OPTIONS,
CHOICE_APPEARANCE_OPTIONS,
CHOICE_EDIT,
CHOICE_JUKEBOX,
#ifdef _DEBUG
CHOICE_SANDBOX,
#endif
@@ -44,6 +46,26 @@ public:
NUM_CHOICES // leave this at the end!
};
CString ChoiceToString( Choice c )
{
const CString s[NUM_CHOICES] = {
"GAME START",
"SWITCH GAME",
"CONFIG KEY/JOY",
"INPUT OPTIONS",
"MACHINE OPTIONS",
"GRAPHIC OPTIONS",
"APPEARANCE OPTIONS",
"EDIT/SYNCHRONIZE",
"JUKEBOX",
#ifdef _DEBUG
"SANDBOX",
#endif
"EXIT"
};
return s[c];
}
private:
void GainFocus( int iChoiceIndex );
+6
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@@ -267,6 +267,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File
RelativePath="ScreenInstructions.h">
</File>
<File
RelativePath="ScreenJukebox.cpp">
</File>
<File
RelativePath="ScreenJukebox.h">
</File>
<File
RelativePath="ScreenLogo.cpp">
</File>
+1 -1
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@@ -19,7 +19,7 @@
!define PRODUCT_NAME_VER "${PRODUCT_NAME} ${VERSION}"
Name "${PRODUCT_NAME}"
OutFile "stepmania-CVS-20030128.exe"
OutFile "stepmania-CVS-20030130.exe"
;OutFile "stepmania301.exe"
; Some default compiler settings (uncomment and change at will):